| Post/Author/DateTime | Post |
|---|---|
| #1stoupakOct 08, 2008 8:35:14 | hey all, In the campaign I'm in I just received some sort of legacy item that allows me to upgrade any one item by praying and paying the proper amount of Gold. I can do this any amount of times, as long as I have the time/money. I'm currently wearing +2 mythril plate, but I'm wondering what I should add to my armor. Any ideas? Thanks in advance |
| #2CaylinOct 08, 2008 9:30:55 | First you should add more info to your post.... What lvl, build, party, etc. |
| #3muertogOct 08, 2008 11:36:04 | If you expect to be in melee-range of combat, get abilities that you expect to help against things you will be up against often. Ethereal? Ghost Touch. Lots o' rogues? Fortification? A lot of the other attributes will heavily depend upon your character. What class, other magic items you already have or expect to acquire. Beastskin is great... only if you wildshape. Things like that. Other things that might be interesting to do would be the attributes that are of a set price value instead of a +X value. Balance, Deepdweller, Easy Travel, Healing, Landing, Quickness, Speed (among others). These don't add to the armour's +X value, so they are a good way to further upgrade armor once the +X value gets too high. |
| #4cyrocloudOct 08, 2008 12:25:25 | The one enchantment in MIC (I think its called calling) that allows you to summon your armor on you as a standard action is a nice one to aviod being caught with your pants down, since it take a few min to put your armor on. |
| #5muertogOct 08, 2008 14:36:47 | At the point where you have access to the MIC and/or Called, just get a restful crystal instead, as long as the DM allows armor crystals. 500 gp, don't have to take your armor off. Ever. And it isn't tied to a particular armor so you can transfer it to a different armor at any time. Doesn't mean that your fellow party members will ever stop making jokes about how you smell like canned brine, but a small price to pay for eternal readiness. |
| #6stoupakOct 08, 2008 14:51:40 | Sorry guys I should have give more info. I'm a 12th level cleric. I'm very melee oriented, but my feats are more to help everyone. Divine healing yadda yadda. The thing with this legacy item is that I can make any regular armor/shield/weapon into anything I want...within reason. I get to choose one item, and turn it into the coolest thing ever. I just need the gold to pay for the upgrade, and the time to pray for it. Hope that is better information. I already have a decent shield(+3 heavy shielf with +3 resistance)a good weapon +3 mace (+5 vs evil outsiders) so I was thinking that building an uber armor would best suit me. |
| #7pithicaOct 08, 2008 14:52:28 | To the OP: The only armor augmentation(s) I would say apply to any character wearing Mithril Full Plate are... Blueshine +1500gp (immune to rust, get either this or a Gauntlet of Rust, your choice) Easy Travel +1500gp (carry medium load as light) Called or Glamoured/Restful Crystal (keep it on all the time) Greater Healing +24,000gp (2/day heal as Cure Serious CL15, happens automatically if you negative) Everything else depends on your build. I'm a 12th level cleric. I'm very melee oriented, but my feats are more to help everyone. Divine healing yadda yadda. The thing with this legacy item is that I can make any regular armor/shield/weapon into anything I want...within reason. I get to choose one item, and turn it into the coolest thing ever. I just need the gold to pay for the upgrade, and the time to pray for it. In that case... Consider... Add +1 Defending Armor Spikes (8,350gp IIRC), cast Greater Magic Weapon on them. That gives you a +5 unamed bonus to AC (you said you were a meleer). Add Ghostward +1 (makes enhancement bonus count toward touch attacks) Add Heavy Fortification +5 (immune to crits/sneak attacks) Don't bother upping the actual enhancement bonus unless you are swimming in cash. Greater Magic Vestment is 1hr/lvl. At your current level, a rod of lesser extend will have that last all day and is much cheaper. |
| #8muertogOct 08, 2008 15:16:03 | Completely forgot about the idea of weapon spikes. Lucky (+1) is not bad. Depends if your DM argues that the reroll only works for the weapon the enchantment is upon. Also, if there is any type of concealment, sneak attacks fail to work. Lords of Darkness (pg 180) has "Smoking" that can be put on a weapon. (+1 bonus) "Upon command, a smoking weapon fills the wielder's area (a 5-foot square) with noxious smoke equal to a stinking cloud spell. The smoke affects any creature that enters the wielder's area (such as to make a grapple attempt) and provides one-half concealment for the wielder. The wielder is not affected by the nauseating fumes and can see through them normally. The smoke dissipates instantly if the wielder leaves the smoke-filled square, forming again in whatever area the wielder ends his movement." Cheaper than fortification, gives a 20% miss chance on any attack against you, punishes anyone trying to grapple you, but you can still be critted. Small trade-off. +1 Defending, Smoking spikes would be my choice. Total bonus is +3 cost, so rather reasonable... and could be argued for transfer to different armor at a later time if you find better armor. ^_^ |
| #9pithicaOct 08, 2008 15:28:19 | Well, he could always cast Obscuring Mist or whatever for the concealment. The problem is that concealment from fog or the like (should) always go both ways, and taking a 50% hit on your successful attacks as a meleer is 'teh suck'. If the Rogue can't sneak attack you because he can't see you clearly with all the smoke in the way, the smoke is in your way too and you can't hit him as well either. The +5 from fortification is expensive, but he can build up to it, and really, what else is he going to spend it on. Plus, it does more than stop sneak attacks, it stops the barbarian he's standing next to from critting with that greatsword as well. And, it doesn't cost him anything other than money. |
| #10muertogOct 08, 2008 15:46:06 | The wielder is not affected by the nauseating fumes and can see through them normally. Please note. ^_^ I already have a decent shield(+3 heavy shielf with +3 resistance)a good weapon +3 mace (+5 vs evil outsiders) so I was thinking that building an uber armor would best suit me. Figure that would mean the rest of his money/equip would be on that vein as well. 9k market value = 4.5k craft costs, plus the other suggested items: Blueshine +1500gp (immune to rust, get either this or a Gauntlet of Rust, your choice) |
| #11pithicaOct 09, 2008 8:37:41 | 3 things about that.... Lords of Darkness is 3.0 and FR specific, it's up to his DM/Campaign if the book is even allowed. That ability, if it works the way you describe, is insanely overpowered for the +1 bonus it provides, his DM may not allow it (it effectively does the same thing as a +5 enhancement and more than a +2 enhancement (Blurring MIC) at a +1, who would honestly allow that?). It's also debatable if it even works the way you describe, the ability only grants 'half-concealment' and the sneak attack class feature specifically says 'concealment' is what negates a rogues ability to do that. This is really an artifact from 3.0, since nothing provides 'half-concealment' or 'half-cover' anymore, but it makes the described behavior debatable at best. If the DM did allow him to take it as a +1 enhancement, he may rule that it only provides a 10% miss chance and that it doesn't negate sneak attacks, to offset the fact that it is A-Cheap and B-also makes grappler's less likely to want to grapple you. |
| #12muertogOct 09, 2008 16:46:09 | Very true. Then again, this is the char op board. ^_^ We are nothing if we don't push the envelope of "what is allowed". ^_^ Greater Blurring isn't bad, either. Only a +2 instead of a +5, gives a 20% miss chance and negates sneak attacks, but not critical hits. Can be counteracted by true seeing, but then again if you have true seeing, you aren't likely to have sneak attacks. :P |