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

The new and improved Vakeva Kiihko is posted in the RG and ready for review.

We are ready to approve 'Keva with the following notes: We haven't sorted out your skill points yet. I assume they are right, just haven't had time to figure. Takes us longer when you don't break out the bonuses and ranks. Which skill are you enhancing with the Militia Veteran trait? I assume you plan on others using your Metamagic Rod (Lesser Extend), Pearl of Power (1st Level) and Wand (Cure Light Wounds - 50)? Presumably to get an extended Mage Armor or two cast each day and to patch you up when even that doesn't keep you from getting hurt? Still need to tally up your gear spending as well. I assume you are making the arrows yourself?

Iomedae has smiled upon for your heroic actions in the past.

You may add the following ability to your Stolen Fury trait:
Stolen Fury (Champion): The PC gains a +2 trait bonus on Fortitude saves. By expending one use of mythic power as a swift action, she can ignore a single demon's damage reduction for i minute, and increases the critical multiplier of any weapon she wields against that demon by 1.

You may add a permanent +2 untyped bonus to the skill of your choice. Please let us know which skill you choose.

You may add 5 permanent hit points to your total.

He's already in the RG, so just put these additions into place.
 

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What I have so far:

[sblock=Isolde Lianne Faithborne : Human Cleric of Sarenrae]INFORMATION
Name: Isolde Lianne Faithborne
Race: Human
Class: Cleric
Level: 6
Alignment: Neutral Good
Languages: Common
Deity: Sarenrae
Size: Medium
Gender: Female
Age: 22
Height: 6-1"
Weight: 185#
Hair Color: Blond
Eye Color: Green
Skin Color: Tan

ABILITIES
STR 14 +2 [3 points, +1 4th level]
DEX 12 +1 [2 points]
CON 14 +2 [5 points]
INT 10 +0 [0 points]
WIS 16 +3 [5 points, +2 Race]
CHA 14 +2 [5 points]

COMBAT
HP: 50 [6d8+12]
AC: 21 [10 base, +1 Dex, +7 Armor, +3 Shield]
AC Touch: 11 [10 base, +1 Dex]
Flatfooted: 20 [10 base, +7 Armor, +3 Shield]
Init: +1 [1 Dex]
CMB: +6 [4 BAB, +2 Str]
CMD: 17 [10 base, +4 BAB, +2 Str, +1 Dex]
Fortitude: +7 [5 Base, +2 Con]
Reflex: +3 [2 Base, +1 Dex]
Will: +8 [5 Base, +3 Wis]
Speed: 30'

WEAPON
+1 Cold Iron Scimitar: Attack: +7 [4 BAB, +2 Str, +1 Magic]
Damage: 1d6+3, Crit: 18-20; x2+2 fire, Type: S

RACIAL
Abilities: +2 Wis
Size: Medium
Speed: 30'
Favored: Cleric (+1 bonus on CL checks made to overcome the SR of outsiders/level)
Skilled: +1 skill point
Bonus Feat: +1 feat

CLASS: Cleric
Armor/Weapons: Light, Medium, Shield (-Tower) / simple, scimitar
Aura: Good
Channel Energy: 3d6; 7/day; heal living or damage undead; 30 feet radius; Will save for half damage, DC 17
Domains: Good, Healing

FEATS
Alignment Channel: Evil (human) - can choose to channel energy heal/harm evil outsiders
Improved Channel (1st) - Add 2 to the DC of saving throws made to resist the effects of channel energy ability.
Extra Channel (3rd) - Can channel energy two additional times per day.
Channeled Shield Wall (5th) - As a swift action, can spend a use of channel energy to grant yourself and adjacent allies a +2 deflection bonus while using a shield for 6 minutes.

TRAITS
Flame of the Dawnflower (Sarenrae) - Whenever a critical hit with a scimitar is scored, deal 2 additional points of fire damage to the target.
Beacon of Faith - Once per day as a free action, may treat your caster level as if it were 2 levels higher when using one of the granted powers of a domain or when casting one of the domain spells.
Touched by Divinity - Begin play with a silver holy symbol of Sarenrae for free. Gain Cure Light Wounds as a spell-like ability usable once per day (1d8+5).

MYTHIC:
Mythic Feat:
Extra Mythic Power (Mythic) - Gain two extra uses of mythic power each day.
Hard to Kill (Ex) - Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): 7/day
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Divine Surge:
Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. This spell must be one you prepared today. You can't apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.
Path Ability:
Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

SKILLS 18 [(2 base, +1 race) x 6 levels]:
Diplomacy +11 (6 ranks, +3 CS, +2 Cha)
Heal +12 (6 ranks, +3 CS, +3 Wis)
Sense Motice +12 (6 ranks, +3 CS, +3 Wis)

CARRYING CAPACITY
Light: 58#
Medium: 116#
Heavy: 175#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
+1 Cold Iron Scimitar (4330gp, 4#, belt)
+1 Mithral Breastplate (5200gp, 15#, worn)
+1 Mithral Heavy Steel Shield (2520gp, 7.5#, carried)
Silver Holy Symbol (0gp, 1#, neck)
Backpack (2gp, 2#, back)
Ioun Torch (75gp, 0#, backpack)
4 Wands of CLW (3000gp, 0#, backpack)
17 Potions of CLW (850gp, 2#, backpack)
18 Days of Iron Rations (9gp, 18#, backpack)
2 Waterskins (2gp, 8#, backpack)
Total (15988gp, 57.5#, light)

FINANCES: 12 gp

DOMAINS:
Good:
Touch of Good (Sp): As a standard action, can touch a creature granting a sacred bonus of +3 on attack rolls, skill checks, ability checks, and saving throws for 1 round and can be used 6/day.
Domain Spells: 1st-protection from evil, 2nd-align weapon (good only), 3rd-magic circle against evil
Healing:
Rebuke Death (Sp): As a standard action, can touch a living creature below 0 hit points, healing it for 1d4+3 points of damage and can be used 6.day.
Healer's Blessing (Su): All cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st-CLW, 2nd-CMW, 3rd-CSW

SPELLS
Orisons: 4
1st Level: 4+1
2nd Level: 4+1
3rd Level: 3+1[/sblock]

Isolde is approved. Please place her in the RG thread with the following modifications and one or two considerations. You do now explicitly state which Mythic path you are choosing. It appears to be Hierophant and the following additional trait power is based on the assumption that you did in fact choose Hierophant. Also you do not appear to have picked spells yet, unless I missed an updated version of the character later in the thread. And we would like to see background/history. BTW, I love the Ioun Torch. I used to do that way back in the 1e days.

Iomedae has smiled upon you for past actions:
Touched by Divinity (Hierophant): The PC can select a second domain granted by her affiliated deity. She can use the ist-level spells of both domains as spell-like abilities a number of times per day each equal to her mythic tier. By expending one use of mythic power, she may use any
of these two domains' spells as a spell-like ability, but may only use spells of a level equal to or less than her mythic tier. (At this point I believe that lets you add Protection from evil as a spell like ability. As you get more Mythic Tier's this is going to be quite potent I'm thinking.)

You may add a permanent +2 untyped bonus to the skill of your choice.

You may add 5 permanent hit points to your total.

One additional thought--Healer's Blessing does not apply to wands or potions (of which you have a surprisingly large quantity), but does apply to Scrolls and of course staves. At least that's my understanding. The rules are not very clear on this, but comments made by the designers with regard to other domain powers seem to support my ruling.
 
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Queenie! Fenris! Dislike the hassle of making mages? If only there were someone around who not only had a lot of experience and ideas, but who really enjoyed the mental challenge!

Oh wait!

(^_-)

Okay, so firsties, my reaction to your sheet. First, the things that popped at me as good.

That Wild Arcana thing is BONKERS good. Oh my god. That opens things up for sorcerors SO MUCH. I'd have been fighting with you over having an arcanist if I'd noticed that before. :)

Also, you have a solid list of spells. That list isn't going to let you down.

Lastly, the items you have are good. Can't see anything wrong with 'em. At our level, getting a numerical edge is pretty important, so don't be afraid not to have 'cool, quirky' items. There'll be plenty of time for those once you're sitting pretty in the math.

Now, the stuff that popped at me as maybe needing some revisiting. Note that my suggestions and reactions are based entirely on my very subjective analysis based on the rules of play and my own personal playstyle...so feel free to shrug and say, "But I like it" and I'll have no complaints. My goal is to warn you of possibilities that might not have been immediately obvious during creation, which make abilities that seem cool on paper into substantially less cool ones in play.

That said, Abundant Casting is...kind of...meh? I mean, it could be pretty decent, but only if you had spells to take advantage of it. Which you kinda...don't. I mean, I guess you could use it to Charm two Persons instead of one, but honestly that spell is usually very situationally useful since it's not good for combat (that +5 to save hurts) and most people who aren't enemies you won't want to invade the mind of and subvert to your will. It's good for interrogations, but that's rarely something you'd have two people in the same room for. And I'll say too that most sorcerors don't need to worry TOO much about this sort of thing. They can repeat-cast spells if they need to affect more targets. This path feature feels more aimed at wizards to me, who must try to make every spell they cast maximally efficient, because they may not have another one prepared.

So what are some other possible Path choices? I'll quickly lay a few out.

[sblock]Competent Caster - You autosucceed Concentration checks on any spell that's not of your highest castable level. This is deceptively good, because it lets you pull stunts that sane mages never would. It also frees you up from needing to spend resources (feats, traits, etc) on pumping your Concentration score...which in your case would save you a Trait which you could then spend on something else.

Coupled Arcana - This has really amazing potential, but it doesn't really work with the Arcane Bloodline. I have an idea about that though, farther down where I make some more suggestions. I'll revisit this path ability in that discussion.

Deep Understanding - Spellcraft becomes in many ways obsolete for you. You auto-ID spells cast nearby you, and you basically get Identify for free with Detect Magic. This is pretty sweet for a sorceror, as they tend to lag a bit in Spellcraft because they're cute, not smart. *eyeroll* And using Detect Magic to ID items is SO MUCH faster than Identify, allowing the use of items found on the fly, rather than having to wait for downtime to get the goodies. In your case, it would mean that Magic Aptitude feat is mostly obsolete, freeing you up to take something else. What else? Bear with me on that.

Elemental Bond - You've got mostly Fire spells so far at least. If you want to embrace that theme, consider the Elemental Bond trait. Bonus to caster level, but more significantly a scaling Resistance against that element. Since fire is a super-common attack type, permanent fire resistance is pretty sweet.

Enduring Armor - Permanent Mage Armor. You can trade in those Bracers for something nice, cuz this is leagues better. Nuff said.

Energy Conversion - You have a lot of fire, but sadly demons are often resistant to it? What's a mage to do? Change it. This honey of a power lets you swap spells with the four classic elemental energy descriptors (fire, lightning, acid and cold) to any OTHER of the four classic elemental energy descriptors! Costs a mythic power use, but honestly that's probably more than worth it.

Flexible Counterspell - If you take Deep Understanding right away, then take this one when we get a mythic powerup.

Mythic Bloodline - It's not bad, but isn't tops for Arcane. But read on, because I have a suggestion vis a vis that.[/sblock]

Now, Magic Aptitude is not a strong feat choice in my opinion. Unless you need it for some prereq, or are set on it for RP purposes, there are stronger choices. Spellcraft is not all that great a skill to start with, and +10 isn't much worse than +12. Use Magic Device is nice, but again...+2 isn't that big a deal, especially since you're going to be cranking your charisma. But what to take? I have an idea, and it relates to Bloodline.

So, Arcane Bloodline is actually pretty good for sorcerors, but it feels funny to have two sorcerors of the same bloodline. And there are so many options. I know you want a familiar, but there's a way to get one; Eldritch Heritage.

The way it works is this: At first level you have to unfortunately use a feat...happily, you can use it on something useful, Skill Focus for any Knowledge Skill. Arcana is good, or Local if you prefer. At 3rd level take the Eldritch Heritage feat for Arcane bloodline. This gives you the 1st level bloodline feature, which happens to be: Arcane Bond. Boom, familiar. Now you can take Improved Familiar as normal.

I admit, two feats is a stern price for one class feature...so it may not be for you, but I wanted to put it forward, since it lets you get the happy familiar feature with any bloodline.

But then, what do other bloodlines offer?

Maestro is pretty thematic for your character, and adds some bardic goodies, but may not suit your build since you seem to be focusing on firepower more than enchantment/saves. Celestial gives some really nice goodies too, especially at higher level. My reading shows that this adventure path actually goes to level 20 too, which means you'd eventually get the SUPER nice Celestial capstone feature. And as an aasimar, it's also very thematic. An Elemental bloodline serves you well if you want to be a 'blaster' mage. Starsoul is interesting too.

One thing about changing bloodlines is that some bloodlines have abilities that would synergize rather well with the Wild Arcana and Coupled Arcana mythic features. Coupled Arcana means anytime you use a bloodline power, you can use a mythic ability at the same time as long as it uses the same type of action or is faster. Here's what you'll be doing though: Standard action to activate a bloodline feature (the celestial holy blast, elemental blast, or whatever), then activate Wild Arcana which is a swift action, to cast -any spell you want-. Spell plus bloodline power, all in the same action. This is less useful for Arcane bloodline, since they don't have many options that would be useful to couple like that. But other bloodlines have plenty of things that could make this cool.

If you're good with Arcane, then I'd still recommend changing Magical Aptitude. Solid ideas for that would be:

Dodge (+1 infinitely stackable AC ain't bad)
Point Blank Shot (boosts the attack roll and damage of most of your Ray spells, also helps boost your crossbow attacks)
Spell Focus for Evocation wouldn't be a terrible idea, though your DC will already be pretty high.

So yeah...basically, your build is good. You don't -need- to change a thing. If you were to change any one thing, I'd say get something other than Magical Aptitude. I'd also change your Path ability.

Changing bloodlines is more complicated, but it could be done if you don't mind spending some feats.

Once you settle on feats, choosing a mythic feat becomes much easier. :)
 

Shayuri, have I mentioned yet that I love you? If not, well, I Love You!!! lol Someone please rep her for me, I can't do it again yet!

A lot of the things you bring up about being "weaker" choices were things I was really iffy on in the first place. Particularly Magical Aptitude and the Abundant Casting, which was tied as a choice with Energy Conversion and one other I can't recall right now. So you just confirmed my iffiness lol.

When Fenris gets home we'll look this stuff over together and make it work. Thank you again SO SO much. It had to take quite some time to look these things over and write this up. I realize everyone has different play styles but as someone who hasn't gotten to play a lot since my gaming group broke up, I definitely appreciate different opinions on how things work.

Oh, and Wild Arcana does seem awesome, right? I can't wait to use it :D
 

As to unbreaking Queenie. You could go with a mythic familiar enhancement, but really I think it pretty weak. I would think Mythic Spell Lore would be more your style. Did you read the Mythic version of fireball? I like Mythic blink personally. Those are just two that jumped out at me as being fun. I'm sure there are others.

The magic items you've listed aren't bad, just somewhat lacking in excitement. I'd consider a wand or meta magic rod. Staffs are unfortunately, our of your price range.

Yeah, I know they are kind of boring. They were just the basic things I remember being useful from my games long ago. A meta-magic rod sounds exciting though ;-)

I'll take your suggestions with Shay's and hopefully get this character finished!

Heh! I feel for you, Fenris.

My wife has been having a back issue for the last 18-20 months or so. She really doesn't want surgery, but I am afraid that it may come to that, eventually. Care to share your experience with how it did or did not adequately resolve your issues?

As previously stated in this message, FULL-ON WIFE PERSON, not just gal, but thanks! :) She's feeling some better, just still having a bit of a lingering snot problem, nothing we can't deal with one way or another. Her ENWorld profile: Lynda Lawless

:p Firstly, your wife is still your gal, no? Well, I hope you didn't take offense to that.

I have no problem talking about my back issues! Especially if it ends up helping somebody. This is my 3rd back surgery and my 2nd spine fusion. I had a bad car accident in 2003 and have been suffering / getting worse ever since with multiple issues. I don't want to muck up this thread though, I'm sure no one else wants to hear my whining ;)

I'll PM you.
 

We are ready to approve 'Keva with the following notes: We haven't sorted out your skill points yet. I assume they are right, just haven't had time to figure. Takes us longer when you don't break out the bonuses and ranks. Which skill are you enhancing with the Militia Veteran trait? I assume you plan on others using your Metamagic Rod (Lesser Extend), Pearl of Power (1st Level) and Wand (Cure Light Wounds - 50)? Presumably to get an extended Mage Armor or two cast each day and to patch you up when even that doesn't keep you from getting hurt? Still need to tally up your gear spending as well. I assume you are making the arrows yourself?

Militia Veteran trait goes to Survival. Favored Class Bonus goes to Skill Point at every level, giving 4 + 1 (Int) + 1 (FC) = 6/Level or 36 Points.

Ranks are as follows: Acrobatics (6), Climb (1), Craft (Bows 6), Knowledge (History 4, Planes 1, Religion 4), Linguistics (2), Perception (6), Profession (Trapper 1, Wilderness Guide 1), Survival (3), Swim (1).

You are correct about the Rod, Pearl and Wand.

Hold up on looking at equipment. I hadn't thought about making the arrows, and as I went through to figure the cost savings, something looked hinky. I'll let you know when that's fixed.

Iomedae has smiled upon for your heroic actions in the past.

You may add the following ability to your Stolen Fury trait:
Stolen Fury (Champion): The PC gains a +2 trait bonus on Fortitude saves. By expending one use of mythic power as a swift action, she can ignore a single demon's damage reduction for i minute, and increases the critical multiplier of any weapon she wields against that demon by 1.

You may add a permanent +2 untyped bonus to the skill of your choice. Please let us know which skill you choose.

You may add 5 permanent hit points to your total.

He's already in the RG, so just put these additions into place.

Are the +5 HP in addition to the 5 already gained for going Mythic?
 
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OK, 'Keva's ready now. I did change to have him craft the arrows himself, so the Durable Cold Iron arrows cost 1 gp each. I figured the Blunt Durable Silver arrows at 6 gp suggested retail, meaning they cost him 3 each.

Reduced the charges on the CLW wand to 30.

Questions answered about the Mythic stuff, I think. Everything you mentioned other than the skill bonus was already on his RG sheet. Adding the untyped bonus to Acrobatics, bringing the total for that skill to +13.
 

Also put the cost of each Gear item in parentheses after the item so you won't have to go look every one of them up. Cost listed is for the total number, not per piece.
 

Lol! It's definitely his problem :-p Part of the issue (I don't recall if I mentioned it here) but I recently had spine fusion surgery so I'm *occasionally* out of it due to the drugs and headaches and side effects.
No comment from the peanut gallery about my normal loopieness level!! (I'm looking at you Scott)

;)[/QUOTE]
Er . . . . .D'Oh! Urmmmm :blush:

un-breaking the queen of loopy
Okayyyy then. For magic items I recommend AC bonus and saving throw bonus items. Pearl of power is a priceless item for spell casters. I have a wizard 10 fire mage with an investment of 20,000 in pearl of power, Yes, that is a whole freaking bunch. That is 3 pop 1, 2 pop 2 and 1 pop 3 which gives 3 offensive, 2 defensive and a buff up. only one is a fire spell. Variety being the spice of life. I recommend two defensive items. one to boost natural ac and one to give an enchantment bonus. The cloak of resistance is a common goody that gives a plus on all 3 saves. Later invest in stat boost items. If you plan on using ray or other ranged touch spells a good thing to have plenty of is dex boost such as cat's grace.

my 2 1/2 coppers
 

On Sir Shelden, I am changing a bit of gear.

1) I am removing mithral from shield and armor for a savings of 1600 gp

2) I am changing chain shirt to breast plate. difference included in savings calculated

3) buying mule back cords to increase carrying capacity to that of str of 22.

that leaves about 1000 left to spend. Thinking of buying a wand of cure.

Thank you to Fenrus for the food for thought on this. Any further thoughts on this?
 

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