Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
High-level Pathfinder Planar Game: The Lich-Queen's Beloved
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shayuri" data-source="post: 6565601" data-attributes="member: 4936"><p>So, this is kind of an odd duck...a utility/blaster sorceror who really doesn't mind being in melee too much, thanks to a very good AC and a pretty decent melee attack potential. Note that the Amulet of Mighty Fists is enchanted with +1, and Holy, giving her unarmed strike a Good alignment, and causing it to do 3d6 damage to evil foes. Put that up with Arcane Strike (a swift action per round) and the +1 enhancement, and she does 3d6+5 damage barehanded to evil. If both flurry attacks hit, that's 6d6+10 damage, and costs no spell slots.</p><p></p><p>This is acceptable to me.</p><p></p><p>Her AC with Shield active is 41. Touch AC is 32. For attacks that don't target AC she has Spell Turning and a Will save bonus of +28. Tanky mage. That said, if anything DOES manage to damage her, it won't take a -lot- of damage to put her down.</p><p></p><p>Tried to mix up her damage types. Fire and Force are her big two, but there's a Disintegrate in there to keep things real. She can Empower a Scorching Ray for about 18d6 damage (if we add the 50% in dice) to a single target if all rays hit...and then Quicken another Empowered Scorching Ray for the same. If she wants to throw a 7th and an 8th level slot at something she can Empower a Battering Blast for 22d6 and then Quicken the Scorching Ray for another 18d6 for a grand total of 40dice of damage, plus a bull rush at +57 against the target. I have a big fancy spell description ready for when she uncorks that move. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>She's weaker on area effects. Dragon Breath is her go-to, as it has a wide range of energy types and spell shapes available and can be empowered to 18 dice. Flame Strike is her only targeted AoE (as opposed to an AoE centered on her location), and empowers to 22 dice.</p><p></p><p>Her high level zaps are save-dies. Disintegrate. Polymorph Any Object. Against undead, Sunburst is devastating. She has Sunray as a spell-like too, thanks to being an aasimar and taking a feat. In fact, between that and the Empyreal bloodline's channeling ability, she's pretty potent against undead in general.</p><p></p><p>Utility spells. Greater invis. Greater Heroism. Greater Dispel. Greater Teleport. A few trifles like Wall of Stone, Resist Energy, Analyze Dweomer, and the like. A bit limited on mobility spells overall. She has a flight speed from a feat, and can teleport, so...what's left? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Waffling a bit on 5th level and 2nd level spell picks. Most are set, but there's one each I'm vacillating on. That'll be rounded up soon.</p><p></p><p>Equipmentwise, nothing terribly weird for this level. Robe of the Archmagi, Ring of Protection, various stat boosts. Of interest are the shroud, which gives her constant See Invisible and a duration-limited incorporeality power, as well as her staff. </p><p></p><p>The shroud is is her 'getaway' move when grappled or restrained. Greater Teleport can be used as well, but that's a high level slot. Seeing the invisible means she can always target her Glitterdust accurately as well. The staff is a Staff of the Planes, and is my excuse for her being wandering around the Astral Plane without spending spell picks on Plane Shift and the like. A very cool and flavorful item that I gave up another +2 to Wisdom to afford, with no regrets. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Storywise, Mei Ying is an Eastern flavored sorceress who believes herself to be the offspring of a goddess, and who seeks to fulfill that birthright. Of course, in this case the divinity she seeks is one springing from enlightenment and unity with the cosmos, so she's not a manically scheming megalomaniac. So far. The pantheon she follows is a Celestial Bureaucracy type thing, based loosely on Chinese folklore, so there's loads and loads of gods, who interact relatively freely with mortals within their purviews, and immortality can be achieved with sufficient trials and sacrifice.</p><p></p><p>I present:</p><p></p><p>[sblock=Mei Ying]</p><p>Lawful good aasimar monk1/sorceror17</p><p></p><p>Str 10 </p><p>Dex 16/22 10</p><p>Con 14 5</p><p>Int 10 </p><p>Wis 24/30 10 (base 16+2 race +4 level +2 inherent)</p><p>Cha 16/22 3 (base 13 +2 race + 1 inherent)</p><p></p><p>AC 37 (10 + 6 dex + 10 wis + 1 dodge + 5 armor + 5 deflection)</p><p>BAB +8/+3</p><p>HP 101</p><p>Fort 13</p><p>Ref 17</p><p>Will 28</p><p></p><p>Race</p><p>Aasimar</p><p>+2 Wis/Cha</p><p>Native Outsider/Humanoid (Human)</p><p>Darkvision 60</p><p>Deathless Spirit: Resist neg energy 5, +2 vs death effects/neg energy/necro, neg lvls don't reduce HP</p><p>+2 Diplomacy + 2 Perception</p><p>Daylight or Sunbeam (1 ray only, DC 25) 2/day</p><p>Scion of Humanity (can pass for human, does not gain Celestial language, alters subtype)</p><p></p><p>Class: </p><p>Monk</p><p>Bonus feat</p><p>Flurry of Blows (-1/-1)</p><p>Unarmed strike 1d6</p><p>Stunning Fist 5/day (DC 29?)</p><p></p><p>Empyreal Sorceror</p><p>Cantrips</p><p>Eschew Materials</p><p>Bloodline: Use Wis instead of Cha for sorc spellcasting/abilities</p><p>- Spells: Bless, Resist Energy, Mg Circle, Rem Curse, Flame strike, gtr dispel, banish, sunburst</p><p>- Feats</p><p>- Powers</p><p>1 Heavenly Fire: 1d4+8 dmg to evil, heal to good, 3+wismod/day</p><p>3 Resist Acid/Cold 10</p><p>9 Channel energy as cleric CL13 1/day</p><p>15 Conviction (reroll 1/day ability, attack, save or skill)</p><p></p><p>Traits</p><p>- Affable (+2 to gather info, do it in half time, Diplo and Know Local are class skills)</p><p>- Spellpiercer (+2 concentration checks)</p><p></p><p>Feats</p><p>1 Angelic blood (+2 vs evil/stabilize)</p><p>H </p><p>Mnk Deflect Arrows</p><p>3 Arcane Strike</p><p>5 Spell Penetration</p><p>7 Empower Spell</p><p>BL Dodge</p><p>9 Heavenly Radiance: Sunbeam</p><p>11 Angelic wings (fly speed 30/avg)</p><p>13 Greater Spell Penetration</p><p>BL Weapon Finesse</p><p>15 Quicken Spell</p><p>17</p><p></p><p>Skills 34/38</p><p>Acrobatics (Dex) +12 (1 rnk + 3 dex + 3 cls + 5 item)</p><p>Diplomacy +17 (10 rnk + 2 cha + 3 cls + 2 racial)</p><p>Intimidate (Cha) +6 (1 rnk + 2 cha + 3 cls)</p><p>Knowledge (religion) (Int) +4 (1 rnk + 0 int + cls)</p><p>Perception (Wis) +21 (10 rnk + 6 wis + 3 cls + 2 racial)</p><p>Perform (Cha) +6 (1 rnk + 2 cha + 3 cls)</p><p>Sense Motive (Wis) +10 (1 rnk + 6 wis + 3 cls)</p><p>Stealth (Dex) +7 (1 rnk + 3 dex + 3 cls)</p><p>Bluff (Cha) +6 (1 rnk + 2 cha + 3 cls)</p><p>Fly (Dex) +11 (5 rnk + 3 dex + 3 cls)</p><p>Spellcraft (Int) +4 (1 rnk + 0 int + cls)</p><p>Use Magic Device (Cha) +6 (1 rnk + 2 cha + 3 cls)</p><p></p><p>Spellcasting (Sorc CL 17; +23 vs SR, Base DC 20)</p><p>1 - 6, 2 - 6, 3 - 6, 4 - 6, 5 - 6, 6 - 6, 7 - 6, 8 - 4</p><p>0 Drench, Detect Magic, Dancing Lights, Prestidigitation, Mage Hand, Message, Mending, Jolt, Ghost Sound</p><p>1 Shield, Grease, Moment of greatness, Magic Missile, Snapdragon fireworks, Bless</p><p>2 Glitterdust, Stone Shield, Scorching Ray, Tremor Blast?, Rope Trick, Resist Energy</p><p>3 Tongues, Suggestion, Wind Wall, Battering Blast, Magic Circle vs Evil</p><p>4 Dragon's Breath, Fire Shield, Resilient Sphere, Greater Invis, Remove Curse</p><p>5 Wall of Stone, Telekinesis, Sending, Fire Snake? Geniekind?, Flame Strike</p><p>6 Analyze Dweomer, Greater Heroism, Disintegrate, Greater Dispel</p><p>7 Spell Turning, Greater Teleport, Limited Wish, Banishment</p><p>8 Poly Any Object, Summon Monster 8, Sunburst</p><p></p><p>Equipment</p><p>Cash: 2,000</p><p></p><p>Weapon</p><p>Unarmed attack, +9, 1d6+1, Magic, Good (+2d6 to evil targets), +4 w/arcane strike</p><p>Flurry, +8/+8, 1d6+1/1d6+1, Magic, Good (+2d6 to evil targets), +4 w/arcane strike</p><p></p><p>Armor</p><p>Robe of the Archmagi, +5 AC, 75k</p><p></p><p>Gear</p><p>Staff of the Planes, 10/10 charges (reg 1chg w/7th lvl slot), 64k</p><p>- Planar Adaptation, 1</p><p>- Planar Binding, 2</p><p>- Plane Shift, 5</p><p>Headband of Mental Prowess (Wis/Cha) +6, 90k</p><p>Ring of Protection +5, 50k</p><p>Ring of Inner Fortitude (ignore 6 pts ability dmg or 3 pts drain) 66k</p><p>Belt of Incredible Dexterity +6, 36k</p><p>Spectral Shroud (Chest), 26k (see invis; constant, incorp 10rnds/day)</p><p>Amulet of Mighty Fists +3 (+1 and holy), 36k</p><p>Spellguard bracers, 5000 (+2 to cast defensively, 3/day adv on roll)</p><p>Haversack, 2k</p><p>Boots of Striding and Springing, 5.5k</p><p></p><p>Bk Wis +2, 55k</p><p>Bk Cha +1, 27.5k[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6565601, member: 4936"] So, this is kind of an odd duck...a utility/blaster sorceror who really doesn't mind being in melee too much, thanks to a very good AC and a pretty decent melee attack potential. Note that the Amulet of Mighty Fists is enchanted with +1, and Holy, giving her unarmed strike a Good alignment, and causing it to do 3d6 damage to evil foes. Put that up with Arcane Strike (a swift action per round) and the +1 enhancement, and she does 3d6+5 damage barehanded to evil. If both flurry attacks hit, that's 6d6+10 damage, and costs no spell slots. This is acceptable to me. Her AC with Shield active is 41. Touch AC is 32. For attacks that don't target AC she has Spell Turning and a Will save bonus of +28. Tanky mage. That said, if anything DOES manage to damage her, it won't take a -lot- of damage to put her down. Tried to mix up her damage types. Fire and Force are her big two, but there's a Disintegrate in there to keep things real. She can Empower a Scorching Ray for about 18d6 damage (if we add the 50% in dice) to a single target if all rays hit...and then Quicken another Empowered Scorching Ray for the same. If she wants to throw a 7th and an 8th level slot at something she can Empower a Battering Blast for 22d6 and then Quicken the Scorching Ray for another 18d6 for a grand total of 40dice of damage, plus a bull rush at +57 against the target. I have a big fancy spell description ready for when she uncorks that move. :) She's weaker on area effects. Dragon Breath is her go-to, as it has a wide range of energy types and spell shapes available and can be empowered to 18 dice. Flame Strike is her only targeted AoE (as opposed to an AoE centered on her location), and empowers to 22 dice. Her high level zaps are save-dies. Disintegrate. Polymorph Any Object. Against undead, Sunburst is devastating. She has Sunray as a spell-like too, thanks to being an aasimar and taking a feat. In fact, between that and the Empyreal bloodline's channeling ability, she's pretty potent against undead in general. Utility spells. Greater invis. Greater Heroism. Greater Dispel. Greater Teleport. A few trifles like Wall of Stone, Resist Energy, Analyze Dweomer, and the like. A bit limited on mobility spells overall. She has a flight speed from a feat, and can teleport, so...what's left? :) Waffling a bit on 5th level and 2nd level spell picks. Most are set, but there's one each I'm vacillating on. That'll be rounded up soon. Equipmentwise, nothing terribly weird for this level. Robe of the Archmagi, Ring of Protection, various stat boosts. Of interest are the shroud, which gives her constant See Invisible and a duration-limited incorporeality power, as well as her staff. The shroud is is her 'getaway' move when grappled or restrained. Greater Teleport can be used as well, but that's a high level slot. Seeing the invisible means she can always target her Glitterdust accurately as well. The staff is a Staff of the Planes, and is my excuse for her being wandering around the Astral Plane without spending spell picks on Plane Shift and the like. A very cool and flavorful item that I gave up another +2 to Wisdom to afford, with no regrets. :) Storywise, Mei Ying is an Eastern flavored sorceress who believes herself to be the offspring of a goddess, and who seeks to fulfill that birthright. Of course, in this case the divinity she seeks is one springing from enlightenment and unity with the cosmos, so she's not a manically scheming megalomaniac. So far. The pantheon she follows is a Celestial Bureaucracy type thing, based loosely on Chinese folklore, so there's loads and loads of gods, who interact relatively freely with mortals within their purviews, and immortality can be achieved with sufficient trials and sacrifice. I present: [sblock=Mei Ying] Lawful good aasimar monk1/sorceror17 Str 10 Dex 16/22 10 Con 14 5 Int 10 Wis 24/30 10 (base 16+2 race +4 level +2 inherent) Cha 16/22 3 (base 13 +2 race + 1 inherent) AC 37 (10 + 6 dex + 10 wis + 1 dodge + 5 armor + 5 deflection) BAB +8/+3 HP 101 Fort 13 Ref 17 Will 28 Race Aasimar +2 Wis/Cha Native Outsider/Humanoid (Human) Darkvision 60 Deathless Spirit: Resist neg energy 5, +2 vs death effects/neg energy/necro, neg lvls don't reduce HP +2 Diplomacy + 2 Perception Daylight or Sunbeam (1 ray only, DC 25) 2/day Scion of Humanity (can pass for human, does not gain Celestial language, alters subtype) Class: Monk Bonus feat Flurry of Blows (-1/-1) Unarmed strike 1d6 Stunning Fist 5/day (DC 29?) Empyreal Sorceror Cantrips Eschew Materials Bloodline: Use Wis instead of Cha for sorc spellcasting/abilities - Spells: Bless, Resist Energy, Mg Circle, Rem Curse, Flame strike, gtr dispel, banish, sunburst - Feats - Powers 1 Heavenly Fire: 1d4+8 dmg to evil, heal to good, 3+wismod/day 3 Resist Acid/Cold 10 9 Channel energy as cleric CL13 1/day 15 Conviction (reroll 1/day ability, attack, save or skill) Traits - Affable (+2 to gather info, do it in half time, Diplo and Know Local are class skills) - Spellpiercer (+2 concentration checks) Feats 1 Angelic blood (+2 vs evil/stabilize) H Mnk Deflect Arrows 3 Arcane Strike 5 Spell Penetration 7 Empower Spell BL Dodge 9 Heavenly Radiance: Sunbeam 11 Angelic wings (fly speed 30/avg) 13 Greater Spell Penetration BL Weapon Finesse 15 Quicken Spell 17 Skills 34/38 Acrobatics (Dex) +12 (1 rnk + 3 dex + 3 cls + 5 item) Diplomacy +17 (10 rnk + 2 cha + 3 cls + 2 racial) Intimidate (Cha) +6 (1 rnk + 2 cha + 3 cls) Knowledge (religion) (Int) +4 (1 rnk + 0 int + cls) Perception (Wis) +21 (10 rnk + 6 wis + 3 cls + 2 racial) Perform (Cha) +6 (1 rnk + 2 cha + 3 cls) Sense Motive (Wis) +10 (1 rnk + 6 wis + 3 cls) Stealth (Dex) +7 (1 rnk + 3 dex + 3 cls) Bluff (Cha) +6 (1 rnk + 2 cha + 3 cls) Fly (Dex) +11 (5 rnk + 3 dex + 3 cls) Spellcraft (Int) +4 (1 rnk + 0 int + cls) Use Magic Device (Cha) +6 (1 rnk + 2 cha + 3 cls) Spellcasting (Sorc CL 17; +23 vs SR, Base DC 20) 1 - 6, 2 - 6, 3 - 6, 4 - 6, 5 - 6, 6 - 6, 7 - 6, 8 - 4 0 Drench, Detect Magic, Dancing Lights, Prestidigitation, Mage Hand, Message, Mending, Jolt, Ghost Sound 1 Shield, Grease, Moment of greatness, Magic Missile, Snapdragon fireworks, Bless 2 Glitterdust, Stone Shield, Scorching Ray, Tremor Blast?, Rope Trick, Resist Energy 3 Tongues, Suggestion, Wind Wall, Battering Blast, Magic Circle vs Evil 4 Dragon's Breath, Fire Shield, Resilient Sphere, Greater Invis, Remove Curse 5 Wall of Stone, Telekinesis, Sending, Fire Snake? Geniekind?, Flame Strike 6 Analyze Dweomer, Greater Heroism, Disintegrate, Greater Dispel 7 Spell Turning, Greater Teleport, Limited Wish, Banishment 8 Poly Any Object, Summon Monster 8, Sunburst Equipment Cash: 2,000 Weapon Unarmed attack, +9, 1d6+1, Magic, Good (+2d6 to evil targets), +4 w/arcane strike Flurry, +8/+8, 1d6+1/1d6+1, Magic, Good (+2d6 to evil targets), +4 w/arcane strike Armor Robe of the Archmagi, +5 AC, 75k Gear Staff of the Planes, 10/10 charges (reg 1chg w/7th lvl slot), 64k - Planar Adaptation, 1 - Planar Binding, 2 - Plane Shift, 5 Headband of Mental Prowess (Wis/Cha) +6, 90k Ring of Protection +5, 50k Ring of Inner Fortitude (ignore 6 pts ability dmg or 3 pts drain) 66k Belt of Incredible Dexterity +6, 36k Spectral Shroud (Chest), 26k (see invis; constant, incorp 10rnds/day) Amulet of Mighty Fists +3 (+1 and holy), 36k Spellguard bracers, 5000 (+2 to cast defensively, 3/day adv on roll) Haversack, 2k Boots of Striding and Springing, 5.5k Bk Wis +2, 55k Bk Cha +1, 27.5k[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
High-level Pathfinder Planar Game: The Lich-Queen's Beloved
Top