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Kingdom of Alwen Res: Sword of Power Campaign

Unless the rogue takes use-magic-device they're not particularly useful!

I will give the party additional "party" gear once everyone has a complete write up. Some high-level staples like a staff of life might be in the works.
 

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Alrighty, so long as we're not stuck staring at a dead body without anything to do with it.

Well... other than Summon Undead. :lol:

Oooo, one more question. There's a 3.5 Feat called Augment Summoning which gives all my summons +4 Strength and +4 Constitution. Can I have it to play with please? (Since I'm focusing on Conjuration (Summoning) spells)
 
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ThaDoc said:
Oooo, one more question. There's a 3.5 Feat called Augment Summoning which gives all my summons +4 Strength and +4 Constitution. Can I have it to play with please? (Since I'm focusing on Conjuration (Summoning) spells)
Sure! Prerequisite is something like spell focus conjuration I think so you'll need that.
 

Prerequisite for the Summoner prestige class is Heighten Spell and Spell Focus (Conjuration) for sure I'm taking that! (+2 DC on all Conjuration spells? WHERE DO I SIGN UP?!?!)

Here's a question for you. At level 12, does AC really matter to a wizard? It's not like I could get up to AC 30 if I wanted too (under the budget we're on) so should I even bother with Bracers of Armour or Rings of Protection?
 
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AC always matters, though at these levels saves and hp are often more important. More than your total AC for wizards, because you're rarely going to enter mellee and try and stay there, you need "touch AC". Things that like to grapple you, throw nasty rays at you and so forth. A ring of protection, ring of force shield and bracers of armor will be useful but if you have the choice then you should always go with the deflection bonus provided by the ring of protection. Forge ring (which you can take at 12th) makes one a really good deal. Gloves of dexterity will help your AC, your saves and your ray attack rolls.
If you can't afford bracers of armor >4+ then mage armor lasts 12 hours at your level. It can be dispelled, which sucks. You can also use cat's grace which likewise lasts hours. For a higher level slot you can extend them to last 24 hours if you have the extend metamagic feat. You should have endurance cast and perhaps even an empowered endurance if you have the empower metamagic feat.
An expensive but very useful item is a cloak of displacement. Even more expensive is a robe of the archmagi.
A standard high level wizard tactic is to have polymorph self cast all the time on themselves.
That way should you need raw AC you can change into a creature like an iron golem.
I strongly suggest an active contingency (dimension door if grappled, stoneskin if savaged, etc...). Invisibility and fly can be very effective against the right opponents.
The real danger for a high level wizard is surprise when he/she has no spells active. So long duration spells are the real boon. The thing in this room as you can see from the roll is very skilled and, though you don't know it, a potential mage-killer. ;)
 
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All right here we go.....

Snare the halfling rogue
Chaotic neutral,
stats: 12, 22, 14, 18, 12, 11
Saves:
fort:9
reflex:17
will:8
AC:25
Hp:66
speed:40
initiative: 6
BAB: +9/+4
Skills:
apraise:6
balance:20
bluff:10
climb:23<-skill mastery
decipher script:5
diplomacy:1
disable device:22<-skill mastery
disguise:12<-I have a diguise kit and a bunch of diffent outfits, not sure of bonuses
escape artist:26 (can wriggle out of the monks grasp hehehe)
forgery:5
hide:30<-skill mastery
inuendo:2
intuit direction:2
jump:16
knowledge arcanna:5
knowledge religion:5
listen:8
move silently:34<-skill mastery
open lock:16
pick pocket:18<-skill mastery
read lips:5
ride:7
search:25<-skill mastery
sense motive:2
spellcraft:5
spot:13
swim:7 with gear
tumble:16<-skill mastery
use magic device:2 (no idea why that would be charisma)
use rope:11
wilderness lore:2

ITEMS:
+1 Mithril Chain shirt of silent moves and slick 10 100
+2 rapier 8 000
ring of invisibility 20 000
ring of protection +1, climbing and swimming 6 900 (I think thats how it works)
amulet of natural armor +2 8 000
gloves of dexterity +4 16 000
headband of intelect +2 8 000
boots of springing and striding 2 500
cloak of resistance +2, and elvenkind 8 000
goggles of minute seeing 1 000
bag of holding 1 3000 (broken into lots of pouches)
(in the bag is around 900Gp worth of mundane items such as magnifying glasses, ladders, food, tents, shovels, wine, torches, kits, locks, rope, manacles, caltrops, crowbars, bedrolls, a bow, arrows, a pole, chalk, ink + paper, an hour glass, soap, a whistle, a lantern, and my outfits...Oh and 5 daggers)
and a riding dog with a military saddle ( he was part of that 900 GP)

Feats and abilities:
dodge
mobility
spring attack
quick draw
wepon finesse
evasion
uncanny dodge
skill mastery (hide, move silently, disable device, search, climb, tumble,pick pocket)
Sneak attack 6d6

Languages: common, undercommon, goblin, giant, infernal

erm thats pretty much it for character wise.

Also, is it safe to assume that I evaded the runes, if not thats cool.
and I don't think 2 is enough for use magic device to use that scroll

Oh and whats everyones contact info for skype, I just installed it.
 
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I wish I could cast Contingency. Unfortunately, having Evocation as your barred school is bothersome sometimes.

Ben, looking through your character (it looks awesome), I noticed that you have two cloaks down. I hope you realize that you can't have two cloaks active at the same time. The cloak on top becomes the active one. :\
 
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Double Post Get!

Okay!, here we go!

Ivana Humpalot
LN Human Wizard (Conjurer) 5 / Summoner 7
31 yrs old, 5'8", 108lbs,
speaks Common, Draconic, Dwarven, Elven, Infernal, Celestial, Auran, and Gnomish

Str 8 -1
Dex 16 +3 (20 +5)
Con 18 +4 <-- +2 CON from my toad familiar
Int 20 +5 (24 +7)
Wis 12 +1
Cha 13 +1
HP 79, Initiative +5, Speed 30/120
AC 25, Touch 19, Flat-Footed 20

Fortitude +11
Reflex +12
Will +14

Melee bonus +4
Ranged bonus +10

Attacks (in the following order):
Summoning minions to fight for her
Running the funk away
Club +4 attack, 1d6-1 x2
Dagger +4 attack, 1d4-1 19-20/x2
Light Crossbow +10 attack, 1d8 19-20/x2 (80 ft. range)


Skills: <skill> +<bonus> (<ability_mod> / <ranks>)
Alchemy +22 (7 / 15)
Concentration +19 (4 / 15)
Knowledge (Arcana) +22 (7 / 15)
Knowledge (Architecture & Engineering) +22 (7 / 15)
Knowledge (Geography) +12 (7 / 5)
Knowledge (History) +12 (7 / 5)
Knowledge (Local) +12 (7 / 5)
Knowledge (Nature) +12 (7 / 5)
Knowledge (Nobility & Royalty) +12 (7 / 5)
Knowledge (Religion) +13 (7 / 6)
Knowledge (The Planes) +22 (7 / 15)
Listen +8 (1 / 7) <-- Cross Class, yes
Move Silently +12 (5 / 7) <-- even MORE Cross Class
Scry +22 (7 / 15)
Spellcraft +22 (7 / 15)

Feats:
Wizard 1: Scribe Scroll
1st level: Spell Focus (Conjuration)
Human: Augment Summoning
3rd level: Heightened Spell
Wizard 5: Craft Wonderous Item
6th level: Extend Spell
9th level: Still Spell
12th level: Spell Penetration

Special Abilites:
Summon Familiar

Extra Spells: ability to prepare and cast one extra Conjuration (Summoning) spell from his spell list each for spell levels 1 through 4

Improved Summoning:
I) +1 caster level for Conjuration (Summoning) spells
II) always summons one extra creature of the chosen type whenever casting Conjuration (Summoning) spells
III) the summoner may convert prepared spells into Conjuration (Summoning) spells of that level or lower

Denial: improved counterspelling of Conjuration spells by sacrificing a spell of the level equal to the level of the spell being countered, it need not be the same exact spell

Possessions (GP Cost) <Crafting XP Cost>:
Headband of Intellect +4 (16000)
Gloves of Dexterity +4 (8000) <320>
Rind of Protection +2 (8000)
Amulet of Natural Armour +2 (8000)
Bracers of Armour +6 (18000) <720>
Cloak of Resistance +4 (8000) <320>
Boots of Speed (4000) <160>
Goggles of Night (4000) <160>
Scroll of Mage Armour (12.5) <1>
Scroll of Shield (12.5) <1>
Scroll of True Strike x4 (50) <4>
Scroll of Detect Secret Doors (12.5) <1>
Scroll of Ventriloquism (12.5) <1>
Scroll of Ray of Enfeeblement (12.5) <1>
Scroll of Expeditious Retreat (12.5) <1>
Scroll of Feather Fall (12.5) <1>
Scroll of Jump x2 (25) <2>
Scroll of Spider Climb x2 (25) <2>
Scroll of Enlarge (12.5) <1>
Scroll of Hold Portal x2 (25) <2>
Scroll of See Invisibility (75) <6>
Scroll of Magic Circle vs. Evil (187) <15>
Club (-)
Dagger (2)
Light Crossbow (35)
10 Crossbow Bolts (1)

....I have no more monies :\
Might I add that I have a new found respect for Wizard PC's. Management for this class is INSANE. :lol:
 
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Yes indeed I did notice, the cloaks are in fact one cloak, thanks to when you buy things from start you can do funny things like adding another ability to an item with the same price or lower for double the cost, or two things grafted onto it for 3x the cost.

So....the cloak of resistance +2 normally 4000 GP is upped to 8000 with the addition of the elvenkind ability. If you notice I did the same to the rings-> ROP+1,climbing and swimming all on one ring for 6900 GP.
 

Everything looks in order! So I'll repeat for the sake of clarity the into text.
As party gear you have a staff of life with 10 charges in it, a rod of alertness, a wand of cure moderate wounds with 20 charges in it, and two immovable rods. Additionally you have a phylactery of faithfulness, a 3 ounce pot of stone salve and a pot of sovereign glue with 1application remaining.


Whatever it was that came for Tetheril in the cloying darkness behind you is something you will leave for another day. Right now you are out of breath and injured and praying the magically reinforced iron door with Ivana's hastily cast arcane lock will hold back the thing. Tetheril's screams are forever etched into your memory. Perhaps one day you will return to bring his soul back to the material plane of existence. For now, the imperative of mission success is foremost. The temple may claim more of you, but no one said finding an artifact hidden by a now dead god would be easy.
You are standing in what appears to be a much larger room than the last, so large in fact that you cannot see its walls on either side or in front of you though the ceiling is low. The light given off by your continual flame torches is almost quenched by the plane of shadow's oppressive gloom but you can still make out a misty haze that isn't merely a trick of the lighting. You're ankle deep in some sort of liquid, the same sort of liquid that was in the previous chamber, an opaque foul smelling distillation of all the malice of the inhabitants of this death trap. You've made a considerable amount of noise in slaming the door shut however nothing but stark silence assails you, so far.
The runes upon the door that sprung and damaged you are a testament to the danger of this place to the hasty...


What does everyone do? Everyone has acrued the damage through either the runes or the nasty nasty creature behind that door. As a group you lost your cleric, but Ivonna can heal a lot of hitpoints by summoning at least 8 formian workers using their cure-serious-wounds ability.
 
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