DungeonMaster
First Post
Wow you've got a big mouth when you're left to your own devices for little under an hour...
Just using plain rules, not trying to abuse the item crafting system, polymorph or other highly abusable mechanics. I'll correct any mistakes if anyone can find them.
And no item worth more than 30 percent of the character's wealth.
I won't even try to use all the advantages of the MT, just break more than even in many categories.
THE URGE
Human Evoker3/Clr3/Urge6
Stats: str 8, dex 14 (12+ 2 gloves), con 15 (13+ 2 iounstone), int 20 (15+1 levels+ 4 headband), wis 20 (14 +2 levels +4 periapt), cha 10
Hp: 63.5 (8 +2d8+9d4 = 28.5 + 2x12 con)
AC: 22 (10 + 2 dex + 5 wis +1 monk + 4 mage armor)
Touch AC: 18
Saves: +12/+12/+20
( 3/1/3 cleric + 1/1/3 wizard + 2/2/5 MT then + 2 con, +4 dex and weasel + 5 wiz then +3 resistance +1 luck)
Skills: the standard, spellcraft, concentration and so forth, not a big deal will be better than the non-MTs
Feats: Scribe scroll (free), Empower spell (1st), Maximize spell (1st), Craft wondrous item (3rd), Spell penetration (6th), Quicken spell (9th), Craft rod (12th).
Gear: 88 000 total
8000 Metamagic rod of lesser maximize (crafted)
17500 Metamagic rod of lesser quicken (crafted)
4000 Ring of counterspells
8000 Periapt of wisdom +4 (crafted)
8000 Headband of intellect +4 (crafted)
4500 Cloak of resistance +3 (crafted)
15000 Orange ioun stone (crafted)
6500 Monk's belt (crafted)
4000 Ioun stone +2 Con (crafted)
2000 Gloves of dexterity +2 (crafted)
10000 Luckstone (crafted)
100 Weasel familiar
150 scroll of fox's cunning
200 scribing cost of fox's cunning
-----------------------------
87950 GP total
Extra cash for scrolls, mundane gear, etc...
Spells per day:
Arcane:
1st/2nd/3rd/4th/5th
4+1/4+1/3+1/2+1/1+1 (+ from specialisation)
2/1/1/1/1/1 from int 20
Total:
7/5/5/4/3
Divine:
1st/2nd/3rd/4th/5th
4+1/4+1/3+1/2+1/1+1 (+ from domain)
2/1/1/1/1/1 from wis 20
7/5/5/4/3
Sample Wizard spell book: (2 per level except for 5+2=7 at level 1)
1st level: Mage armor, Magic missile, True-strike, Burning hands, Charm person, Ventriloquism
2nd level: Scorching ray, Fox's cunning, Mirror image, Gust of wind, Cat's grace
3rd level: Fireball, Lightning bolt, Displacement, Stinking cloud
4th level: Improved invisibility, Black tentacles, Wall of ice, Wall of fire
5th level: Feeblemind, Bigby's interposing hand
Typical spell selection: DCs are (15+ spell level)
Arcane: (opposition schools necromancy and abjuration)
5th: Empowered fireball x2, Feeblemind
4th: Improved invisibility, Evard's black tentacles, Wall of ice, Empowered scorching ray
3rd: Fireball x2, Lightning bolt x1, Empowered magic missile, Stinking cloud
2nd: Scorching ray x3, Mirror image, Gust of wind
1st: Magic missile x4, Mage Armor, True strike, Charm person
Divine:
5th: Teleport, Spell resistance, True Seeing
4th: Dimension door, Death ward, Divine power, Dimensional Anchor
3rd: Fly, Seering light, Dispel magic x2, Protection from energy
2nd: Aid, Silencex2, Resist energy, Hold person
1st: Longstrider, Sanctuary x2, Sheild of faith, Divine favor, Obscuring mist, Command
Domains are Travel and Luck, gets to re-roll 1/day a save, attack roll, etc... and freedom of movement 1/day
Standard way of killing the opposing wizard+cleric (as if it matters since it's so easy):
"Since I am so weak I guess I get to go first right?"
Round 1: Empowered Maximized(rod)Fireball + Quickened(rod) Empowered fireball
- even if dipswitch and company make both saves, the wizard is dead. Big if too.
Especially without a divine ability to reroll.
And likely has to save for death from massive damage too.
Or Round 1: Black tentacles + Quickened(rod) Silence
Or Round 1: Or plain maximized seering light (or empowered maximized searing light if he's feeling mean)
Or Round 1: Plain old Feeblemind vs. his very wimpy save...
Or Round 1: Dimensional anchor + quickened well you get the gist.
And that's only his offense. Better luck next time plucky. And the leadership modifier is for having a familiar not acquiring one while you have a cohort. *sigh*
Just using plain rules, not trying to abuse the item crafting system, polymorph or other highly abusable mechanics. I'll correct any mistakes if anyone can find them.
And no item worth more than 30 percent of the character's wealth.
I won't even try to use all the advantages of the MT, just break more than even in many categories.
THE URGE
Human Evoker3/Clr3/Urge6
Stats: str 8, dex 14 (12+ 2 gloves), con 15 (13+ 2 iounstone), int 20 (15+1 levels+ 4 headband), wis 20 (14 +2 levels +4 periapt), cha 10
Hp: 63.5 (8 +2d8+9d4 = 28.5 + 2x12 con)
AC: 22 (10 + 2 dex + 5 wis +1 monk + 4 mage armor)
Touch AC: 18
Saves: +12/+12/+20
( 3/1/3 cleric + 1/1/3 wizard + 2/2/5 MT then + 2 con, +4 dex and weasel + 5 wiz then +3 resistance +1 luck)
Skills: the standard, spellcraft, concentration and so forth, not a big deal will be better than the non-MTs
Feats: Scribe scroll (free), Empower spell (1st), Maximize spell (1st), Craft wondrous item (3rd), Spell penetration (6th), Quicken spell (9th), Craft rod (12th).
Gear: 88 000 total
8000 Metamagic rod of lesser maximize (crafted)
17500 Metamagic rod of lesser quicken (crafted)
4000 Ring of counterspells
8000 Periapt of wisdom +4 (crafted)
8000 Headband of intellect +4 (crafted)
4500 Cloak of resistance +3 (crafted)
15000 Orange ioun stone (crafted)
6500 Monk's belt (crafted)
4000 Ioun stone +2 Con (crafted)
2000 Gloves of dexterity +2 (crafted)
10000 Luckstone (crafted)
100 Weasel familiar
150 scroll of fox's cunning
200 scribing cost of fox's cunning
-----------------------------
87950 GP total
Extra cash for scrolls, mundane gear, etc...
Spells per day:
Arcane:
1st/2nd/3rd/4th/5th
4+1/4+1/3+1/2+1/1+1 (+ from specialisation)
2/1/1/1/1/1 from int 20
Total:
7/5/5/4/3
Divine:
1st/2nd/3rd/4th/5th
4+1/4+1/3+1/2+1/1+1 (+ from domain)
2/1/1/1/1/1 from wis 20
7/5/5/4/3
Sample Wizard spell book: (2 per level except for 5+2=7 at level 1)
1st level: Mage armor, Magic missile, True-strike, Burning hands, Charm person, Ventriloquism
2nd level: Scorching ray, Fox's cunning, Mirror image, Gust of wind, Cat's grace
3rd level: Fireball, Lightning bolt, Displacement, Stinking cloud
4th level: Improved invisibility, Black tentacles, Wall of ice, Wall of fire
5th level: Feeblemind, Bigby's interposing hand
Typical spell selection: DCs are (15+ spell level)
Arcane: (opposition schools necromancy and abjuration)
5th: Empowered fireball x2, Feeblemind
4th: Improved invisibility, Evard's black tentacles, Wall of ice, Empowered scorching ray
3rd: Fireball x2, Lightning bolt x1, Empowered magic missile, Stinking cloud
2nd: Scorching ray x3, Mirror image, Gust of wind
1st: Magic missile x4, Mage Armor, True strike, Charm person
Divine:
5th: Teleport, Spell resistance, True Seeing
4th: Dimension door, Death ward, Divine power, Dimensional Anchor
3rd: Fly, Seering light, Dispel magic x2, Protection from energy
2nd: Aid, Silencex2, Resist energy, Hold person
1st: Longstrider, Sanctuary x2, Sheild of faith, Divine favor, Obscuring mist, Command
Domains are Travel and Luck, gets to re-roll 1/day a save, attack roll, etc... and freedom of movement 1/day
Standard way of killing the opposing wizard+cleric (as if it matters since it's so easy):
"Since I am so weak I guess I get to go first right?"
Round 1: Empowered Maximized(rod)Fireball + Quickened(rod) Empowered fireball
- even if dipswitch and company make both saves, the wizard is dead. Big if too.
Especially without a divine ability to reroll.
And likely has to save for death from massive damage too.
Or Round 1: Black tentacles + Quickened(rod) Silence
Or Round 1: Or plain maximized seering light (or empowered maximized searing light if he's feeling mean)
Or Round 1: Plain old Feeblemind vs. his very wimpy save...
Or Round 1: Dimensional anchor + quickened well you get the gist.
And that's only his offense. Better luck next time plucky. And the leadership modifier is for having a familiar not acquiring one while you have a cohort. *sigh*
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