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Help me with a kick butt char
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<blockquote data-quote="LordSloth" data-source="post: 2173882" data-attributes="member: 31155"><p>2 magic items? thats rather low. Ive always been a fan of magic items that envolve spells somehow, since many low level spells have superior effects than the low level enchantments. For prices on these things theres the "Estimating magic item cost" table in the SRD.</p><p></p><p>I would suggest putting continuous true strike on your weapon (1*1*2000*4) (possibly *1.5 if your DM rules that true strike is not something that a weapon would have affinity for) While not as good as a +X enchantment when facing a DR opponent, overall it means you pretty much hit unless you throw a critical miss. You can also drop the continuous part if you put it use activated on your weapon (activate on swing). your first attack is without true strike but every consequent swing of the encounter charges you up with true strike for the next one. If you have the money to spare, put speed on your true striking weapon. the one thing better than an attack that rarely misses is 2 attacks that rarely miss <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Other fun stuff to put 'on swing' on your weapons is for example healing (i'd say faith healing but thats not core) even a lowly cure light of lvl 1 heals you 1d8+1 every time you take a swing at something (you dont have to hit according to the 'use activated' wording in the SRD). Also, between encounters you can just swing for a while and be at full health for the next one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (1*1*2000*1.5(weapons dont have affinity for healing unless your DM is a nutcase <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>Boots of continuous expeditious retreat (1*1*2000*2) are also not to be scoffed at. Especially in a tough world, extra manouvering in battle is a good thing, and flat out being able to outrun whatever is chasing you is also handy. If you are a rogue, also add trackless step to your footwear.</p><p></p><p>Another great low level spell to put on your items is command word mage armor. Afreely refreshable source of extra AC, who doesnt want that?</p><p></p><p>Anyway, i realise i havent really given you a character, just some ranting about spells on items. If you can bare to be a little fragile (other meatshields in the party) i advise to go dual wielding rogue (2-weapon fighting, weapon finesse, improved 2weap and whatever else you fancy) with true strike/hasted weapon (and cure light if you can manage the cost) and whatever other magic item you might fancy (maybe a second hasted weapon but i suggest you go for something defensive in nature like expeditious boots or a decent armor that gives con bonus or something AC boosting like mage armor). As long as you make sure you have flanking (can't be hard with barbarians and fighter etc around) you are doing lots of sneak attacks (2 bab, 1 haste, 2 offhand) on a fullround action and they rarely ever miss.</p><p></p><p>You can also be a little safer and go for a ranged rogue (be an elf for bow profs) and do your sneak attacks from a slight distance (though your damage output is way lower since you have less attacks and usually only the first one is sneak attack due to the high penalty on your hide check imposed by sniper shots.</p><p></p><p>I know rogues arent the sturdiest of characters but every decent party needs one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> and with proper love and care they become real damage machines (though still remaining pretty fragile)</p></blockquote><p></p>
[QUOTE="LordSloth, post: 2173882, member: 31155"] 2 magic items? thats rather low. Ive always been a fan of magic items that envolve spells somehow, since many low level spells have superior effects than the low level enchantments. For prices on these things theres the "Estimating magic item cost" table in the SRD. I would suggest putting continuous true strike on your weapon (1*1*2000*4) (possibly *1.5 if your DM rules that true strike is not something that a weapon would have affinity for) While not as good as a +X enchantment when facing a DR opponent, overall it means you pretty much hit unless you throw a critical miss. You can also drop the continuous part if you put it use activated on your weapon (activate on swing). your first attack is without true strike but every consequent swing of the encounter charges you up with true strike for the next one. If you have the money to spare, put speed on your true striking weapon. the one thing better than an attack that rarely misses is 2 attacks that rarely miss :) Other fun stuff to put 'on swing' on your weapons is for example healing (i'd say faith healing but thats not core) even a lowly cure light of lvl 1 heals you 1d8+1 every time you take a swing at something (you dont have to hit according to the 'use activated' wording in the SRD). Also, between encounters you can just swing for a while and be at full health for the next one :) (1*1*2000*1.5(weapons dont have affinity for healing unless your DM is a nutcase ;)) Boots of continuous expeditious retreat (1*1*2000*2) are also not to be scoffed at. Especially in a tough world, extra manouvering in battle is a good thing, and flat out being able to outrun whatever is chasing you is also handy. If you are a rogue, also add trackless step to your footwear. Another great low level spell to put on your items is command word mage armor. Afreely refreshable source of extra AC, who doesnt want that? Anyway, i realise i havent really given you a character, just some ranting about spells on items. If you can bare to be a little fragile (other meatshields in the party) i advise to go dual wielding rogue (2-weapon fighting, weapon finesse, improved 2weap and whatever else you fancy) with true strike/hasted weapon (and cure light if you can manage the cost) and whatever other magic item you might fancy (maybe a second hasted weapon but i suggest you go for something defensive in nature like expeditious boots or a decent armor that gives con bonus or something AC boosting like mage armor). As long as you make sure you have flanking (can't be hard with barbarians and fighter etc around) you are doing lots of sneak attacks (2 bab, 1 haste, 2 offhand) on a fullround action and they rarely ever miss. You can also be a little safer and go for a ranged rogue (be an elf for bow profs) and do your sneak attacks from a slight distance (though your damage output is way lower since you have less attacks and usually only the first one is sneak attack due to the high penalty on your hide check imposed by sniper shots. I know rogues arent the sturdiest of characters but every decent party needs one ;) and with proper love and care they become real damage machines (though still remaining pretty fragile) [/QUOTE]
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