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Switch to Forum Live View Weapons of Legacy: A Compendium of Magic Items
12 months ago  ::  Jun 06, 2012 - 4:03AM #131
svendj
Date Joined: Apr 14, 2010
Posts: 2,049
Exceptional Factotum Helm (Head, Level 4,14,24, MME): This rare helm gives you a scaling item bonus to untrained skills. The daily power even lets you have skill training for a turn or an hour, depending on when you use it. Good for Bards, who can use Bard of All Trades to get a +5 bonus (or at higher levels, even more) to all untrained skills. Jack of All Trades mimics this for everyone else. Rare, Daily

That reminds me, Armisael, do rare items automatically receive a lower rating, or is the Rare classification enough?
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12 months ago  ::  Jun 06, 2012 - 4:12AM #132
swk3000
Date Joined: Feb 10, 2011
Posts: 314
Thank you, svendj.
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12 months ago  ::  Jun 06, 2012 - 12:58PM #133
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299

Jun 6, 2012 -- 4:03AM, svendj wrote:

Exceptional Factotum Helm (Head, Level 4,14,24, MME): This rare helm gives you a scaling item bonus to untrained skills. The daily power even lets you have skill training for a turn or an hour, depending on when you use it. Good for Bards, who can use Bard of All Trades to get a +5 bonus (or at higher levels, even more) to all untrained skills. Jack of All Trades mimics this for everyone else. Rare, Daily

That reminds me, Armisael, do rare items automatically receive a lower rating, or is the Rare classification enough?




Rarity has absolutely no factor in the ratings an item receives for items that are featured in this guide. All the items hamstrung by rarity weren't going to be mentioned in the guide to begin with, after all. :p

Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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12 months ago  ::  Jun 06, 2012 - 9:11PM #134
LightWarden
Date Joined: Dec 31, 2003
Posts: 305
Hidden Weapon (Lvl 3+, DSCS): Need an item bonus to initiative? Proficient with light blades or maces?  Just keep one of these guys in your hand when you roll initiative and then drop the sucker when you're done with it to go quickdraw your weapon of choice.  If you do feel like using it, it comes with its own quick draw ability, and once you sheathe it only you can find and draw it, making it a useful and stylish way to go undercover.  Now, you can have that swordcane you always wanted.

Eyes of Charming (Head, Level 6/16/26, MME): Not only do they give you a bonus to your social skills, but these rare glasses come with a daily dominate, which can be almost as good as getting an additional daily power of your own, especially at the heroic tier (at higher tiers, more controllers start getting dominates and you will probably find better headgear).  The attack bonus is fixed to the level of the item, which means it suffers from a weird sort of utility curve where the earlier you get this thing in a tier, the better, though its accuracy drops the later you go.  Still, you can probably find some weak-willed brute you want to take for a joyride, and if you have support for charm powers (Glasya's Charming Words, Staff of Sleep and Charm, Entrancing Mystic, Amulet of Seduction), you can eek some more mileage out of it towards the end of its career, or ramp it up to even higher levels of hilarity if you get the item early enough.

Magic Scabbards (Wondrous, Level 5/15/25, 10, 12, AV & Dragon 381):  Enjoy light or heavy blades and keeping your hands free while you walk, but don't want to spend an action pulling them back out or spend a great deal of money?  Then buy a scabbard, which basically lets you Quick Draw any light or heavy blade you sheathe in it.  The Ruby/Sapphire/Diamond scabbards from the AV grant a not-really-that-important per-encounter power bonus to the damage roll of the next attack you make after drawing the weapon, while the Scabbard of Sacred Might is a level 10 item with an encounter power that converts your damage into radiant damage (perfect for that hero who kind of wants to be in the Radiant Mafia but is apparently too damn cheap to buy a real lightsaber?), and the Diplomat's Scabbard from Dragon 381 provides a bonus to Diplomacy when you're not stabbing people, and has an emergency defensive daily for when someone gets the drop on you.  For those of you who either don't want or can't afford things like Battle Harnesses,  at higher tiers dropping 1000 gp on a Ruby Scabbard is a dirt cheap way of ensuring that your sword will always be close at hand.

Tenebrous Shroud (Neck, Level 13+, Dragon 380): Everyone hates necrotic damage, it's one of the most common forms of monster damage especially among the undead, but if you hate it enough to spend a slot on Armor of Resistance, then consider this item instead.  For your neck slot and only one level more, not only do you get even better necrotic resistance, but you get a daily invisibility escape button when things go south.
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12 months ago  ::  Jun 06, 2012 - 9:57PM #135
LightWarden
Date Joined: Dec 31, 2003
Posts: 305
Actually, I think you can sort of get Bonegrim Armor off with Remove Affliction, it's just going to be kind of messy when you do.  The armor applies a penalty equal to its level, but the check result just determines how much damage you take from the ritual.  This is business as usual for Remove Affliction, because everything applies its level as a penalty.  As long as you get a result of 1 or higher, you're clear.  So if you've got a trained healer with some wisdom and random bonuses or whatever, you can probably pull through, have someone heal you up afterwards and then it's time for an extended rest.  If your healer's Heal skill doesn't at least equal the armor's level, you're boned (in more ways than one) and are gambling with death.

Unless, of course, the penalty from the armor is in addition to the ritual's normal penalties, in which case yeah, you're deader than disco.  If that's true, then that's something for the errata files.
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12 months ago  ::  Jun 06, 2012 - 10:35PM #136
Sceptile
Date Joined: Apr 19, 2012
Posts: 91
Ah, I fondly remember trivializing an early solo fight with those Eyes of Charming. Good times... For me, that is. Probably not the DM.
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12 months ago  ::  Jun 07, 2012 - 3:14PM #137
LightWarden
Date Joined: Dec 31, 2003
Posts: 305
Captain's Weapon (Level 13+, MME): Warlord in dagger form.  Can be useful if you have a free hand and a foe who absolutely needs to die now.

Wind Weapon (Level 14+, MME): Do you have allies who like Agile Opportunist and either a free hand or no pressing need for another enhancement?  Congrats, here's an at-will slide effect for any move action you weren't using.  And it helps you get your allies into flanking positions or out of danger.
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12 months ago  ::  Jun 07, 2012 - 7:03PM #138
BRJN
Date Joined: Jun 7, 2001
Posts: 1,168
If you are not a Thri-Kreen, a Spiked Gauntlets of Defense might get around the problem of not having enough hands to carry everything.  My Ranged'lock is going to use a pair as his melee weapon, plus a Wand and a Rod as his implements.  My rules interpretation (or mis-interpretation) may affect viability.
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Making it up as I go along:
{BRJN}
     If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream.
     In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.
{Lord_Karsus}
You know, I like that better than the explanations for the Spellplague.

My plot device: http://community.wizards.com/go/thread/ … #489880509 (The reaction is the next post.)

Prepped ahead of time:
I started the thread "1001 Failed Interrogation Results"
{ADHadh}
These are all good and make sense!  I just can't come up with something that's not covered here and is not completely ridiculous.

My characters:
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Active Characters:
LFR Half-elf StarLock6     Gondolin Nightstar
AoA Dwarf Guardian Druid6     Narvik from House Wavir

Character A-building:
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"Truenamer" - speaks Words of Creation

Concepts I'm kicking around:
"Buggy" Wizard - insect flavor on everything
Halfling Tempest Fighter - just because nobody else is doing it
Shifter Beast-o-phile Druid - for PoL campaign
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12 months ago  ::  Jun 11, 2012 - 3:33PM #139
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299
Alright, after a small hiatus, we are back, Ladies and Gentlemen! The Waist section is now up! Next up, Rings. That one's gonna be a fun one, for sure. Any help on cataloguing the hundreds of rings out there is appreciated, as are all other submissions!
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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12 months ago  ::  Jun 11, 2012 - 3:43PM #140
Fardiz
Date Joined: Dec 22, 2010
Posts: 2,194
The crit rings:

War Ring (16 AV): An extra die of critical hit damage and a daily of two extra critical hit dice over and above the property (maxed after a milestone).

Ring of Giants (13 Drag 378): +2 critical hit damage per enh of your weapon. Beats out the war ring by the time you are using a +4 weapon and is competative when you have a +3 weapon. (The daily push is irrevelent and should not put off non-primal characters). 

Other rings off the top of my head:

Ring of the Radiant Storm (17 AV2): For a radiant or lightning striker, this is very powerful indeed - you get to reroll your damage and choose the higher. The daily to regain a encounter power (or even a daily after a milestone) on a miss, is a very nice addition. 

Ring of Free Time (29 AV2): Pretty much everyone wants this. The DR is just gravy, but an extra minor action each encounter (each turn after a milestone) is just insane.  
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