A little Item optimization. [Archive] - Wizards Community

Post/Author/DateTimePost
Lokiyn

12-25-05, 06:49 PM
Ok given that i'm working out a character thats designed one level at a time.(as in i build a level four(starting level) character then procede to add each level indivdually to avoid those "could never actually survive to 20 problems" would anone mind giving a hand on the main characters weapon of choice. However, there are a few things to keep in mind. Following the wealth guidelines for advanced characters (new characters) i've decided that the weapon of choice will never at any point exceed a gp value equal to one half of the characters wealth, Also that each upgrade will be purchased at full price. (as in no crafting yourself, reducing market price to purchase is fine though)

As of now the Set up looks like this

1-4 Rifle 600
1-4 Masterwork +300
1-4 Deep Crystal +1000
5 +1 bonus 2000
8 Hideaway 7500
9 Distance (+1) [6000] +1
10 Blood Seeking [10,000] +1
11 Seeking[14,000] +1
14 Strength Sapping[40,000] +2
16 illithid wrought [56,000] +2
18 Subjugating [72,000] +2


Rifle is not necessary as i can easily swap out the base item. The numbers in [] are the cost to move that many steps up the weapon value tables.

Since the initial plan was to use a 1/2 b.a.b. class i decided to go for abilities that do not depend on dealing huge damage but still have a fair to good combat effect.

For ease i'll put the weapon value table out
+1 2,000
+2 8,000
+3 18,000
+4 32,000
+5 50,000
+6 72,000
+7 98,000
+8 128,000
+9 162,000
+10 200,000


And the Character wealth table i used for calculations

Level Total Wealth Total Wep Gp Remainder/level
4 5,400 2,700 800
5 9,000 4,500 600
6 13,000 6,500 2,600
7 19,000 9,500 5,600
8 27,000 13,500 2,100
9 36,000 18,000 600
10 49,000 24,500 1,100
11 66,000 33,000 3,600
12 88,000 44,000 14,600
13 110,000 55,000 25,600
14 150,000 75,000 5,600
15 200,000 100,000 30,600
16 260,000 130,000 4,600
17 340,000 170,000 44,600
18 440,000 220,000 22,600
The Remainder/level collumn is the amount unspent from the stock and set aside to be added to the next level, i am also aware that the character wealth table understates characters wealth by 10% and that in actuality this would probably go (slightly) faster but for ease of calculation i went with this.
E Bonus Cost Dmg (s) Dmg (m) Critical Range Weight Dmg type Specials
Starting Weapon 1 1,900 1d10+1 +2d6* 1d12+1 +2d6* 3 200 12 Piercing
Level 5 Weapon 1 3,900 1d10+1 +2d6* 1d12+1 +2d6* 3 200 12 Piercing
Level 8 Weapon 1 11,400 1d10+1 +2d6* 1d12+1 +2d6* 3 200 12 Piercing May be reduced to a fine object or restored as a free action
Level 9 Weapon 2 17,400 1d10+1 +2d6* 1d12+1 +2d6* 3 400 12 Piercing May be reduced to a fine object or restored as a free action
Level 10 Weapon 3 27,400 1d10+1 +2d6* 1d12+1 +2d6* 3 400 12 Piercing May be reduced to a fine object or restored as a free action; Ignores targets cover bonus
Level 11 Weapon 4 41,400 1d10+1 +2d6* 1d12+1 +2d6* 3 400 12 Piercing May be reduced to a fine object or restored as a free action; Ignores targets cover bonus: ignores Concealment
Level 14 Weapon 6 81,400 1d10+1 +2d6* 1d12+1 +2d6* 3 400 12 Piercing May be reduced to a fine object or restored as a free action; Ignores targets cover bonus: ignores Concealment: Dc 15 Fort on hit or become exausted
Level 16 Weapon 8 137,400 1d10+3 +2d6* 1d12+3 +2d6* 3 400 12 Piercing May be reduced to a fine object or restored as a free action; Ignores targets cover bonus: ignores Concealment: Dc 15 Fort on hit or become exausted: if used by a character that is psionic +2 insight bonus to damage rolls and attack.
Level 18 Weapon 10 209,400 1d10+3 +2d6* 1d12+3 +2d6* 3 400 12 Piercing May be reduced to a fine object or restored as a free action; Ignores targets cover bonus: ignores Concealment: Dc 15 Fort on hit or become exausted: if used by a character that is psionic +2 insight bonus to damage rolls and attack; Struck target must make a dc 20 will save or be shaken for 5 rounds (mindaffecting)
Lokiyn

12-26-05, 10:28 PM
Ok so given that i am probably going to use either a Synad Wiz5/Techsmith10/X5 or a Synad shaper5/techsmith10/x5 (if i can weasel that the psionic versions of minor creation and item creation feats work for the prereqs) and that the money at each level is as so
04 2700
05 1800
06 2000
07 3000
08 4000
09 4500
10 6500
11 8500
12 11000
13 11000
14 20000
15 25000
16 30000
17 40000
18 50000


Can anyone suggest a more optimal method of building the weapon piece by piece. Right now i'm looking at replacing the subjegating (with its mind affecting limitations) with paralyzing. In addition i'm thinking of putting together a second gun and an At use (move action) Truesight scope.

~*~
ok i know what your thinking true sight scope! call the pointy shoe makers we have a munchkin! however i'm envisioning it like this,

The scope is attached to the gun and as a move action will take a specified target and "mark" it and display + and - values to adjust the aim of the shooter. If anyone is interested the idea reminded me of "Gun" from Reboot. Unfortunatly since the gunpowder weapons from Dr324 can be fired only once a round, and take a minimum of a move action to reload you are only going to get a "sniper" shot in every second round which fits the concept i'm working with right now. A nontraditional caster more interested in how magic affects the physical world than the other way around.
~*~

Ok with a little more done.

Pushing the % value of the main weapons up a little and making a list of the most useful (not powerful) items for each items slot for this concept i have this worked up. Bending a little i was able to accelerate the main weapon slightly to this time frame
Level 04 1,900
Level 05 3,900
Level 07 11,400
Level 08 17,400
Level 10 27,400
Level 11 41,400
Level 14 81,400
Level 16 137,400
Level 17 209,400


And with a little more work plotted out the time frame for the item purchases

Name Slot Cost
Goggles of True strike[command word] Custom Face 1,800 Level 4
Ring of Feather Falling (DMG p232) Fing(r) 2200 Level 5
Najjar’s Cloak of Weaponry (PGF p123) Back 2,500 Level 6
Robe of Professions (RoE p173) Body 5,000 Level 9
Burglar’s Vest (RoE p172) Vest 5,000 Level 9
Boots of Striding and Springing (DMG p250) Feet 5,500 Level 11
Glove of Taarnahm the Vigilant (PGF p123) Hand(l) 10,000 Level 12
Glove of Storing (DMG p257) Hand ® 10,000 Level 12
Belt of Many Pockets (CArc p147) Waist 11,000 Level 13
Shackles of Silence Silence (BoED p116) Wrists 12,000 Level 13
Ring of Chameleon Power (DMG p230) Fing(L) 12,700 Level 15
Amulet of Proof against Det&Loc (DMG p247) Neck 35,000 Level 15
Headband of Intellect +6 (DMG p258) Head 36,000 Level 18


Anyone have any ideas on optimizing this?

Remember each level has to be viable this isn't an insta 20 ignore the fact that i spend 10 levels without a leg type build.