Equipping a high level character, first time

Post/Author/DateTimePost
#1

kian

May 20, 2008 17:39:04
Hello. I am soon going to be starting my first epic campaign, starting with characters ECL 20. Before this, the highest level characters I've had have been up to ECL 15, in low magic, low treasure campaigns. Low magic as in, a sword with a total +5 bonus is unheard of. Highest we found was +3 or so.

This other campaign is giving me 760k gold to start with. I am, understandably, somewhat overwhelmed by the variety and power of the items available, and was hoping someone could point me in the direction of what items I should look into.

My character is a Rogue 8 / Assassin 8 / Swash 3 Tiefling, with the penetrating strike variant. I accept any comments on the build, but my concern at this time is with equipment. I might switch the build a bit. I'm not certain about the Assassin levels, I might want to change it into a good char and the DM doesn't want good assassins.

ToB isn't allowed, nor any dragon magazine stuff or web enhancements. Other things that have been banned are Persistent Spell, Initiate of the Sevenfold Veil, and Miniatures Handbook. Some others are being considered, such as Leadership feat, certain spells, etc.

Scores were the same for everyone, 18, 18, 16, 14, 12, 10, which I gave to my char as Str 10, Dex 20 (24 after level increases), Con 14, Int 20, Wis 12, Cha 14. I'm hoping to have the character go into melee for sudden sneak attacks and then leave if there's any chance of a fair fight breaking out. Feats are TWF, Improved TWF, Greater TWF, Quick Draw, Darkstalker, Leadership, Daring Outlaw.

So, any help you can provide with how to equip him would be appreciated. For now, this is what I worked out:
2x Shortsword +5, defending 144620 gp<br /> 2x Greater Truedeath Cristals 10000 gp<br /> +5 animated darkwood heavy shield 49257 gp <br /> Dusty rose Ioun stone 5000 gp<br /> <br /> Headband of Intelect +6 36000 gp<br /> Amulet Natural Armor +5 50000 gp<br /> Bracer of armor +8 64000 gp<br /> Gloves of Dexterity +6 36000 gp<br /> Boots of Speed 12000 gp<br /> Cloak of resistance +5 25000 gp<br /> Ring of Protection +5 50000 gp<br /> Ring of Freedom of Movement 40000 gp<br /> <br /> Circlet of Persuasion 4500 gp<br /> Efficient Quiver 1800 gp 2 lb<br /> obsidian steed 28500 gp <br /> Goggles of Minute Seeing 1250 gp<br /> Handy Haversack 2000 gp 5 lb<br /> Rope of climbing 3000 gp 3 lb <br /> Wings of Flying 54000 gp 2 lb<br /> Blindfold of True Darkness (Arms and Equipment, 9k) 60&#8217; blindsight and immunity to gaze attacks<br /> Silent portal disk (350gp, Magic of Faerun p165
#2

unundindur

May 20, 2008 21:47:33
First i have to say that Tieflings are not worth their fat (better play a human with Tiefling fluff), but thats up to you of course.

Take a look at Bracers of murder in "Drow of the underdark". Upgrade them with armor. For a mere 8.000 gp you are getting an increddible boon.

Ring of fortification (don't remember the sounce, 100.000gp) is great in case you end up in a dreaded rogue vs. rogue battle, and it also prevents you from getting killed by a lucky greataxe. AC is in my experience not to important as an assassin, since you generally don't get into a fair combat to much.

Ring of mind shielding (DMG2 80.000gp?) is alfa omega for anyone who needs to avoid getting caught.

Belt of battle (MiC, 12.000gp) is a must have for a capable assassin, giving you the opportunity to make more attacks when it counts.

Cloak of the phoenix (MiC 50.000gp) will let you fly all day long, which gives you everythign an assassin needs; Versatility and mobility.

As for weapons, I would change them for Adamantine Strightblades (Planar handbook, generally a shortsword, but they are slashing instead of piercing) and skip defending in favour of more assassin-ish stuff. It depends on flavour, but here are some useful abilities to work with:

Greater wounding (+4) (+2 Con damage on every hit) [NOTE that this ability gets better the more HD your enemy have, thus perfect for epic play]
Collision (+2) (MiC, bonus damage)
Deadly precision (+1) (MiC, + one dice of sneak attack)
Sure striking (+1) (count as all alignments)
Plain + enchantment
#3

unundindur

May 20, 2008 21:51:24
I forgot to add Sandals of the light step. With the belt of battle covering your haste-need, these cover basically everything you wnat from boots (anti-tracking, general speed, water walking [although its already covered by fly])
#4

rebel7284

May 20, 2008 22:45:16
I actually will comment on the build. After around level 15, full casters become head and shoulders better than anyone else. Unseen Seer makes you a better rogue than a rogue can ever hope to be and has more sneak attack dice to boot with nice ninja-like tricks of time stop and greater/superior invisibility.
#5

operation_shoestring

May 21, 2008 1:11:16
I actually will comment on the build. After around level 15, full casters become head and shoulders better than anyone else. Unseen Seer makes you a better rogue than a rogue can ever hope to be and has more sneak attack dice to boot with nice ninja-like tricks of time stop and greater/superior invisibility.

+1. Also, having two defending weapons does not stack.

Although without Persist Spell, you don't get as much SA. But you have spellcasting, so SA is just tasty icing, and not your primary schtick.
#6

icefractal

May 21, 2008 1:51:48
At the very least, switch from Rogue 8/Assassin 8 to Rogue 7/Assassin 9 - another die of sneak attack, another 4th level spell, and you lose nothing, because Assassins already get IUD.

Unseen Seer would probably still be better overall, though.
#7

unundindur

May 21, 2008 3:04:16
Is there a spell that increases sneak attack? Given the commend about persistent spell I started wondering... thanks
#8

aftercrescent

May 21, 2008 6:12:23
Is there a spell that increases sneak attack? Given the commend about persistent spell I started wondering... thanks

Hunter's Eye is a second level Ranger spell. Gives +1d6/3CL and can be persisted. A great choice if you can get access to it.
#9

empirate

May 21, 2008 6:30:51
Just adding that the Deadly Precision weapon enchantment is a joke. Even if you get a Flaming weapon instead (costing the same money), there's less stuff immune to the extra damage, and it's less situational.
I'd consider twin Swords of Subtlety for an armament: Short Swords +1 which add +4 to hit and damage (luck bonus, I believe) on sneak attacks, and that can still be further enchanted with all the stuff you normally like.
#10

vicen_korel

May 22, 2008 12:11:28
+1. Also, having two defending weapons does not stack.

Although without Persist Spell, you don't get as much SA. But you have spellcasting, so SA is just tasty icing, and not your primary schtick.

Defending
A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others . As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.

Bolded by me. if it says all others it means all others include bonuses from other defending weapons. Hench you get the people with spiked defending shields, defending armor spikes, and a defending dagger in the hand holding the shield.

Unless there's some errata I missed somewhere.
#11

smilodan

May 22, 2008 13:17:02
Bolded by me. if it says all others it means all others include bonuses from other defending weapons. Hench you get the people with spiked defending shields, defending armor spikes, and a defending dagger in the hand holding the shield.

Unless there's some errata I missed somewhere.

OOH!

I know how I'm equiping my Maraliths!

Back on track...

You might want to get a Mind Blank item. Or a cohort to cast it on you (and it) daily.
If you're going UMD, maybe a wand of dimension lock or whatever. A lot of epic stuff are undead or are immune to ability damage/drain, so the wounding weapon might not be as cool as it should be. And where is the Greater Wounding enchantment found? I like!
#12

vicen_korel

May 23, 2008 0:56:17
My Standard Core high level kit includes the following:

Ring of Evasion (if I don't have it from class features) -- 10000 gp
Ring of Mind Shielding -- 8000 gp
Necklace of Adaption -- 9000gp
Heavy Fortication Armor with all Greater Resistances, greater slick -- 427500 gp
Cloak of Displacement, minor -- 20000 gp
Gauntlet of Rust -- 11500 gp
Handy Haversack -- 2000 gp
Hat of Disguise -- 1800 gp
Slippers of Spider Climbing -- 4800 gp
Vest of Escape -- 5200 gp
Ring Gates -- 40000 gp

112500 gp for the normal magic items,
427500 gp for the armor
540000 gp for the kit leaves
220000 gp for other stuff


Now granted that leaves you in good shape to attract all sorts of attention from magic loving creatures but you have basic defenses against the most common forms of attacks.