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View Full Version : Spells to pick, and Equipment to buy, Oh boy! (D&D)



ShadowFireLance
2013-03-31, 01:24 AM
Alright, low down:

My Newest Character is built to be the Core of the party, for example, if main Meleeist goes down, He can fill in, If Wizard goes down, I can fill it, If Cleric Dies, I can fill in, if bard dies, I can eat him.

He can cast as a 20th level Wizard, and 20th level Cleric, Domains: Unknown, Not sure what i should pick....

Anywho, I still have to Buy Equipment and pick spells, this is not meant to be game breaking, but I want him to be useful, So, Suggestions? (And Please, Tiamat, Please, no "Whoa, How 20th level Wizard and cleric AND 20 Bab?")

Thanks!

AttilaTheGeek
2013-03-31, 09:08 AM
Well, first and foremost you'll want +6 stat items to INT and WIS. You'll also want a +5 Cloak of Resistance so your saves don't suck, a Ring of Protection and Amulet of Natural Armor for AC, and for armor there's a whole bunch of ways to negate ASF in full plate.

For your weapon, my personal favorite enchantment is Spell Storing. There are plenty of fantastic cleric touch spells (http://www.giantitp.com/comics/oots0456.html).

Slipperychicken
2013-03-31, 12:38 PM
This list (http://www.giantitp.com/forums/showthread.php?t=187851).

Blessed Books ftw. Learn ALL THE SPELLS. Take the feat Uncanny Forethought for incredible power versatility.

Buy ALL THE SCROLLS. Especially things like Restoration, Remove Disease, Remove Curse, Remove Blindness/Deafness, Teleport, Plane Shift, Invoke Magic (Combo with Shadow Well, then Plane Shift to escape Antimagic/Null-Magic areas), Analyze Portal, Corpse Candle, Scholar's Touch, Water Breathing, Regenerate.

Everyone loves Craft Contingent Spells. So pick up a few of those before you head off adventuring.

Side note: what's his gold limit?