We have a current game running and one of the quest will reward us each with one common or uncommon magic item. I'm scouring every bit of inventory I can come up with for a possible item but am curious as to what you all think.
Some of these are of course to just to do the min/max thing but some I think would be awesome to role play. I was wondering what you guys thought. Always interested in how others use their tools. I'm personally leaning towards the Periapt as it's better for the RP side or the Quiver for the utilitarian side.
Always been partial to a Deck of Illusions or an Eversmoking Bottle. Gloves of Thievery and Hat of Disguises are solid picks for making you better at thief stuff, along with the Elf Boots. Goggles of Night if you don't already have darkvision - I think that's a must for rogues.
If you're willing to give up the attunement slot, Cloak of Elvenkind it's a solid upgrade from the boots. B it gives the enemy DisAdv (-5 to passive) to detect you and Adv to your stealth.
The boots are actually filling a bit different slot than the cloak - while invisible, people can still track you by sound. Boots cover the sound making, while the cloak is kind of redundant with the invisibility spell.
Granted, the cloak is still pretty awesome and totally worth the attunement slot. Even for arcane tricksters, since it saves a second level slot that can be used on so many things now, especially messing around with Shadow Blade now. But I wouldn't call the cloak a direct upgrade since they cover different things.
I don't like to spend ASIs on Intelligence on my arcane tricksters, so I personally want a Headband of Intellect as the most important item in the build. INT 19 is good enough, and you probably weren't going to get it to 20 anyway (get your Dex and maybe Con up, or Wis for that perception/insight/save).
It locks you into using that as one of your attunement slots forever, but it's better than wasting good ASIs on it, when you could take feats or just work on other stats.
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We have a current game running and one of the quest will reward us each with one common or uncommon magic item. I'm scouring every bit of inventory I can come up with for a possible item but am curious as to what you all think.
Some of these are of course to just to do the min/max thing but some I think would be awesome to role play. I was wondering what you guys thought. Always interested in how others use their tools. I'm personally leaning towards the Periapt as it's better for the RP side or the Quiver for the utilitarian side.
Always been partial to a Deck of Illusions or an Eversmoking Bottle. Gloves of Thievery and Hat of Disguises are solid picks for making you better at thief stuff, along with the Elf Boots. Goggles of Night if you don't already have darkvision - I think that's a must for rogues.
If you're willing to give up the attunement slot, Cloak of Elvenkind it's a solid upgrade from the boots. B it gives the enemy DisAdv (-5 to passive) to detect you and Adv to your stealth.
The boots are actually filling a bit different slot than the cloak - while invisible, people can still track you by sound. Boots cover the sound making, while the cloak is kind of redundant with the invisibility spell.
Granted, the cloak is still pretty awesome and totally worth the attunement slot. Even for arcane tricksters, since it saves a second level slot that can be used on so many things now, especially messing around with Shadow Blade now. But I wouldn't call the cloak a direct upgrade since they cover different things.
I don't like to spend ASIs on Intelligence on my arcane tricksters, so I personally want a Headband of Intellect as the most important item in the build. INT 19 is good enough, and you probably weren't going to get it to 20 anyway (get your Dex and maybe Con up, or Wis for that perception/insight/save).
It locks you into using that as one of your attunement slots forever, but it's better than wasting good ASIs on it, when you could take feats or just work on other stats.