Hey All,
I am playing in a 3.5 conversion of the Night Below. We are currently fighting in the city of the Glasspool, and progressing rapidly due to fighting very dangerous opponents (we took out a CR 19 Mindflayer last night). One of my characters is a Mystic Theurge (Druid/Conjurer) that I am going to progress into an Archmage at 17th lvl. I am trying to look forward and plan my spell and feat acquisition to make me most effective after we defeat the city. It is likely that we will get to lvl 17 or 18 before we move on to the 3rd book. Before the campaign is done we will likely all be epic level characters.
My character, Thalos Burk, is currently 13th level. I plan to use the Archmage prestige class from level 17-20. For High Arcana I will likely take Mastery of Shaping (cost 1 lvl 6 slot), and 3 Spell-like Abilities (using all 3 of my non-bonus lvl 5 slots). For the spell-like abilities I am strongly considering getting the Quicken Spell Metamagic feat at lvl 15, and make each of the Spell-like Abilities quickened spell abilities of spells 3rd to 5th lvl. I will be sacrificing some good spell slots for this, but we are currently fighting between 20-40 opponents at a time, with at least 4 enemy spell casters per battle. An extra spell a round would be very useful.
My character is the groups utility caster and enfeebler. He specializes in blocking off sections of enemies (this has started to get difficult due to dispel happy enemies), facilitating retreats (via teleport, fly, ect), enfeebling enemies, and summoning creatures to help in battles. I specialize in the Conjuration School, and can not cast spells from Necromancy or Illusion. Our group has 7 characters, with a sorcerer who specializes in artillery, and a cleric who handles buffs and healing.
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Thalos Burk
Medium-size Male Human
Druid3 Conjurer3 Mystic Theurge7
Hit Dice: (3d8)+(3d4)+(7d4)+26
Hit Points: 67
Initiative: +0
Speed: Walk 30'
AC: 13
Attacks: Quarterstaff +3 +8/+3; Sickle +2 +7/+2
Damage: Quarterstaff +3 1d6+2; Sickle +2 1d6+1
Special Qualities: +2 bonus to Spellcraft when learning Conjuration, Nature Sense (Ex), Trackless Step (Ex), Wild Empathy (Ex), Woodland Stride (Ex), Familiar (Falcon)
Saves: Fort: +8, Refl: +4, Will: +14
Abilities: Str 8 (-1), Dex 10 (+0), Con 14 (+2), Int 22 (+6), Wis 16 (+3), Cha 9 (-1)
Skills: Concentration 18; Craft (Alchemy) 14; Decipher Script 12; Diplomacy 2; Handle Animal 3; Knowledge (Arcana) 22; Knowledge (Dungeoneering) 10; Knowledge (Nature) 15; Knowledge (Religion) 22; Listen 12; Sense Motive 19; Spellcraft 27; Spot 15; Survival 8;
Feats: Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Augment Summoning, Greater Spell Focus (Conjuration, Enchantment), Scribe Scroll, Shield Proficiency, Skill Focus (Spellcraft), Spell Focus (Conjuration, Enchantment)
Challenge Rating: 13
Alignment: Lawful Neutral
Possessions: Boots of Levitation; Kranin's Regenerating Scroll; Kranin's Crystal Lenses; Outfit (Scholar's); Quarterstaff +3; Ring of Protection +3; Scroll (Cure Light Wounds); Scroll (Cure Moderate Wounds); Scroll (Cure Serious Wounds); Scroll (Dispel Magic); Scroll (Globe of Invulnerability, Lesser); Sickle +2; Silver Scroll Case
Druid - Spells: 6/5/5/4/3/2, Wizard - Spells: 4+1/6+1/6+1/4+1/4+1/3+1
Known Wizard Spells:
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
Level 1: Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Obscuring Mist, Summon Monster I
Level 2: Acid Arrow, Eagle's Splendor, Glitterdust, Hideous Laughter, Knock, Scorching Ray, See Invisibility, Web,
Level 3: Dispel Magic, Fly, Hold Person, Lightning Bolt, Slow, Stinking Cloud, Suggestion
Level 4: Black Tentacles, Confusion, Polymorph, Wall of Ice
Level 5: Feeblemind, Hold Monster, Teleport, Wall of Force
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What spells would you take as Quickened Spell-Like Abilities? Do you think this is worthwhile in a heavy combat campaign against powerful opponents where you are often outnumbered by enemy casters?
What spells should I take before I get to lvl 17?
Do you think it wise to put my next two Ability Score Increases in Intelligence to Increase the DCs of my wizard spells and get bonus 7th & 3rd wizard spells, or to increase my Wisdom to get a single lvl 7 druid spell and a bonus 4th lvl druid spell?
Any other suggestions?
Thanks
-Josh
I am playing in a 3.5 conversion of the Night Below. We are currently fighting in the city of the Glasspool, and progressing rapidly due to fighting very dangerous opponents (we took out a CR 19 Mindflayer last night). One of my characters is a Mystic Theurge (Druid/Conjurer) that I am going to progress into an Archmage at 17th lvl. I am trying to look forward and plan my spell and feat acquisition to make me most effective after we defeat the city. It is likely that we will get to lvl 17 or 18 before we move on to the 3rd book. Before the campaign is done we will likely all be epic level characters.
My character, Thalos Burk, is currently 13th level. I plan to use the Archmage prestige class from level 17-20. For High Arcana I will likely take Mastery of Shaping (cost 1 lvl 6 slot), and 3 Spell-like Abilities (using all 3 of my non-bonus lvl 5 slots). For the spell-like abilities I am strongly considering getting the Quicken Spell Metamagic feat at lvl 15, and make each of the Spell-like Abilities quickened spell abilities of spells 3rd to 5th lvl. I will be sacrificing some good spell slots for this, but we are currently fighting between 20-40 opponents at a time, with at least 4 enemy spell casters per battle. An extra spell a round would be very useful.
My character is the groups utility caster and enfeebler. He specializes in blocking off sections of enemies (this has started to get difficult due to dispel happy enemies), facilitating retreats (via teleport, fly, ect), enfeebling enemies, and summoning creatures to help in battles. I specialize in the Conjuration School, and can not cast spells from Necromancy or Illusion. Our group has 7 characters, with a sorcerer who specializes in artillery, and a cleric who handles buffs and healing.
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Thalos Burk
Medium-size Male Human
Druid3 Conjurer3 Mystic Theurge7
Hit Dice: (3d8)+(3d4)+(7d4)+26
Hit Points: 67
Initiative: +0
Speed: Walk 30'
AC: 13
Attacks: Quarterstaff +3 +8/+3; Sickle +2 +7/+2
Damage: Quarterstaff +3 1d6+2; Sickle +2 1d6+1
Special Qualities: +2 bonus to Spellcraft when learning Conjuration, Nature Sense (Ex), Trackless Step (Ex), Wild Empathy (Ex), Woodland Stride (Ex), Familiar (Falcon)
Saves: Fort: +8, Refl: +4, Will: +14
Abilities: Str 8 (-1), Dex 10 (+0), Con 14 (+2), Int 22 (+6), Wis 16 (+3), Cha 9 (-1)
Skills: Concentration 18; Craft (Alchemy) 14; Decipher Script 12; Diplomacy 2; Handle Animal 3; Knowledge (Arcana) 22; Knowledge (Dungeoneering) 10; Knowledge (Nature) 15; Knowledge (Religion) 22; Listen 12; Sense Motive 19; Spellcraft 27; Spot 15; Survival 8;
Feats: Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Augment Summoning, Greater Spell Focus (Conjuration, Enchantment), Scribe Scroll, Shield Proficiency, Skill Focus (Spellcraft), Spell Focus (Conjuration, Enchantment)
Challenge Rating: 13
Alignment: Lawful Neutral
Possessions: Boots of Levitation; Kranin's Regenerating Scroll; Kranin's Crystal Lenses; Outfit (Scholar's); Quarterstaff +3; Ring of Protection +3; Scroll (Cure Light Wounds); Scroll (Cure Moderate Wounds); Scroll (Cure Serious Wounds); Scroll (Dispel Magic); Scroll (Globe of Invulnerability, Lesser); Sickle +2; Silver Scroll Case
Druid - Spells: 6/5/5/4/3/2, Wizard - Spells: 4+1/6+1/6+1/4+1/4+1/3+1
Known Wizard Spells:
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
Level 1: Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Obscuring Mist, Summon Monster I
Level 2: Acid Arrow, Eagle's Splendor, Glitterdust, Hideous Laughter, Knock, Scorching Ray, See Invisibility, Web,
Level 3: Dispel Magic, Fly, Hold Person, Lightning Bolt, Slow, Stinking Cloud, Suggestion
Level 4: Black Tentacles, Confusion, Polymorph, Wall of Ice
Level 5: Feeblemind, Hold Monster, Teleport, Wall of Force
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What spells would you take as Quickened Spell-Like Abilities? Do you think this is worthwhile in a heavy combat campaign against powerful opponents where you are often outnumbered by enemy casters?
What spells should I take before I get to lvl 17?
Do you think it wise to put my next two Ability Score Increases in Intelligence to Increase the DCs of my wizard spells and get bonus 7th & 3rd wizard spells, or to increase my Wisdom to get a single lvl 7 druid spell and a bonus 4th lvl druid spell?
Any other suggestions?
Thanks
-Josh