Bounty Hunter (Not the PrC). [Archive] - Wizards Community

Post/Author/DateTimePost
Passivearmada

01-11-08, 04:40 PM
So I have plans for a bounty hunter that will play a considerable role in my upcoming campaign. He'll be a villain, obviously chasing the party down. I was wondering about his equipment. I have most of it planned, but I don't know anything about the basics of character equipment (magically, that is).
He'll be a longbowman, I'm certain, but besides a magic bow, some magic arrows, and some armor, what else?

If anyone could just tell me the basics of what magic items an imprtant character should have, that's help more than you could know.

Thank you. :)
Talisman

01-11-08, 05:40 PM
Cloak of resistance +#
Ring of protection +#
Stat-boosting magic item +whatever (of his most important stat - so, probably gloves of Dex)
A few healing potions
A few miscellaneous items that fit his theme
I personally always like to throw in some unusual (possibly magical) item that doesn't seem to fit the normal categories...which is where the morphing +3 defending hook/hand came from, for a pirate NPC.
The_Shaman

01-11-08, 07:06 PM
I'd probably think he'd have a few magical tools of the trade, so to speak. If he's a high enough level, or rich enough, I'd consider a custom-made net from adamantine wires that weakens/enervates anyone caught within it, for example, or a magical set of bolas, would definitely help someone who sometimes needs to subdue dangerous, violent people and transport them somewhere. Various other wondrous items, such as the dimensional shackles, dust of appearance/disappearance, and many others, also fit. If he's not a spellcaster, a hat of disguise can definitely help: if you don't know who he is, you're much more easily to be caught off-guard.

And, of course, there's the good old-fashioned strength poison, which may or may not be from a magical source.
InkBlot

01-11-08, 08:38 PM
Even nonmagical nets and bolas are awesome. It doesn't even matter if you're not proficient with them, because they only require a touch attack.

Have you seen what happens to somebody when they get trapped in a net?

An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.