Time for a flurry of questions!
1) Jemal, I'm interested in a few MIC items. The Vest of the Archmagi for one, and possible runestaves. I realize runestaff costs were errated, so I need to find that info from the vast interweb before I know specifically which one I want.
Anyway, is there any guideline as far as what MIC items are available? Or is it strictly case by case? Similarly, there's some summoning-related items in Complete Mage, I believe, that I may be interested in.
2) Similar question regarding non-core sources for spells, such as Spell Compendium and PHB2 and the Completes.
3) This one's for Scott! Since we're both sorcerors I was looking over your sheet to make sure I didn't step on your dragonny toes. It was a little confusing though. Your caster level is 16, right? 6 sorceror, 5 abjurant champion, 1 rogue, 1 fighter, and 6 eldritch knight? You have it listed as 18 though, and you have the spell selection of a 19th level sorceror.
I realize it's a work in progress...I am just trying to coordinate with you a bit, so we can have distinct magical focus.
In the spirit of that cooperation, here's what I have so far...also a work in progress.
[sblock=Very very rough protosheet]Str 10
Dex 18
Con 16
Int 12
Wis 16
Cha 18 (29 full boost, 34 w/tomes)
1st level monk
8 HP
24 sp
bonus feat: Improved Grapple? Stunning Fist? (DC 19+wismod)
Improved Unarmed attack: 1d6 unarmed dmg
Flurry of blows (2 atks, -2 to hit each)
18th level sorceror
18d6 hp
72 sp
Appraise
Bluff
Craft
Fly
Intimidate
heal
knowledge arcana
profession
spellcraft
UMD
BAB +9
Fort +8
Ref +8
Will +15
feats
b Point Blank Shot
1 Precise Shot
3 Spell Focus: Transmutation
6 Ascetic Mage
b Weapon Finesse
9 Empower Spell
12 Spell Penetration
b Iron Will
15 Greater Spell Focus: Transmutation
18 Heighten Spell
Base DC 22
6 slots all, 5 8th, 3 9th
0 9
1 Enlarge Person, Magic Missile, Shocking Grasp, Shield, Grease, Bless
2 Dimension Hop, Knock, Invisibility, See Invisibility, Glitterdust, Resist Energy
3 Displacement, Phantom Steed, Suggestion, Wind Wall, Magic Circle v Evil
4 Orb of Force, Ennervation, Dimensional Anchor, Resilient Sphere, Remove Curse
5 Telekinesis, Wall of Stone, ?, ?, Flame Strike
6 Disintegrate, Analyze Dweomer, Greater Heroism? (Globe of Invuln?), Greater Dispel
7 Spell Turning, Greater Teleport, Limited Wish, Banishment
8 Moment of Prescience, Polymorph Any Object, Sunburst
9 Summon Monster IX
Celestial
2 Bonus feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride By, Skill Focus: Knowledge Religion, Weapon finesse
Arcana: Summons gain 1/2lvl DR/evil
Hevenly Fire: 1d4+9 holy dmg/healing
Resist Acid/Cold 10
Wings of Heaven: Fly 60 Good 19min/day in 1min increments.
Conviction: Reroll ability check, atk roll, skill check or saving throw 1/day[/sblock]
I'm going for a focus on utility over pure blasting, and single-target blasts (Orb of Force...Disintegrate) as well as versatile impediment and 'debuff' attacks (Telekinesis...Polymorph Any Object). I elected to take a summon for my top level spell, so I'd have access to celestials who can use clerical support.