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Useful Magic Items. (3.5)
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<blockquote data-quote="Alexander123" data-source="post: 5493796" data-attributes="member: 98794"><p>*Tools*:</p><p> </p><p>MIC:</p><p>Domain Draught CL 20 (Gives you access to a cleric’s domain power for 24 hrs. If you can cast cleric spells, it also gives you access to that domain’s spells to add to your domain spell slot.)</p><p>Everlasting Feedbag CL 5</p><p>Everlasting Rations CL 5</p><p>Metamagic Rods (Obvious)</p><p>Orb of Mental Renewal CL 3 (With a few of these, you will never need to cast restoration to restore ability damage again)</p><p>Skin of Power Dampening CL 11 (Reduces numeric variables of spells etc. to the minimum three times a day, very useful)</p><p>Rod of Bodily Rest CL 9 (Same reason as Orb of Mental Renewal)</p><p>Spool of Endless Rope CL 9 (Obvious)</p><p>Talisman of Undying Fortitude CL 15 (Gives you a variety of undead immunities for 3 rounds. Functions twice daily)</p><p>Tomebound Eye of Boccob CL 5 (Spend charges to add a bonus to caster level checks to overcome spell resistance. Charges renew at dawn.)</p><p>Wilding Clasp CL 5 (Allows you to wild shape and retain use of equipment.)</p><p> </p><p>DMG:</p><p>Boccob’s Blessed Book CL 7 (So you don’t need to spend the 25 gp per page material cost.)</p><p>Decanter of Endless Water CL 9 (Obvious)</p><p>Dimensional Shackles CL 11 (Good if you need to hold someone captive and make sure they don’t teleport away, like a nymph for example.)</p><p>Heward’s Handy Haversack CL 9 (Use is obvious)</p><p>Portable Hole CL 12 (Useful if you’re an artificer who crafts. Set up your laboratory inside and have your dedicated wright craft away.</p><p>Luckstone CL 5 (Obvious)</p><p>Strand of Prayer Beads: Bead of Karma CL 9 (Adds a bonus to CL. Arcane casters can use UMD to emulate divine casting requirement.)</p><p> </p><p>PGtF:</p><p>Weirdstone CL 20 (Expensive, unless you can get an artificer to craft it for you. Provides protection for your base.)</p></blockquote><p></p>
[QUOTE="Alexander123, post: 5493796, member: 98794"] *Tools*: MIC: Domain Draught CL 20 (Gives you access to a cleric’s domain power for 24 hrs. If you can cast cleric spells, it also gives you access to that domain’s spells to add to your domain spell slot.) Everlasting Feedbag CL 5 Everlasting Rations CL 5 Metamagic Rods (Obvious) Orb of Mental Renewal CL 3 (With a few of these, you will never need to cast restoration to restore ability damage again) Skin of Power Dampening CL 11 (Reduces numeric variables of spells etc. to the minimum three times a day, very useful) Rod of Bodily Rest CL 9 (Same reason as Orb of Mental Renewal) Spool of Endless Rope CL 9 (Obvious) Talisman of Undying Fortitude CL 15 (Gives you a variety of undead immunities for 3 rounds. Functions twice daily) Tomebound Eye of Boccob CL 5 (Spend charges to add a bonus to caster level checks to overcome spell resistance. Charges renew at dawn.) Wilding Clasp CL 5 (Allows you to wild shape and retain use of equipment.) DMG: Boccob’s Blessed Book CL 7 (So you don’t need to spend the 25 gp per page material cost.) Decanter of Endless Water CL 9 (Obvious) Dimensional Shackles CL 11 (Good if you need to hold someone captive and make sure they don’t teleport away, like a nymph for example.) Heward’s Handy Haversack CL 9 (Use is obvious) Portable Hole CL 12 (Useful if you’re an artificer who crafts. Set up your laboratory inside and have your dedicated wright craft away. Luckstone CL 5 (Obvious) Strand of Prayer Beads: Bead of Karma CL 9 (Adds a bonus to CL. Arcane casters can use UMD to emulate divine casting requirement.) PGtF: Weirdstone CL 20 (Expensive, unless you can get an artificer to craft it for you. Provides protection for your base.) [/QUOTE]
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