Klaus
First Post
I will be running a solo game for a friend, and he wants to play an adventuring archaeologist. So it'll be set in Eberron, and he'll be playing a Rogue (trading sneak attack for Fighter feats) with the Educated feat (all Knowledge skills are class skills). When time came to equip him, I turned to the recent Magic Item Compandium. And y'know, that book is great! The new way of equipping a higher-level character (the character gets 2 items of each level all the way down to 1st) works like a charm, and encourages one to take items beyond the tried-and-true stat boosters, rings of protection and cloaks of resistance.
As an example, here's what the equipment list looks like for the Rogue 6 I statted up (some come from Dungeonscape):
+1 easy travel studded leather armor, masterwork shortsword, light crossbow, masterwork thieves’ tools, Heward’s Handy Haversack, dust of dryness, healing belt, bracers of quick strike, replenishing skin, everlating rations, acid (2), acid neutralizer (1), antitoxin (3), collapsible pole, silk rope (100 ft.), hammer, 5 iron spikes, crowbar, superior hacksaw, climber’s kit, holy water (2), rubbing kit, twine (50 ft.), torch (5), lantern, oil (8), sunrod (2), 50 gp.
Kudos to the designers of the MIC.
As an example, here's what the equipment list looks like for the Rogue 6 I statted up (some come from Dungeonscape):
+1 easy travel studded leather armor, masterwork shortsword, light crossbow, masterwork thieves’ tools, Heward’s Handy Haversack, dust of dryness, healing belt, bracers of quick strike, replenishing skin, everlating rations, acid (2), acid neutralizer (1), antitoxin (3), collapsible pole, silk rope (100 ft.), hammer, 5 iron spikes, crowbar, superior hacksaw, climber’s kit, holy water (2), rubbing kit, twine (50 ft.), torch (5), lantern, oil (8), sunrod (2), 50 gp.
Kudos to the designers of the MIC.