My initial inclination is to assume that Masterwork tools are fine. If you've got goggles designed to give you a wider field of vision, that's plausible enough for me count it as a masterwork "spotting kit".Judging__Eagle wrote:How are masterwork items going to work? Can you get a set of Mwk Thieves Tools, and get the +2 bonus; how about say... a pair of crystal-clear, polished lenses, with small mirrors on the side, for looking behind? (+2 spot).
Stuff like that?
But then I'm reminded of a major point of the Tome items being to get rid of stacking a bunch of miscellaneous bonuses to fly off the RNG. Masterwork tools were part of this problem.
Produce Flame is acceptable, but did you see that rod I posted?I'll probably spend my magic items on a +hide Cloak, a pair of +Move Silently Boots, and maybe a magic wand for the third item; would say... Produce Flame be alright?
It gives 'fire' (1d6+1 fire damage) touch attacks, and ranged touch attacks (120 range, 1 per 2 rounds). It's that or Flame Blade or Blade of Pain and Fear. Spells with a DC are a waste, and the character has no actual offense abilities; right now he's mostly a stealth character.
Elemental Rod: This ebony rod has a colored gem at the end which the wielder can channel their will through to fire energy rays. This is an attack action, and the rays go out to Short range. The rays deal 1d6+DEX mod Fire, Cold, Lightning, or Acid damage. Switching between damage types is a move action.
Nice. There's probably a skill feat that will let you take 10 on UMD checks.I'll probably Camouflage Clothing as well for items. Some other random stuff might show up, dice, playing cards. Maybe a pet fruit bat (srsly, no effect, it's purely for flavour).
Oh, and the character's got an okay shot of activating items (+9 umd, +11 with scrolls; so 1st lvl scrolls on a 10+); but it's not very reliable.
Feel free to start with a case of minor scrolls. That doesn't count against your 3 item limit.I'm considering a +charisma item, and a +umd headband; and maybe have a bunch of 1st lvl scrolls (say, 5), but I dunno how that might work out.
Or, just a +level to UMD item, and keep the stealth stuff; a +12 UMD at level 3 isn't too shabby.
Alright.Also, Infernal Dalliance gives either 1 Bite, or 2 Claw attacks. Would getting them all, and counting as one size smaller be alright?
So, two 1d3 Claws, and a 1d4 Bite (normally those are 1d4 and 1d6); since I don't see him as having either big shark teeth, or actual freaking claws; but sharpened teeth, and eye-gouging fingers do fit more with the character.
The [Baatezu] subtype gives out those bonuses? Something feels off about this. My inclination would be to think that if so, it would specify that PCs got them, sort of like the Large Size feat.For the Subtype, I picked [Baatezu]; for immunity to fire/poison (we don't have any real users of fire, but this could be handy if there ever is a building on fire); ER acid 10, Cold 10; See in Darkness (this is actually pretty handy), Summon (i.e. I dunno what you want to do with that; I usually ignore it myself), and Telepathy (equal to speed? (30), or the usual 120'?)
Yes, but you might want to look into the rod I posted instead.Anyway, link is here.
In terms of combat stats, it's unimpressive; but he's hard to find, can move around, and can shoot with his crossbow with a +5 to hit (although honestly, that's not much; ranged touch attacks depend on getting a spell, or if I can use acid flasks and alchemists fire).
Can I assume that, yes, I can get acid flasks, and either jury rigged lamp oil, or straight out alchemist's fire? or not?
I'm liking it conceptually, but we still need to work out a few things, I think.Right now, this character is looking like they're an infiltrator, with arsonist capability (alch fire, oil; immune to fire); with the option for shanking (1d4+2d6+4 (power attack)) the relatively helpless.
EDIT: I changed my opinion on masterwork tools in the first block of text I wrote in this post.