Matt Lathrum's page

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Do these require tweaking to be suitable for Greyhawk / FR 3.5? If so, how much?

Is there an updated release date?

Thanks for the suggestions. The pseudodragon, named Phesek, already gets into combat. I think there are some great ideas on using UMD to help Phesek become a more active combatant, especially when its sting attack is not effective.

The shield guardian is another great idea. I'll have to figure out a way to work it in.

For death ward, she's going to put it on some bracers. Some contingencies would be nice, though it will take a while to gather enough cash to do that kind of thing.

She has the Vest of Healing (i.e. the Armor of Healing from a Dragon magazine), which pings her with a CLW once each round she's hit.

Beholders aren't that tough if you're prepared. All she needs is the Ray Deflection spell and an Orb spell. Since Orb spells are instantaneous conjuration, they get through anti-magic zones.

With my subscription of Dungeon, I've been looking at the Age of Worms campaign and I'm really impressed with all the extra stuff they have released for that campaign, including player-only maps. It almost makes me want to run that one instead. Having that stuff makes running the game using MapTool and DM Genie that much easier. Is there someplace that has those kinds of extras for the Shackled City campaign? I don't want to buy the hardcover, since I have all the magazines already.

I am relatively new to the forums, and was surprised to see there was no email notification feature. I wanted to chime in and state that it would be a very useful feature for us to keep an eye on threads that interest us or that are waiting on responses.

Here is the character that will be running through it. Any advice on running the game with a solo wizard is appreciated. Yes, she is a spellfire wielder.

Celest; Half-Celestial Wiz9: Size M; HD 7d4+14; hp 53; Init +3; Spd 20 ft (base 30 ft); AC 21, touch 15, FF 18; BAB +4; Grapple +4; Atk: +4 melee (1d3, Unarmed), +8 (1d4/crit 19-20, Dagger MW), +5 melee (1d6 + 1, Quarterstaff +1); SA , Smite Evil; SQ darkvision, resistance to acid, cold, electricity 10, Damage reduction 5/magic; SR 14; AL NG; SV Fort +8, Ref +8, Will +10; Str 10, Dex 16, Con 16, Int 20, Wis 14, Cha 12.
Languages spoken: Common, Celestial, Abysal, Infernol, Draconic, Elven, Dwarven
Skills and Feats: Craft (Alchemy) +10, Knowledge (Dungeoneering) +7, Concentration +15, Decipher Script +6, Diplomacy +3, Gather Information +5, Handle Animal +2, Knowledge (Arcana) +17, Knowledge (Architecture) +6, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Nature) +7, Knowledge (Nobility) +8, Knowledge (Planes) +10, Knowledge (Religion) +12, Listen +5, Move Silently +1, Profession (Brewer) +4, Spellcraft +19, Spot +5, Tumble +1; Alertness, Craft Wondrous Item, Improved Energy Resistance, Improved Familiar, Magical Artisan - Craft Wondrous Item, Scribe Scroll, Spell Focus, Spellfire Wielder.
Special Abilities: Darkvision, Empathic Link, Familiar, Resistance To Energy, Share Spells, Smite Evil, Spell Resistance.
Possessions: 121 pp, 1931 gp, 10 sp, 9 cp, 6 A body (rod of absorption) levels of spellfire, Bag of holding 1, Acid (flask), 4 Alchemist's fire (flask), 2 Antitoxin (vial), Bandoleer masterwork (10 items), Acid (flask), 3 Proof against disease +4 against next saving throw), Blessed book, Map or scroll case, Scroll of acid arrow (arc), Scroll of cat's grace (arc), 0 Scroll of knock (arc), Scroll of mage armor (arc), Scroll of pyrotechnics (arc), Scroll of spider climb (arc), Everburning candle, Flask, Flint and steel, Gems, 7 Amber, 2 Jade, Onyx, 3 Onyx, 4 Pearl, 10 Saphire, 4 Smoky quartz, Potion of protection from energy (fire), Qua's feather token (tree), 2 Silk rope (50 ft.), 2 Sack, Sack with caltrops, 3 Smokestick, Sunrod, Tome of dragon lore, Wand of entangle, Body, Backpack, Potion masterwork belt (free action holds 10 items), 7 Potion of cure light wounds, Potion of cure moderate wounds, Potion of endure elements, Potion of fire breath, 2 Bracelets w/ silver dragons, Earth silk jersey, Necklace - for guild, Belt pouch, Pearl of power 1st-level (shield or magic missle etc), Sunrod, Maximize lesser - damaging spells rod of metamagic, Traveler's outfit, Body slot, Scarab periapt necklace medallion brooch body slot: amulet, Amulet of health +2, Body slot: belt, Body slot: boots, Body slot: bracers, Mantle cape body slot: cloak, Cloak of resistance +2, Goggles body slot: eye lenses, Body slot: gloves, Gloves of dexterity +2, Helmet body slot: headband, Body slot: rings (2), Ring of protection +2, Body slot: robe, Body slot: shirt, Vestment body slot: vest, Vest of healing - cure light (1d8+1) each round, Dagger mw, Staff of fire - burning hands (1 charge) fireball (1 charge) wall of fire (2 charges), Wand of detect magic.

I have the opportunity to run a campaign for a 10th level wizard as a solo. What are your thoughts about running this character through the Shackled City campaign from the beginning? She's using the level buyoff option from Unearthed Arcana with a 9th level half-celestial wizard and a pseudodragon familiar, a staff of fire, and other items for a wealth level consistent with the DMG.

I could gather up and post the character if you think it would help, but I was just wondering if this would be a good idea or if she's going to face insurmountable odds later on in the campaign. She could get an NPC that I would run, but I would like to avoid that if possible. The original idea of the character is a gandalf-like persona that goes around helping people with their problems by themselves in relatively low-level dungeons as an experiment (which has worked out well). Also, she's a long-time gamer but not a tactician and has never played an arcane caster. I generally give her subtle hints along the way when she gets stumped. Thoughts?