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Recruiting Closed: MLeibrock's and Scotley's Wrath of the Righteous mid level game.

Okay! Looks like a solid character! A very good face/caster.

I'll just quickly point out a few things that caught my eye first of all:

You get a few more hit points. Mythic tiers give bonus HP per tier. For 1st level, I thiiiiink it's 4, but I'm not sure if it's the same for Archmage as for Trickster.

Your base AC is 13, not 12. Dex mod is +3.

You have too many skill points. Sorcerors get 2+int bonus, and your int bonus is 1, for a total of 3 skill points per level. You have 24 skill points listed, which would imply you have 4 points per level.

You have the azata aasimar type, which replaces the usual aasimar stat boosts (+2 wis/+2 cha) with alternate (+2 dex/+2 cha). You mention this in the race stat block, but you also list the default stat boosts, which makes it a bit confusing. I'd suggest replacing the default bonuses for Aasimar with the replacement values for the azata aasimar, just to make sure there's no misunderstanding about what bonuses you get.

Glitterdust as an SLA is -nice-. Kudos on that. :)

You have Improved Familiar, which is one of my favorite feats, but a pseudodragon has Caster Level 7 as a prereq. It might be worth your while taking something else at level 5, and waiting one level to get your familiar.

Most of those are my errors I hadn't caught yet as I juggled builds and stats. Thanks for the catches.

She is a Musetouched, but I left the standard stat block for an Aasimar there for her reference. But it is a good idea to consolidate it in the final version.

As for mythic, all I had done was identify the path. I wasn't sure we got HP for mythic levels. :o

And the familiar is not a familiar, yet. So nothing mechanically yet, just a wee tiny pseudodragon that may at the worse emit a small puff of rosy smoke :angel: But cleared with the DMs :D
 

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At first level, you will want either Mage Armor or Shield. I usually go with Shield, since you'll usually have slots available to drop for it, and one cast will usually last for an entire combat. It also stacks with most other AC boosts mages get, including the Bracers of Armor (which Mage Armor does not stack with), and blocks magic missiles to boot.

See, and I usually take Mage Armor just so I'm not burning an action every time I get into combat :). At our level, one casting lasts most of the day. Minute/level spells might as well be listed as "1 combat per casting" spells. I do have to say that the stacking and MM protection that shield brings to the table are nice. I often pick up a wand of Shield, and take Mage Armor as a learned spell.

Hmmm. That could be a viable use for the extra gold I have - 500's not enough to get a fully charged one, but 'Keva could buy 'most' of the wand and share it in exchange for an arcane type using it on him. An AC of 27 (w/ Mage Armor and Shield) would be nothing to scoff at. Probably not for every fight, given the previously mentioned economy of action, but maybe for the ones we know are gonna be really tough. Oh, wait . . . it's Demons. They're all gonna be tough :(.
 
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Hee hee, I apologize. It's not that I don't -like- it. It's just that my math censor is grimacing. Here's why:

Sleep spells are always risky for several reasons. First, with your 16 Cha, your save DCs are gonna be a bit low, and sleeps are save or nothing. Second, lots of things are resistant and/or immune to sleep magic. And last, it's pretty easy to get someone out of a sleep effect.

There's a lot of far more devastating 3rd level spells. 3rd level is a real workhorse level for arcane spells. You have Haste and Heroism and Displacement, Blink, Fireball/Lightning Bolt, Summon Monster III ain't bad... And of course Dispel Magic.

I'm not going to say you're wrong, because this is your character...but it's a fairly weak spell for him.

No apologies necessary. You seem to be better at this than I am, so I'm just trying to understand more. But, on the other hand, I don't want to get into a situation where I even give the -appearance- of min/maxing.

Many of my choices were made taking roleplaying into consideration over butt-kicking-number-crunching. However, RP just doesn't always get the bulldog fed when you've got demons trying to put your butt in a sling. Also, ahh, aren't demons immune to sleep effects? That's a spell that I could change out soon, though, so it's not going to be a death sentence. I want to avoid the same old Lightning Bolt/Fireball rut, however. Hmm, Dispel Magic does open up whole new vistas.....maybe I should consider choosing that one instead. But Haste wouldn't even require a saving throw - it's an auto-success. I could pair it up with Slow when I next add a new spell, so I could haste us and slow them, giving us four actions to their one, but they'd still get by with a pretty easy save.
 
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I would definitely avoid spells that rely on saving throws to get their effect across. Fortunately, that still leaves you with options. In general, spells that use ranged touch attacks will serve you well, as they often offer no save protection. That will also dovetail nicely with your skill and support with bows, since the same feats (Point Blank Shot, Precise Shot, etc) work equally well for arrows and spells.

In fact, there are some spells (Gravity Bow, True Strike, and others) that are specifically useful for boosting the mage's performance with weapon fire. Might look into those, with an eye for Arcane Archery?

Food for thought.
 

I just did some looking through all of the Pathfinder PDFs I have with spells in them, or at least all the ones I could easily find. I found a bunch, but most are just ... well ... weird. Looks like Haste and Dispel Magic are the two leading contenders at this point. Anyone have any opinions/preferences to tell me?

Gravity Bow is a first level spell, but I might want to switch something out for that one, for sure.
 
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Leif, I think you are taking the Arcane Bloodline, and next level you'll automatically get Dispel Magic. Not that it won't be useful now but just wanted to bring that to your attention.

I plan on taking Haste next level but if you take it now, I don't have to :D

Shayuri, thank you so much for the comprehensive suggestions! Tomorrow when my brain is fresher I will start looking them up.

I also need some magic items. Any suggestions on that?
 

No apologies necessary. You seem to be better at this than I am, so I'm just trying to understand more. But, on the other hand, I don't want to get into a situation where I even give the -appearance- of min/maxing.

Many of my choices were made taking roleplaying into consideration over butt-kicking-number-crunching. However, RP just doesn't always get the bulldog fed when you've got demons trying to put your butt in a sling. Also, ahh, aren't demons immune to sleep effects? That's a spell that I could change out soon, though, so it's not going to be a death sentence. I want to avoid the same old Lightning Bolt/Fireball rut, however. Hmm, Dispel Magic does open up whole new vistas.....maybe I should consider choosing that one instead. But Haste wouldn't even require a saving throw - it's an auto-success. I could pair it up with Slow when I next add a new spell, so I could haste us and slow them, giving us four actions to their one, but they'd still get by with a pretty easy save.

Don't forget that there is more than demons in the Worldwound, including cultists. Sleep maybe helpful against them, especially if we want to interrogate them. Not that it has use against demons, but from reading the players guide, I don't know if we are going against demons exclusively yet. And yes, it does sound like we will be eventually heading to the Abyss (I heard Scotley cackling seven states away), I don't know how soon. Just a word to support non-damaging spells. As well as succoring people when we have to do city-building. Not to say Shay isn't 100% correct, 'cuz she is. But there is always room for some RP choices. Like my ranks in Herdsman :p
 

Leif, I think you are taking the Arcane Bloodline, and next level you'll automatically get Dispel Magic. Not that it won't be useful now but just wanted to bring that to your attention.

I plan on taking Haste next level but if you take it now, I don't have to :D
Thanks for pointing that out. Guess I will take either haste or slow, then.

Don't forget that there is more than demons in the Worldwound, including cultists. Sleep maybe helpful against them, especially if we want to interrogate them. Not that it has use against demons, but from reading the players guide, I don't know if we are going against demons exclusively yet. And yes, it does sound like we will be eventually heading to the Abyss (I heard Scotley cackling seven states away), I don't know how soon. Just a word to support non-damaging spells. As well as succoring people when we have to do city-building. Not to say Shay isn't 100% correct, 'cuz she is. But there is always room for some RP choices. Like my ranks in Herdsman :p
Good points!
 

I just did some looking through all of the Pathfinder PDFs I have with spells in them, or at least all the ones I could easily find. I found a bunch, but most are just ... well ... weird. Looks like Haste and Dispel Magic are the two leading contenders at this point. Anyone have any opinions/preferences to tell me?

Gravity Bow is a first level spell, but I might want to switch something out for that one, for sure.

I'll weigh in on the spells debate a bit. If you want bow enhancements you might also consider
ricochet shot

I'm partial to Stone Call because there is no save or spell resistance, but if the foe is a powerful demon they may have damage resistance to good, cold iron or magic, all of which will help them avoid the damage caused by the spell.

You might like Summon Swarm, but it does have some limitations.

Various party buffing spells like Cat's grace, Eagle's splendor and Protection from Evil are all very useful.

Spiked Pit also has no spell resistance.


Diamond Spray
does have a save for half and allow spell resistance, but the damage counts as cold iron and adamantine.

I can see Keen Edge being very useful as it can effect 50 projectiles for an hour at your level. Share those out and you could crank up the damage potential for the 3 (or more?) archer types. Arrows are x3 on crits. Flame arrow will also do 50 arrows for an hour. The flame is more immediate that crit boosts, but more things are resistant to fire, so your mileage my vary.

Force Punch has to contend with spell resistance and a save (for not for damage), but avoids most Damage Reduction and is good for high AC foes. I think shoving demons the heck away from you is the height of self-preservation spells.

Guess I better stop now before my co-DM smacks me for giving too much advice...

Oh, given that you have two arcanists with short lists of spells known, having a couple of arcane scrolls of useful spells might be a good idea too.
 
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