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


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I've taken Banaq to L6, but still haven't done the Mythic thing. Here he is so far. DMs please review?

He's still missing traits, too. A little help would be greatly appreciated. Still missing equipment, too, but I can probably manage that one.

[sblock=Banaq]
Banaq [means roughly 'Can't Get Right']
Elf, N/G, Favored Class – Sorcerer
Sorcerer 6 [Arcane Bloodline]
0 XP

[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
C11 +0
I15 +2 Languages: Elvish, Common, Draconic, Celestial
W12 +1
C16 +3

BAB: +3

AC: 12 [10+2]
HP: 32 [6+0+1]+[4+1]+[4+1]+[4+1]+[4+1]+[4+1]

SAVES:
Fort +2
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, 16 @ L4
Bluff 1 rank +2 Cha+2 CS = +5
Disguise 3 ranks +2 Cha +2 CS = +7
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 +2 Cha +2 CS = +10

Weapon Proficiencies
Longbow
Longsword
Rapier
Shortbow
All Simple Weapons

FEATS 1
Arcane Strike [+1 damage and weapons used are 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 target <30 feet]


SPELLS [known at L6: 7/4/2/1][Per day at L6: L0 – At Will, L1:7 [___], L2:6 [___], L3:4[___]]

Dancing Lights - 0
Detect Magic – 0
Light - 0
Mending - 0
Message - 0
Mage Hand – 0
Read Magic - 0

Burning Hands – 1
Identify - 1
Mage Armor - 1
Magic Missile – 1

Mirror Image - 2
Summon Monster II – 2

Deep Slumber - 3

PP
GP 16,000
SP
CP

EQUIPMENT [16,000 gp starting funds]

Traits: 1. _____ [Campaign Trait] 2. _____ 3. ____

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]
 

Hi Queenie,

Good question! Scotley and I spoke briefly about that but we did not really come to a conclusion. You of course brought up our unfinished business. :) I think the easiest thing would be to assume we finished the first adventure and the characters ascended together but we could probably be persuaded to consider other stories if someone has a strong feeling another way.

Scotely, Do you want to weigh in as well?

So I just want to be clear. Is it assumed that we did the first adventure path together as a group and we all know each other already?

Also, was our "moment of ascension" into mythic characters a group thing or we can come up with that on our own?

Fenris and I are working on the characters every day so hopefully soon we have something up. At the moment, for me, it's looking like a sorcerer or arcanist who should have good diplomacy and bluff, with either the celestial or arcane bloodline.

I loovveeee to throw fireballs, and haven't done it in sooooo long, so we're looking into making that fit for her. :)
 

Hi Queenie,

Good question! Scotley and I spoke briefly about that but we did not really come to a conclusion. You of course brought up our unfinished business. :) I think the easiest thing would be to assume we finished the first adventure and the characters ascended together but we could probably be persuaded to consider other stories if someone has a strong feeling another way.

Scotely, Do you want to weigh in as well?

I'll post the expected method of Mythic power gain from the adventure sometime today. I had assumed that would be the way of it, but I don't want to spoil the fun for anybody by locking you in. It really works best if you follow, but hey, we want everyone to have a good time too. It is assumed you all made it through the first adventure together and earned some allies in the process. I'll get that posted today as well I hope.
 

So I just want to be clear. Is it assumed that we did the first adventure path together as a group and we all know each other already?

Also, was our "moment of ascension" into mythic characters a group thing or we can come up with that on our own?

Fenris and I are working on the characters every day so hopefully soon we have something up. At the moment, for me, it's looking like a sorcerer or arcanist who should have good diplomacy and bluff, with either the celestial or arcane bloodline.

I loovveeee to throw fireballs, and haven't done it in sooooo long, so we're looking into making that fit for her. :)

Queeny, here's a thought for you:

Spell Specialization
Benefit: Select 1 spell of a school for which you have taken the Spell Focus feat.

Treat your caster level as being 2 higher for all level-variable effects of the spell.

I have a fire mage in Living pathfinder that can throw fireball like a pitcher at a
ball game.

however, a wordo f caution. I had started him as a 1 trick pony and against a dragon
blooded opponent, then later against salamanders, he was helpless. Now he carries a
lightning bolt and magic missile spells just to be cautious

if you want to see the character build, here it is:
http://livingpf.wikia.com/wiki/Heinrich_Schreibersen_(Scott_DeWar)
 

I've taken Banaq to L6, but still haven't done the Mythic thing. Here he is so far. DMs please review?

He's still missing traits, too. A little help would be greatly appreciated. Still missing equipment, too, but I can probably manage that one.

[sblock=Banaq]
Banaq [means roughly 'Can't Get Right']
Elf, N/G, Favored Class – Sorcerer
Sorcerer 6 [Arcane Bloodline]
0 XP

[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
C11 +0
I15 +2 Languages: Elvish, Common, Draconic, Celestial
W12 +1
C16 +3

BAB: +3

AC: 12 [10+2]
HP: 32 [6+0+1]+[4+1]+[4+1]+[4+1]+[4+1]+[4+1]

SAVES:
Fort +2
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, 16 @ L4
Bluff 1 rank +2 Cha+2 CS = +5
Disguise 3 ranks +2 Cha +2 CS = +7
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 +2 Cha +2 CS = +10

Weapon Proficiencies
Longbow
Longsword
Rapier
Shortbow
All Simple Weapons

FEATS 1
Arcane Strike [+1 damage and weapons used are 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 target <30 feet]


SPELLS [known at L6: 7/4/2/1][Per day at L6: L0 – At Will, L1:7 [___], L2:6 [___], L3:4[___]]

Dancing Lights - 0
Detect Magic – 0
Light - 0
Mending - 0
Message - 0
Mage Hand – 0
Read Magic - 0

Burning Hands – 1
Identify - 1
Mage Armor - 1
Magic Missile – 1

Mirror Image - 2
Summon Monster II – 2

Deep Slumber - 3

PP
GP 16,000
SP
CP

EQUIPMENT [16,000 gp starting funds]

Traits: 1. _____ [Campaign Trait] 2. _____ 3. ____

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]

Looks like you are off to a good start. Will review and advise in more detail later today or in the morning.
 

Leif, build looks legal and all. The attribute buy seems...really weird to me, but it's not illegal. :)

If I were to give advice, I'd say knock the Intelligence down to 12, Dex up to 16, Str down to 10, and Con to 12. The remaining point could go to Intelligence (to set you up for Combat Expertise or whatever) or Wisdom or Str, I guess since it boosts your carry capacity there.

Alternatively, if you could scrape up 6 points from other stats (ie - Str to 10, Dex to 14, Int to 12 or something similar), you could put it into Charisma for a base score of 17, then put the levelup on that for a Cha of 18. And that is good for sorcery. :)

And as for Spell Specialization, be careful with it because it doesn't allow variable effects to exceed the limit allowed by the spell. So you'd get +2 dice of damage on Fireball, but you'd still cap out at 10 dice at level 8. That makes the feat a lot less valuable on spells that don't have open-ended progression.
 

Scotley, mleibrock, I did some rechecking, filled in some more blanks, etc, and here's what I believe to be the completed L6 Banaq, less mythic stuff:

[Oh, and, Shayuri, thanks for the advice, but i'll stick with my build. Changed longbow to just +1. Thanks, I think I knew that.]

[Also corrected my math -- had two more gp left than I thought.]

[sblock=Banaq, L6 final except for traits]
Banaq [means roughly 'Can't Get Right']
Elf, N/G, Favored Class – Sorcerer
Sorcerer 6 [Arcane Bloodline]
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
C11 +0
I15 +2 Languages: Elvish, Common, Draconic, Celestial
W12 +1
C16 +3

Traits:
1. Touched by Divinity (Correllon) [Campaign Trait]
2. _____
3. ____

BAB: +3

AC: 14 [10+2(dex)+2(BondedRing)], 18 w/ mage armor, 22 w/ MA+Shield
HP: 32 [6+0+1]+[4+1]+[4+1]+[4+1]+[4+1]+[4+1]

SAVES:
Fort +2
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 +2 Cha+2 CS = +5
Disguise 1 rank +2 Cha +2 CS = +5
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 +2 Cha +2 CS = +10

Weapon Proficiencies
Longbow
Longsword
Rapier
Shortbow
All Simple Weapons

FEATS 1
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]

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]

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
Deep Slumber – 3 [affects 10 HD of creatures, d. 1 min/level]

PP
GP 3
SP 20
CP

EQUIPMENT [10,900Starting Funds-4,695=6,205 gp-5,100Bonded Item=1,105-750Wand=355-350]
Longbow +1 [2,375 gp., Att +7, +8<30Ft, Dam 1d8+3(+4<30Ft)]
Quiver, 40 arrows [2 gp]
Rapier +1 [2,320 gp., Att +3BAB+1Str=+4, Dam 1d8+1Str+1Ench+2Feat=1d8+4]
Wand of Color Spray [10 charges, CL5]
Potion, Cure Lt. Wnds (CL 5, 1d8+5 hp cured) x3
Potion, Cure Mod Wnds (CL 5, 2d8+5 hp cured) x1



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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And as for Spell Specialization, be careful with it because it doesn't allow variable effects to exceed the limit allowed by the spell. So you'd get +2 dice of damage on Fireball, but you'd still cap out at 10 dice at level 8. That makes the feat a lot less valuable on spells that don't have open-ended progression.

very good advice, but two things.

1) you can change your spell that is specialized every other level

2) I recall a feat that will allow an increase of max dice of damage. I am looking for it during commercial breaks
 

Leif, as it please you, of course. :)

Deep Slumber is a risky choice for a spell, but that's another build choice of course.

Longbow of Frost needs an enhancement bonus of +1 before the Frost goes on, so it's quite a bit more expensive than 2000gp for the enchantment. :(
 

Into the Woods

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