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


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Hey DeWar,
Why did you go with lighter mithral armor? Plans for mobility later on? For just a little more you could have +1 Full Plate for +10 AC and still keep the +1 from Dex and gain +5 AC. Same with the shield, save a lot of cash not having mithral. Just wondering if you needed a low ACP for something.
I was thinking on getting a dex boosting magic item and having armor that weighs less and he can sleep in.
 




wonky Leif's mythic character *ahem*

so, I've now made my choices for Banaq's ascension to Tier 1 Mythic Powers, and here is his sheet:

[Oh, yeah, I also changed his 3rd level spell to Lightning Bolt, which meshes better with his Archmage powers and makes him actually worth something in a fight. Theoretically, the way I read it, he can use his Arcane Surge mythic power to cast Lightning Bolt without expending a use of the spell in THE SAME ROUND that he casts it the regular way, so he spits out TWO(count 'em) Lightning Bolts, one as a swift action and one as a standard action, that each do 6d6 hp of damage, for the price of one, and he gets four of those each day, after which he switches over to Burning Hands for only 5d4 damage each.]

[sblock=Banaq, L6 Sorcerer/T1 Archmage, Mythic]
Banaq [means roughly 'Can't Get Right']
Elf, N/G, Favored Class – Sorcerer
Sorcerer L6 [Arcane Bloodline] | Archmage T1
15,000 XP [fast]

[sblock=Ability Point Buy, 20 pts]
S12 (2pts)
D13 (3pts)+2=15
C13 (3pts)-2=11
I13 (3 pts)+2=15
W12 (2 pts)
C15 (7 pts=15) +1 L4
[/sblock]

Final Ability Scores:
S12 +1
D15 +2 – Initiative: +2+2[trait]=+4
C11 +0
I15 +2 Languages: Elvish, Common, Draconic, Celestial
W12 +1
C16 +3

Traits:
1. Riftwarden Orphan [Campaign Trait] +2 on Concentration checks
2. Resilient [+1 on Fort saves]
3. Reactionary [+2 on Initiative]

BAB: +3
CMB: +4
CMD: 16

AC: 14 [10+2(dex)+2(BondedRing)], 18 w/ mage armor, 22 w/ MA+Shield
HP: 35 [6+0+1]+[4+1]+[4+1]+[4+1]+[4+1]+[4+1]+[3]

SAVES:
Fort +3
Ref: +4
Will: +6
+2 to save vs. Enchantment effects
Immune to magical sleep effects
+2 Caster level checks to overcome magic resis.

SKILLS 2+2=4 pts /Level, 24 @ L6
Bluff 1 rank +3 Cha+2 CS = +6
Disguise 1 rank +3 Cha +2 CS = +6
Knowledge (Arcana) 6 ranks +2 Int +2 CS = +10
Knowledge (Planes – class skill) 3 rank + 2 Int +2 CS = +7
Perception 2 rank +2 racial +1 Wis =+5
Spellcraft 5 ranks +2 Int +2 CS =+9 [+2 racial bonus to id prop of magic items=+11 total]
Use Magic Device 6 ranks +3 Cha +2 CS = +11

Weapon Proficiencies
Longbow
Longsword
Rapier
Shortbow
All Simple Weapons

FEATS
Eschew Materials [Sorcerer bonus feat]
Arcane Strike [swft action for +1 to all wpn dam/5 caster lvls (+2@L6) and wpns considered magical]
Point Blank Shot [+1 att & dam if target w/in 30 feet]
Weapon focus, Longbow [Att=+3[BAB]+2[DEX]+1[WF]=+6,+7 if targ <30ft, Dam=1d8+2, +3<30ft]

MYTHIC
Feat: Extra Mythic Power (+1)
Hard to Kill
Mythic Power per day = 5+1+2 = 8 [expended: ]
Surge +1d6 to roll just made [cost: 1 use of mythic power]
Mythic HP: 3
T1 Archmage Arcana: Arcane Surge [cost: 1 MP, swift action to cast one spell without using spell slot]
[non-mythic targets roll save twice and use the worse roll, and if SR I roll twice and take the higher]]
T1 Path Ability: Extra Mythic Power (+2 MP uses for 8 total) [Universal Path Ability, p. 50]

SORCERER BLOODLINE POWERS [ARCANE]
Class Skill: Knowledge (Planes)
Bonus Spells: Identify, Invisibility
Arcane Bond (Item): Ring [+2 Protection, Feather Falling – 5,100 gp total crafting cost, spell stored: Invisibility]

SPELLS [known at L6: 7/4/2/1][Per day at L6: L0 – At Will, L1:7 [___], L2:6 [___], L3:4[___]]
[spell DC=10+3+SL]

L0, DC 13
Dancing Lights - 0
Detect Magic – 0
Light - 0
Mending - 0
Message - 0
Mage Hand – 0
Read Magic - 0

L1, DC 14
Burning Hands – 1 [15 ft. cone a/e, 5d4 damage, Ref save halves]
Identify [bloodline spell, 3rd] – 1 [+10 on spellcraft checks to id magic items, d. 3rounds/level]
Mage Armor – 1 [Conj., +4 armor bonus to AC, d. 1hr/level]
Magic Missile – 1 [3 missiles @ L6, 1d4+1 each]
Shield [Abj. +4 AC bonus, blocks magic missiles, stacks with mage armor, d. 1min/level]


L2, DC 15
Mirror Image - 2
Summon Monster II – 2
Invisibility [bloodline spell, 5th] – 2 [d. 1 min./level]

L3, DC 16
Lightning Bolt

PP
GP 3
SP 20
CP

EQUIPMENT
Longbow +1 [Att +7, +8<30Ft, Dam 1d8+3(+4<30Ft)]
Quiver, 40 arrows
Rapier +1 [Att +3BAB+1Str=+4, Dam 1d6+1Str+1Ench+2Feat=1d6+4]
Wand of Color Spray [10 charges, CL5]
Potion, Cure Light Wounds, CL5 x2


History: Banaq is not your typical Elf.  His name means, essentially, 'Can't Get Right' in Elvish.  Orphaned as an infant in an attack by orcs, Banaq was given his name by other Elves who found him, and then he was adopted by the Human ambassador to his village who was one of very few survivors of the attack.  His adoptive father instilled in Banaq a great appreciation for social interaction as well as Elvish art, literature, culture, and language.  He was raised in a home where Elvish was spoken almost exclusively, so he considers it his native tongue even though he was taught it by Humans instead of Elves.  Banaq's study of Elvish culture sparked his great interest in magic, but he did not have the intellectual aptitude for wizardly studies.  He made do by apprenticing himself to a Half-Elf Sorcerer.  He did receive the usual Elvish instruction in swordplay, however.
[/sblock]
 
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I think you might be underestimating the cost of the ring by 550 gp, Leif. Protection +2 is the 8000, but to have the same ring be a ring of Feather Falling I think you have to add 50% on top of the 2200, so 3300, for a total of 11300 / 2 .
 

Ok, not done but nearly so. Need a couple of feats and to spend a little more money but here is most of Denir.

[sblock=Denir]
Denir
Height 6’ 6”; Weight 240# ; Hair: Black ; Age 21; Patron Deity: Gorum
Sex: Male Race: Human(Kellid) Class: Warpriest/Mythic Hierophant Level:6/M1
Alignment: Chaotic Good Size: Medium Type: Humanoid
Init +1; Senses Perception +2
Languages : Common,

AC 22, touch 10, flat-footed 22
HP 66 (HD: 8 +5d8@6 + 12 Con +6 Favored Class +6 Tribal Scars + 4 Hierophant)
Fort +8 , Ref +2 , Will+7
Speed 30ft.
Melee +8
Ranged +3
Base Atk +4 (+6 with greatsword); CMB +8 ; CMD 18
Special Actions
Combat gear: None

Abilities Str 18, Dex 10, Con 14 , Int 10, Wis14, Cha 12
Combat Stats:
Greatsword: +12/+7 (+6 BAB +4 Str +1 WF + 1Sword)/ 2d6 +7
PA: +12/+5 (+6 BAB + 4 Str + 1 WF +1 Sword -2PA +2 FF –first only) 2d6+13
Racial Traits: [sblock]
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Bonus Feat: Humans select one extra feat at 1st level.
• Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
[/sblock]
Class Abilities: [sblock]
Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell for details).
Blessings: 6/day
Glory
Glorious Presence (minor): At 1st level, as a standard action you can touch an ally to grant it a glorious blessing. For 1 minute, the ally becomes mesmerizing to her opponents. This functions as sanctuary, except if the ally attacks, it only breaks this effect with respect to that opponent. This is a mind-affecting effect.
Destruction
Destructive Attacks (minor): At 1st level, as a standard action you can touch an ally to bless her with the power of destruction. For 1 minute, the ally gains a morale bonus to damage equal to half your level (minimum 1).
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon).

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–13. These spells are cast as any other spell, but aren’t expended when cast and may be used again.

Sacred Weapon: BAB is WP level; +1 enchantment bonus 6 rounds/day
Spontaneous Casting: Cure spells
Fervor: 2d6 4/day [Heal other as Standard action. Heal self as Swift Action. Cast prepared spell on self as swift action with no somatic components or AoO]
Bonus Feats: 3rd, 6th, 9th, 12th, 15th, 18th Combat Feats Only
Channel Energy: 2d6, 2 uses of Fervor

[/sblock]
Mythic Hierophant Abilities: Hard to Kill, Mythic Power 5/day, Surge +1d6
Divine Surge: Inspired Spell
Path Abilities:

Feats : Tribal Scars (Bear Belt)(Human), Weapon Focus (Greatsword) (Class 1), Power Attack (-2 to hit, +6 damage 2H or +4 damage 1H) (Lvl 1), Toughness (Class 3), Furious Focus (lvl 3), (Lvl 5), (Class 6)
Mythic Feats:
Traits: Touched By Divinity (Campaign) [sblock] Begin play with silver holy symbol, Strength Domain 1st lvl spell 1/day as a spell-like ability: Enlarge Person 6 min [/sblock]
Veteran of Battle [sblock] You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.[/sblock]
Demon Slayer (Regional) [sblock] You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil. [/sblock]

Skills 18 Skill Points ACP-6
+8 Climb (1 rank + 4 Str +3 CS)
+4 Craft (Blacksmith) (1 rank + 0 Int + 3 CS)
+ 5 Diplomacy (1 rank +1 Cha +3 CS)
+ 6 Heal (1 rank + 2 Wis + 3 CS)
+10 Intimidate (4 rank +1 Cha + 3 CS + 2 Tribal Scars)
+5 Kn (Religion) (2 rank +0 Int + 3 CS)
+2 Kn (Planes) (2 ranks +0 Int)
+6 Profession (Herdsman) (1 rank +2 Wis +3 CS)
+4 Ride (1 rank +0 Dex +3 CS)
+7 Sense Motive (2 rank +2 Wis +3 CS)
+4 Spellcraft (1 rank + 0 Int +3 CS)
+6 Survival (1 rank + 2 Wis +3 CS)
Spells
5/5/4
Spells Prepared:

Equipment: 950 gp
+3 Full Plate 10,650 gp
+1 Cold Iron Greatsword: Gorum-var (Gorum’s Arm) 4,400 gp

Background: [sblock] Far to the north, on the frigid plains of the Realm of the Mammoth Lords, Denir came to be called to the service of Gorum, The Iron Lord. Denir was a member of the Bear Pelt tribe and grew up near Tolguth. Denir saw both the giant mammoths on the open plain and the strange giant lizards that inhabited the valley near the walled village. As a young boy Denir watched over the goats outside the village walls and brought them in every night. Until the ominous day when the horrors of the Worldwound spilled over into Tolguth. The demons came roaring over the hills, and Denir forgot his goats and made for the wall. He made it inside the village gates just before they were closed. The goats may have at least slowed down the demons as they stopped to devour them. But as often happens the demons breached the wall. Demons were dying left and right under the weapons of the Kellid defenders, but still many demons were loose, chasing down people between the wood and hide homes. Denir was being chased by a slavering, fanged monstrosity when he was cornered behind a wooden building. He was just 12, and not a warrior. He was a goat herder. Yet, for some reason he did not understand, his eye, his focus was drawn to a fallen warrior. That warrior was holding a large sword in his lifeless hand. The sword called to him, spoke to him, drew him in. He picked it up and felt the cold iron in his hands, felt the power in the iron, the power in the sword. He was no longer scared, no longer felt he needed to run, no longer wanted to. Even though the sword was bigger than he was and weighed half as much as he did, if felt light in his hands. He felt another pair of hands within his hands, something powerful. Those hands, both pairs swung the sword and connected with the demon just as it was about to bite into him. The sword clove the beast in two. Denir stood there panting as the feeling of otherworldly hands left him. He looked down at the sword, on the guard was a symbol, a mountain with a sword sticking out of it. The symbol of Gorum. When Denir emerged from the alley, with a bloody sword, dragging a demon head behind him it was clear he was no longer going to be a goat herder.
From then on Denir trained with the warriors. He held onto that sword he found and used it, even when it was still too big for him. He traveled by himself into the Tusk Mountains to find the original Temple of Gorum. He did not find the legendary temple, but he did find a temple. He spent a few years in the temple learning to wield the sword and give proper respect to Gorum. At times, Denir could feel the presence of Gorum through the sword.
At age 18 he returned to Tolguth to take his warrior trials. He had grown into a tall, strong man, well deserving of the Bear Pelt clan. He passed the trials with ease, and was induced as a full warrior of the tribe. To symbolize his new status, the shaman took a bear’s paw, and using the sharp claws of the paw, the shaman drew the claws across his chest twice, across his back twice and down each arm from shoulder to wrist. Denir stood and made no sign as the ritual was done. For the next month in the wounds from the scars, fresh ash and boiled sheep urine was rubbed into the scars. These caused the scars to be black as they healed up without getting any pus.
As a full warrior of the tribe he routinely patrolled near the Worldwound. He made sure that the demon incursions were minimized. His constant exposure led to him being contaminated and corrupted several times from the demonic emanations from the Worldwound. One time he even grew horns. He underwent several ritual purifications. They made the warrior trials look like riding a mammoth. The pain was severe. It only strengthened his resolve however.
Then one day a bad incursion had occurred. He was part of a war party chasing the demons down to prevent them from getting to Tolguth. The demons had kidnapped a family and were bringing them back for sacrifice or corruption. The party followed the demons as far as they could. The mammoths would not go into the Worldwound nor would the rest of the warriors. Denir shrugged and continued on. He had caught three of the demons and slew them and freeing three children who ran back to the war party. Denir ran after the last demon, a huge beast who was carrying the parents. Out of nowhere another demon appeared, summoned most likely. He carried a staff that glowed a sickly green. He swung it and connected with Denir. A flash of green light and then blackness. Denir awoke alarmed, but he was no longer in the Worldwound. Somehow he was Brevoy he discovered. He has spent many months traveling back to his home of the other side of the Worldwound. While in Mendev, he fell in with some other travelers and found himself fighting against the forces of evil with them. He still plans to return home. But for now, these people have become his friends, the only ones east of home. So he has stayed to help them finish what was started.
One time, the female sorcerer Meliara asked him why he was trying to stop the demons if his god encouraged battle. Denir answered “Yes, Gorum reveres battle. But if the demons take over, they will destroy everything and there will be no more battle. They will lay waste to the land then leave. There will be no more battle. Demons have no honor, they only slaughter. Gorum celebrates battle, the skill of the sword, the bravery, the honor of facing a foe and defeating them. Gorum does not flee from a fight, but neither does he start them. Yes, worship of Gorum comes in the ringing of sword against sword. In combat, determined, combat, not the slaughter of innocents, in that there is true honor for Gorum.”
[/sblock]
Appearance: [sblock] Denir looks like many of his Kellid brethren. He is tall and muscular, his skin is a deep tan that all Kellids have. His black hair hangs about his face, through he sometimes wears a leather cord around his head to keep the hair out of his face. His arms, chest and back are covered with the scars of his ritual of manhood, deep raised scars cross his back and chest forming an “V” on each side. Four long scars drag down each arm from shoulder to wrist. All three sets of scars meet at the shoulder. The scars appear as though a bear had mauled him, although all the scars are black against his brown skin. His dark eyes flash with a fierce light, either from his upbringing or his faith. His armor is a dull iron, battle worn, but extraordinarily functional. The Sword and Mountain of the Iron Lord is on the chest of his armor.
Denir appears as a grim, dour man. Until you get to know him. He has a streak of laughter in him, deeply hidden, but it comes out at times, with those he trusts as clan-worthy. Though when he is in battle, he does often smile for it is then that he serves The Iron Lord as best he can. Battle and Destruction for the Glory and Honor of Gorum.
[/sblock]
[/sblock]
 

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