Magic items EVERY character NEEDS

My short list:

1) Flight
2) Breathing / Water Breathing Equipment
3) See Invisiblity
4) Food / Fresh Water
5) Light / Darkvision
6) Magic Weapon, Ranged and Melee
7) Transportation (Teleport / Recall)

Item (or other ability, like spell) of Polymorphing can fill 1, 2, and maybe even 3, 5 (with Blindsight).

-- Nifft
 

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In our "powergamer`s wet dreams + high level" group, we have 2 Portable Holes just to get all the treasures we find with us. (you find: 105.000 silverpieces...).

Most characters there do also have Boots of Speed, though both Wizards are able to cast Haste and Mass Haste. (Remember, you never know if both are available at the time, and if they win initiative ... ).

I think everybody should also have a Cloak and Boots of Elvenkind - A Fighter with Full Plate and Large Steel Shield will still have a positive Modifier for this skills then. (So he can be 100 to 300 feet within the rogue without fearing to counter his stealth efforts :) - well, much nearer in dungeons...)
(I remember a campaign in where nearly everybody was stealthy in some way - expect the Dwarfen Fighter - terrible!)

Boots of Striding and Springing seem to be a good choice, too. They are not as powerful as boots of speed, but if you are a slow Fighter (Heavy Armor?) you will love it.

By the way: Winning Initiative is very important, so if your DM has items that allow you to increase Initiative, take them. (But be aware - if the DM allows these items, the NPCs might also have them, so it might all cancel out :) )

Fairly useful:
Scarab of Golembane (any). It is very cheap, and you will never have a problem with golems again. (Okay, this is not really true, but at least you have a better chance). Even a wizard that has a "not useless" weapon might want this item. (A Wizard who created a Flesh or Clay Golem should also have them - they have this stupid 1% chance of going berserk!)

Important Weapon Enhancement:
Sure Striking. Everybody that ever might be forced to use a weapon should have at least this Enhancement.

1) Holy. If you`re on the good side, make this your strength. It will help in most campaigns.

2)Lawful. Many adventures and Gamemasters seem to prefer Demons over Devils, and Vampires are also common foes.

3) Chaotic. If your DM loves to throw Dragons at you, they will often be Red Dragons. Bane to all Lawful beings.

The second 2 enhancement might have some roleplaying issues - think of a Chaotic Good (or even Neutral) Elf and a Paladin :)


Armor Enhancements:
An Armor of Heavy Fortification is nice, but medium is enough, I think.
Remeber that a Cloak (or Robe?) of Displacement can also negate Sneak Attacks, though a resourceful rogue can get around this...

Important Material:

If you are using a weapon that deals more than 1d6 points of damage, Admantite will give it a natural +2 enhancement bonus. It doesn`t go away in Antimagic Field, and you get a +2 bonus to attack and damage, even if you weapon is otherwise "only" a +1 Flaming Corrosive Screaming Shocking Sure Strikung Lawful Chaotic Weapon. :)

Admantite Armors are very useful if you want (or need) to have many other enhancements and do not have enough money or "place".
Otherwise Mithral (both Armor and Shield) and Darkwood (Shield only?) are better.
 


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