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Help with magic item selection
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<blockquote data-quote="fba827" data-source="post: 5416787" data-attributes="member: 807"><p>While I have to agree with the other posters to say that this isn't necessarily enough to really get a good feel for what your players (and their respective characters) would want/get excited over, if i just used the little information here I would start (off the top of my head) thinking along the lines of ...</p><p></p><p></p><p></p><p>My short-lived longtooth shifter Lifespirit warden loved his throwing shield ( it provides a decent back-up weapon for those times you're too far and slowed or the target is out of reach on a treetop or on the far end of a narrow corridor bottleneck)</p><p></p><p></p><p></p><p>I don't really know seekers or ardents well enough to have an opinion off the top of my head. </p><p></p><p></p><p></p><p>I've noticed many sorcerers in the party i've played with (over a couple campaigns) tend to take cloth armor that lets a caster not provoke opportunity attacks when casting a ranged spell ( i think it's called shimmer armor?). that might be a good idea for this sorcerer if he doesn't already have a way to avoid provoking OAs for his ranged attacks</p><p></p><p></p><p></p><p>Non build-related choices that have general utility (in my opinion) for any of them (though their personality and play style would determine whether or not the people in your group would even like them) ...</p><p>* But I'm a huge fan of Hedge Wizard gloves that let's the wearer use wizard cantrips.</p><p>* bag of holding</p><p>* acrobat boots (i think they're called, the ones that let you stand up from prone as a minor action)</p><p>* ritual scrolls with components (for some mundane task that takes a while, so if they travel a lot, maybe a phantom steed scroll would relieve the group of that for a session, and so on).</p><p>* armor of resistance (resistance is always helpful)</p><p>* safewing amulet (or something similar) that lets you reduce falling damage</p><p>* if no one in the party is trained in arcana to detect magic then dust of arcane insight would be helpful</p><p>*I also like teleport-y things and bonus</p><p>* things that grant a bonus save (esp as you get to upper heroic/paragon, saves are needed more often as there are more conditions tossed around and harsher conditions become commonplace)</p><p></p><p>of course, as said, i have certain play style preferences, so what works for me might be very different than what works for your group.</p><p></p><p>what sorts of tactics do they usually employ? Is someone always stealthing? Is someone always charging? Is someone always getting hit with Opportunity attacks? Is there a lacking skill that you want introduced into the group (like arcana)</p></blockquote><p></p>
[QUOTE="fba827, post: 5416787, member: 807"] While I have to agree with the other posters to say that this isn't necessarily enough to really get a good feel for what your players (and their respective characters) would want/get excited over, if i just used the little information here I would start (off the top of my head) thinking along the lines of ... My short-lived longtooth shifter Lifespirit warden loved his throwing shield ( it provides a decent back-up weapon for those times you're too far and slowed or the target is out of reach on a treetop or on the far end of a narrow corridor bottleneck) I don't really know seekers or ardents well enough to have an opinion off the top of my head. I've noticed many sorcerers in the party i've played with (over a couple campaigns) tend to take cloth armor that lets a caster not provoke opportunity attacks when casting a ranged spell ( i think it's called shimmer armor?). that might be a good idea for this sorcerer if he doesn't already have a way to avoid provoking OAs for his ranged attacks Non build-related choices that have general utility (in my opinion) for any of them (though their personality and play style would determine whether or not the people in your group would even like them) ... * But I'm a huge fan of Hedge Wizard gloves that let's the wearer use wizard cantrips. * bag of holding * acrobat boots (i think they're called, the ones that let you stand up from prone as a minor action) * ritual scrolls with components (for some mundane task that takes a while, so if they travel a lot, maybe a phantom steed scroll would relieve the group of that for a session, and so on). * armor of resistance (resistance is always helpful) * safewing amulet (or something similar) that lets you reduce falling damage * if no one in the party is trained in arcana to detect magic then dust of arcane insight would be helpful *I also like teleport-y things and bonus * things that grant a bonus save (esp as you get to upper heroic/paragon, saves are needed more often as there are more conditions tossed around and harsher conditions become commonplace) of course, as said, i have certain play style preferences, so what works for me might be very different than what works for your group. what sorts of tactics do they usually employ? Is someone always stealthing? Is someone always charging? Is someone always getting hit with Opportunity attacks? Is there a lacking skill that you want introduced into the group (like arcana) [/QUOTE]
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