if your DM gave you 200,000 in magicals-what would you buy?

I like playing fighters (combatants), they are to me the most exciting pc's & what roll/role playing is all about. Your the big tough guy going after the witches, monsters and things that go bump in the night. In this category I would include rangers , barbarians & paladins.
The Psi Warrior is pretty tough by mid levels but pending his power selection, sometimes even they can get over the top & pull away from the purity that is combat.

The reason I say this is there are a lot of people that post here who think your commiting suicide to stay straight fighter thru the higher levels. I believe that spell casters really come into being around 8th level and from there on tend to out shine none spell casters but to me the combatants are just more challenging. Standing back and blasting with a fireball isnt as exciting as rolling to hit and damage....And like you said it feels good to roll crits. It's high fives around the table when a good crit or two is rolled. But when was the last time you saw the wizard get a high five for a chain lightening?....or the cleric for healing?

Now to answer your reply...yes with proper feat chain a 13th level fighter can open a large can of woop @__! but and a big BUTT at that, if he has limited magics he really is in for a tough haul. In a low magic campaign he's great but norm D&D AINT LOW MAGIC! And I will back that up
the high level fighter needs magics or spell casters standing by to compensate because...

1) He wont be able to overcome some of the DR out there served up at this level, so a +3 weapon preferrably with some extraordinary ability.
2) He will need magical protections to ac, vs pioson desease etc or audios muchacho.
3) he doesnt have the Paladins great saves (cha mod to all) his healing ability immunities etc he is a one trick "kick you rear" pony...he absolutely 100% at this level needs a will bump or he is going to be canon fauder or worse may attack party etc. He will be able to avoid a lot of damage if he had evasion or some resistance to area spells...hey but thats what hit pionts are for...yes but it would sure help out.
4) did I say he need will save bonuses? I will say it again, very important to keep your heavy on target and in the game, 1 failed will save and its good night Gracy!


However I digress, I would seriously love to be in your group with that amount of wealth to spend because it is a hell of a lot.

Not all the magicals are picked most are found so you may have to amulets of +2 natural ac
or 2 +? blades....and when we did the 150,000 or 200,000 buy in the Dm with player assitance picked right out of the book at market price...and the DM assigned several thousand to none magics, such as house, clothing etc according to your life path to date.

Thorncrest




a pc adventurer fighter of this level needs or should get asap! a +3 weapon preferrably with a extraordinary ability of some sort speed, wounding, flaming - just something extra. And taking on those big nasties he will need a higher str so a +4/+6 str....with out these two things ...it would be like a Wizard without a wand or rod yah sure he can still operate but as the saying goes "the right tool for the right job"


I'd tend to disagree that a pure fighter would be in for a tough haul to be honest. If you just swapped out that Cloak of Chr +6 and upped the Dex and Con enhancing items to +4 each you'd be laughing, what with all the extra feats you would have like improved toughness, specialization and what not else.

The feats are cool though. Last session or the one before I hit a some nasty critter 4 times in one round, (which is bl00dy good rolling for me against what our DM tends to chuck at us). 3 of these ended up as confirmed crits which also forced the thing to make 6 saves because I have the feats Resounding Blow & Quell the Profane! How I oved that round!!! :D

The armour is nice BtW, (Haste 10rnds/day, heh, heh, heh!).

However I digress, I would seriously love to be in your group with that amount of wealth to spend because it is a hell of a lot.

Oh well it's off to go and kill THE Githyanki Queen tonight and it was only last week that our DM Morrus so kindly stripped our Sorcerer AND Cleric of all their wealth and items, (portal type Deck of Many Things effect.........what a b@stard). Wish us luck. :cool:[/QUOTE]
 
Last edited:

log in or register to remove this ad

Diirk said:
In Complete Arcane, in the section where they discuss 'weaponlike spells', crits and sneak attacks, they specifically use enervation as examples for each. A crit on enervation does 2d4 negative levels, a sneak attack from enervation does 1d4 negative levels + xd6 negative energy hp damage.

PS. Complete Arcane also has quite a few spells in the level range you mention that would work with sneak attack, starting with Orb of XXX spells at 4th level, Prismatic Ray at 5th (50% of the time anyway.. depends what effect you roll !), Arrow of Bone at 6th, Emerald Flame Fist at 7th.

Would that apply to spells like Enfeeblement? Because that's almost too sweet to be legal. I mean, Sneak Attack?!!? I play an arcane trickster often. And I'll SO give someone 1d4+5d6 negative levels. That's just WRONG! 7-34 negative levels? Ouch.
 

Nobody "needs" to own a +3 weapon at level 12 because they already have access to a +4 weapon for 12 hours a day if they have a cleric OR wizard in their party to cast Greater Magic Weapon (and if you don't have a divine OR arcane caster in your party...well, GMW loss isn't going to be your majour concern). You can get around perfectly fine without any enchanted weaponry or armour with liberally applied Magic Vestment and GMW (and the stat-buff spells helped too back before they became worthless in 3.5). The only real reason to own a weapon is for special abilities. In fact, if you find a +3 wounding greatsword in the dungeon, you can make 16000 GP in profit by selling it and then crafting a +1 wounding greatsword (on which you then cast GMW to get a better bonus than before). I agree that a Fighter needs to bolster his Will saves though.
 

ARandomGod said:
Would that apply to spells like Enfeeblement? Because that's almost too sweet to be legal. I mean, Sneak Attack?!!? I play an arcane trickster often. And I'll SO give someone 1d4+5d6 negative levels. That's just WRONG! 7-34 negative levels? Ouch.
Read that a second time more carefully. The Sneak Attack damage do NOT result in negative levels, but instead in negative energy HP damage.
 

Ankh-Morpork Guard said:
Read that a second time more carefully. The Sneak Attack damage do NOT result in negative levels, but instead in negative energy HP damage.

Ah.
Well, that's a nice addition that doesn't megaoverramp it.
 

Rystil Arden said:
Nobody "needs" to own a +3 weapon at level 12 because they already have access to a +4 weapon for 12 hours a day if they have a cleric OR wizard in their party to cast Greater Magic Weapon (and if you don't have a divine OR arcane caster in your party...well, GMW loss isn't going to be your majour concern).

Think GMW is +1/4 levels in 3.5 as opposed to the +1/3 that it was back in 3.0 (I could be wrong about the latter, as I never played 3.0). So it would be a +3 weapon at lvl 12 with GMW, unless you have a cleric with karma beads ;)

ARandomGod said:
Would that apply to spells like Enfeeblement? Because that's almost too sweet to be legal. I mean, Sneak Attack?!!? I play an arcane trickster often. And I'll SO give someone 1d4+5d6 negative levels. That's just WRONG! 7-34 negative levels? Ouch.

I take it you mean enervation, in which case yes, but as said above the 5d6 is hp damage, not level drain. Ray of Enfeeblement can't be sneak attacked with however, as it explicitly applies a penalty rather than actual damage. Level drains count as level damage or some such I guess ;)
 

Diirk said:
Think GMW is +1/4 levels in 3.5 as opposed to the +1/3 that it was back in 3.0 (I could be wrong about the latter, as I never played 3.0). So it would be a +3 weapon at lvl 12 with GMW, unless you have a cleric with karma beads ;)



I take it you mean enervation, in which case yes, but as said above the 5d6 is hp damage, not level drain. Ray of Enfeeblement can't be sneak attacked with however, as it explicitly applies a penalty rather than actual damage. Level drains count as level damage or some such I guess ;)
Its easy enough to get the caster level boost, whether from Karma beads or the feat that lets you spend a turn attempt to cast at +4 caster level (if you make the check, of course). And besides, using Karma beads for buffs that will last the whole day is probably a better choice than saving them to Holy Word one particular fight (unless you usually only fight once a day). Even without any such things, you can still get a +3 enhancement.
 

I did make mention of that 3rd paragraph down in my last post magics or spellcasters standing by....but my piont still remains he needs the +3 weapon either by GMW or just a magical blade to effect the creatures found at this level CR.

Rystil Arden said:
Nobody "needs" to own a +3 weapon at level 12 because they already have access to a +4 weapon for 12 hours a day if they have a cleric OR wizard in their party to cast Greater Magic Weapon (and if you don't have a divine OR arcane caster in your party...well, GMW loss isn't going to be your majour concern). You can get around perfectly fine without any enchanted weaponry or armour with liberally applied Magic Vestment and GMW (and the stat-buff spells helped too back before they became worthless in 3.5). The only real reason to own a weapon is for special abilities. In fact, if you find a +3 wounding greatsword in the dungeon, you can make 16000 GP in profit by selling it and then crafting a +1 wounding greatsword (on which you then cast GMW to get a better bonus than before). I agree that a Fighter needs to bolster his Will saves though.
 

Why would he need that affect those creatures?

I imagine its to bypass DR, but in 3.5 all magical DR is #/magic, so a +1 pierces the DR just as well as a +3 weapon.
 

A Vampire Lord as example DR10/+3....this doesnt mean +1 or +2? Thats why....

Eolin said:
Why would he need that affect those creatures?

I imagine its to bypass DR, but in 3.5 all magical DR is #/magic, so a +1 pierces the DR just as well as a +3 weapon.
 

Pets & Sidekicks

Remove ads

Top