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

The spell casters complained saying we can make our own magics for 1/2 market price so we should have 400,00 if you go by that rule. So we debated & settled on 150,000 for those classes unable to make magics and 200,000 for those that can.

Thorncrest


cignus_pfaccari said:
That seems unfair to the non-mages. "What do you mean I get less money? Do I not need it? How? Weapons are hellishly expensive, you know!"

Brad
 

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Sir ThornCrest said:
The spell casters complained saying we can make our own magics for 1/2 market price so we should have 400,00 if you go by that rule. So we debated & settled on 150,000 for those classes unable to make magics and 200,000 for those that can.

Thorncrest
Then just tell them to make their own magic items for half the market price. And remember the xp cost as well.
 

Jdvn1 said:
Could you tell us where that rule is, Riga?

Ok, that is very odd. I am certain I have read it multiple times, that you can't have a single item worth more than half of your character wealth for your given level. This only comes into play when you start at a higher level and get to pick and buy your own items.

I am certain this was under Character Wealth, but I can not find it in the 3.5 DMG. Anyone have the 3.0 DMG and can look it up?
 

RigaMortus said:
Ok, that is very odd. I am certain I have read it multiple times, that you can't have a single item worth more than half of your character wealth for your given level. This only comes into play when you start at a higher level and get to pick and buy your own items.

I am certain this was under Character Wealth, but I can not find it in the 3.5 DMG. Anyone have the 3.0 DMG and can look it up?
It's not in there. It's a recommendation on page 199 of the 3.5 DMG, but it's certainly not RAW. It's apparently a common houserule, though.
 

Sir ThornCrest said:
The spell casters complained saying we can make our own magics for 1/2 market price so we should have 400,00 if you go by that rule. So we debated & settled on 150,000 for those classes unable to make magics and 200,000 for those that can.

Thorncrest

Yeah, and could also start several levels behind that way too. Not to mention they'd be limited to what they could make by spells known and crafting feats selected.

We're talking about a wizard. He needs a B^3 so his spellbook benefits from magic item durability and because it reduces scribing costs. He should also spend at least 10k aquiring additional spells so his wizard has more spells than a sorcerer.

Besides INT and CON boosters, Resistance items, and the like, Pearls of Power are usually pretty good. Instead of grabbing a Lesser Extend Metamagic Rod for around 3k, grab a 1st level pearl for 1k. When the Mage Armor wears off, you can recover the spell and recast it. And you can also use it to renew after dispels or recover other spells as the situation requires. I wouldn't go above 2nd level pearls though, as the cost increases rapidly compared to alternatives like Rings of Wizardry. A huge pile of scrolls or potions is nice too, since just about any problem can be bypassed with the right magic.

The HHH is another great misc item. Many of the benefits of a bag holding, although the capacity (and price) isn't as great.
 

Heward's Handy Haversack (2K)

2 Gloves of Storing (10K each)

Metamagic Rod of Extend - normal (11K) In haversack. Use on buffs, mage armor, and such.

Metamagic Rod of Silence - normal (11K) In haversack. Have in hand if wiz knows he'll be in a silence effect.

Metamagic Rod of Empower - normal (32.5K) In glove for use in combat.

Metamagic Rod of Maximize - lesser (14K) In glove for use in combat.

Necklace of Adaptation (9K) In the rare cases where this is useful, it is incredibly useful.

Cloak of Resistance +5 (25K) Boosts those pesky Reflex and Fort saves.

Boots of Striding and Springing (5.5K) Cheap, and extra speed never hurts.

Leaves about 80K for other misc stuff, wands, scrolls, potions, etc.
 

My 2cp

Headband of Int +6 36k
Amulet of Con +4 16k
Cloak of Resistance +5 25k
Vest of Natural Armor +2 (as amulet) 8k
Ring of Protection +2 8k
Ring of Arcane Might 20k
Belt of Freedom of Movement (as ring) 40k
Baccob's Blessed Book 12.5k
Rod of Empower (Normal) 34.5k
-------------------------------------------------------
200k

Runner Up Items: Gloves of Dex (4k) Necklace of Adaptation (9k), and some sort of extra-dimensional space. If you don't have to buy spells, get the gloves and the necklace instead of the book.
 

DM_Matt said:
My 2cp

Headband of Int +6 36k
Amulet of Con +4 16k
Cloak of Resistance +5 25k
Vest of Natural Armor +2 (as amulet) 8k
Ring of Protection +2 8k
Ring of Arcane Might 20k
Belt of Freedom of Movement (as ring) 40k
Baccob's Blessed Book 12.5k
Rod of Empower (Normal) 34.5k
-------------------------------------------------------
200k

Runner Up Items: Gloves of Dex (4k) Necklace of Adaptation (9k), and some sort of extra-dimensional space. If you don't have to buy spells, get the gloves and the necklace instead of the book.

Did you "manufacture" a Belt of Freedom of Movement just so that you would not need to use a ring slot? Or, is that actually an item in one of the books?
 

KarinsDad said:
Did you "manufacture" a Belt of Freedom of Movement just so that you would not need to use a ring slot? Or, is that actually an item in one of the books?

Manufactured. Actually, boots are prolly a more appropriate slot for it. Either that or keep the ring of freedom of movement and add a deflection bonus to something else, if that would be less controversial.
 

So, assuming that you don't have to buy spells (I’m just going to list bonus types for generic DMG bonuses):

+6 Int (36k)
+4 Con (16k)
+2 Dex (4k)
+1 caster level (ring of arcane might) (20k)
+1 deflection (2k)
+1 natural armor (2k)
+4 resistance (16k)
+1 Defending Dagger (edit- used to be Quarterstaff) of Parrying (Psi HB is where you find Parrying- it gives +1 insight AC and saves while weapon is used, costs +8k, use Greater Magic Weapon to make this +3, then transfer all of the +3 to your AC each turn- I'm not sure if this trick works in 3.5, though) (16k total)
+3 Mithril Buckler (has no armor check penalty b/c of Mithril, 10k)
Lesser Metamagic Rod of Extend (3k)

If your campaign features a few really high powered fights, I might get the normal Quicken Rod (don't remember the cost offhand). If you see a lot of Large+ sized monsters that use grapple, Ring of Freedom of Movement is good. You can always boost the resistance, natural armor, or deflection bonuses above. If you see underwater environments, get the necklace of adaptation.

If you have to buy spells, Boccob’s Blessed Book is essential. If you use a lot of boom spells, a normal metamagic rod of empower is helpful. If a lot of your enemies are humanoid melee fighters, go with the Major Cloak of Displacement. If you have a particular low level spell you want empowered (like Scorching Ray), get a lesser empower metamagic rod.

If you expect to be making a lot of really important Fortitude saves and your Concentration score is higher than your Fort save by a lot, get the Complete Adventurer item that lets you substitute your Con check score for a Fort save 1/day (I think this costs around 5k).

If your DM doesn’t want to let this character into the group because you have done too much character optimization, well, spend some of your GP on a bribe. :D
 
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