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High-level Pathfinder Planar Game: The Lich-Queen's Beloved
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<blockquote data-quote="Shayuri" data-source="post: 6588880" data-attributes="member: 4936"><p>And, right on schedule. Queenie, here's another look at your character. Did a bit more work on it. Very happy with how it's going. There's gonna be some text in this post, so I'll be doing some sblocking. The tactics of this character take some explaining, but once you see how the pieces fit together I think you'll see where I'm going with it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p><p></p><p>You'll see I haven't completely used everything up. There's a feat left unused still, a little cash in her pocket, and in particular I think there's a few more spell selections that would work for her that you can get with the Human racial Favored Class option for Oracles. I can fill some of that in soon if you wish. Let me know if you want me to leave you anything mechanical to decide.</p><p></p><p>So Queenie here is an oracle focused on Control, via single-target and area enchantment powers that deny actions, party buffs, and self-buffs. She has a limited selection of direct-damage spells as well.</p><p></p><p>[sblock=Self-buffs]Key to her self-buffing power is a spell called Moment of Greatness. It doubles the effect of a morale bonus. This means, if she casts Dance of 100 Cuts on herself, and then Moment of Greatness, she gets +10 (!) to hit, damage, saves, and AC. She can do this in one turn, with two 5th level slots (quickening Moment of Greatness), and gain full benefit the following turn. If you have another turn to prep, you can throw out a Divine Favor (+3 to hit and damage that stacks with the previous), and maybe Greater Angelic Aspect for energy resists and flight and so on.[/sblock]</p><p></p><p>[sblock=Party Buffs]Party buffs center around the stacking of Prayer (luck bonuses and debuff to enemies) and either Good Hope or Heartening Presence. Good Hope is a 3rd level spell, and has the advantage of buffing damage as well as attack rolls. Heartening Presence has the advantage of not using a spell slot, and is nonmagical. You also have a feat called Battle Cry which gives the same bonuses as Bless, but has two massive advantages: It is a Swift Action, and it ALSO gives a free reroll to a failed save for all affected parties, per use. THAT is far more valuable than a mere +1 to hit, and is the reason you have the feat. You can lead off with Battle Cry, then do Good Hope and/or Heartening Presence, and then maybe Quicken a Prayer if you feel like it. All party buffs then go out in a single round. We all get +3 to hit, saves, checks, and damage. Enemies get -1 to the same (which is effectively another +1 to us by comparison) AND we get a free reroll of a failed save. And if we use that reroll? No problem, just rip off another Battle Cry. It's a quick action and you can do it 10 times per day.[/sblock]</p><p></p><p>[sblock=Direct damage]So here we have it easy. You have Admonishing Ray, which is sort of like Scorching Ray except it does nonlethal 'force' damage. It's only 2nd level though, so if you double it up with Quicken, you can potentially do 24d6 damage if all the rays hit. A little self-buff prior to this will make it hard to miss. Nonlethal damage means overkill isn't an issue, but does mean it won't work against undead. So you have Flame Strike, which is straight up 15d6 damage, half-sacred, which will do the job admirably. You CAN quicken it, but doing so makes it 9th level, so a 30d6 FlameStrikeNova is an expensive proposition for you. I also counted Summon Monster IX as a direct damage spell, since usually you'll be summoning heavy hitters like elder elementals, trumpet archons or astral devas. Those last two are also powerful divine spellcasters by the way, so you can also use them for additional healing and support.[/sblock]</p><p></p><p>[sblock=Control]This is where she shines. Anything that isn't immune to mind-affecting effects is going to have a bad day with her. Anything that is will still have to watch out for Holy Word and Reverse Gravity, either of which can transform a battle in an instant. Tactics to consider; rather than starting off a hard fight with buffs, start off with Serenity or Overwhelming Presence for groups, or Euphoric Tranquility for a single target. Serenity inflicts considerable nonlethal damage anytime an affected enemy tries to take any kind of hostile action. Overwhelming Presence forces up to 18 enemies to prostrate themselves before you, rendering them helpless. Euphoric Tranquility causes the target to become so blissed out that it refuses to fight or do anything other than just try to get away if it's attacked. And noncombat, it's attitude becomes Helpful, regardless of what it was before.[/sblock]</p><p></p><p>There's also a few fun things I threw in. For example, she has two gloves of storing, and her armor is Glamered. This means she can go from a slinky evening gown to fully armed and armored as a free action. The gloves of storing are actually crucial for her melee combat, by the way. She has a feat called Dervish Dance, that allows her to use her Dex bonus for damage as well as to hit, with a scimitar (which just struck me as a very 'Sune' weapon). But it requires that she not be using a shield. However, she really needs that shield to get her AC at a decent level (note - with the Dance and Moment of Greatness, her AC is a mind-boggling 48!). The glove of storing lets her switch her shield off, do her attacks, and switch it back on, all within the space of her turn...getting full advantage of her feat, and full advantage of her shield.</p><p></p><p>Crunching a little numbers, with the self-buffs in place, she has +35 to hit, does 1d6+22 damage, and threatens crits on 15 or better. If her target is evil, that's 3d6+22.</p><p></p><p>We can do better.</p><p></p><p>There's a spell called Eagle Soul, which I want to get with one of her Favored Class picks. Having that active means she can get another +2 AC (Hello 50!) and <em>automatically confirm crits against evil foes.</em> And she threatens crits on 25% of her hits.</p><p></p><p>6d6+44 damage sound pretty good? You can do that.</p><p></p><p>Her big expenditure, itemwise, is a thing called Eyes of the Dragon, which gives low light and darkvision and blindsense and long-distance vision and they're pretty nice. That said, there are cheaper items if you want more money to play with.</p><p></p><p>And remember, if you're concerned about taking the time to buff, you can open up with one of your mind-crushing control spells, then take a round or two while they reel from that to get ready. You have a lot of options in any given fight to decide what threat level a given encounter is, and decide on what response is warranted. For your final feat, I'd probably get either Silent Spell or Heighten Spell, or maaaaaaaaaybe Spell Focus: Abjuration.</p><p></p><p>[sblock=Queenie]</p><p>Female Human Oracle 18</p><p>Alignment: Chaotic Good</p><p>Age: ?</p><p>Languages: Common</p><p></p><p>Appearance: </p><p></p><p>Statistics</p><p>Str: 11 (+0) 1</p><p>Dex: 16/22 (+6) 10</p><p>Con: 14/20 (+5) 5</p><p>Int: 10 (+0) 0</p><p>Wis: 12 (+1) 2 </p><p>Cha: 18/30 (+10) 10</p><p></p><p>Hit Points: 184</p><p>Armor Class: 38 (10 + 6 dex + 9 armor + 7 shield + 5 deflection +1 dodge)</p><p>Initiative: +6</p><p>BAB: +13/+8/+3</p><p>CMB: +13</p><p>CMD: 19</p><p>Speed: 30'</p><p></p><p>Saves</p><p>Fort: +16</p><p>Reflex: +17</p><p>Will: +17</p><p></p><p>Feats</p><p>b Dodge</p><p>1 Weapon Finesse</p><p>3 Martial Weapo Prof: Scimitar</p><p>5 Dervish Dance</p><p>7 Battle Cry (swft act; +1 morale atk, +4 vs fear, reroll save 1/use, use 10/day)</p><p>9 Spell Penetration</p><p>11 Greater Spell Penetration</p><p>13 Quicken Spell</p><p>15 Spell Focus: Enchantment</p><p>17 </p><p></p><p>Racial Abilities</p><p>+2 Charisma</p><p>Medium, normal speed</p><p>Bonus Feat</p><p>Bonus Skills</p><p></p><p>Class Abilities</p><p>Mystery - Joy</p><p>Oracle's Curse - Haunted (retrieving gear is std action or longer, dropped items land 10' away)</p><p>Orisons</p><p>Mystery Spells</p><p>Revelations (DC 29)</p><p>- Heartening Presence (Allies within 100' gain +2 to attacks, skills, saves for Chamod rounds as std action, 3/day)</p><p>- Instant Friends (1 creature who can understand your speech makes will save or is charmed, up to 18 min/day)</p><p>- Perseverence (Gain Endurance, Diehard and Heroic Defiance as bonus feats)</p><p>- Shout of Ecstacy (9d6 sonic dmg and deafen 1d4 rnds, fort save for 1/2 dmg and no deafen, 15' cone, 3/day)</p><p>- Uplifting Joy (Fly 90/perfect, 18 min/day)</p><p></p><p>Skills 90 </p><p>Diplomacy +31 (18rnks + 10 cha + 3 class)</p><p>Heal +14 (10rnks + 1 wis + 3 class)</p><p>Knowledge Planes +13 (10rnks + 3 class)</p><p>Knowledge Religion +13 (10rnks + 3 class)</p><p>Perform +31 (18rnks + 10 cha + 3 class)</p><p>Sense Motive +19 (15rnks + 1 wis + 3 class)</p><p>Spellcraft +12 (9rnks + 3 class)</p><p></p><p>Spellcasting</p><p>Oracle CL 18 (concentration +28, SR check +22), Base DC 20+lvl</p><p>Slots</p><p>1 - 6/6, 2 - 6/6, 3 - 6/6, 4 - 6/6, 5 - 6/6, 6 - 6/6, 7 - 6/6, 8 - 5/5, 9 - 3/3</p><p></p><p>0 - 9, Create Water, Purify Food, Detect Magic, Enhanced Diplomacy, Guidence, Light, Mending, Spark, Stabilize, Mage Hand, Ghost Sound</p><p>1 - 5, Bless, Tap Inner Beauty, Sanctuary, Command, Moment of Greatness, Divine Favor, Cure Light Wounds</p><p>2 - 5, Admonishing Ray, Align Weapon, Early Judgement, Lesser Restoration, Spiritual Weapon, Levitate, Minor Image, Hideous Laughter, Cure Moderate Wounds</p><p>3 - 4, Good Hope, Invisibility Purge, Magic Circle vs Evil, Prayer, Protection vs Energy, Cure Serious Wounds</p><p>4 - 4, Death Ward, Cure Critical Wounds, Divination, Blessing of Fervor, Freedom of Movement, Restoration</p><p>5 - 4, Telekinesis, Dance of 100 Cuts, Cleanse, Commune, Serenity, Flame Strike</p><p>6 - 3, Joyful Rapture, Greater Dispel Magic, Heal, Wind Walk</p><p>7 - 3, Reverse Gravity, Waves of Ecstacy, Greater Restoration, Holy Word, Resurrection</p><p>8 - 2, Euphoric Tranquility, Greater Angelic Aspect, Greater Spell Immunity</p><p>9 - 1, Overwhelming Presence, Summon Monster IX</p><p></p><p>Personal Buffs</p><p>- Tap Inner Beauty</p><p>- Divine Favor</p><p>- Dance of 100 Cuts (+5 morale to hit/dmg/ac, must move 10' and/or make melee attacks, 1rnd/lvl)</p><p>- Greater Angelic Aspect</p><p>- Greater Spell Immunity</p><p></p><p>Party Buffs</p><p>- Bless</p><p>- Good Hope</p><p>- Prayer</p><p>- Blessing of Fervor</p><p>- Wind Walk</p><p></p><p>Control</p><p>- Command</p><p>- Hideous Laughter</p><p>- Early Judgement</p><p>- Telekinesis</p><p>- Serenity</p><p>- Joyful Rapture</p><p>- Reverse Gravity</p><p>- Waves of Ecstacy</p><p>- Holy Word</p><p>- Euphoric Tranquility</p><p>- Overwhelming Presence</p><p></p><p>Direct Attack</p><p>- Admonishing Ray</p><p>- Spiritual Weapon</p><p>- Flame Strike</p><p>- Summon Monster 9</p><p></p><p>Equipment</p><p>Cash: 17.2k/530k</p><p></p><p>Weapons</p><p>Holy Keen Scimitar +3, +22 atk, 1d6+9 dmg, 15-20x2 crit, 72k</p><p></p><p>Armor</p><p>Mithril Glamered Chain Mail Shirt +5, +9 AC, ACP 0, 10lbs, 28.8k</p><p>Mithril Large Shield +5, +7 AC, ACP 0, 5lbs, 25k</p><p></p><p>Gear</p><p>+2 Charisma Book, 54k</p><p>Eyes of the Dragon, 110k</p><p>Belt +6 Dex, Con, 90k</p><p>Headband +6 Cha, 36k</p><p>Ring of Protection +5, 50k</p><p>Cloak of Resistance +5, 25k</p><p>2x Gloves of Storing, 20k</p><p>Handy Haversack, 2k[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6588880, member: 4936"] And, right on schedule. Queenie, here's another look at your character. Did a bit more work on it. Very happy with how it's going. There's gonna be some text in this post, so I'll be doing some sblocking. The tactics of this character take some explaining, but once you see how the pieces fit together I think you'll see where I'm going with it. :) You'll see I haven't completely used everything up. There's a feat left unused still, a little cash in her pocket, and in particular I think there's a few more spell selections that would work for her that you can get with the Human racial Favored Class option for Oracles. I can fill some of that in soon if you wish. Let me know if you want me to leave you anything mechanical to decide. So Queenie here is an oracle focused on Control, via single-target and area enchantment powers that deny actions, party buffs, and self-buffs. She has a limited selection of direct-damage spells as well. [sblock=Self-buffs]Key to her self-buffing power is a spell called Moment of Greatness. It doubles the effect of a morale bonus. This means, if she casts Dance of 100 Cuts on herself, and then Moment of Greatness, she gets +10 (!) to hit, damage, saves, and AC. She can do this in one turn, with two 5th level slots (quickening Moment of Greatness), and gain full benefit the following turn. If you have another turn to prep, you can throw out a Divine Favor (+3 to hit and damage that stacks with the previous), and maybe Greater Angelic Aspect for energy resists and flight and so on.[/sblock] [sblock=Party Buffs]Party buffs center around the stacking of Prayer (luck bonuses and debuff to enemies) and either Good Hope or Heartening Presence. Good Hope is a 3rd level spell, and has the advantage of buffing damage as well as attack rolls. Heartening Presence has the advantage of not using a spell slot, and is nonmagical. You also have a feat called Battle Cry which gives the same bonuses as Bless, but has two massive advantages: It is a Swift Action, and it ALSO gives a free reroll to a failed save for all affected parties, per use. THAT is far more valuable than a mere +1 to hit, and is the reason you have the feat. You can lead off with Battle Cry, then do Good Hope and/or Heartening Presence, and then maybe Quicken a Prayer if you feel like it. All party buffs then go out in a single round. We all get +3 to hit, saves, checks, and damage. Enemies get -1 to the same (which is effectively another +1 to us by comparison) AND we get a free reroll of a failed save. And if we use that reroll? No problem, just rip off another Battle Cry. It's a quick action and you can do it 10 times per day.[/sblock] [sblock=Direct damage]So here we have it easy. You have Admonishing Ray, which is sort of like Scorching Ray except it does nonlethal 'force' damage. It's only 2nd level though, so if you double it up with Quicken, you can potentially do 24d6 damage if all the rays hit. A little self-buff prior to this will make it hard to miss. Nonlethal damage means overkill isn't an issue, but does mean it won't work against undead. So you have Flame Strike, which is straight up 15d6 damage, half-sacred, which will do the job admirably. You CAN quicken it, but doing so makes it 9th level, so a 30d6 FlameStrikeNova is an expensive proposition for you. I also counted Summon Monster IX as a direct damage spell, since usually you'll be summoning heavy hitters like elder elementals, trumpet archons or astral devas. Those last two are also powerful divine spellcasters by the way, so you can also use them for additional healing and support.[/sblock] [sblock=Control]This is where she shines. Anything that isn't immune to mind-affecting effects is going to have a bad day with her. Anything that is will still have to watch out for Holy Word and Reverse Gravity, either of which can transform a battle in an instant. Tactics to consider; rather than starting off a hard fight with buffs, start off with Serenity or Overwhelming Presence for groups, or Euphoric Tranquility for a single target. Serenity inflicts considerable nonlethal damage anytime an affected enemy tries to take any kind of hostile action. Overwhelming Presence forces up to 18 enemies to prostrate themselves before you, rendering them helpless. Euphoric Tranquility causes the target to become so blissed out that it refuses to fight or do anything other than just try to get away if it's attacked. And noncombat, it's attitude becomes Helpful, regardless of what it was before.[/sblock] There's also a few fun things I threw in. For example, she has two gloves of storing, and her armor is Glamered. This means she can go from a slinky evening gown to fully armed and armored as a free action. The gloves of storing are actually crucial for her melee combat, by the way. She has a feat called Dervish Dance, that allows her to use her Dex bonus for damage as well as to hit, with a scimitar (which just struck me as a very 'Sune' weapon). But it requires that she not be using a shield. However, she really needs that shield to get her AC at a decent level (note - with the Dance and Moment of Greatness, her AC is a mind-boggling 48!). The glove of storing lets her switch her shield off, do her attacks, and switch it back on, all within the space of her turn...getting full advantage of her feat, and full advantage of her shield. Crunching a little numbers, with the self-buffs in place, she has +35 to hit, does 1d6+22 damage, and threatens crits on 15 or better. If her target is evil, that's 3d6+22. We can do better. There's a spell called Eagle Soul, which I want to get with one of her Favored Class picks. Having that active means she can get another +2 AC (Hello 50!) and [i]automatically confirm crits against evil foes.[/i] And she threatens crits on 25% of her hits. 6d6+44 damage sound pretty good? You can do that. Her big expenditure, itemwise, is a thing called Eyes of the Dragon, which gives low light and darkvision and blindsense and long-distance vision and they're pretty nice. That said, there are cheaper items if you want more money to play with. And remember, if you're concerned about taking the time to buff, you can open up with one of your mind-crushing control spells, then take a round or two while they reel from that to get ready. You have a lot of options in any given fight to decide what threat level a given encounter is, and decide on what response is warranted. For your final feat, I'd probably get either Silent Spell or Heighten Spell, or maaaaaaaaaybe Spell Focus: Abjuration. [sblock=Queenie] Female Human Oracle 18 Alignment: Chaotic Good Age: ? Languages: Common Appearance: Statistics Str: 11 (+0) 1 Dex: 16/22 (+6) 10 Con: 14/20 (+5) 5 Int: 10 (+0) 0 Wis: 12 (+1) 2 Cha: 18/30 (+10) 10 Hit Points: 184 Armor Class: 38 (10 + 6 dex + 9 armor + 7 shield + 5 deflection +1 dodge) Initiative: +6 BAB: +13/+8/+3 CMB: +13 CMD: 19 Speed: 30' Saves Fort: +16 Reflex: +17 Will: +17 Feats b Dodge 1 Weapon Finesse 3 Martial Weapo Prof: Scimitar 5 Dervish Dance 7 Battle Cry (swft act; +1 morale atk, +4 vs fear, reroll save 1/use, use 10/day) 9 Spell Penetration 11 Greater Spell Penetration 13 Quicken Spell 15 Spell Focus: Enchantment 17 Racial Abilities +2 Charisma Medium, normal speed Bonus Feat Bonus Skills Class Abilities Mystery - Joy Oracle's Curse - Haunted (retrieving gear is std action or longer, dropped items land 10' away) Orisons Mystery Spells Revelations (DC 29) - Heartening Presence (Allies within 100' gain +2 to attacks, skills, saves for Chamod rounds as std action, 3/day) - Instant Friends (1 creature who can understand your speech makes will save or is charmed, up to 18 min/day) - Perseverence (Gain Endurance, Diehard and Heroic Defiance as bonus feats) - Shout of Ecstacy (9d6 sonic dmg and deafen 1d4 rnds, fort save for 1/2 dmg and no deafen, 15' cone, 3/day) - Uplifting Joy (Fly 90/perfect, 18 min/day) Skills 90 Diplomacy +31 (18rnks + 10 cha + 3 class) Heal +14 (10rnks + 1 wis + 3 class) Knowledge Planes +13 (10rnks + 3 class) Knowledge Religion +13 (10rnks + 3 class) Perform +31 (18rnks + 10 cha + 3 class) Sense Motive +19 (15rnks + 1 wis + 3 class) Spellcraft +12 (9rnks + 3 class) Spellcasting Oracle CL 18 (concentration +28, SR check +22), Base DC 20+lvl Slots 1 - 6/6, 2 - 6/6, 3 - 6/6, 4 - 6/6, 5 - 6/6, 6 - 6/6, 7 - 6/6, 8 - 5/5, 9 - 3/3 0 - 9, Create Water, Purify Food, Detect Magic, Enhanced Diplomacy, Guidence, Light, Mending, Spark, Stabilize, Mage Hand, Ghost Sound 1 - 5, Bless, Tap Inner Beauty, Sanctuary, Command, Moment of Greatness, Divine Favor, Cure Light Wounds 2 - 5, Admonishing Ray, Align Weapon, Early Judgement, Lesser Restoration, Spiritual Weapon, Levitate, Minor Image, Hideous Laughter, Cure Moderate Wounds 3 - 4, Good Hope, Invisibility Purge, Magic Circle vs Evil, Prayer, Protection vs Energy, Cure Serious Wounds 4 - 4, Death Ward, Cure Critical Wounds, Divination, Blessing of Fervor, Freedom of Movement, Restoration 5 - 4, Telekinesis, Dance of 100 Cuts, Cleanse, Commune, Serenity, Flame Strike 6 - 3, Joyful Rapture, Greater Dispel Magic, Heal, Wind Walk 7 - 3, Reverse Gravity, Waves of Ecstacy, Greater Restoration, Holy Word, Resurrection 8 - 2, Euphoric Tranquility, Greater Angelic Aspect, Greater Spell Immunity 9 - 1, Overwhelming Presence, Summon Monster IX Personal Buffs - Tap Inner Beauty - Divine Favor - Dance of 100 Cuts (+5 morale to hit/dmg/ac, must move 10' and/or make melee attacks, 1rnd/lvl) - Greater Angelic Aspect - Greater Spell Immunity Party Buffs - Bless - Good Hope - Prayer - Blessing of Fervor - Wind Walk Control - Command - Hideous Laughter - Early Judgement - Telekinesis - Serenity - Joyful Rapture - Reverse Gravity - Waves of Ecstacy - Holy Word - Euphoric Tranquility - Overwhelming Presence Direct Attack - Admonishing Ray - Spiritual Weapon - Flame Strike - Summon Monster 9 Equipment Cash: 17.2k/530k Weapons Holy Keen Scimitar +3, +22 atk, 1d6+9 dmg, 15-20x2 crit, 72k Armor Mithril Glamered Chain Mail Shirt +5, +9 AC, ACP 0, 10lbs, 28.8k Mithril Large Shield +5, +7 AC, ACP 0, 5lbs, 25k Gear +2 Charisma Book, 54k Eyes of the Dragon, 110k Belt +6 Dex, Con, 90k Headband +6 Cha, 36k Ring of Protection +5, 50k Cloak of Resistance +5, 25k 2x Gloves of Storing, 20k Handy Haversack, 2k[/sblock] [/QUOTE]
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High-level Pathfinder Planar Game: The Lich-Queen's Beloved
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