Two more minor items to choose; most beneficial? (info inside)

Grapeshot

First Post
My lvl 8 druid(almost 9) died last game. His spirit refuses to be reincarnated. My new character, lvl 8 cleric, is done being created and I need help with choosing my items. I have 2 minor items left to choose. Based on the info below what would you choose?

(based on 32 pt buy in and as you can see from my recent death this campaign is 'high powered')
12 (+1) str
14 (+2) dex
16 (+3) Con
10 (+0) int
16 (+3) Wis
12 (+1) Cha (temp score 16 Cha) +3

Init: 2 + 4 (improved)= 6

Hitpoints:100%, 100%, 75%, 75%, 50%, 50%, 50%, 50% + (3x8) = 68

AC: 22

Speed: 30ft

Fort: 9
Reflex: 4
Will: 11

Melee: +7/+2
Ranged: +8/+3

Feats: Extra Turning
Combat Casting
Improved Init
Weapon Finesse

Morning Star of Blinding (Minor): 1d8 dmg +1 (2x/day blinding dc 14 reflex 1d4 rds)

Commanding Admantine Breastplate: Ac 7, -4 check, Max dex 3, +4 Cha +2 will morale to allies w/ in 30 ft, -6 hide, 30lb, 25 % fail, 20 speed.

Large Mithral Shield: AC 3, 0 check, 5lb, 5% fail

Boots of Spider Climbing

So I was thinking a ring of swimming might be helpful since I'm going to be taking -4 check if I fall into water. Or a cloak of the elvenkind +10 hiding.
 

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If you're going to run into undead, get a Greater Holy Symbol from Defenders of the Faith. Well worth the 5,000 gold.

Or, get a Bead of Karma.

Both of these items will be much more difficult to get in-game because of the prerequisites to have them made. Therefore, get them ahead of time and save yourself the trouble :)
 


Grapeshot said:
So I was thinking a ring of swimming might be helpful since I'm going to be taking -4 check if I fall into water. Or a cloak of the elvenkind +10 hiding.

The cloak will only be useful if your opponent lacks a Spot/Search skill or Scent ability. You're not a rogue and these situations come up so rarely that you'd be better off with a simple potion of invisibility. Swimming is highly campaign dependant. But you're better off (IMHO) saving up for something to mimic fly or levetation.

I like the way you think: a bunch of minor abilities will give you good odds of getting out of weird situations that happen at least once or twice an adventure. But in this case I'd point you toward a glove of storing for your shield. Shields take a rather long time to put on and take off and the glove gets around that. My barbarian/cleric has one and I swear by it.

You might also look at a +1 ring of protection or an ability enhancement item. Your CON going up an additional +2 wouldn't be so bad, although cleric purists will tell you to go for WIS.

Hope this helps!
 

Number47 said:
Weapon Finesse? Why? You used a feat to get you a net +1 to hit with light weapons?

Thought about that myself. Originally my stats had a +0 for Str when I chose Weapon finesse and a 15 for dex. Since the remainder of my attribute lvls (12, 16, 20) will be going to wisdom it was waisting 2 buy in points which could be used to buy a 12 for STR.

I really didn't like most of the devine feats that I saw.
 
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Re: Re: Two more minor items to choose; most beneficial? (info inside)

BiggusGeekus@Work said:


The cloak will only be useful if your opponent lacks a Spot/Search skill or Scent ability. You're not a rogue and these situations come up so rarely that you'd be better off with a simple potion of invisibility. Swimming is highly campaign dependant. But you're better off (IMHO) saving up for something to mimic fly or levetation.

I like the way you think: a bunch of minor abilities will give you good odds of getting out of weird situations that happen at least once or twice an adventure. But in this case I'd point you toward a glove of storing for your shield. Shields take a rather long time to put on and take off and the glove gets around that. My barbarian/cleric has one and I swear by it.

You might also look at a +1 ring of protection or an ability enhancement item. Your CON going up an additional +2 wouldn't be so bad, although cleric purists will tell you to go for WIS.

Hope this helps!

Glove of storing? I'll have to look that up.

I agree. I have almost drowned a character before and that's why me, not my character, has a fear of water in games. The extra wisdom isn't needed. I can't cast 7th lvl spells until 12th lvl anyways which, ever so nicely, will be the same time that I will be getting 17 wisdom. I can't cast 8th lvl spells until lvl 16 which, ever so nicely, will be the same time that I have 18 wisdom. So I won't be adding anything to wisdom.

My minor item has to have a market price equal to +1. I also can't add an ability to my items or they will raise in market price.

My character himself would never have a cloak that gives a bonus to hiding. So I'm going to squizz that idea. He is a godar of Hermod the god of travel and communication. It would make sense that he has the spider boots (travel) or even an item that provides swimming bonuses.

What's the stats on a Greater Holy Symbol? Is it equal to a +1 item?
 
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Sorry I think you should dump combat casting and finesse instead getting extend and Scribe scroll. then use left over money to have some scrolls scribed. That's just my opinion. There are a lot of cleric spells you seldom ready but that are life savers at certain times. Nuetralize poison, restoration, remove blindness.deafness etc.

Since your Wis is not maxed out it would be useful to have those spells handy. The glove of storing is a good idea as well, shields can be difficult.

Later
 


Chime of Opening! Their cheap and are a lifesaver if there are no "rogue"ish types around. ( 3000 gp/50 charges)
 

Gloves of Storing

A good excuse to open up my new PDF version of the SRD...

"Glove of Storing
On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20
pounds and must be able to be held in one hand. While stored the item has negligible weight. With a snap of the
fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving an
item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot
be seen. If the effect is suppressed or dispelled, the stored item appears instantly. The creation process yields only
one glove.
Caster Level: 6th; Prerequisites: Craft Wondrous Item, shrink item; Market Price: 2,200 gp; Weight: -."

-Fulcan
 

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