13,000 Gold to spend [Archive] - Wizards Community

Post/Author/DateTimePost
Azara

03-06-08, 12:13 AM
Building a 6th lvl Cleric for a campaign. We're given 13,000 to spend on equipment.
Any suggestions?
Anything in the DM Guide and anything in the Magic Item Compendium is fair game as long as my lvl, class, race, and gold meet the requirements. The GM is being pretty flexible so if its a couple hundred over he's not stressing it.

Stats if it matters
Human Cleric, lvl 6
STR 15
DEX 12
CON 15
INT 12
WIS 18 (extra ability point went in to this stat)
CHA 14
Kouk

03-06-08, 04:36 AM
I can't say I've ever had trouble spending money...

For me, I would buy:

+1 Primary Weapon 2,300+
Masterwork Secondary Weapon 300+
+1 Armor 1,150+
Heward's Handy Haversack 2,000gp
+2 Stat Boosting Item 4,000gp
Healing Belt (MIC) 750gp
Wand of Lesser Vigor if available (Spell Compendium) 750gp
Otherwise Wand of Cure Light Wounds 750gp

You may or may not have some cash left over. Consider filling up on the cheap "mundane" items in the PHB such as Torches, Bedroll, Acid, etc.

If you have a lot of money left over, get Scrolls of spells you think would be great to have available, but not common enough to warrant you memorizing them every day. Remove Disease, Lesser Restoration, etc.
RobbyPants

03-06-08, 07:37 AM
Everything Kouk listed would be pretty high up on my list. I might be inclined to forego the +2 stat boosting item if I found a really good uses for the 4,000 gp. Still, +2 on your Wis is only a good thing for a cleric. I can't think of anything off hand that I'd buy. It's just that when I purchase gear for mid level characters, the stat-boosting itmes tend to make it to the bottom of my list. If you wanted +2 to AC, you could get a Ring of Protection +1 for 2,000 gp and an amulet of natural armor +1 for another 2,000.

If your DM allows you to buy partially charged wands, that could be a nice way to spend some money. Each wand charge is notably cheaper than a scroll (60% of the price, I think). For example, a wand of Divine Power would be 420 gp per charge, but a scroll would cost you 700 gp. I'm not saying it's the best use of your money, but sometimes a few extra of your best spells per day is nice.
Merestil Haye

03-06-08, 08:09 AM
+1 Full Plate (2,650)
+1 primary weapon (2,300)
Masterwork light weapon (300)
Ring of Protection +1 (2,000)
Periapt of Wisdom +2 (4,000)
Wand of Lesser Vigor (750)
2 potions Lesser Restoration (600gp).

At this point you've spent 12,600gp. With basic adventuring gear and a few scrolls of spells you might need that's your basic gear.

If you want the Handy Haversack, buy cheaper armour. Replacing the fullplate with a breastplate costs you 3 points of AC and saves 1,250. Me? I'd buy the haversack later because you are already heavily encumbered by the armour, and with a decent Str you're unlikely to be overloaded to the point you can't move.

If you can't get the Periapt, go for an Amulet of Natural Armour 1 and the Haversack. (Some DMs might restrict you to 25% of starting wealth on an item; I certainly do that, so the Periapt wouldn't fly for a 6th level character, but would be OK for a starting 7th level character.) Best check with the DM, just in case.
kjenks

03-06-08, 09:22 AM
Anklets of Translocation will get you out of trouble (grapple, reach, etc.) or get you in place to cure people.
Chrono Nexus

03-06-08, 09:44 AM
Always make sure your character is equipped with a potion of gaseous form by level 6. It's a lifesaver.
kjenks

03-06-08, 09:52 AM
Here's a discussion we had in the Living Greyhawk campaign.

http://forums.gleemax.com/showthread.php?t=794735
skywyze

03-06-08, 10:31 AM
Rope. Rope is good to have. Apart from that, cram as many cheap X/day use-items as you possibly can into your sack.
T_Stalker

03-06-08, 10:33 AM
Amulet of retributive healing (MIC)
I don't remember the price or level, but 3(?)/day getting as much HP back as you just healed another partymember seems pretty sweet to me.
HARLEYDUDE

03-06-08, 12:05 PM
Great advice from the above posters. I would add a cloak of resistance +1 -1000gp. Since you are the cleric dont forget the holy water. Others -sunrod, everburn torch, alchmist fire, neutralrize poison potion, and tindertwigs.

I would plan on putting boots of springing and striding on your "wish list". The 5500gp price tag is a little high for your starting level, but a cleric with full plate you will want the extra movement, eventually.

I know you said the DMG was allowed but what about the DMG2? If so check out the weapon special abilities. THe Holy surge is only 2000gp and allows +2d6 holy damage useable times a day = to your CHA mod. It also aligns your weapon good.

Definately dont forget the mundane items.

HD

p.s. I remember a Rod in the MIC, I dont have my book here now, that has charges to use restoration as a std action. It is under the tools section. Ill look tonight and post tomorrow if you didnt find it. I could be a little pricy though, I want to say around 5000 gp, maybe another for your "wish list"
mvincent

03-06-08, 04:50 PM
- A Circlet of Persuasion (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#circletofPersuasion) can provide an excellent boost to turning.
- A wand of lesser restoration can cost only 1500 (if made by a Paladin) and can be very useful for a party.
- A Tan bag of tricks (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks) can be tremendously powerful at 6th level (better than an extra fighter).
- If you're not a 'good' cleric, invest in some large pieces of black onyx for animate dead. With Desecrate, you can potentially create a 20hd skeleton to do your bidding.
crwydryny

03-06-08, 06:23 PM
personally I like to go with the minamilistic approach. get a good magical primary weapon and maybe a small secondary weapon, and don't forget ranged weapons a sling/bow with a few magical stones/arrows is always handy.
and you can't forget a decient armour (I usually go with elven mail) but that's just down to my style of play and becuse I haven't converted the leaflink armour from the sheet I had off a website years ago for 1st edition

granted scrolls and such are great for spell casters but don't over look simple things like potions of cure light wounds or something simalar (without looking through the books it'll be hard to make up a list) and back when I played 1st edition there was one thing I never went anywhere without a good old bag of holding.
though if you're nasty a bag or devouring (or what ever the 3e replacement is) great for getting some annoying little kobold to answer your questions lol
Azara

03-06-08, 10:27 PM
Wow you guys rock. Thanks for all the help. I was originally looking at going with a magic weapon with flame but the problem is thats 8300+weapon, add plate armor and thats pushing 10k right there.

Would anyone recommend going with magic items over a magic weapon? The 1d6 fire + 1 damage is nice but since I'm considering doing casting over melee (3 pure melee characters in the group plus rouges) I don't know if it would be worth it.
kjenks

03-06-08, 11:22 PM
Clerics almost never need a weapon. Your role in the party is not hitting things. Your role is supporting the other characters. Get magic items that enhance your role and help you do your thing better.
Drackthor

03-06-08, 11:35 PM
Clerics almost never need a weapon. Your role in the party is not hitting things. Your role is supporting the other characters. Get magic items that enhance your role and help you do your thing better.

The War & Destruction domains are there only so you can get your friends to say "Man, I can't believe he did that! He's crazy!", right?
Azara

03-06-08, 11:56 PM
Clerics almost never need a weapon. Your role in the party is not hitting things. Your role is supporting the other characters. Get magic items that enhance your role and help you do your thing better.

Very good point. So look for items that increase buff's/stats/AC?
kjenks

03-07-08, 12:34 AM
The War & Destruction domains are there only so you can get your friends to say "Man, I can't believe he did that! He's crazy!", right?

Yes, that's right. Unless your cleric is built from the ground up to be a battle cleric, don't spend a lot of loot on magic weapons.
Drackthor

03-07-08, 12:53 AM
Yes, that's right. Unless your cleric is built from the ground up to be a battle cleric, don't spend a lot of loot on magic weapons.

How is that any different from having to have your cleric made specifically for a support role to make feats that boost such do any real good?
kjenks

03-07-08, 01:27 AM
You're kidding, right?

A cleric attempting to be a fighter is playing against type. There are feats and spells that enable a cleric to be pretty darned good at fighting. If you're one of those clerics, you already know it.

A cleric attempting to be a support characters is being... a cleric. A Lesser Metamagic Rod of Reach is excellent for you because it helps you do what you do better.
Drackthor

03-07-08, 01:40 AM
You're kidding, right?

No, but hey, let's throw in some snarky comments to show how mature we are.

A cleric attempting to be a fighter is playing against type. There are feats and spells that enable a cleric to be pretty darned good at fighting. If you're one of those clerics, you already know it.
The Heavy Armor Proficiency would lend credit to otherwise, I think a Cleric is no more efficient at frontlining then he is at support, what the difference usually is, to me, would be where the buffs are landing, IE himself or a different party member.

A cleric attempting to be a support characters is being... a cleric. A Lesser Metamagic Rod of Reach is excellent for you because it helps you do what you do better.
Oh I wholeheartedly agree that Clerics make excellent Support, but I do not agree that their ability to do so outshines their fighting capacities. I mean just because Jozan Q. Onlyheals was constantly in the back of the room lobbing heals means that lobbing heals is the best way to play the Cleric. I think a Cleric will excel equally at either role, simply based on how you choose to build it.
skywyze

03-07-08, 11:14 AM
I personally find that clerics make the best gishes in the game. I mean, full spellcasting ability, large size AND full base attack bonus all with a single spell? With the persistent/divine metamagic cheese, it remains in effect for the rest of your character's life, too.
fenixs11

03-07-08, 11:44 AM
a buffed up cleric can be pretty scary
Damned slayer

03-07-08, 12:06 PM
I personally find that clerics make the best gishes in the game. I mean, full spellcasting ability, large size AND full base attack bonus all with a single spell? With the persistent/divine metamagic cheese, it remains in effect for the rest of your character's life, too.

Agreeded but you build it that way he just said he wanted gear and didn't mentionned his gear than said their is 3mele character so he won't be needed there.

I'd go for a ring of healing (gives +1CL and may add dice to healing in MIC don't remember price tho my 6th lvl NPC got it...)

tell us more about your group (all member) that could help us in gearing you
Rebel7284

03-07-08, 05:30 PM
I know you said the DMG was allowed but what about the DMG2? If so check out the weapon special abilities. THe Holy surge is only 2000gp and allows +2d6 holy damage useable times a day = to your CHA mod. It also aligns your weapon good.


Updated in MIC to be less broken by making it a synergy ability.

I also second healing belt for almost any character because it's SO efficient.

And yes in general clerics can be much better fighters than fighters with two conditional exceptions:

1) An optimized, spiked chain, AOO based character will deal better damage against medium and smaller enemies.

2) An ubercharger can deal more damage if he can charge.