| Ipslore the Red |
Craft an Otherworldly Kimono.
With the remaining 16,500 gp, craft weapon upgrade and/or mithral celestial full plate.
| Cyrad RPG Superstar Season 9 Top 16 |
I never considered a kimono for her...hm...
Multi armed? Are you also doing multi weapon fighting? Craft a bevy of +1 spell storing scimitars and load them all with intensified shocking grasps. Then when combat begins, you can quick draw and drop scimitars for 10d6 per swing!
Yes, I'm doing multiweapon fighting and my GM let me spell combat with them. And I'd rather not make him regret that.
| Cyrad RPG Superstar Season 9 Top 16 |
Hm, Robe of Runes is pretty nice. I just checked, I do have a ring of arcane mastery. A ring of wizardry would be cool, but only the third ring feels worth it. On the other hand, the first ring would allow me to use spell recall for 3rd level spells, which is a much more worthy investment of arcane pool points since 3rd and 1st level spells cost the same to recall.
| Cyrad RPG Superstar Season 9 Top 16 |
Pearls of Power are a better investment than a Ring of Wizardry.
Except pearls of power don't actually give you extra spell slots. Actual spell slots are powerful for a magus because they can recall spells innately so their vertasility is limited by how many different spells they can prepare at the start of the day.
| Rerednaw |
Hurm...buy chickens...you can never have enough chickens.
And a farm to keep them on.
On a more serious note...+1 for POPs. Never have enough of those (unless your whole party is rolling in them.)
Also a big fan of minor cloak of displacement. AC doesn't matter as much at the higher levels so much as simply having a flat chance of being missed on every single attack that comes your way. Also works well if you are a Moonlight Stalker build. And stops sneak attacks cold. Plus GM-cow factor is low because it's only 20% miss chance.
| thorin001 |
Artanthos wrote:Pearls of Power are a better investment than a Ring of Wizardry.Except pearls of power don't actually give you extra spell slots. Actual spell slots are powerful for a magus because they can recall spells innately so their vertasility is limited by how many different spells they can prepare at the start of the day.
For most practical effects they do grant additional slots. Most Magi only use a couple of spells, but use them very often. Use Spell recall to recharge during a fight and PoP to recharge after a fight.
FrodoOf9Fingers
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The kimono, as stated, is a great addition. Having access to maze (no save), freeing up your cloak slot for something other than a cloak of resistance, and giving you +CL for all caster level checks (not just to overcome SR, but also dispelling too) is amazing.
I have a guide that has several suggestions for each slot, the guide is more tailored to the Kensai archetype, but most of the things talked about are applicable to all Magi. You can find it here.
Lincoln Hills
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My 13th level multi-armed Strength magus just got 50,000 gp for stopping a war. Now what should I buy other than buffing up her weapon and maybe buying full plate? I do have craft wondrous item and craft arms and armor. In addition, my GM approved spell research.
I'd advise buying some land in a good location and having a manor house constructed. At your level you could even a doorless room or two (nice and secure!) Make use of your Craft Wondrous Item feat to design some special magical features into the place - alarm spells, wards, or just a magic sauna. Having a regular base can be nicer than getting another +1 to whatever: it changes the campaign dynamic and lets the GM bring adventure hooks to you.
If you're still a roving kind of adventurer and don't want to stick in one spot, you can buy a very nice ship, hire a crew, and - once again - have plenty left over to use Craft Wondrous Item to add magical features to your new boat. (Personally I recommend sea serpent repellent.)
| Andostre |
To me, it's less interesting to buy something that will affect your PC's everyday performance, unless you're currently struggling to keep up with the other PCs. Most GMs tailor the difficulty to the PCs' power level, so if you just become more bad ass in every fight, your GM will specifically counter it.
To me, there's two more satisfying options:
1) Buy a castle/house/traveling ghost pirate ship or whatever - As Lincoln says, this has loads more role-playing potential.
2) Buy an ace in the hole - Buy something that can save your hide when things go south. You could spend the money on delayed-blast wishes to teleport you somewhere safe just before a killing blow. Or maybe a one-use D&D version of an invulnerable mech suit that you can use when things are just that dire. Your GM won't need to counter your expenditure just to keep things fun for the group, but you can still use the money for some mechanical, gameplay benefit.
3 - Bonus answer) Buy another arm!
| Cyrad RPG Superstar Season 9 Top 16 |
A manor? These are some creative ideas. Maybe a bit more info on my character would help.
My character (a four-armed humanoid cerberus who uses a hat of disguise) is guardian of a mysterious library filled with arcane knowledge not meant for mortal eyes. She adventures to find missing tomes that were stolen from her. Much of the campaign involved stopping those adventuring thieves from misusing the tomes to perform powerful rituals. After stopping a war and having only two adventurers left remaining, she now has a few months to settle down before continuing her mission. One of the party members is lord of a castle and a small village surrounding it.
So maybe it would be a good idea to build a lair on the lord's land and relocate the library there by some magical means. I do have glyph of warding (GM let me pick that up via spell blending) and I could pick up wall of stone and teleport to make the library almost impossible to get to.