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Sage said:
And a note to all the spellcasters out there. There's an ioun stone that adds +1 to caster level, since the bonus has no "name" and bonuses with no "name" stack and you can have an infinite amount of ioun stones... well, you do the math.

Don't forget to develop an epic spell to see through the dense cloud around your head.

(Anyone have stats for an Ioun Stone Swarm? Hmmm... I'm getting ideas for a weird NPC opponent...)

Ozmar the Ioun Stone Wrangler
 

Ozmar said:
Don't forget to develop an epic spell to see through the dense cloud around your head.

(Anyone have stats for an Ioun Stone Swarm? Hmmm... I'm getting ideas for a weird NPC opponent...)

Ozmar the Ioun Stone Wrangler

It's one of the golems in Upper Krust's Immortal Beastiary.
 

PC Sheet
----------------------------------------------------------
PC Name : Sonasti the untouchable
----------------------------------------------------------
Player Name : Sage
Email : JJayJay@gmail.com
----------------------------------------------------------
Race : Human
Class : Rogue, Void Incarnate
Level : 90, 10
XP's :
Age, gender : 30, male
Alignment : True Neutral
Patron Deity :
----------------------------------------------------------
Strength : 37 (original 17) (starting: 12)
Dexterity : 45 (original 25) (starting: 15)
Constitution : 37 (original 17) (starting: 12)
Intelligence : 70 (original 40) (starting: 15)
Wisdom : 35 (original 15) (starting: 10)
Charisma : 37 (original 17) (starting: 12)

----Combat------------------------------------------------
Hit Points : 1700
Current hp : 1700
Armor Class : 95 (10 + 17 Dex + 4 armor + 4 shield + 25 enhancement (to armor) + 25 enhancement (to shield) +10 deflection bonus)
Initiative : +25 (+17 Dex + 8 Superior Initiative)
Base Attack : +15/+10/+5
Epic Attack : +40
Melee attack : +68/+63/+58
Ranged attack: +72/+67/+62
Speed : 60 feet

Saving Throws
Fortitude : +78 (6 Base + 39 epic + 13 Con +20 resistance)
Reflex : +124 (12 Base + 39 epic + 17 Dex + 2 Lighning Reflexes + 4 Epic Reflexes +50 resistance)
Will : +77 (6 Base +39 epic + 12 Will +20 resistance)

--Smith (Dagger)--
Attack Bonus: +95/+95/+90/+85 (three attack per attack if thrown)
Damage : 1d4 + 30 (Int mod) +3d6 acid +2d4 negative levels
Critical : 17-20/x2
Range : Everywhere within sight
Type : piercing or slashing

--Wessen (Dagger) (off-hand)--
Attack Bonus: +95/+90/+85
Damage : 1d4 + 15 (Int mod) +2d4 nagative levels
Critical : 17-20/x2
Range : Everywhere within sight
Type : piercing or slashing

--Kite (Dagger)--
Attack Bonus: +77/+72/+67 (attacks on its own)
Damage : 1d4 + 30 (Int mod) +2d6 damage vs. evil aligned, +2d6 damage vs. chaotic aligned (all subdual at will)
Critical : 17-20/x2
Range : Everywhere within sight
Type : piercing or slashing


--Kiteo (Dagger)--
Attack Bonus: +77/+72/+67 (attacks on its own)
Damage : 1d4 + 30 (Int mod) +2d6 damage vs. good aligned, +2d6 damage vs. lawful aligned (all subdual at will)
Critical : 17-20/x2
Range : Everywhere within sight
Type : piercing or slashing




----Feats & Special Abilities-----------------------------
Sneak attack +50d6
Improved Uncanny Dodge (retain dex bonus, can't be flanked)
Trap sense +24
Slippery Mind (Ex) (second save on enchantment after 1 round)
Defensive Roll (Ex) (Reflex DC: Damage = half damage)
Opportunist (1/round AoO against opponent struck)
Skill mastery (search, disable device, open locks,
tumble, hide, move silently, balance,
jump, bluff, diplomacy, sleight of hand
climb, open locks)
Blank Aura (no detectable auras + 2 willing)
Improved Evasion (partial effect on failed save)
Void Presense (opponents flat-footed for 1st attack per round
can hide as a move action (with Bluff check)
+20 DC of Gather information on me)
Improved Mettle of Fortitude (partial effect on failed save)
Improved Mettle of Will (partial effect on failed save)
Null Strike (1/day 1 melee attack = touch attack)
Blank Mind (permanent mind blank + 1 wiling)
Empty form (permanent freedom of movement
ignores all force effects)



Feats:
Lightning Reflexes
Combat Expertise
Improved Disarm
Improved Trip
Improved Sunder
Combat Reflexes
Weapon Finesse
Two-Weapon Fighting
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Point Blank Shot
Precise Shot
Improved Precise shot
Run
Improved Critical (Dagger)
Dodge
Blindsight, 5-ft. radius (from divine rules)
Knock-down (from divine rules)
Improved Feint
Rapid Shot
Improved Presice Shot
Quick Draw
Improved Intitiative
Power Attack

Epic Feats:
Dexterous Fortitude (1/round Ref instead of Fort)
Dexterous Will (1/round Ref instead of Will)
Epic Reflexes (+4 on reflex saves)
Lingering Damage (SnA damage repeats on following round)
Improved Combat Reflexes
Self-Concealment
Sneak attack of opportunity
Spellcasting Harrier
Trap Sense
Epic Prowess
Combat Insight (Int mod for damage) (Epic Insight)
Legendary Climber
Perfect Two-Weapon Fighting
Polyglot
Epic Speed
Distant Shot
Epic Dodge
Storm of Throws
Superior Initiative
Penetrate Damage Reduction (cold iron)
Epic Poison Crafter (Epic Insight)
Improved Sneak Attack x5
Extend Life Span



----Languages---------------------------------------------
All

----Skills----
Bold skills can be used without rank
* Armor Check Penalty Applies
** -1 per 5 lb. of equipment carried.

Skill Total (Ability + Ranks + Misc)
Appraise (Int) +30 (30 + 0 + 0)
Balance (Dex)* +170 (17 + 103 + 50)
Bluff (Cha) +166 (13 + 103 + 50)
Climb (Str)* +166 (13 + 103 + 50)
Concentration (Con) +13 (13 + 0 + 0)
Craft (poisonmaking)(Int) +133 (30 + 103 + 0)
Craft (Trapmaking) +133 (30 + 103 + 0)
Decipher Script (Int) +30 (30 + 0 + 0)
Diplomacy (Cha) +166 (13 + 103 + 50)
Disable Device (Int) +183 (30 + 103 + 50)
Disguise (Cha) +116 (13 + 103 + 0)
Escape Artist (Dex)* +120 (17 + 103 + 0)
Forgery (Int) +82 (30 + 52 + 0)
Gather Information (Cha) +126 (13 + 103 + 0)
Handle Animal (Cha) +13 (13 + 0 + 0)
Heal (Wis) +12 (12 + 0 + 0)
Hide (Dex)* +170 (17 + 103 + 50)
Intimidate (Cha) +116 (13 + 103 + 0)
Jump (Str) +166 (13 + 103 + 50)
Knowledge: The Planes (Int) +81 (30 + 51 + 0)
Listen (Wis) +165 (12 + 103 + 50)
Move Silently (Dex)* +170 (17 + 103 + 50)
Open Locks (Dex)* +120 (17 + 103 + 0)
Perform (Cha) +86 (13 + 79 + 0)
Profession (Wis) Can't Use
Ride (Dex) +42 (17 + 25 + 0)
Search (Int) +183 (30 + 103 + 50)
Sense Motive (Wis) +165 (12 + 103 + 50)
Sleight of Hand (Dex) +170 (17 + 103 + 50)
Spellcraft (Int) +80 (30 + 50 + 0)
Spot (Wis) +165 (12 + 103 + 50)
Survival (Wis) +63 (12 + 51 + 0)
Swim (Str)** +116 (13 + 103 + 0)
Tumble (Dex) +170 (17 + 103 + 50)
Use Magic Device (Cha) +116 (13 + 103 + 0)
Use Rope (Dex) +120 (17 + 103 + 0)

(+5 inherent bonus to int at 20th level)
(+6 magic item bonus to Int at 20th level = + 240 ranks)
(+20 magic item bonus to Int at 30th level = + 490 ranks)
(+30 magic item bonus to Int at 40th level = + 300 ranks)

Speak Language :5 (10 skill points)

Armor Penalty: -0
Spell Failure: 0%
Max Dexterity:

----Equipment---------------------(weight)-----


Total 32.5
----Coins on Hand------------------------

Location of Coin on Body:
Platinum :
Gold :
Silver :
Copper :

----Load--------------------------------------------------

Light :
Medium :
Heavy :

Current:

----Physical Description----------------------------------
Height :
Weight :
Hair :
Eyes :


----Background----------------------------------


----Magic Items---------------------------------

Smith (Dagger)
- Adamantine (3000 gp)
- +25 Enhancement Bonus
- Instant return (home made: teleports back to wielder
immediately after strike, allows to throw
the weapon multiple times in the same round
+10 market price modifier)
- Tripple Throw (weapon triples itself if thrown hitting with 3 seperate attacks, +6 market price modifier)
- Acidic Blast: (+3d6 acid damage, +6d6 if crit, +6 market price modifier)
- Souldrinking (as the souldrinker magic weapon, +1,000,000 gp to market price)

Final Price: 45,183,000 gp (44,180,000 gp form enhancement bonuses + 1,000,000 for souldrinking + 3000 for adamantine)


Wessen (Dagger)
- Adamantine (3000 gp)
- +25 Enhancement Bonus
- Instant return (home made: teleports back to wielder
immediately after strike, allows to throw
the weapon multiple times in the same round
+10 market price modifier)
- Defending (can split enhancement bonus between AC and attack, +1 market price modifier)
- Souldrinking (as the souldrinker magic weapon, +1,000,000 gp to market price)

Final Price: 26,923,000 gp (25,920,000 gp form enhancement bonuses + 1,000,000 for souldrinking + 3000 for adamantine)


Kite (dagger)
- Silver
- +5 Enhancement Bonus
- Everdancing (attacks on its own, +8 market price modifier)
- Merciful (can deal subdual damage instead of normal, +1 market price modifier)
- Holy (+2d6 against evil aligned creatures, +2 market price modifier)
- Axiomatic (+2d6 against chaotic aligned creatures, +2 market price modifier)

Final Price: 6,480,000 gp

Kiteo (dagger)
- cold iron
- +5 Enhancement Bonus
- Everdancing (attacks on its own, +8 market price modifier)
- Merciful (can deal subdual damage instead of normal, +1 market price modifier)
- Evil (+2d6 against good aligned creatures, +2 market price modifier)
- Anarchic (+2d6 against lawful aligned creatures, +2 market price modifier)

Final Price: 6,480,000 gp


Belt of Skill
-Grants +50 Competence bonus to: Balance, Bluff, Climb, Diplomacy, Disable Device, Hide, Jump, Listen, Move Silently, Search, Sense Motive,
-Sleight of Hand, Spot and Tumble
-Price: 35,000,000 gp (2,500,000 for each skill)

Vest of Power
-Grants +20 enhancement bonus to Str, Dex, Con, Wis and Cha
-Price: 20,000,000 gp (4,000,000 for each ability score)

Headband of Brilliance
-+30 enhancement bonus to Int
-Price: 9,000,000 gp

glove of Brilliance
-+20 enhancement bonus to Int
-Price: 4,000,000 gp

Boots of butt-kicking really fast
-Continuous haste on wearer
-Continuous spider-climb on wearer
-Price: 165,000 gp

Amulet of the eye
-Grants wearer greater invisibility at will, true seeing at will, read-magic at will, and greater arcane sight at will
-Price: 971,500 gp

Ring of Very Rapid Healing (modified from ring og rapid healing)
-Grants wearer fast-healing 10 as soon as it is put on.
-Price: 2,000,000 gp (a little under 7 times the price of ring of rapid healing (fast healing 3))

Ring of Universal Elemental Immunity
-Immunity to acid, cold, electricity, fire and sonic damage
-Price: 2,160,000 gp

Ear-ring of Death Ward
-Continual Death Ward spell on wearer
-Price: 224,000 gp

Ioun Stone, Clear Spindle
-Stustains wearer without food or water
-Price: 4,000 gp

Ioun Stone, Iridescent Spindle
-Sustains wearer without air
-Price: 18,000 gp

Bracelet of Safe-keeping
-Grants +50 resistance bonus to Reflex saves
-Grants +20 resistance bonus to Fortitude Saves
-Grants +20 resistance bonus to Will saves
-Price: 33,000,000 gp

Suit of protection (takes the place of shirt)
This is a series of silk cloths woven around most of the body
leaving many stray peices that whirl un the wind or under movement
They grant:
+4 armor bonus to AC (constant mage armor spell)
+4 shield bonus to AC (constant shield spell)
+25 enhancement bonus to AC (to armor)
+25 enhancement bonus to AC (to shield)
+10 deflection bonus to AC
Price:14,506,000

Mantle of Spell Resistance
Grants SR 112
Price: 10,000,000 gp

Ear-ring of flight
Grants the wearer a fly speed of 60 ft, good maneuverability
Price: 120,000 gp

Scrolls:
Antimagic Field (lvl 6) x10 --- 16,500
Augury (lvl 2) x30 --- 5,250
Break Enchantment (lvl 5) x10 --- 11,250
Clairaudience/Clairvoyance (lvl 3) x10 --- 3,750
Discern Location (lvl 8) x5 --- 15,000
Find the Path (lvl 6) x10 --- 24,000
Gate (planar travel) (lvl 9) x10 --- 88,250
Irresistible Dance (lvl 8) x20 --- 60,000
Make whole (lvl 2) x20 --- 3,000
Plane shift (lvl 5) x10 --- 11,250
Regenerate (lvl 7) x10 --- 22,750
Greator Restoration (lvl 7) x10 --- 47,750
Scrying (lvl 4) x10 --- 7,000
Stone to flesh (lvl 6) x10 --- 16,500
Greater Teleport (lvl 7) x10 --- 22,750
True Ressurection (lvl 9) x5 --- 144,125
Water Breathing (lvl 3) x10 --- 3,750
Water walk (lvl 3) x10 --- 3,750

Final Price: 506,625 gp




------------Used so far: 214,427,125 gp

Places where I haven't followed the rules:
1.
Instant-returning ability in first 2 weapons, this allows me to make the full attack action while only having 2 daggers to throw. As I've already said, I gave it a +10 enhancement bonus price tag which is more than anything in the ELHB, I could up it to +12?
This could be done with a variation of the instant summons spell (9th level?) and would cost 9*17*2,000*0,5 + 100,000 = 253,000 gp
or with a quickened instant summons spell: 11*23*20,000*0,5 + 100,000 = 2,630,000 gp
I think a +10 market price modifier (which raises the price of the weapon with 16,800,000 gp) is more than reasonable.
2. She soul-drinking ability of the first 2 weapons, this is taken from the "specific magic weapon" souldrinker which is priced at 478,335. I've paid over double that for each weapon as a shortcut, though I could probably pay less if I did the math.
3. Ring of very rapid healing, the price for this one I've put at 2,000,000 gp which (as noted) is almost 7 times as much as the equilavent ring of rapid healing in ELHB, which give fast healing 3. The catch is that with my ring you gain it as soon as you put it on, in the original you have to wait 24 hours. This is to bypass the obvious difficulty of having to wait 24 hours every time I pass through an antimagic sphere.

You'll notice I kept all enhancement bonuses under +50.

On alignment: My character is True Neutral, he want's to be good, but is having a hard time of it. Thanks to my PrC neither me nor my equipment give out any auras, including alignment.
 
Last edited:

Ozmar said:
I think you draw the wrong conclusions from the results of this. Sure, you probably can do 400,000 points of damage. But that does not make time stop broken, because the tactics you are using to deliver this much damage are very poor tactics. I believe that the wizard is required to devote way too much of his resources to deliver the payoff, and it is not a sure thing by any stretch of the imagination, which makes the tactic subpar.

Anyway... I am tired. Kill time stop if you like, but I recommend that you allow it and wrestle with all the implications. If nothing else, it will be good practice for thinking about all the OTHER thousands of possible tricks (epic spells, nasty spell combos, etc...) that a 100th level wizard might have up his robes.

Ozmar the Weary DM :)

[Edited for clarity - removed (some) spelling errors.]


I am weary of the topic too, but just a quick last note, you will never have to do 400,000 points of damage. While the tatic many seem poor, the point is it is possible. If that is possible, it is probable that your wizard can an will deal out at least 20,000 a round, enough to kill a god in one round. That would not even begin to tax his magic reserve, the example of 400,000 points of damage was just for over kill.;)

Now do you think the wizard is broken:cool:
 

Sage said:
Places where I haven't followed the rules:
1. Instant-returning ability in first 2 weapons, this allows me to make the full attack action while only having 2 daggers to throw. As I've already said, I gave it a +10 enhancement bonus price tag which is more than anything in the ELHB, I could up it to +12?
This could be done with a variation of the instant summons spell (9th level?) and would cost 9*17*2,000*0,5 + 100,000 = 253,000 gp
or with a quickened instant summons spell: 11*23*20,000*0,5 + 100,000 = 2,630,000 gp
I think a +10 market price modifier (which raises the price of the weapon with 16,800,000 gp) is more than reasonable.
2. She soul-drinking ability of the first 2 weapons, this is taken from the "specific magic weapon" souldrinker which is priced at 478,335. I've paid over double that for each weapon as a shortcut, though I could probably pay less if I did the math.
3. Ring of very rapid healing, the price for this one I've put at 2,000,000 gp which (as noted) is almost 7 times as much as the equilavent ring of rapid healing in ELHB, which give fast healing 3. The catch is that with my ring you gain it as soon as you put it on, in the original you have to wait 24 hours. This is to bypass the obvious difficulty of having to wait 24 hours every time I pass through an antimagic sphere.

You'll notice I kept all enhancement bonuses under +50.

On alignment: My character is True Neutral, he want's to be good, but is having a hard time of it. Thanks to my PrC neither me nor my equipment give out any auras, including alignment.

Okay, first thing is first, you did a good job on remaking him. That said, a few concerns.

1) you know that you have two items that increase INT with an enhancement bonus? You can have two, but they don't stack. If one is for back up, that is fine, I plan on something like that too.
Sage said:
Headband of Brilliance
-+30 enhancement bonus to Int
-Price: 9,000,000 gp

glove of Brilliance
-+20 enhancement bonus to Int
-Price: 4,000,000 gp.

2) I don't see anything wrong with these boots, but I would like to see how you came up with the price. In 3.5 hasted items last about ten rounds or as per spell, so I would like to see what you used as a base for Continuous haste.
Sage said:
Boots of butt-kicking really fast
-Continuous haste on wearer
-Continuous spider-climb on wearer
-Price: 165,000 gp.

3)Again, I don't have a problem with invisibility at will, but would like to see what you used as a base pricing guide.
Sage said:
Amulet of the eye
-Grants wearer greater invisibility at will, true seeing at will, read-magic at will, and greater arcane sight at will
-Price: 971,500 gp.

4) No way, are you nuts!!! Just kidding. Ha, you thought I didn't have a snese of humor:D
Sage said:
Ring of Universal Elemental Immunity
-Immunity to acid, cold, electricity, fire and sonic damage
-Price: 2,160,000 gp.

5) I think it would be safe to say that at this level you would have something like this, but how do you come to the price?
Sage said:
Ear-ring of Death Ward
-Continual Death Ward spell on wearer
-Price: 224,000 gp.

6) Hmm, taking a few liberties I see. Well, you know that the bonus with mage armor doesn't stack with other armor bonuses? fairly certain the same is true with the shield. I would suggest a +5 enhancment to AC (armor) and a +25 Deflection bonus and leave it at that. Pay a bit more because you are moving a deflection bonus from a ring to a shirt. Then I would make a buckler shield with a +25 AC (shield) and infinite arrow deflection, or something like that.
Sage said:
Suit of protection (takes the place of shirt)
This is a series of silk cloths woven around most of the body
leaving many stray peices that whirl un the wind or under movement
They grant:
+4 armor bonus to AC (constant mage armor spell)
+4 shield bonus to AC (constant shield spell)
+25 enhancement bonus to AC (to armor)
+25 enhancement bonus to AC (to shield)
+10 deflection bonus to AC
Price:14,506,000.

7) Okay, I see nothing wrong with a flight item, but since earrings are not a real item slot, perhaps you should combine these items with something else, like a ring?
Sage said:
Ear-ring of flight
Grants the wearer a fly speed of 60 ft, good maneuverability
Price: 120,000 gp.


As for your weapons, I would have to consult CRGreathouse or Yair for in put inregards to your automatic returning. On the surface I think it sounds fair, but I think it may be under priced or abusive. Specially with the sould drinking and triple shot ability.

CRGreathouse, what do you think?

As for the class, ihaven't seen it yet, but if it was okay with Yair, then I am sure it is fine.
 

DM-Rocco said:
I am weary of the topic too, but just a quick last note, you will never have to do 400,000 points of damage. While the tatic many seem poor, the point is it is possible. If that is possible, it is probable that your wizard can an will deal out at least 20,000 a round, enough to kill a god in one round. That would not even begin to tax his magic reserve, the example of 400,000 points of damage was just for over kill.;)

Now do you think the wizard is broken:cool:

No. :heh:

I agree. The wiz probably can/should be able to dish out 20,000 damage on a semi-regular basis. Where I disagree (because I am not certain) is in deciding whether the wiz a) could kill a god, or b) is broken.

On the one hand, I'll readily agree that magic (of any kind) is basically awesome after, oh, say 12th level, positively beating out non-spell-casting classes (IMO) in terms of utility and/or playing enjoyment. The higher level you are, the more and more necessary it is to have magic in order to pursue one's profession (and here I am, of course, including the PC's reliance on powerful magical items).

But on the other hand, is the wizard "broken"? "Broken" to me suggests something that needs to be fixed in order to make the game fun. I am not sure that is needed. I think the game can be fun even with the wiz's ability to deal mega-damage with his spells. But of course, I haven't "tested" that theory, so I am not certain.

And it is also not clear to me that a wiz could kill a god. Certainly gods don't have 20,000 hit points, but I don't see how the 100th level wizard could reliably deal the damage. I've been "researching" various deities to understand how to run a divine-level campaign, and they are potent forces. As you might expect, there is very little they cannot do, and salient divine abilities grant them a ton of options. If nothing else, many of them automatically succeed any saving throw, have very high SR, and have salient divine abilities (to say nothing of divine realms and avatars and eternity to plan survival strategies) that would protect them from such tricks.

The biggest challenge I forsee is Mystra, since she can cut off any being, mortal or divine, from the Weave. But I have been told that she's basically forbidden from doing this by Ao. I am not sure how it will play out...

Later!
Ozmar the Scholar of the Divine
 

Thanks :)

Anyway, the second int booster is for backup.

Price for use-activated or continuous effects:
Spell level x caster level x 2,000 gp
Note: If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.


Price breakdowns:
Boots of butt-kicking really fast.
Continuous haste (D: 1 r/lvl): 3*5*2,000*4 = 120,000 gp
Continuous spider-climb (D: 10 min/lvl): 2*3*2,000*1.5 = 18.000 gp
Price: 138,000 gp (hmm... I previously got this to 165,000 gp... wierd)

Amulet of the Eye
Greater Invisibility (D: 1 r/lvl): 4*7*2,000*4 = 224,000 gp
True Seeing (D: 1 min/lvl): 6*11*2,000*2 = 264,000 gp
Read magic (D: 10 min/lvl): 0.5*1*2,000*1.5 = 1500 gp
Greater Arcane Sight (D: 1 min/lvl): 7*13*2,000*2 = 364,000
Price: 853,500 gp (uh... I better check my math on the others :heh:)

Ear-ring of death ward
Note: An item that doesn't take up a space on the body costs double
Death Ward (D: 1 min/lvl): 4*7*2,000*2*2 = 224,000 gp

Ear-ring of flight:
fly (D: 1 min/lvl): 3*5*2,000*2*2 = 120,000 gp

Suit of protection
Right, I forgot to include this in "where I didn't follow the rules".
This is a bit cheesy, but I don't think it's too far out.
First we create a permanent mage armor and shield spell (point: they're invisible and dont have and Armor Check Penalty or Max Dex ponus)
They grant armor and shield bonuses to AC, respectively.
Then we enchant the permanent mage armor adding an enhancement bonus.
Do the same to shield.
Add Deflection bonus (I should probably move this to another item).
You yourself suggested
DM-Rocco said:
By running a high dex with bracers of AC +25 and a +25 buckler shield you get a 75 AC. I would have to take a closer look at your AC, but shy away from the luck bonus, maybe a cloak with a +25 deflection bonus.
So in keeping with the spirit of that:

Suit of Protection
Continuous Mage armor (D: 1 hour/lvl): 1*1*2,000*1,5 = 3,000 gp
Continuous Shield (D: 1 min/lvl):1*1*2,000*2 =4,000 gp
Enhancement bonus for armor: 25^2*10,000 = 6,250,000 (same for shield)
Final Price: 12,507,000 gp

I could split this into two items (one for shield and one for armor) but that would cost the same (unless of course, I've run out of magic item spaces).

Prestige Class: can be found in the Epic Insight, Compiled and Updated pdf from Wizards' site.
 

Sage said:
Thanks :)

Anyway, the second int booster is for backup.

Price for use-activated or continuous effects:
Spell level x caster level x 2,000 gp
Note: If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

Suit of protection
Right, I forgot to include this in "where I didn't follow the rules".
This is a bit cheesy, but I don't think it's too far out.
First we create a permanent mage armor and shield spell (point: they're invisible and dont have and Armor Check Penalty or Max Dex ponus)
They grant armor and shield bonuses to AC, respectively.
Then we enchant the permanent mage armor adding an enhancement bonus.
Do the same to shield.
Add Deflection bonus (I should probably move this to another item).
You yourself suggested

So in keeping with the spirit of that:


Suit of Protection

Continuous Mage armor (D: 1 hour/lvl): 1*1*2,000*1,5 = 3,000 gp
Continuous Shield (D: 1 min/lvl):1*1*2,000*2 =4,000 gp
Enhancement bonus for armor: 25^2*10,000 = 6,250,000 (same for shield)
Final Price: 12,507,000 gp


I could split this into two items (one for shield and one for armor) but that would cost the same (unless of course, I've run out of magic item spaces).


Prestige Class: can be found in the Epic Insight, Compiled and Updated pdf from Wizards' site.

You still can't stack two armor sources though.

So you think your good at math huh, well try this out.

How much would a diamond cost that had a widened permenant anti-magic shell on it?:)

How much to have a glove of storing that could break the anti-magic field and store it at the ready?;)

Hey, scroll up and check my items, I need a price on a few of them.
 

DM-Rocco said:
As for your weapons, I would have to consult CRGreathouse or Yair for in put inregards to your automatic returning. On the surface I think it sounds fair, but I think it may be under priced or abusive. Specially with the sould drinking and triple shot ability.

CRGreathouse, what do you think?

I think +8 is quite fair.
 

Into the Woods

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