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Author Topic: Protecting Crucial Magic Items  (Read 661 times)
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Toptomcat
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« on: September 28, 2010, 12:10:29 AM »

I'm considering taking an Item Familiar for a fifteenth-level semi-arena game, and I'm concerned about it being stolen, sundered, or specifically targeted with spells such as shatter. This inspired me to compile a list of ways to protect an Item Familiar- or any other crucial magic item, like a wizard's spellbook or any adventuring character's Handy Haversack- from such hazards. If it matters, I have access to fifteenth-level clerical casting, the Magic domain spells and its power, first-level wizard casting, eighth-level psion casting, and binding of up to third-level vestiges, but I'm not just looking for info that will be relevant to me.
I'm aware of the 'losing an Item Familiar/spellbook/crucial item will completely cripple your character, ergo either a GM is a dick and will no matter what or isn't and won't no matter what' line of argument, but I still think that looking for ways to protect your gear is worthwhile for intermediate cases like arena games and GMs of mild to moderate dickery.

This list is obviously very incomplete, and would benefit a good deal from your contributions.  Big Grin

SUNDER/DISPEL/SPELL PROTECTION:
Enhancement bonuses: Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points. Pretty straightforward. (And anything can be an improvised weapon!)
Special materials: Adamantine (high Hardness, core), Aururum (weapons, armor, or shields made of it can be simply put back together as a full-round action if sundered: BoED), Riverine (immune to all damage and most spells: special and total vulnerability to Disintegrate, Rods of Cancellation, Spheres of Annihilation, and MKDJ, ) (Stormwrack)
Spells: Hardening (+1/2 CL Hardness: Wiz/Sorc 6, Artifice 7),
Magic Items: Crystals of Adamant Armor/Weaponry, Legacy item special sunder rules,
Anti-dispel: CL boosts for crafters, Ring of Counterspelling (common Dispel spells),

THEFT PROTECTION:
Magic Aura (core spell: make an item look like a less attractive target and create decoys from mundane items)
Sepia Snake Sigil (core spell: a classic spellbook protector)
Fire Trap (core spell: a classic backpack/Heward's protector)
Secret Chest (core spell: keeping your equipment in one nightly keeps it from thieves but also keeps it from being used in case of ambush)
Instant Summons (core spell: a pretty good start at a complete solution, but for the material component and the fact that you only know who and where the thief is if someone else has claimed ownership of the item)
Astral Projection (core spell: make backups of everything! More TO than PO)
Armor and Equipment Traps (BoVD)
Indisputable Possession (1st-level artificer infusion, 10 min/level: call an item to hand as a move action if you realize it's missing within one minute)
Called armor/shield quality (MiC: armor is teleported to you and donned as a standard action if you're on the same plane...if it hasn't been worn by someone else in the interim)

ITEM FAMILIAR SPECIFIC:
Make it a Tooth of Dahlver Nar (ToM)- who sunders, steals or dispels teeth? (Combine with Magic Aura and possibly Obscure Object to ensure that your mouth doesn't glow to Detect Magic and so that Divination doesn't come up with a 'smash his teeth' result, which could be extremely painful as well as inconvenient)
Make it a cursed item, many of which can't be easily removed: the Cursed Sword -2 is of special note due to its inability to be 'gotten rid of' (a clause inclusive of theft, sundering and disjunction) short of Limited Wish, Wish, or Miracle, but is pretty problematic for anyone who's not a primary spellcaster.
Make it an Eye of Horus (Dragon 325)- a magic item that can go from a lens to a tattoo and back again, removable only by the will of the user or upon the user's death.
Dip Soulknife and make your Item Familiar the Legacy Weapon Mau-Jehe, which has the unique ability to be turned into your Mind Blade.  Congrats, you now have an Item familiar that can never be taken from you, never sundered, and can even be active in an AMF if you make the Will save.
« Last Edit: September 28, 2010, 12:52:55 PM by Toptomcat » Logged
The_Mad_Linguist
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« Reply #1 on: September 28, 2010, 12:54:48 AM »

I just make it out of a -2 sword, cursed (specifically, a masterwork dragonfang one made of blue ice: -1 normal damage +1 sonic damage, -1 to hit).  Later on I add spellblade:limited wish, and then it can't be removed without a miracle or wish
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PhaedrusXY
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« Reply #2 on: September 28, 2010, 01:27:09 AM »

Make your item familiar one of the Teeth of Dahlver Nar set. Who's going to try to destroy your tooth?
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

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The_Mad_Linguist
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« Reply #3 on: September 28, 2010, 01:27:47 AM »

Make your item familiar one of the Teeth of Dahlver Nar set. Who's going to try to destroy your tooth?
That, and they're immune to being taken in a grapple

Because you can't handle the tooth.
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Glutton
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« Reply #4 on: September 28, 2010, 01:42:56 AM »

FOUL! FOUL ON THE FIELD!
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Toptomcat
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« Reply #5 on: September 28, 2010, 01:48:59 AM »

I just make it out of a -2 sword, cursed (specifically, a masterwork dragonfang one made of blue ice: -1 normal damage +1 sonic damage, -1 to hit).  Later on I add spellblade:limited wish, and then it can't be removed without a miracle or wish
Hmmm. It may be a common houserule, it's how things worked in the old Infinity Engine D&D games we all know and love, it might well have been how things worked in 2nd Edition- but many cursed items in 3.5, including the -2 Sword, don't actually have that 'not removable by means other than Remove Curse' language that we seem to have gotten ourselves used to as boilerplate for every possible cursed item: they seem to pack their punch by being functional versions of actual items with significant drawbacks, concealing their cursedness and pretending to be normal, useful magic items, or having an instantaneous negative effect when donned.
Notable exceptions include Boots of Dancing, Bracers of Defenselessness, a Cloak of Poisonousness, Gauntlets of Fumbling, the Periapt of Foul Rotting, and a Stone of Weight. Of these the Cloak of Poisonousness appears to be the best option: if you can contrive to reliably make the initial DC 28 Fortitude save against instant difficult-to-ressurect death- which is a tall order but manageable, most simply by being somehow permanently immune to poison- then it stays on until remove curse is cast despite the fact that it doesn't have any continuous effects, negative or positive.
« Last Edit: September 28, 2010, 01:51:21 AM by Toptomcat » Logged
The_Mad_Linguist
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« Reply #6 on: September 28, 2010, 01:49:53 AM »

Quote
-2 Sword, Cursed

This longsword performs well against targets in practice, but when used against an opponent in combat, it causes its wielder to take a -2 penalty on attack rolls.

All damage dealt is also reduced by 2 points, but never below a minimum of 1 point of damage on any successful hit. After one week in a character’s possession, the sword always forces that character to employ it rather than another weapon. The sword’s owner automatically draws it and fights with it even when she meant to draw or ready some other weapon. The sword can be gotten rid of only by means of limited wish, wish, or miracle.

Remove curse ain't doing shit.
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Toptomcat
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« Reply #7 on: September 28, 2010, 01:54:03 AM »

...wubba brbrbl. I skimmed right over that. It must be late- time for bed.
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« Reply #8 on: September 28, 2010, 02:47:44 AM »

Did anyone ever come up with a list of all the hardening spells / options / tools / treatments / etc.?

I vaguely remember a post I made back on WotC boards which figured out how to get an item's hardness into the 70s or something...
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« Reply #9 on: September 28, 2010, 06:11:49 AM »

Make it a legacy item for high saves - +20 on all of them. Also helps with hit points, I think.

Slightly cheesy: About everything can be used as improvised weapon, which makes it eligible for Greater Magic Weapon, so it gets better Hardness and Hitpoints.

Magic Aura also goes the other way - you can give your items overpowering, artifact level auras. This goes in the same vein as its above-mentioned use - make your non-crucial items look far more important than they are.
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« Reply #10 on: September 28, 2010, 06:14:35 AM »

There is the Eye of horus from dragon magazine 325

Quote:

Single lens that is placed over one eye. The
lens is then absorbed into the user’s body
and appears as a tattoo around the user’s
eye.
May only be removed by the will of the user
or by the user’s death.
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« Reply #11 on: September 28, 2010, 10:56:13 AM »

This is kind of a unique move, but dip Soulknife for a level.  Yeah, it has no synergy with whatever you were doing, but if you really want your Item familiar to be invincible, it's worth it.

Now, grab the Legacy Weapon Mau-Jehe.  This isn't actually a bad weapon (has two of the best Legacy powers in the game), but is also the perfect price to be both a Legacy Item and your Item Familiar.  It also has the unique ability to be turned into your Mind Blade.  Congrats, you now have an Item familiar that can never be taken from you, never sundered, and can even be active in an AMF if you make the Will save.
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« Reply #12 on: September 28, 2010, 10:57:09 AM »

This is kind of a unique move, but dip Soulknife for a level.  Yeah, it has no synergy with whatever you were doing, but if you really want your Item familiar to be invincible, it's worth it.

Now, grab the Legacy Weapon Mau-Jehe.  This isn't actually a bad weapon (has two of the best Legacy powers in the game), but is also the perfect price to be both a Legacy Item and your Item Familiar.  It also has the unique ability to be turned into your Mind Blade.  Congrats, you now have an Item familiar that can never be taken from you, never sundered, and can even be active in an AMF if you make the Will save.
Wow. Finally a use for soulknife. 
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
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« Reply #13 on: September 28, 2010, 11:13:32 AM »

This is kind of a unique move, but dip Soulknife for a level.  Yeah, it has no synergy with whatever you were doing, but if you really want your Item familiar to be invincible, it's worth it.

Now, grab the Legacy Weapon Mau-Jehe.  This isn't actually a bad weapon (has two of the best Legacy powers in the game), but is also the perfect price to be both a Legacy Item and your Item Familiar.  It also has the unique ability to be turned into your Mind Blade.  Congrats, you now have an Item familiar that can never be taken from you, never sundered, and can even be active in an AMF if you make the Will save.
Wow. Finally a use for soulknife. 
Yeah, it really is about it (although Soulbow is still a pretty good PrC).
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I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

Quotes:
By yes, she means no.
That explains so much about my life.
hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea.

If using Genesis to hide your phylactry, set it at -300 degrees farenheit.  See how do-gooders fare with a liquid atmosphere.
Toptomcat
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« Reply #14 on: September 29, 2010, 01:32:58 AM »

All right. I've gotten a lot of great Item Familiar-specific advice, including more than one suggestion that makes the problem almost entirely moot: but what about other vital items, like spellbooks, fighter-types' weapons and armor, and Haversacks? Surely there's more we can do in that optimization space.

Wasn't there some kind of shrunken-head guardian in one of the Completes that screams if an item's being taken away from you, with an upgrade that has a shit Fort DC to stun the thief?
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The_Mad_Linguist
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« Reply #15 on: September 29, 2010, 01:48:18 AM »

Didn't races of the dragon have rules about trapped weapons?

Because kobolds are dicks.
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Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
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