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<blockquote data-quote="neg" data-source="post: 4522466" data-attributes="member: 4431"><p><strong>Revision</strong></p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Here is a revision. </p><p></p><p>Slot Description Bonus/Effects Cost</p><p>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</p><p></p><p>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</p><p></p><p>Weapon - Range Distance Dagger +1 Normal Range is 10 Long Range is 20 360</p><p></p><p>Arm Slot Iron Armbands of Power Item bonus +2 to melee damage rolls 1800</p><p></p><p>Feet Slot X 0</p><p></p><p>Hand Slot X 0</p><p></p><p>Head Slot Circlet of Second Chances Daily - Reroll one saving throw 0</p><p></p><p>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</p><p></p><p>Waist Slot Belt of Vigor Gain a +1 item bonus to healing surge value 520</p><p></p><p>Wondrous Item Bag of Holding Up to 200 lbs or 20 cubic feet in volume. Bag always weighs 1 pound 1000</p><p></p><p>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</p><p></p><p>Consumables Potion of Healing Spend a surge gain 10 hit points 50</p><p></p><p>Consumables Potion of Healing Spend a surge gain 10 hit points 50</p><p></p><p>Consumables Potion of Healing Spend a surge gain 10 hit points 50</p><p></p><p>Consumables Potion of Healing Spend a surge gain 10 hit points 50</p><p></p><p>TOTAL 9985</p><p></p><p>Thoughts?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>-neg</p></blockquote><p></p>
[QUOTE="neg, post: 4522466, member: 4431"] [b]Revision[/b] 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 [/QUOTE]
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