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

Just for my two bits:

Ring of Counterspells - 4,000 gp.

Load it up with either Dispel Magic or Greater Dispel Magic.

Always great for those "And then he dispels all your buffs!" "....nope." moments.
 

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If you don't mind a little bit of arcane spell failure, I find Celestial Armor (+3 chainmail, light armor, -2 Armor Check penalty, 15% spell failure, and +8 max dex bonus, fly 1/day) to be one of the best armors in the game, for that level range. And all for 22,400.
 



Sir ThornCrest said:
Starting 12th level pc's. Wizards clerics are given an allowance of $200,000. Non magical making classes are allowed 150,000. The $ is the market price listed for items in the Dungeon Master Guide.

Our Wizard cant make his mind up (he's new to playing wizards) If you were a 12th Wizard what would you buy/make? My character is a Monk with Vow of Poverty-I didnt have this problem...

Thorncest
I actually like the Instant Fortress, formerly known as Daern's Instant Fortress. At 55K, it's not cheap, nor will it fit in dungeons very well, but if you're a wizard, the first thing you need is a safe quiet place to get 8 hours sleep. There's no way you can carry enough magic to make up for not being able to cast spells. (Though the Secure Shelter spell might make up for that, if you prefer it.)
Hard on its heels is the Blessed Book, as mentioned.
I also really like Crystal Balls...possibly with added powers.
The Mirror of Mental Prowess is lots of fun; maybe too expensive for your DM...but for you, it's worth it. After all, it makes the whole multiverse your oyster.
Rings of Telekinesis are darn handy, depending on your DM.
 

For the record, I had a similar discussion with my Dm.

Basically, assuming he creates a campaign where all the PC's start at, say, 13th level, and I'd pick a wizard with item creation feats, he would allow me to use my share of GP value on previously crafted items, meaning that I could possibly double the GP amount of items I put on him, given that I have the prerequisite spells on my spell list, and of course pay the XP (starting at a slightly lower level than the other players).

Of course, items that I could not make (amulet of natural armor for example) would have to be payed in full.

That's a very cool option IMO.
 

Keep in mind that an *amulet* of natural armor gets the "wrong slot" cost modifier (1.5 * base cost). Make it something more appropriate that fits a defensive slot and save a bit of cash.

Quiver of Ehlonna is great for storing wands. Whichever wand you want finds your hand when you reach for it. Works for staves and rods, too, in the slots for bows and javelins.

Heward's Haversack -- the fact that retrieving what you want as a move-equivalent action that does NOT provoke an AoO puts this thing on my must-get-ASAP list.

Ring of Spell Storing -- as major as you can afford. Have the party cleric fill it up for you, so that when you get nailed, you can cure yourself without waiting for the cleric to show up.

For the item of resistance, go with a vest. There are far more interesting cloaks out there than vests, so use up the vest slot for the resistance.
 

ajanders said:
I actually like the Instant Fortress, formerly known as Daern's Instant Fortress. At 55K, it's not cheap, nor will it fit in dungeons very well, but if you're a wizard, the first thing you need is a safe quiet place to get 8 hours sleep. There's no way you can carry enough magic to make up for not being able to cast spells. (Though the Secure Shelter spell might make up for that, if you prefer it.)
Hard on its heels is the Blessed Book, as mentioned.
I also really like Crystal Balls...possibly with added powers.
The Mirror of Mental Prowess is lots of fun; maybe too expensive for your DM...but for you, it's worth it. After all, it makes the whole multiverse your oyster.
Rings of Telekinesis are darn handy, depending on your DM.

Would rope trick be a LOT more cost effective?
 

Trainz said:
For the record, I had a similar discussion with my Dm.

Basically, assuming he creates a campaign where all the PC's start at, say, 13th level, and I'd pick a wizard with item creation feats, he would allow me to use my share of GP value on previously crafted items, meaning that I could possibly double the GP amount of items I put on him, given that I have the prerequisite spells on my spell list, and of course pay the XP (starting at a slightly lower level than the other players).

Of course, items that I could not make (amulet of natural armor for example) would have to be payed in full.

That's a very cool option IMO.

That's an okay way of doing it, since you took the XP cost into account. Giving the players with item creation feats more money is NOT.

Brad
 

Axegrrl said:
Keep in mind that an *amulet* of natural armor gets the "wrong slot" cost modifier (1.5 * base cost). Make it something more appropriate that fits a defensive slot and save a bit of cash.

Are you sure about this ?

AoNA is bonus squared x 2000
 

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