Equipping a 20th lvl Wizard from scratch

Post/Author/DateTimePost
#1

warsawatwork

Jun 11, 2008 14:59:05
Let's say you have a 20th level wizard with zero equipment and the Craft Wondrous Item feat. As he gains GP and XP, what would be the first items he should get/make for himself. Core and Completes are allowed but I'm not sure about the MIC. I wouldn't mind suggestions from it though. He has ample time to make any item and can easily find any item for sale that he can't make.

I would start with a +6 INT item. A Blessed Book would be next because I only have the free spells from leveling. I think defense would be the next items to go for, but where to go from there? What do you think?

Warsaw
#2

CantripN

Jun 11, 2008 16:10:54
Items you'll want:

Vest of the Archmagi (Magic Item Compendium)
Robe of the Archmagi (Dungeon Master's Guide)
Tome of Clear Thought +5 (Dungeon Master's Guide)
Copy Spells at 50 gp/spell level as per the DMG
Third Eye Penetrate (Magic Item Compendium) of +6 INT (MIC rules)
Metamagic Rods (Dungeon Master's Guide, Others)
Runestaves (Magic Item Compendium)
Ring of Spell-Battle (Magic Item Compendium)
Ring of Freedom of Movement (Dungeon Master's Guide)
Soulfire Mithral Buckler +X (Book of Exalted Deeds + Dungeon Master's Guide)
Deathguardian Bracers (Magic Item Compendium)
Belt of Battle (Magic Item Compendium)
War Wizard Cloak (Magic Item Compendium)

There are more, but these are a darned good start...
#3

reis

Jun 11, 2008 16:55:42
also

Orange Prism Ioun stone (+1 CL)
Amulet of Spell Conversion (MIC)

i'll add more later possibly
#4

warsawatwork

Jun 14, 2008 11:05:32
Items you'll want:

Vest of the Archmagi (Magic Item Compendium)
Robe of the Archmagi (Dungeon Master's Guide)
Tome of Clear Thought +5 (Dungeon Master's Guide)
Copy Spells at 50 gp/spell level as per the DMG
Third Eye Penetrate (Magic Item Compendium) of +6 INT (MIC rules)
Metamagic Rods (Dungeon Master's Guide, Others)
Runestaves (Magic Item Compendium)
Ring of Spell-Battle (Magic Item Compendium)
Ring of Freedom of Movement (Dungeon Master's Guide)
Soulfire Mithral Buckler +X (Book of Exalted Deeds + Dungeon Master's Guide)
Deathguardian Bracers (Magic Item Compendium)
Belt of Battle (Magic Item Compendium)
War Wizard Cloak (Magic Item Compendium)

There are more, but these are a darned good start...

The Vest of the Archmagi is definitely better than the Robe of the Archmagi. If I can make the Vest I might have to save it for later due to the cost. The Tome of Clear Thought will also have to wait.
The Third Eye Penetrate of +6 INT would be first on the list.
Instead of the Ring of Freedom of Movement, I might start with the Third Eye that does the same 1/day.
The BoED isn't allowed, is there an alternative to the Soulfire Mithral Buckler?
Is the DR from Deathguardian Bracers really that great? Seems I should stay out of fighting.

What would be the biggest priorities? I'll have to start with cheaper ones first.
#5

Endarire

Jun 14, 2008 16:44:51
First, I advise you read Treantmonk's guide.

Your highest priorities are things that boost your wizardly DCs, such as INT boosters, and things that boost your caster level (CL).

Ring of Arcane Might (CA) - +1 CL for arcane spells
Portable Hole
Bottle of Air
+1 Transmutation-Proof Mithril Buckler (CA) - Immunity to unwanted shape changes.
+1 Warning (MIC) Eager (MIC) Gauntlet - +7 initiative
Item of +6 DEX and +6 CON

Rod of Extend/Quicken/Silent - Even a lesser rod may be viable for buffs. A greater quicken rod will allow you to quicken 3 time stops per day. A normal silent rod will allow you to teleport and dimension door when silenced.

Use a scroll of simulacrum to create a sim Solar for healing loveliness. It has some of the best SLAs and casting around short of epic creatures!
#6

warsawatwork

Jun 17, 2008 13:31:59
First, I advise you read Treantmonk's guide.

Your highest priorities are things that boost your wizardly DCs, such as INT boosters, and things that boost your caster level (CL).

Ring of Arcane Might (CA) - +1 CL for arcane spells
Portable Hole
Bottle of Air
+1 Transmutation-Proof Mithril Buckler (CA) - Immunity to unwanted shape changes.
+1 Warning (MIC) Eager (MIC) Gauntlet - +7 initiative
Item of +6 DEX and +6 CON

Rod of Extend/Quicken/Silent - Even a lesser rod may be viable for buffs. A greater quicken rod will allow you to quicken 3 time stops per day. A normal silent rod will allow you to teleport and dimension door when silenced.

Use a scroll of simulacrum to create a sim Solar for healing loveliness. It has some of the best SLAs and casting around short of epic creatures!

I have read Treantmonk's guide, which is excellent, but I'm more concerned with where to start rather than which items to get.

I don't think caster level is too important right now as it doesn't affect DC's, does it? I think the Ring of Enduring Arcana would be more important as I will be dealing mostly with casters and likely some spell dueling.

The +1 Eager Warning Gauntlet is a great idea.

I like the Solar Simulacrum, but I'm not sure if it would be allowed. I'll look into it.
#7

Endarire

Jun 17, 2008 17:26:36
Caster level doesn't directly determine DCs, but it affects how long spell effects last, the likelihood you'll be dispelled, and the probability you'll dispel others. (For you, a higher CL is better.)
#8

specialk

Jun 22, 2008 17:39:25
...and how good you overcome SR.
- Enduring Arcana is a must-have item - you dont wanna get dispelled all your precious defenses.
So, enduring arcana + arcane might give you + 5 against dispel attempts.

- More with ioun stone, high arcana, master specialist (abjur), Iot7V.

- I recommend a CON-item aswell.
You cant get enough on bonus HP and fortitude saves, you need _every_ point.

- gloves: get arcane freedom (3/day no somatic required) and combine it with a wand bracelet (to pull your wands and rods very fast in combat and for style reasons :p ).

- pearls of power 1 - 3. cheap and a great support to your daily spells.

- quill of scribing: get your scrolls written while doing s.th else (sleep or eat, study or chat).

- head: upgrade your headband of INT with a headband of conscious effort to exchange 1/day a fort save with your (better) concentration check. Good against poisons, save-or-die-spells, dieases, drains etc.

- cats eye brooch: get +1 luck bonus on saves. you need them. Upgrade the thorat item with the hand of the mummy for a 3rd ring. You want many rings (wizardry, arcane might, greater counterspelling, maybe FoM).

- vest of the archmagi: a dream, but i wonder if you can upgrade the common effects to, say, +8 for AC (comparable with bracers +8) and saves to +6 (comparable with superior resistance).
Then, the item is perfect.
#9

carnivore

Jun 22, 2008 19:06:10
get 2 Casting Gloves(DMGII)... like Gloves of Storing.... but can activate items stored as if held.... thus you can Store a Rune Staff and a regular Staff of Power and Carry in your hands some other Staff, and be able to use any of them without dropping any


Quiver of Ehlonna (DMG) 1800gp.... cheap, and Handy

:D
#10

specialk

Jun 23, 2008 6:37:58
You can use only one glove in the same time, even if the magic item consists of one glove. It counts as "using two gloves," so that your hand slot is full.
#11

carnivore

Jun 23, 2008 15:44:43
it is a Standard Action to use the items Stored in the Glove... but you can have 2 gloves on(1 on R-hand, 1 on L-hand)... thus can store 2 separate items.... you can only activate one of them per round, unless you have a Belt of Battle, or use Celerity or have Schism active on you

the nice thing as i mentioned... you can activate either item stored in your gloves or activete the item you carry in your hand


just for your reference:
MAGIC ITEMS ON THE BODY
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It’s possible for a creature with a humanoid-shaped body to wear as many as twelve magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body.

A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which place on the body the item is worn.

One headband, hat, helmet, or phylactery on the head
One pair of eye lenses or goggles on or over the eyes
One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
One vest, vestment, or shirt on the torso
One robe or suit of armor on the body (over a vest, vestment, or shirt)
One belt around the waist (over a robe or suit of armor)
One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
One pair of bracers or bracelets on the arms or wrists
One glove, pair of gloves, or pair of gauntlets on the hands
One ring on each hand (or two rings on one hand)
One pair of boots or shoes on the feet
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those listed above have no effect.

Some items can be worn or carried without taking up space on a character’s body. The description of an item indicates when an item has this property.

:D
#12

Endarire

Jun 23, 2008 17:17:12
While this is probably beyond the scope of what you ask, here's Johnny!

I advise Grey Elf Transmuter5/Incantatrix10/Master Transmuter1/Archmage3/Olin Gisir1 and ban Enchantment (too many creatures are immune), Evocation, (use greater shadow evocation to mimic contingency and wall of force), and Necromancy (too many creatures are immune). Transmuter is for the extra slot for polymorph any object, shapechange, and time stop. Take Spontaneous Divination at L5. Grab Mastery of Shaping, Arcane Reach, and Spell Power from Archmage.

For general feats, I advise Spell Focus: Conjuration and Spell Focus: Transmutation, Improved Initiative (go first!), and Iron Will (prereq). Some other possibilities are Metamagic School Focus: Conjuration or/and Metamagic School Focus: Transmutation (-1 slot adjustment on any metamagicked spell of the chosen school 3/day), and Arcane Mastery (always take 10 on caster level checks, especially to beat spell resistance). If you can, nab Mark of the Dauntless from Dragonmarked and become immune to dazing and stunning.

For metamagic feats, get Extend (useful and a prereq), Persistent, Quicken, and Easy Metamagic: Persistent and Quicken. (Easy Metamagic is from Dragon 325 P62 and reduces the slot cost for a chosen metamagic feat by 1 to a minimum of +1.)

Use polymorph any object to become a Sarruhk (Serpent Kingdoms P80) and make your base INT 30! While you lose the INT bonus from being a Deep Drow, you get extra INT from items, tomes/wishes, and levels in addition to your 30 base INT. (Increased INT from levels is an unnamed bonus, tomes/wishes grant an inherent bonus, and your +6 INT item gives an enhancement bonus for up to 46 INT! U R SMRT.)

If you can't become a Sarrukh, use PAO to become a White Ethergaunt (Fiend Folio 67) for 27 base INT. Monster Manual V lists "spells" as a special attack, and since "spells" isn't Su or Sp, it must be Ex, meaning you get it via polymorph by a possible stretch of the rules as written. If so, draconic polymorph yourself into a Black Ethergaunt (Fiend Folio 65) to gain its spells in addition to yours and go through spells like there's no tomorrow!

If you prefer to act as a mystic theurge at this level, cast fiendform (Spell Compendium 90) to change your type to outsider then use polymorph any object to become a planetar. Planetars cast as L17 clerics, meaning you'd need at least 19 WIS to cast everything, but you can get up to +6 WIS from an item and +5 from a tome. Also as a planetar, you get immunities and resists from being an angel as well as 90' fly (good). Yee haw!

Item-wise, if you can get a Blessed Book and a Tome of Ancient Lore (Complete Divine 103) and you have the True Believer feat (Complete Divine 86) you can transcribe the Tome into the Book and have any 1,000 nonepic wizard spells you desire at no additional gold cost. (Hint: That's about all of them published by Wizards of the Coast.)
#13

specialk

Jun 24, 2008 7:20:58
it is a Standard Action to use the items Stored in the Glove... but you can have 2 gloves on(1 on R-hand, 1 on L-hand)... thus can store 2 separate items.... you can only activate one of them per round, unless you have a Belt of Battle, or use Celerity or have Schism active on you

the nice thing as i mentioned... you can activate either item stored in your gloves or activete the item you carry in your hand


just for your reference:



:D

You should read the whole chapter about Magic Items:

"Some body slots are described as a matched pair of body parts (such as arms, feet and hands). If an item uses one of these body slots, it takes up both "halves" of the body slots even if worn only on one of the pair.
For example, a glove of storing takes up the entire hands body slot, even though it's only one glove."