

Healing Belt CL 3 (At the lower levels wands of vigor or faith healing are much more efficient, at the higher levels these allow you to heal between battles.) Gauntlets of Ghost Fighting CL 13 (Allows you to damage incorporeal enemies and ignore the 50% miss chance.) for quickly retrieving them.)Ĭrystal Mask of Spellcraft CL 7 (this item was actually titled “of psicraft” but I ruled that due to psionic/magic transparency this applies to spellcraft also, gives a bonus to spellcraft checks)ĭispelling Cord CL 5 (adds a bonus to dispel checks) That thing is crazy powerful, and can easily tank for your whole party, die horribly in combat, and tank for your whole party again within 24 hours.Ankh of Ascension CL 17 (Gives a bonus to CL for divine casters.)Īnklets of Translocation CL 7 (Good for getting out of grapples, I’m sure it has other uses also.)Īrmband of Elusive Action CL 3 (Allows you to avoid AoO)Īrtificers Monocle CL 5 (If you’re an artificer or can cast detect magic it allows you to identify items without having to spend the 100gp material component)īelt of Battle CL 9 (gives you extra actions)Ĭasting Glove CL 11 (allows you to store items such as rods, wands etc. Since you're past level 4, I'd advise the fleshraker from the MM III. Your friend has an animal companion, and if you really need tanking, that can serve this purpose admirably. In any case, you should probably skip tanking anyways.

That thing gives you +5 AC for hours/level, imposes a -4 penalty to melee attacks against you, and only costs a second level slot. Instead, as has also been mentioned, use the spell luminous armor from the book of exalted deeds. Barkskin only lasts for 10 minutes/level, so it never just lasts all day, and mage armor requires that you rely on folks that are not you. However, I'd probably skip both of those spells anyway. So I'm trying to find permanent Magic Soloutions instead(because clearly it's not piling on if it's magic items -) ) :-DAs has been mentioned, that's very much wrong. Well my GM's a bit iffy about it atm.He's talking about not allowing Mage Armor and Barkskin to stack because they're both AC improving spells and hence it's "piling on". Remember that as a druid you can't use metal armors and metal shields, so you'll have to buy a dragon-hide version of them. Note that since there's no armor penalty when you're wild shaped, you can take a wild "the heaviest armor you manage to find" +1 and get a big bonus to AC with little effort. Wild armor melds with the new form, lose any armor penalty but you still get the armor bonus to AC. You can use an armor with the Wild special ability (CAdv IIRC). Monk's belt is a good item to use with a wildling clasp, since you'll probably have high Wis (note that it doesn't work if you use an armor or a shield). Any piece of equipment with a wildling clasp attached doesn't meld and instead changes its size to fit the new form. You can wildling clasps (MIC, 4.000 gp each) and attach them to your equipment. There are some ways around this limitation: Any new items worn in the assumed form fall off and land at the druid's feet.Yes, any item worn by the druid when he uses Wild Shape melds with the body and become nonfunctional.

When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional.
