• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

I have no problem playing a rogue or a wizard or sorcerer, whatever the group wants and needs. I haven't thought too much about a character type not knowing if there was room or not. So I'm open. :cool:

Fenris is leaning towards a melee based cleric.

This adventure can definitely support multiple clerics or multiple arcanists. I think we've about got the ranged combat area covered, but otherwise there is room for just about anything.
 

log in or register to remove this ad

Multiple clerics/divine casters would be almost a necessity I wager. One cleric can only do so much per round, and coordinating spell lists can help cover holes, and lets you prepare spells that are situationally useful instead of focusing entirely on bread and butter.

As for rogue, I only mention it because Fenris' first post mentioned it. Don't feel like you have to do it...but if you decide you want to, let me know. I'll switch from a trapfinding urban ranger to a favored terrain finding regular ranger.

There is feat support for the Favored Terrain trait that would be super good in a demon-focused campaign. :)
 


As it happens...yes. Favored Terrain (Abyss) is a thing.

And it is a thing I'd be taking. In conjunction with a feat, it gives you bonuses against extraplanar abyssal natives even outside the Abyss.
 

Scott, I see you mention in the OP a mythic trait. I cannot find any thing of a mythic trait. Did you mean a mythic feat?
 


Scott, I see you mention in the OP a mythic trait. I cannot find any thing of a mythic trait. Did you mean a mythic feat?

I believe they are referring to the campaign traits as mythic traits. So you choose one of the campaign traits and then two additional traits beyond that.
 

Scott, I see you mention in the OP a mythic trait. I cannot find any thing of a mythic trait. Did you mean a mythic feat?

They are the Campaign traits found starting on page 5 of the free players guide to the adventure path. There is a link in the OP. There is one trait tailored to each Mythic Path. Each one also ties in with specific events in the adventure path.
 
Last edited:


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]
 

Into the Woods

Remove ads

Top