Jack Simth
First Post
I'm running my first ECL 12 game (Core only), and was thinking of inserting a CL 14 BBEG - a dungeon builder (somebody has to build all those dungeons - I think this build could do much of it), with the idea that everything he does could be done by a similarly built PC of the same level; here's what I have so far; any suggestions / problems / comments / snide remarks / suggestions for more strategies he can follow without removing the current ones?
Elven, Sorceror 14
Gear: 45k
Worn:
Cloak of Charisma +4 (16 k)
Peripat of Wisdom +2 (4 k)
Gloves of Dexterity +2 (4 k)
Amulet of Health +2 (4k)
Light Mithral Shield +1 (2,009 gp)
Handy Haversack (2000 gp)
Spell Components Pouch *2 (10 gp)
Masterwork Continual Flame Dagger (412 gp)
Hat of Disguise (1,800)
Ring of Sustenance (2,500)
Ring of Feather Falling (2,200)
Carried In Haversack:
Scrying Mirror (1,000 gp, 2x4 ft in size)
3,069 gp
Diamond Dust (for Nondetection): 1,000 gp
Stats:
Elite Array: 15, 14, 13, 12, 10, 8;
Starting: Str 13, Dex 10, Con 12, Int 8, Wis 14, Cha 15
Level-Based Stat increases: 4th, 8th, 12th: +3 Cha
Racial Adjustments: +2 Dex, -2 Con
Natural Stats: Str 13, Dex 12, Con 6, Int 12, Wis 14, Cha 18
Enhanced Stats: Str 13, Dex 14, Con 8, Int 12, Wis 16, Cha 22
Feats:
1 Eschew Materials
3 Still Spell
6 Extend Spell
9 Silent Spell
12 Enlarge Spell
Abilities:
Sorceror: Summon Familiar (unused as of yet)
Elf:
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks.
An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common and Elven.
Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Skills: 17*(2+Int Mod)=17*3=51
Spellcraft: 17
Concentration: 17
Knoweledge (Arcana): 17
Languages:
Common, Elven (automatic)
Draconic (bonus)
BAB of +8/+3
Base Saves:
Fort: 4
Ref: 4
Will: 9
After Stats:
Fort: 3
Ref: 6
Will: 12
Sorceror Spells Known:
0th - Known: 9; Per-day: 6 (6 base)
Resistance: Subject gains +1 on saving throws
Detect Magic: Detects spells and magic items within 60 ft
Read Magic: Read scrolls and spellbooks
Message: Whispered conversation at distance
Dancing Lights: Creates torches or other lights
Ray of Frost: Ray deals 1d3 cold damage
Acid Splash: Orb deals 1d3 acid damage
Disrupt Undead: Deals 1d6 damage to one undead
Mage Hand: 5-pound telekinesis
1st - Known: 5; Per-day: 8 (6 base, 2 bonus)
Protection From Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
True Strike: +20 on your next attack roll.
Charm Person: Makes one person your friend.
2nd - Known: 5; Per-day:8 (6 base, 2 bonus)
Protection From Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
See Invisibility: Reveals invisible creatures or objects.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Command Undead: Undead creature obeys your commands (will).
3th - Known: 4; Per-day:8 (6 base, 1 bonus)
Magic Circle Against Evil:
Magic Circle Against Good:
Tongues
Nondetection:
4th - Known: 4; Per-day:7 (6 base, 1 bonus)
Dimensional Anchor
Scrying
Stone Shape
Illusory Wall
5th - Known: 3; Per-day: 7 (6 base, 1 bonus)
Dismissal
Overland Flight
Wall of Stone
6th - Known: 2; Per-day:6 (5 base, 1 bonus)
Planar Binding (Cha check DC 33 for diagram - 15 base + 5 diagram + 1/2 caster level (14/2=7) + 6 Sorceror's Cha bonus; no SR, No Teleporting (Dimensional Anchor))
Disintigrate
7th - Known: 1; Per-day:3 (3 base, 0 bonus)
Teleport, Greater
Favorite Bindings:
Astral Deva: 12 HD, CR 14, good
Ghaele: 10 HD, CR 13, good
Demons (medium or smaller):
Babu: 7 HD, CR 6 (1/casting)
Dretch: 2 HD, CR 2 (no teleporting) (3/casting)
Quasit: 3 HD, CR 2 (no teleporting) (3/casting)
Succubus: 6 HD, CR 7 (2/casting)
Devils (medium or smaller):
Barbed Devil: 12 HD, CR 11 (1/casting)
Bearded Devil: 6 HD, CR 5 (2/casting)
Chain Devil: 8 HD, CR 6 (no teleporting) (1/casting)
Erinys: 9 HD, CR 8 (1/casting)
Imp: 3 HD, CR 2 (no teleporting) (3/casting)
Lemure: 2 HD, CR 1 (no teleporting) (3/casting)
Night Hag: 8 HD, CR 9 (not teleport, but etherial) (1/casting)
Elementals:
Medium Air: 4 HD, CR 3 (no teleporting) (3/casting)
Medium Earth: 4 HD, CR 3 (no teleporting) (3/casting)
Medium Fire: 4 HD, CR 3 (no teleporting) (3/casting)
Medium Water: 4 HD, CR 3 (no teleporting) (3/casting)
Hell Hound: 4 HD, CR 3 (no teleporting) (3/casting)
Methods:
Establish Stronghold (Disintigrate, Wall of Stone, Stone Shape, Illusory Wall)
Leave a few of the no teleporting critters Magic Circled and Diagramed in places where they will be encountered if someone comes by
Leave a few Small Fire Elementals stuck in Magic Circles... forever .... for the light.
Have bound demons and devils go steal stuff
If someone interferes, bind several demons/devils, scry the interferee's, invis all the demons/devils, Greater Teleport with several of them to the interferee's, have the demons/devils attack, and leave to let them sort it out ... and scry the results.
Ranged Touch Attack: [1d20+10]
Touch Attack: [1d20+9]
He can make pit traps with Disintigrate and Illusory wall, doors with Stone Shape (doesn't matter if he has to repeat the process a time or two, he has time) or illusory wall.
Elven, Sorceror 14
Gear: 45k
Worn:
Cloak of Charisma +4 (16 k)
Peripat of Wisdom +2 (4 k)
Gloves of Dexterity +2 (4 k)
Amulet of Health +2 (4k)
Light Mithral Shield +1 (2,009 gp)
Handy Haversack (2000 gp)
Spell Components Pouch *2 (10 gp)
Masterwork Continual Flame Dagger (412 gp)
Hat of Disguise (1,800)
Ring of Sustenance (2,500)
Ring of Feather Falling (2,200)
Carried In Haversack:
Scrying Mirror (1,000 gp, 2x4 ft in size)
3,069 gp
Diamond Dust (for Nondetection): 1,000 gp
Stats:
Elite Array: 15, 14, 13, 12, 10, 8;
Starting: Str 13, Dex 10, Con 12, Int 8, Wis 14, Cha 15
Level-Based Stat increases: 4th, 8th, 12th: +3 Cha
Racial Adjustments: +2 Dex, -2 Con
Natural Stats: Str 13, Dex 12, Con 6, Int 12, Wis 14, Cha 18
Enhanced Stats: Str 13, Dex 14, Con 8, Int 12, Wis 16, Cha 22
Feats:
1 Eschew Materials
3 Still Spell
6 Extend Spell
9 Silent Spell
12 Enlarge Spell
Abilities:
Sorceror: Summon Familiar (unused as of yet)
Elf:
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks.
An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common and Elven.
Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Skills: 17*(2+Int Mod)=17*3=51
Spellcraft: 17
Concentration: 17
Knoweledge (Arcana): 17
Languages:
Common, Elven (automatic)
Draconic (bonus)
BAB of +8/+3
Base Saves:
Fort: 4
Ref: 4
Will: 9
After Stats:
Fort: 3
Ref: 6
Will: 12
Sorceror Spells Known:
0th - Known: 9; Per-day: 6 (6 base)
Resistance: Subject gains +1 on saving throws
Detect Magic: Detects spells and magic items within 60 ft
Read Magic: Read scrolls and spellbooks
Message: Whispered conversation at distance
Dancing Lights: Creates torches or other lights
Ray of Frost: Ray deals 1d3 cold damage
Acid Splash: Orb deals 1d3 acid damage
Disrupt Undead: Deals 1d6 damage to one undead
Mage Hand: 5-pound telekinesis
1st - Known: 5; Per-day: 8 (6 base, 2 bonus)
Protection From Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
True Strike: +20 on your next attack roll.
Charm Person: Makes one person your friend.
2nd - Known: 5; Per-day:8 (6 base, 2 bonus)
Protection From Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
See Invisibility: Reveals invisible creatures or objects.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Command Undead: Undead creature obeys your commands (will).
3th - Known: 4; Per-day:8 (6 base, 1 bonus)
Magic Circle Against Evil:
Magic Circle Against Good:
Tongues
Nondetection:
4th - Known: 4; Per-day:7 (6 base, 1 bonus)
Dimensional Anchor
Scrying
Stone Shape
Illusory Wall
5th - Known: 3; Per-day: 7 (6 base, 1 bonus)
Dismissal
Overland Flight
Wall of Stone
6th - Known: 2; Per-day:6 (5 base, 1 bonus)
Planar Binding (Cha check DC 33 for diagram - 15 base + 5 diagram + 1/2 caster level (14/2=7) + 6 Sorceror's Cha bonus; no SR, No Teleporting (Dimensional Anchor))
Disintigrate
7th - Known: 1; Per-day:3 (3 base, 0 bonus)
Teleport, Greater
Favorite Bindings:
Astral Deva: 12 HD, CR 14, good
Ghaele: 10 HD, CR 13, good
Demons (medium or smaller):
Babu: 7 HD, CR 6 (1/casting)
Dretch: 2 HD, CR 2 (no teleporting) (3/casting)
Quasit: 3 HD, CR 2 (no teleporting) (3/casting)
Succubus: 6 HD, CR 7 (2/casting)
Devils (medium or smaller):
Barbed Devil: 12 HD, CR 11 (1/casting)
Bearded Devil: 6 HD, CR 5 (2/casting)
Chain Devil: 8 HD, CR 6 (no teleporting) (1/casting)
Erinys: 9 HD, CR 8 (1/casting)
Imp: 3 HD, CR 2 (no teleporting) (3/casting)
Lemure: 2 HD, CR 1 (no teleporting) (3/casting)
Night Hag: 8 HD, CR 9 (not teleport, but etherial) (1/casting)
Elementals:
Medium Air: 4 HD, CR 3 (no teleporting) (3/casting)
Medium Earth: 4 HD, CR 3 (no teleporting) (3/casting)
Medium Fire: 4 HD, CR 3 (no teleporting) (3/casting)
Medium Water: 4 HD, CR 3 (no teleporting) (3/casting)
Hell Hound: 4 HD, CR 3 (no teleporting) (3/casting)
Methods:
Establish Stronghold (Disintigrate, Wall of Stone, Stone Shape, Illusory Wall)
Leave a few of the no teleporting critters Magic Circled and Diagramed in places where they will be encountered if someone comes by
Leave a few Small Fire Elementals stuck in Magic Circles... forever .... for the light.
Have bound demons and devils go steal stuff
If someone interferes, bind several demons/devils, scry the interferee's, invis all the demons/devils, Greater Teleport with several of them to the interferee's, have the demons/devils attack, and leave to let them sort it out ... and scry the results.
Ranged Touch Attack: [1d20+10]
Touch Attack: [1d20+9]
He can make pit traps with Disintigrate and Illusory wall, doors with Stone Shape (doesn't matter if he has to repeat the process a time or two, he has time) or illusory wall.
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