Pathfinder level 20

Not tempted to knock something up HM? 20 shiny levels, mmmmm. 880,000 shiny gold pieces, ahhhhh. Minimum of ten shiny feats, ooooh!

I have to say that building a 20th level Wizard has renewed my faith in the PF system. Sticking with a base class is certainly more viable, and the Arcane Schools offer a lot of interesting options over the levels.

I would say Thadeius is notably less powerful than a 3.5 equivalent, he has more hp, and is considerably simpler - which is to say algebra is simple compared to string theory. A great deal of this is down to 3.5 being more bloated than PF, but the fact that many of the spells have been toned down is also an important factor.
 

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I can't lurk if you all keep asking me questions LOL. No I think you have a good group and the core classes takin' maybe fitd will let me co Dm a big monster that would be fun. :devil:

Group So Far:

Fighter - Lughart
Cleric - jackslat45
Rogue - Shayuri
Wizard - Aldern Foxglove

Possible add-ons:
Paladin - Padreigh
??? - Scott Dewar

HM
 

Well this is PBP so 1 million will likely take an age, lol. If we look at a 4 man party we can see that a CR 20 will give 76,800xp to each character, a CR 21 102,400, CR 22 153,600. So we are probably looking at roughly 100,000xp for an "average" encounter, so 1 million will give us a new feat roughly every 10 encounters, half a million every five, etc. To my mind a quarter million is too low, but then epic encounters in my experience are either over exceedingly quickly or take ages so playing it by ear is probably best.

I doubt any of us will be hurting for feats, Thadeius has 16, a human fighter would have 22, so I doubt it will be a big issue.

some classeswill only have 10. Clerics dont get extra feats normally, so Human and having that extra 1 feat matters sometimes.
 

maybe I should play a ranger. that would be cool. level 20, archery based. we have a pali and a fighter, rogue, cleric and wizard. we could use some archery support.

Hedron longarrow NG Human Ranger 20

Code:
[b]STR[/B] 19 +4   [B]class:[/B] Ranger   [B]Level:[/B] 20   [B]EXP:[/B]
[B]DEX[/B] 25 +7   [B]HD:[/B] 20 d 10 + 80   [B]HP:[/B] 280/280
[B]CON[/B] 20 +5   [B]DR:[/B]
[B]INT[/B] 20 +5   BAB: +20/+15/+10/+5   CMB:+24/+19/+14/+9   CMD 31
[B]WIS[/B] 22 +6   initiative: +7
[B]CHA[/B] 18 +4 

human adjustment +2 to dex
level adjustments:
4: +1 Dex  8: +1 Wis  12: +1 Dex  16: +1 Wis  20: +1 Dex
belt or perfection +6 to str, dex, con
headband +6 to int, wis and cha

[B][U]Saves: base abil misc total[/U][/B]
[B]Fort[/B]    +12  +5   +5  +22
[B]Ref[/B]     +12  +7   +5  +24
[B]Will[/B]     +6  +6   +5  +17

Combat:
weapon    attack        damage      crit  range  type notes
Bow, long comp,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]*
       +32/+27/+22/+17  1d8+9     19-20/X3 220 ft P   -1/220ft bynd 1st 220
       +32              4d8+9     19-20/X3 220 ft P (Gtr vital strike)
*      +34/+29/+24/+19  1d8+9+2d6 19-20/X3 220 ft P (with giant bane)
*      +34              4d8+9+2d6 19-20/X3 220 ft P [size=1](w/ giant bane/Gtr vital strike)[/size]
                           +1d6 flaming (from flaming burst)
                          +2d10 dam on crit   (flaming burst)   
       +1 att           +1 dam    (Feat point blank shot)
longsword, +3 encht
       +27/+22/+17/+12  1d8+7     19-20/x2 --- S
       +27              4d8+7     19-20/x2 --- S (gtr vital strike)
dagger,adamentine +1 (see also Feats: point blank shot and far shot)
       +25/+20/+15/+10  1d4+5     19-20/x2 10 ft P/S
       +25              4d4+5    19-20/x2 10 ft P/S (gtr vital strike)
mace, hvy +2, disrup 
       +26/+21/+16/+11  
   Undead: dc 14 fort save or destroyed
       +26            (gtr vital strike)
arrow- adamentine X 20              
     00000 00000 00000 (00000)
Arrow- Bane: undead, +1 ench X 50   (vs undead: +2 att, +2d6 dam)     
     00000 000000 00000 00000 00000 00000 00000 00000 (00000 00000)
Arrow-cold iron X 20                    
     00000 00000 00000 (00000)
Arrows, norm X 40
     (00000 00000 00000 00000 00000 00000 00000 00000)
Ammo: (# is in efficient quiver) otherwise in haversack

                         max           spell
Armr              bonus  dex/dex  ACP  fail  magic wt move type
mith. breastplate  +6    +5/+5     -2  15%    +9   15  20  lite

A/C/TOUCH/FF
30 / 24/  25

Favored Enemy:
:1: humanoid: goblinoid
:2: undead
:3: humanoid: giant
:4: outsider: evil
:5: Monstrous humanoid

Favored Terrain:
:1: forest
:2: cold
:3: mountains
:4: planes-lower

Class Features:
Tracking
Wild Empathy
Combat Style: Archery-Far shot
Endurance
Hunter's Bond: Bound to allies
Archery style feat: Rapid shot
Woodland stride
Swift Tracker
Evasion
Archery style Feat: improved precise shot
Quarry
Camouflage
Archery style Feat: pinpoint tarting
Improved Evasion
Hide in plain sight
Archery style Feat: Shot on the run
Improved Quarry
Master Hunter

Feats:
Race: point blank shot (+1 att, +1 dam within 30 fft rabge)
lev 1 precise shot (shoot into melee with no penaty)
lev 3 deadly aim (-5 att gives +10 damage)
lev 5 Master craftsman
lev 7 Craft Magic arms/armor
lev 9 Improved critical (X 2 crit threat range)
lev 11 Critical focus (+4 bonus on attack rolls made to confirm
                            critical hits)
lev 13 vital strike 
[sblock=feat description]
Vital Strike (Combat)

Benefit: When you use the attack action, you can make one
attack at your highest base attack bonus that deals additional
damage. Roll the damage dice for the attack twice and add
the results together, but do not multiply damage bonuses
from Strength, weapon abilities (such as flaming), or
precision-based damage (such as sneak attack). This bonus
damage is not multiplied on a critical hit (although other
damage bonuses are multiplied normally).[/sblock]
lev 15 improved vital strike
lev 17  Self-Sufficient +4 to heal and survival
[sblock=feat description]Benefit: As a standard action, make a single ranged attack.
The target does not gain any armor, natural armor, or shield
bonuses to its Armor Class. You do not gain the benefit of
this feat if you move this round.[/sblock]
lev 19 Greater vital strike

Skills: 6 (base) +5 (int) +1 (race) +1 (fav class) / level X 20 levels = 280

[B]skill                     ranks  c/s  abil  misc  total  notes[/B]
Acrobatics (dex)           + 1   --    +6    +7    +14 (boots)
Climb (Str)                +20   +3    +3    +6    +32 (gloves)
Craft
  (Bowyer/fletcher) (Int)  +20   +3    +5    +2    +30 (FEAT, CSTR LVL = 20)
Handle Animal (Cha)        +10   +3    +4    ---   +17
Heal (Wis)                 +20   +3    +6    +4    +33 (FEAT)
Knowledge
  (dungeoneering) (Int)    +20   +3    +5    ---   +28
  (geography) (Int)        +20   +3    +5    ---   +28
  (nature) (Int)           +20   +3    +5    ---   +28
  (arcane) (int)           ---   --    +5    +20   +25 (headband)
  (Planes) (int)           ---   --    +5    +20   +25 (headband)
Perception (Wis)           +20   +3    +6    ---   +29
Profession (hunter) (Wis)  +15   +3    +6    ---   +24
Ride (Dex)                 +14   +3    +5    ---   +22
Spellcraft (Int)           +15   +3    +5    ---   +23
Stealth (Dex)              +20   +3    +7    +10   +40 (ring)
Survival (Wis)             +20   +3    +6    +4    +33 (FEAT) (+10 for tracking)
Swim (Str)                 +15   +3    +4    +5    +27 (gloves)

Items:
Mithral breastplate, glamored
   +4 ench, ghost touch,           55 900.0 gp
Bow, long comp,mighty +4
   bane: human.: giant, +5 enc
   distance, flaming, burst       162 800.0 gp
arrow- adamentine X 20              1 200.0 gp
Arrow- Bane: undead, +1 ench X 50   8 000.0 gp      
Arrow-cold iron X 20                    1.5 gp
long sword, +3                     18 000.0 gp
dagger,adamentine +1                5 002.0 gp
mace, hvy +2, disrup               32 312.0 gp
Handy haversack                     2 000.0 gp
efficient quiver                    1 800.0 gp
belt of physical perfection: +6   144 000.0 gp
Boat, Folding                       7 200.0 gp
boots stride/spring                 5 500.0 gp
Cloak of Resistance +5             25 000.0 gp
decanter of endless water           4 500.0 gp
gloves of swimming and climbing     6 250.0 gp
goggles of night                   12 000.0 gp
headband of Mental Superiority +6 144 000.0 gp skills: know planes & arcane
necklace adaptation                 9 000.0 gp
Sustaining Spoon                    5 400.0 gp
Amulet of natural armor +5         50 000.0 gp                                                 
Ring of freedom of movement        40 000.0 gp
Ring of Chameleon Power            12 700.0 gp
potion haste 00000 00000            7 500.0 gp
potion cure serious 000000 00000    7 500.0 gp 3d8+5
potion rem disease 000              2 250.0 gp
=============================================
                                  709 863.5 gp

Spells/day: :1:   :2:   :3:   :4:
Base        4   4   3   3
[u]Bonus       2   1   1   1  [/u]
total       6   5   4   4    

spell preped:

level 1
Detect Snares and Pit; Longstrider; Resist Energy; Resist Energy

level 2
cure lite; cure lite; wind wall; prot fm energy; prot fm energy

level 3
tree shape; water walk; cure mid.; plant growth

level 4
Commune with Nature; Cure Serious Wounds; Tree Stride; Tree Stride

[sblock=ranger spells]


1st-Level Ranger Spells

Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Hide from Animals: Animals can't perceive one subject/level.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your base speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Summons creature to fight for you.

2nd-Level Ranger Spells

Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature's Ally II: Summons creature to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-Level Ranger Spells

Command Plants: Sway the actions of plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max. +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature's Ally III: Summons creature to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.

4th-Level Ranger Spells

Animal Growth: One animal doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments to movement.
Non-detection M: Hides subject from divination, scrying.
Summon Nature's Ally IV: Summons creature to fight for you.
Tree Stride: Step from one tree to another far away.

[/sblock]

special info:
[sblock=favored enemy]a +2 bonus on Bluff, Knowledge, Perception, Sense
Motive, and Survival checks against creatures of his selected
type. Likewise, he gets a +2 bonus on weapon attack and
damage rolls against them. A ranger may make Knowledge
skill check[/sblock]
[sblock=favored terrain]At 3rd level, a ranger may select a
type of terrain from the Favored Terrains table. The ranger
gains a +2 bonus on initiative checks and Knowledge
(geography), Perception, Stealth, and Survival skill checks
when he is in this terrain. A ranger traveling through his
favored terrain normally leaves no trail and cannot be tracked
(though he may leave a trail if he so chooses).[/sblock]

[sblock=stat block]

Hedron Treefriend NG Human Ranger 20 hp: 280 / 280

Senses:
60 ft dark vision; perception + 29; stealth +40; survival +33; tracking +43
Code:
Saves:
Fort    +22
Ref     +24
Will     +17

A/C/TOUCH/FF
30 / 24/  25

Combat: primary weapon
weapon  attack        damage      crit  range  type notes
Bow, long comp,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]*
     +32/+27/+22/+17  1d8+9     19-20/X3 220 ft P   -1/220ft bynd 1st 220
     +32              4d8+9     19-20/X3 220 ft P (Gtr vital strike)
*    +34/+29/+24/+19  1d8+9+2d6 19-20/X3 220 ft P (with giant bane)
*    +34              4d8+9+2d6 19-20/X3 220 ft P [size=1](w/ giant bane/Gtr vital strike)[/size]
                          +2d10 dam on crit   (flaming burst)   
     +1 att           +1 dam    (Feat point blank shot)
Favored Enemy:
:1: humanoid: goblinoid +10
:2: undead +8
:3: humanoid: giant +6
:4: outsider: evil +4
:5: Monstrous humanoid +2

Favored Terrain:
:1: forest +8
:2: cold +6
:3: mountains +4
:4: planes-lower +2

[/sblock]

[sblock=spells prepared]
spell preped:

level 1
Detect Snares and Pit; Longstrider; Resist Energy; Resist Energy

level 2
cure lite; cure lite; wind wall; prot fm energy; prot fm energy

level 3
tree shape; water walk; cure mid.; plant growth

level 4
Commune with Nature; Cure Serious Wounds; Tree Stride; Tree Stride

[/sblock]
 
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[sblock=Gerhard Vangerdahast]
lughart-albums-portraits-picture1219-fighter.jpeg

Human lvl 20 fighter, lawful neutral

Str: 28 (16 +2 race +4 lvl +6 magic, 10 pts.)
Dex: 22 (15 +1 lvl +6 magic, 7 pts)
Con: 20 (14 +6 magic, 5 pts)
Int: 12 (2 pts)
Wis: 10 (0 pts)
Cha: 11 (1 pts)

Feats
Human: power attack
Lvl 1: weapon focus (greatsword)
Ftr 1: cleave
Ftr 2: intimidating prowess
Lvl 3: dazzling display
Ftr 4: weapon specialization (greatsword)
Lvl 5: master craftsman
Ftr 6: shatter defences
Lvl 7: craft magic arms & armor
Ftr 8: greater weapon focus (greatsword)
Lvl 9: lunge
Ftr 10: great cleave
Lvl 11: improved critical (greatsword)
Ftr 12: greater weapon specialization (greatsword)
Lvl 13: deadly stroke
Ftr 14: furious focus
Lvl 15: leadership
Ftr 16: penetrating strike
Lvl 17: improved initiative
Ftr 18: greater penetrating strike
Lvl 19: skill focus (craft weaponsmithing)
Ftr 20: dreadful carnage

Code:
Skill                   Bonus  Ranks   CS    Mod   Misc
craft (weaponsmithing)  +34    20      3     1     8 (feats), 2 (gear)
intimidate              +32    20      3     0     9 (STR)
know (engineering)      +14    10      3     1     0
ride                    +19    10      3     6     0
survival                +13    10      3     0     0
swim                    +22    10      3     9     0
climb                   +22    10      3     9     0
Gear
Bleeding thunder; +5 shock, thundering, viscious, wounding greatsword
Phantoms bane; +5 ghost touch, undeadbane greatsword
+4 returning spear
Spiders silk; +5 ghost touch mithral full plate armor
Masterwork blacksmiths tools
Belt of physical perfection +6
Amulet of natural armor +5
Cloak of resistance +5
Ring of protection +5
Ring of regeneration
5x potion of cure serious wounds
Boots of speed

85 246gp
[/sblock]
 
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HM: heh, yeah, I could see that. Once we get these PCs figured out, then I'll put the Rogues Gallery up. Then you and I can sit down and think of some mean things to do to our little band ..... >:)

What were the major issues with Wizard in 3.5, spellwise? I'm guessing Shapechange was an issue?
 

Issues with the 3.5 wizard, well shapechange was one, but hardly a major one given its high level. Just so many spells that could be used for ultimate cosmic power, the polymorph line was exceptionally broken, and there were so many spells that were exploitable, partially this was due to the sheer volume of spells available. PF has also been wiser with Metamagic feats toning some down and getting rid of others. Combine that with prestiege classes, and the massive selection of magic items and it was possible to make a veritable god.
 

Hey, can I jump in this? I was thinking a drow necromancer, former Evil Overlord but his empire was toppled by one of the good PCs and he is now sworn to serve them for a year and a day in exchange for his life.

Stats will be forthcoming
 

Wow, this looks incredibly cool (and difficult to run). It also looks like you've got a full roster of characters. Knowing FireintheDust it'll be an incredibly well-thought out adventure with lots of little twists to take everyone by surprise. Makes my fingers itch to create something...
 

Here are the stats.

[sblock=Malacarus]
Lord Malacarus
Lawful Evil Male Drow Wizard(necromancer) 20 XP:2,400,000

Abilities: Str 10, Dex 14, Con 12, Int 27 (33 with headband), Wis 10, Cha 16

InitiatiVe: +6 Hit Points 140 Speed 30 ft
AC: 21 (touch 17, ff 19)
Spell Resistance: 26

Saves: Fort +12, Reflex +13, Will +17

BAB: +10/+5
Grapple +10

Skills: Concentration +24, Craft(sculptor) +15, Fly + 25, Knowledge (arcana) +33, Knowledge (religion) +33, Knowledge (Planes) +30, Knowledge (nature) +24, Knowledge (history) +31 (headband), Knowledge (nobility and royalty) +31 (headband),
Spellcraft +33, Tumble +22 (headband), Perception +2
Feats: Scribe Scroll, Command Undead (12/day, DC 25, Channel Resistance does not apply), Empower Spell, Quicken Spell, Spell Focus (Necromancy), Spell Focus (Illusion),
Spell Penetration, Greater Spell Penetration, Improved Channel, Extend Spell, Greater Spell Focus (Necromancy), Greater Spell Focus (Illusion), Craft Wondrous Item,
Craft Staff, Craft Wand, Improved Initiative

Special: Faerie Fire, Darkness, Dancing Lights 1/day, Light Blindness, Darkvision 120 feet, Poison Use, Grave Touch 12/day (10 rounds), Lifesight 40ft (20 rounds/day),
Power Over Undead, Arcane Bond: Malacarus' Staff

Spells Prepared (4/7/7/7/7/6/6/6/6/5, +1 slot per level for a necromancy spell, DC 21+level, CL 21)
Specialized in Necromancy, opposition schools evocation and abjuration
0-mage hand, prestidigitation, ghost sound, detect magic
1-ray of enfeeblement(2), mage armor*, charm person, silent image, unseen servant, shield(2),
2-blindness/deafness, mirror image(2), command undead (2), hideous laughter, detect thoughts(2),
3-dispel magic, suggestion, fly, nondetection, ray of exhaustion, displacement(2),
4-enervation, greater invisibility(2), dimension door(2), scrying, phantasmal killer, animate dead,
5-magic jar, teleport, dominate person, persistent image, overland flight, telekinesis, contact other plane,
6-greater dispel magic, create undead, flesh to stone(2), true seeing, mass suggestion, quickened mirror image,
7-quickened displacement(2), project image, waves of exhaustion (2), reverse gravity, limited wish
8-horrid wilting, mind blank*, polymorph any object (2), discern location, summon monster VIII, quickened enervation,
9-gate, time stop, shapechange, dominate monster, weird,

*already up


Spellbook:
0-all
1-ray of enfeeblement, charm person, silent image, grease, mage armor, shield, unseen servant, cause fear,
2-hideous laughter, command undead, blindness/deafness, mirror image, detect thoughts*
3-dispel magic, vampiric touch, ray of exhaustion, suggestion, fly*, nondetection*, magic circle against evil*, displacement*,
4-enervation, animate dead, phantasmal killer, greater invisibility, scrying*, dimension door*
5-magic jar, teleport, dominate person, waves of fatigue, persistent image*, overland flight*, telekinesis*, nightmare*, seeming*, contact other plane*,
6-greater dispel magic, create undead, symbol of fear, flesh to stone, contingency*, planar binding*, true seeing*, mass suggestion*,
7-control undead, waves of exhaustion, reverse gravity, project image, limited wish*, greater teleport*, plane shift*
8-horrid wilting, mind blank, clone, symbol of death, polymorph any object*, discern location*, summon monster VIII*, greater planar binding*,
9-gate, time stop, astral projection, energy drain, shapechange, dominate monster*, weird*, wish*

*: denotes purchased spell. Purchased from other wizards for WBL purposes (per SRD chapter Magic), although it is more likely he coerced spells from enemies.


Possessions: Headband of Vast Intelligence +6, orange prism ioun stone, tome of clear thought +5 (read at level 20), 1000 gp black onyx gems, 1000 gp diamond dust,
magic jar focus, scrying focus, 2 true seeing ointments, 2 symbol of death components, spell component pouch, shapechange crown,
blessed book (symbol of death cast on it, triggers when touched), cloak of resistance +5, scarab of protection (12 charges remain), ring of protection +5,
ring of spell turning, handy haversack, greater rod of quicken, greater rod of empowerment, greater rod of maximize, sustaining spoon, contingency focus, 6300 gp

Staff of Malacarus: 10 charges, contains the following spells: greater teleport (1 charge), plane shift(1 charge), greater planar binding(1 charge), mass suggestion(1 charge).
Custom crafted, widely recognized and feared. Price: 63,000 (bought at full market price to represent crafting a while ago)

contingency: when attacked by a weapon or spell, cast greater invisibility
[/sblock]

Just made via Pathfinder SRD. Anyone up for being the hero who defeated him and who he's stuck serving?
 
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