I need help with a my Necromancer....

digitaldark

First Post
Through much Rping and luck, each character in my adventuring party is able to select some magic items.... either 2 items that each cost 50,000gp or less or 1 item over 50,000gp...... any ideas/advice/comments...

my character is:

Silvaress "Silver" Eldarin
Tiefling Necromancer 9
Follower of Toldeth (god of darkness and death from Deities&Demigods")

Items I have now include: a quarterstaff +1, a cloak of resistance +1, a ring of Protection+1, and a glove of storing.

My character is more of a support character (i.e. aiding his companions), summons undead, and usually have a Negative Energy Ray or Burst on hand if needed. Overall he tends to stay in the background and spit out spells when his group needs it.

The life goal of my character is to become a liche and eventually travel to the Negative Energy Plane to live with his diety in undeath....he has no malicious intent towards the Faerun..and sees the place as merely somewhere to attain the power he needs to return to his "father". He met up with his current group because they had fought the holder of a spell book of necromantic spells, thus he joined them to access the book and decided to stay wih them as they rather powerful and will surely be competent enough to help him amass the power he needs.

anywayz...I need help decided which items or item I should select....please help me.. (based on the character info:))
 
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if your DM is giving the party gifts from an uber-powerful source (from a dragon, king, arch-wizard, etc.) you may want to ask him to generate a list you can choose from.

if it's anything , i'd ask for:

(over 50,000)
shadowstaff
staff of the magi
tome of clear thought +5

(2 items, each less than 50,000)
headband of intellect +6
bracers of armor +7

with no limit on what you can receive, i'd choose items to increase your power and/or keep you around longer so you can achieve your ultimate goals (as opposed to something specifically for a necromancer)
 

Hero Points!

For non-material gifts, take a look at Four Colors to Fantasy which has a guide to adding super powers to a character instead of material rewards. For 105 KGP, you could get 20 HrP (Hero Points). For 76.5 KGP, you could get 17 HrP. For a mere 52.5 KGP, you could get 14 HrP.

Here's some ideas about what you could do with them:

10 HrP: Immunity to Energy Drain

10 HrP: Invisibility At Will (as a standard action)

20 HrP: Regeneration 7 (all HP damage done to you is subdual damage, and you heal 7 points worth of subdual damage each round)

8 HrP: Fly at your base speed with Poor manuverability
14 HrP: Fly at your base speed with Perfect manuverability

6 HrP: Blindsight 60'

4 HrP: Increased Mental Ability (+4 Int)

2 HrP: Ageless

Your DM should force you to take the Super Powers Feat as your next Feat if you choose to go this path.

-- Nifft
 

Superpowers is something we do not want.....we're keeping it strictly dnd.....and besides this is from a magical merchant...so it has to be items
 

A robe of Eyes could be nifty. Uncanny dodge, +10 spot and search.

Heck - robe of the archmagi. :)

Or - Headband of Int +4, belt of con +4 - two items each under 50k - +2 to DC of all saves, 2 extra spells per day, and 18 hit points. Probably what I'd do. Nothing to abusive that might make the DM be more inclinded to target you/draw unwanted attention to the you/party - but solid definate bonuses to help you live longer, and be a more powerful spellcaster.

Of course, they really don't make best use of the cash - but a +6 item is 64k, iirc. Maybe you can wheel and deal a bit more with the merchant - since your total is much less than 100k, give another player a bit of extra cash. *shrug*
 


What kind of materials do you need to start your Lich transformation? IIRC, you can start the transformation at or just after 10th level, so you might want to start getting the stuff needed together.

-- Nifft
 

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