|
6 months ago ::
Nov 27, 2012 - 1:42PM
#1
|
|
|
I haven't played 3.5 in years so I'm a bit rusty. I'm playing a monk that will multi-class into ardent but first 2 levels are monk.
My DM is using the DMG which says 900 gold for level 2 characters. But after looking through the books I can't find anything worth spending it on. There are a couple interesting trinkets that have very sititational uses but cost most of the 900.
Since I will be going Psionic class next level I'm open to grabbing an item to use down the road. But mostly I don't see anything worth while. Is there anything worth getting at this point or should I just bank it for later use?
|
|
|
|
6 months ago ::
Nov 27, 2012 - 1:49PM
#2
|
Date Joined:
Apr 25, 2011
|
maybe you can spend it in gems or buy MW Range weapons
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
|
|
|
|
6 months ago ::
Nov 27, 2012 - 1:55PM
#3
|
Date Joined:
Nov 30, 2005
|
I'd get masterwork gauntlets for 300~, masterwork light cross bow for 300~ and then some shuriken. Then just buy whatever looks cool, and save the rest.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
|
|
|
|
6 months ago ::
Nov 27, 2012 - 2:10PM
#4
|
Date Joined:
Apr 25, 2011
|
but he need buy at last 2 MW guantlets to do her flurry of blows that are 700+ gps are better have the range MW weapon.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
|
|
|
|
6 months ago ::
Nov 27, 2012 - 2:13PM
#5
|
Date Joined:
Mar 27, 2008
|
I'm not sure where Krusk is going with the mwk gauntlets idea. I suppose there's no rule against the possibility, so maybe you'd get +1 on an attack roll. But that's two gauntlets @ 300gp each, same as two mwk daggers, and I hope you have two weapon fighting, because you aren't using those non-monk weapons as part of a flurry of blows.
|
|
|
|
6 months ago ::
Nov 27, 2012 - 2:19PM
#6
|
Date Joined:
Apr 25, 2011
|
I'm not sure where Krusk is going with the mwk gauntlets idea. I suppose there's no rule against the possibility, so maybe you'd get +1 on an attack roll. But that's two gauntlets @ 300gp each, same as two mwk daggers, and I hope you have two weapon fighting, because you aren't using those non-monk weapons as part of a flurry of blows.
guantlets are monk weapon because are considered unarmed strike but the price is only for one guantlet
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
|
|
|
|
6 months ago ::
Nov 27, 2012 - 5:11PM
#7
|
Date Joined:
Sep 25, 2005
|
Surprisingly... What Oma said. Another option is to just use the MIC equipping rules; in the back of the book, there's a list of items by level. You're allowed to get 2 items from each level you're starting at (in this case 2) and each lower level. Also, be sure to grab Practiced Manifester at 3rd level so you can start with 2nd-level powers.
"Today's headlines and history's judgment are rarely the same. If you are too attentive to the former, you will most certainly not do the hard work of securing the latter." -Condoleezza Rice
"My fellow Americans... I've just signed legislation that will outlaw Russia forever. Bombing begins in five minutes." - Ronald Reagan
This user has been brought to you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"
Resident Pithed-Off Dragon Buttler of the House of Trolls
|
|
|
|
6 months ago ::
Nov 27, 2012 - 6:39PM
#8
|
Date Joined:
May 26, 2001
|
If your DM is okay with you spending most of your cash on a single item, you could get a healing belt (750 gp); almost anyone can get good use out of the belt, and they remain useful for a long time since the one thing you can usually count on while adventuring is that you'll get injured.
I'd agree with others on the masterwork light crossbow as a good option (darkwood, if you can afford a little extra and want to save some weight), but you can also consider one of the least weapon crystals for it, since they can be transferred later on.
Other than that, you could take the opportunity to pick up some useful adventuring tools that will just generally make your life on the road a bit easier, such as an everburning torch, everlasting rations, or an everfull mug (all handy permanent items, usually accompanied by a Zauber's mutable rod in my own campaign).
The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens
Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.
= My most popular campaign item; for all your adventuring convenience.
Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. • When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. • When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. • When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. • When button 4 is pressed, the rod becomes a sturdy iron spade. • When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
|
|
|
|
6 months ago ::
Nov 27, 2012 - 7:02PM
#9
|
Date Joined:
Mar 27, 2008
|
Other than that, you could take the opportunity to pick up some useful adventuring tools that will just generally make your life on the road a bit easier, such as an everburning torch, everlasting rations, or an everfull mug (all handy permanent items, usually accompanied by a Zauber's mutable rod in my own campaign).
I've always loved his Swiss Army Rod... *seconded*
|
|
|
|
6 months ago ::
Nov 28, 2012 - 1:40PM
#10
|
Date Joined:
Nov 30, 2005
|
I would assume you get both gloves when you buy a set? My thought being that, although you can't flurry the +1 to hit helps. So you get two melee attack routines. Either a single attack (such as after movement) at normal attack +1 from masterwork. The other is when you full attack (and switch to kicks) at normal attack -2, but you get two of them. Alternatively, they are a monk weapon and you just flurry with them.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
|
|
|