Well, the Red Hand campaign is done, and I'm returning to full-time PC status. As a bit of a primer, we'll be playing a high-level campaign that pits us against the hordes of Erythnul. I'm going to be playing a Malconvoker build (Treantmonk's and Gnorman's guides on such pushed me that way), and I just need a few things finished off. But first, details.
Lvl 14
32 PB (as per DMG rules)
standard WBL
Mostly anything goes ('cept ToB
)
I've got most of my gold spent, with only about 13k left of my original 150k. The other thing I need help with is picking out good summons to add for Fiendish Summoning Specialist. I'm also not quite sure about 2 of my feats (Alacritous Cogitation and Sculpt Spell), so alternatives for those are also welcome. Character is as follows:
Human Focused Conjuror 3/ Master Specialist 5/ Malconvoker 6
Stats 8/12/14/22(28)/8/14(18)
HP 64 Saves 6/5/11
Feats
Augment Summoning (Traded Wiz feats)
Spell Focus Conj
Cloudy Conjuration
Alacritous Cogitation
Sculpt Spell
Fiendish Summoning Specialist/Quicken Spell (If DM nixes FSS)
Skill Focus Bluff (From Malc)
Skill Focus Spellcraft (From MS)
Greater Spell Focus Conj (From MS)
Gear
27500 GP in scrolls
43250 GP For +6 Int Headband with added Circlet of Persuasion
16000 GP Cloak of Charisma +4
14000 GP Ring of Mighty Summons
5000 GP Bolt Shirt
1000/2000 GP Anklet of Translocation
10 Identify Pearls (100gp each)
1 Defenstrating Sphere Pearl (100gp)
1 Howling Chain chain (500gp)
2000 GP Handy Haversack
200 GP Everfull Mug
350 GP Everlasting Rations
Spellbook
1
Summon Monster I
Obscuring Mist
Mage Armour
Shield
Blockade
Identify
Magic Missile
Protection From Alignment
Nerveskitter
Expeditious Retreat
Ray of Clumsiness
Deep Breath
Benign Transposition
Targeting Ray
Grease
Unseen Servant
2
Summon Monster II
Rope Trick
Ice Knife
Resist Energy
Cloud of Bewilderment
Frost Breath
Heroics
Glitterdust
3
Summon Monster III
Dispel Magic
Sleet Storm
Wind Wall
Fly
Haste
Slow
Icelance
Unluck
Great Thunderclap
Shatterfloor
False Gravity
Bands of Steel
Mass Snake's Swiftness
4
Summon Monster IV
Orb of Force
Solid Fog
Dimension Door
Scrying
Arcane Eye
Resilient Sphere
Orb of Fire
Assay Spell Resistance
Defenstrating Sphere
5
Summon Monster V
Cloudkill
Lesser Planar Binding
Teleport
Wall of Stone
Contact Other Plane
Baleful Polymorph
Telekinesis
Cyclonic Blast
Earth Reaver
Mass Fly
Overland Flight
6
Summon Monster VI
Superior Resistance
Planar Binding
Freezing Fog
Howling Chain
Greater Dispel Magic
Contingency
Disintigrate
7
Summon Monster VII
Stun Ray
Brilliant Aura
Ethereal Jaunt
The faster the reply, the better, since the new game starts this monday.
Edit: Forgot 2 things: First, I dropped Enchantment, Illusion, and Necromancy. This was intentional, as the party makeup is 2 Fighty McBeefcakes, one ClericZilla ripoff (guy is taking actual Fighter levels
), and a Radiant Servant Cleric piloted by a relatively new player who
wants to be a heal-bitch. No need to overshadow those chumps
too much.
Second, forgot to note that I also purchased and used a Tome of Clear Thought +1 (natural Int modified).