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3.5 magic item compendium pdf
3.5 magic item compendium pdf








3.5 magic item compendium pdf 3.5 magic item compendium pdf

Fly speed equal to your land speed, maneuverability not specified, for 10 minutes once per day. Swift action activation, has some secondary benefits. Fly three times per day (40', good maneuverability) for five rounds. If you prefer a permanent but less versatile solution, use an eternal Wand (MIC/ECS) instead, which changes the price to 4420GP and limits the use to 2/day. Requires the ability to activate Sorcerer/Wizard Wands or a DC 20 Use Magic Device check. Swift action activation, flight (as Fly spell) for one round. Once per day, get a flying bug thing to carry you around for one minute. Amber Amulet of Vermin: Giant Wasp (MIC).Second, it's useful for getting around, for everything from crossing a chasm to making sure you're attacking the Wizard's tower from the top down, not the ground up. Really, if two people are fighting, and only one of them can fly, the earthbound one is going to die unless the relative power difference between them is massive. One, the tactical advantage of not being constrained to two dimensions is. ToB: The Book of Nine Swords: Tome of Battle I reference the following sources (in Abbreviation: Book Name) format:ĭComp: Dragon Magazine Compendium Volume I I list them here because sometimes they are simply a very handy way to take care of a problem. These are, obviously guidelines that are subject to DM approval. I assume that your class provides you with ways to perform the task your class needs you to perform - this list is for the things your class may not provide, but still needs.Ī note on custom items: I sometimes refer to the custom item creation guidelines. I also assume that you are looking for a "long-term" solution - I do not include scrolls and potions (although I do include wands).Īlso, I focus primarily on defensive and tactically enabling items. I assume that if you are looking through the lists that all of your class levels, feats, skills and resources other than magic items are already tied up - if you have a class feature (like a spell) that can give this to you, it is usually the most efficient way to take care of it. This post is a collection of lists of items that can help you get these "essential" capabilities down by using magic items. Which means you have to rely on magic items to make sure your character doesn't end up useless half the time. Frequently when building characters, you find that there are some things that are more or less "essential" for your character to survive after the first few levels.Īnd worse, you sometimes find that your class doesn't grant them.










3.5 magic item compendium pdf