5th level rogue and 10K gold...pimp me!

neg

Explorer
So our DM gave us a very hefty magic item reward of 10K worth of any magic items we wished to purchase. You can't go over, and you have to buy consumables from this. So the only limitations are price and the 4 potions at the end. Everything else is up for grabs. My rogue started with the Circlet of Second chances and the Deathstalker +1 rapier so you don't necessarily have to change those. He is a halfling rogue - Artful dodge build.

I took the Bridle of Conjuration as we are mainly a city campaign, but there are times when you wish you could get to where you want to go substantially faster without having to spend money every day on stabling. As we are about to do some traveling, this will likely be more useful going forward.

Here is what I came up with. I would take any suggestions you might have.


Slot Description Bonus/Effects Cost
Armor Elven Battle Armor +2 Gain a +5 item bonus to saves against slow or immobilized. Encounter Minor action gain +2 power bonus to speed until the end of your next turn 3425

Weapon Deathstalker +1 Rapier On crit +1d6 Necrotic damage. Daily free action hit target takes ongoing 5 Necrotic damage, save ends. Save at -2 0

Arm Slot Iron Armbands of Power Item bonus +2 to melee damage rolls 1800

Feet Slot Catstep Boots When you fall or jump down, you only take one half normal falling damage, and always land on your feet. Daily free action gain a +5 power bouns to your next Acrobatic or Athletic Check 680

Hand Slot Gloves of Piercing Daily Minor Action Until the end of the encounter your attacks ignore any resistance of 10 or lower 680

Head Slot Circlet of Second Chances Daily - Reroll one saving throw 0

Neck Slot Cloak of the Walking Wounded Fort, Ref, and Will AC +1; If you second wind while bloodied you can expend two healing surges instead of one gaining hit points for both 840

Wait Slot Muleback Harness When determining your normal load, heavy load, or max drag load treat your strength score as 5 points higher 520

Wondrous Item Bag of Holding Up to 200 lbs or 20 cubic feet in volume. Bag always weighs 1 pound 1000

Wondrous Item Bridle of Conjuration Daily standard action conjure a riding horse for 12 hours or until reduced to zero or fewer hit points 840

Consumables Potion of Healing Spend a surge gain 10 hit points 50

Consumables Potion of Healing Spend a surge gain 10 hit points 50

Consumables Potion of Healing Spend a surge gain 10 hit points 50

Consumables Potion of Healing Spend a surge gain 10 hit points 50


TOTAL 9985


-neg
 

log in or register to remove this ad

Check out the Footpad's Friend weapon. +Cha to damage whenever you sneak attack will come in handy a lot more often, but Laughing Death is interesting.

Do you really need the muleback harness and a bag of holding? If your party doesn't already have one, get some Everlasting Provisions and never worry about food again.
 

You have a good point on the Mule pack harness and the bag of holding. A bit redundant. I could probably drop the harness and spend that gold elsewhere.

Footpad's Friend is an excellent choice. But the lowest bonus is +2 and costs 5000g, which takes up a large chunk of the overall 10K. I felt that the Iron Armbands of Power were a good compensation to this and would allow me to increase damage output overall. My Cha modifier is +3 so I would be spending 5000g for an extra point of damage (though another +1 to hit over the Deathstalker) that is situational (though common) instead of 1800g for the Iron Armbands that always grant a +2.

I was trying to find things to help with to hit/damage/or self healing for a rogue. There are not that many out there.

-neg
 

Hmm ... how about a boring +2 dagger for the off-hand?
Even without 2WF feats:
Hit more realiabily (+2 over the rapier) if you need to.
Damage difference is only average of 1.
Throw it (with sly flourish) in the surprise round (first strike for combat advantage) rather than closing in, for more damage and superior tactics.
 

Dagger

I like the simple +2 Dagger idea.

Could drop the Mule Back Harness, Catstep Boots, and Gloves of Piercing which are more filler items than must haves like the cloak or armbands.

I often am throwing daggers the first round anyway when I win initiative, this would help insure someone gets softened up before the defender steps into the fray.

Anyone have an idea of how useful the gloves of piercing might actually be? It seems like a great way to get through any resistance of 10 or lower. Might there be a better option?

Yeah, I like the +2 dagger for 1800g.

-neg
 


My only thought was that at 5th level you will only be able to use one of those daily abilities granted by the magical gear per day, until you hit a milestone. I think I would focus on one or two cool things with special abilities and then spend the rest on more mundane magical items that did not have dailys. Right now you have 6 items with abilities, and that can end up being a waste.

OTOH, it is nice to have the *option* of using them. I just wanted to point it out in case you hadn't thought of it.

Jay
 

I'm not the best min-maxer, but I like themes... this package was chosen to maximize combat advantage opportunities through skill bonuses, flanking opportunities, and straight-up giving away a combat advantage. I call it...

Surprise!
Cloaked Melee Weapon +2 (3,400 gp)
With Quick Draw, used for that first attack where you don't have combat advantage to grant combat advantage each encounter, and thereafter used as your general melee weapon.

Inescapable Shuriken (Or other ranged) +1 (5): 680 GP
For ranged and initiative winning opening attacks where you have combat advantage. Also, for general ranged use, effectively a cheap +2 to-hit weapon after you miss the first attack. "Oh, you think I can't hit you?"

Sylvan Armor +2 (3,400 gp)
Item bonus to Stealth and Athletics checks.

Cape of the Mountebank +1 (1,000 gp)
Neck Item + Daily: teleport as an immediate reaction to being attacked, and gain combat advantage against the attacker until the end of your next turn.

Feyleaf Vambraces (840 gp)
Daily: Free action, teleport into flanking position against an adjacent target before completing your attack.

Silent Tool (520 gp)
Type of tool depends on type of campaign... crowbar, grappling hook, etc. Whatever tool gives the best opportunities to get in close and get the drop on unaware enemies.

Blinding Bomb Lvl 8 (Alchemical Item, 125 gp.)
When all else fails....

+35 GP
 

I'm tempted to suggest that you blow the whole wad on +3 summoned drowmesh armor, for a total AC bonus of +5, and a cloak of distortion, and play the Invincible Rogue.
 

Revision

Turtlejay brings up a very good point about daily power uses for magic items. I had to read the PHB about it, but he is absolutely right. We haven't played 4E too much and this is the first instance where we had more than a few items on a single character so it really hadn't come into play up to this point.

But looking at my first version it was clear I could never "pop" all those daily powers and I should try to get some gear that offers some bonus or properties that are always helpful and in effect.

Here is a revision.

Slot Description Bonus/Effects Cost
Armor Elven Battle Armor +2 Gain a +5 item bonus to saves against slow or immobilized. Encounter Minor action gain +2 power bonus to speed until the end of your next turn 3425

Weapon Lifedrinker Rapier +1 On crit +1d6 Necrotic damage. When you drop an enemy to zero or fewer hitpoints with this weapon gain 5 temporary hit points 1000

Weapon - Range Distance Dagger +1 Normal Range is 10 Long Range is 20 360

Arm Slot Iron Armbands of Power Item bonus +2 to melee damage rolls 1800

Feet Slot X 0

Hand Slot X 0

Head Slot Circlet of Second Chances Daily - Reroll one saving throw 0

Neck Slot Cloak of the Walking Wounded Fort, Ref, and Will AC +1; If you second wind while bloodied you can expend two healing surges instead of one gaining hit points for both 840

Waist Slot Belt of Vigor Gain a +1 item bonus to healing surge value 520

Wondrous Item Bag of Holding Up to 200 lbs or 20 cubic feet in volume. Bag always weighs 1 pound 1000

Wondrous Item Bridle of Conjuration Daily standard action conjure a riding horse for 12 hours or until reduced to zero or fewer hit points 840

Consumables Potion of Healing Spend a surge gain 10 hit points 50

Consumables Potion of Healing Spend a surge gain 10 hit points 50

Consumables Potion of Healing Spend a surge gain 10 hit points 50

Consumables Potion of Healing Spend a surge gain 10 hit points 50

TOTAL 9985

Thoughts?

I decided at a mere 1000g the Lifedrinker rapier was to good to pass up and since I am the only striker in the party the odds of me killing off multiple people in an encounter are very high. I can switch to the Deathstalker rapier if it is a single opponent and I can use the daily power.

The cloak of distortion is so ridiculously good that I know they will have to errata that bad boy at some point. Additionally as a melee striker I will have to be in the thick of it, so I will usually be within 5 squares of casters, but not always I know. I felt I would go with the walking wounded to ease the burden on the healer in case he has to make a choice between me and another character.

I liked the ranged dagger thing as for the same price of a simple magic weapon I get increased range and it returns to my hand.

Thanks everyone, all of your feedback and ideas have given me things to think about. If you have any more comments, I certainly welcome them.

-neg
 

Pets & Sidekicks

Remove ads

Top