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Building a 12th Warmage
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<blockquote data-quote="Gez" data-source="post: 2095611" data-attributes="member: 1328"><p>For Advanced Learning, my current selection is this:</p><p><em>Forceful shove</em> (1st-level, from FFG DungeonCraft), <em>Leomund's secure shelter</em> (3rd-level, PHB), <em>hall of fire</em> (5th-level, FFG Spells & Spellcraft), and <em>mark of death</em> (8th-level, Complete Book of Eldritch Might).</p><p></p><p><em>Forceful shove</em> pushes an opponent one-to-four squares away and knock him prone, always useful against those who want to base you. <em>Hall of fire</em> is perfect for crowd control, allowing you to protect the party within the sheltered inside of the hall while opponents outside can't see you and get badly burnt if they try to pass through. <em>Mark of death</em>, once high enough to get access to it, will give a protection against death effects.</p><p></p><p>Now I'm trying to tackle equipment. 12th-level character means 88 000 gp, and who would believe it's awfully little? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Things I'd like to have (and it's sadly impossible to have them all) include:</p><ul> <li data-xf-list-type="ul"><em>Immovable rods</em> (7500 a piece) -- rather useless at this level, but so fun!</li> <li data-xf-list-type="ul"><em>Ring of holy spells</em> (25000) -- gives +2 save DC on spells cast on evil creatures. Very very interesting, but expensive.</li> <li data-xf-list-type="ul"><em>Magic carpet</em> (20000 for the smallest) -- even with the Travel domain, one still needs a way to get long-range, long-duration flight, and the carpet is the stylishest way to have that.</li> <li data-xf-list-type="ul"><em>Figurine of wondrous power: bronze griffon</em> (10000) -- for half the price of the carpet, 6 hours of flight twice a week. Can attack, but requires the Ride skill for travelling uses.</li> <li data-xf-list-type="ul"><em>Figurine of wondrous power: obsidian horse</em> (28500) -- the most expensive of the travel item, but also the only one in that price range that gives planar travel as well. Only for a Waukeenite, as it's not something a Good character would want to use often.</li> <li data-xf-list-type="ul"><em>Cloak of charisma/headband of intellect/perl of wisdom</em> (4000, 16000, or 36000) -- the character concept requires good Cha and good Wis to get access to his spells, and it benefits strongly from a nice Int. These items will probably be necessary unless rolling munchkinesque scores.</li> <li data-xf-list-type="ul"><em>+3 weapon</em> (18300+) -- I'd like a weapon with the <em>magetuned</em> and <em>manawall crushing</em> enhancement (both cost +1) from the CBEM. Magetuned gives a +4 luck bonus to attack (useful for a low-BAB character), manawall crushing lowers the Spell Resistance of the enemy by one point each time you score a hit. (Of course, as magetuned is redacted, it only confers the bonus to wizards and sorcerers -- I'd make it work for warlocks, warmages and wu jens too, but this may require a bit of negociation.) Would it be worth to make it a +4 weapon (32000) in order to have <em>ghost touch</em> in addition?</li> <li data-xf-list-type="ul">Protection! One needs a good AC. Warmages can wear medium armor without risking spell failure, so that's a plus. But <em>rings of protection</em> and <em>amulets of natural armor</em> are expensive. A <em>ghost touch mithral breastplate</em> seems an interesting deal, but that's very expensive.</li> <li data-xf-list-type="ul"><em>Heward's handy haversack</em> (2000) -- I don't know if anyone bothers with <em>bags of holding</em> anymore. Heward's is cheaper, does not risk destruction and loss of equipment through piercing, and does not tear reality apart when it meets a <em>portable hole</em>.</li> </ul><p></p><p>Any other idea? Recommendations?</p></blockquote><p></p>
[QUOTE="Gez, post: 2095611, member: 1328"] For Advanced Learning, my current selection is this: [i]Forceful shove[/i] (1st-level, from FFG DungeonCraft), [i]Leomund's secure shelter[/i] (3rd-level, PHB), [i]hall of fire[/i] (5th-level, FFG Spells & Spellcraft), and [i]mark of death[/i] (8th-level, Complete Book of Eldritch Might). [i]Forceful shove[/i] pushes an opponent one-to-four squares away and knock him prone, always useful against those who want to base you. [i]Hall of fire[/i] is perfect for crowd control, allowing you to protect the party within the sheltered inside of the hall while opponents outside can't see you and get badly burnt if they try to pass through. [i]Mark of death[/i], once high enough to get access to it, will give a protection against death effects. Now I'm trying to tackle equipment. 12th-level character means 88 000 gp, and who would believe it's awfully little? :) Things I'd like to have (and it's sadly impossible to have them all) include: [list] [*][i]Immovable rods[/i] (7500 a piece) -- rather useless at this level, but so fun! [*][i]Ring of holy spells[/i] (25000) -- gives +2 save DC on spells cast on evil creatures. Very very interesting, but expensive. [*][i]Magic carpet[/i] (20000 for the smallest) -- even with the Travel domain, one still needs a way to get long-range, long-duration flight, and the carpet is the stylishest way to have that. [*][i]Figurine of wondrous power: bronze griffon[/i] (10000) -- for half the price of the carpet, 6 hours of flight twice a week. Can attack, but requires the Ride skill for travelling uses. [*][i]Figurine of wondrous power: obsidian horse[/i] (28500) -- the most expensive of the travel item, but also the only one in that price range that gives planar travel as well. Only for a Waukeenite, as it's not something a Good character would want to use often. [*][i]Cloak of charisma/headband of intellect/perl of wisdom[/i] (4000, 16000, or 36000) -- the character concept requires good Cha and good Wis to get access to his spells, and it benefits strongly from a nice Int. These items will probably be necessary unless rolling munchkinesque scores. [*][i]+3 weapon[/i] (18300+) -- I'd like a weapon with the [i]magetuned[/i] and [i]manawall crushing[/i] enhancement (both cost +1) from the CBEM. Magetuned gives a +4 luck bonus to attack (useful for a low-BAB character), manawall crushing lowers the Spell Resistance of the enemy by one point each time you score a hit. (Of course, as magetuned is redacted, it only confers the bonus to wizards and sorcerers -- I'd make it work for warlocks, warmages and wu jens too, but this may require a bit of negociation.) Would it be worth to make it a +4 weapon (32000) in order to have [i]ghost touch[/i] in addition? [*]Protection! One needs a good AC. Warmages can wear medium armor without risking spell failure, so that's a plus. But [i]rings of protection[/i] and [i]amulets of natural armor[/i] are expensive. A [i]ghost touch mithral breastplate[/i] seems an interesting deal, but that's very expensive. [*][i]Heward's handy haversack[/i] (2000) -- I don't know if anyone bothers with [i]bags of holding[/i] anymore. Heward's is cheaper, does not risk destruction and loss of equipment through piercing, and does not tear reality apart when it meets a [i]portable hole[/i]. [/list] Any other idea? Recommendations? [/QUOTE]
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