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

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.



Are the +5 HP in addition to the 5 already gained for going Mythic?

As I understand it the extra hp are an additional blessing of Iomedae.
 

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MLeibrock said:
Im sorry... what were the previous questions?

Fenris said:
Originally Posted by Fenris View Post
Ok, here is what I have for Denir. I am still waiting for answers to previous questions to finalize him, but you can start examining him.

And

Originally Posted by Fenris View Post
Question for the DMs:
Is the extra damage from Mythic Power Attack modified by the same conditions (two handed or light weapons) as in Power Attack? It does not say so explicitly, but if it doesn't there is no point to taking it as a two-handed weapon user gains a +6 with just Power Attack, while Mythic Power Attack grants the exact same +6. If the mythic feat did comply with the non-mythic version modifiers (which at our BAB is +4/+6/+2) would become +6/+9/+3.

Second question. A warpriest treats his BAB as equal to his level when using a sacred weapon. Can I take a feat with a +6 BAB now but only use it with the sacred weapon or should I use my standard BAB for feats?

I believe I answered them here:

Okay, at long last a decision. This one required considerable consideration (sic). I believe the Power Attack (Mythic) feat should be played as written, which means that 2 handed weapon users don't get any extra damage from it, but they do get to double that damage on a crit and have the use of Mythic Power to ignore the penalties on your attack rolls.

As to your second question, you can take a BAB +6 pre-req feat, but only use it with the sacred weapon. Note that you will also use that higher BAB for power attack purposes.
 


Shayuri, I did appreciate the critique of my Sorcerer build that you offered previously, no matter what I may have said. Now that I've completed my character, would you please take a look and see how I did? Seems foolish not to take advantage of the brain of one of, if not THE, premier arcane character aficionado on ENWorld.
 


I put Banaq in the RG. I started from scratch buying his magic items and equipment. Toned down his Sorcerer's bonded item to just +2 protection and made it an amulet, effectively an amulet of natural armor. Went ahead and just bought a ring of feather falling. Oh, and I changed his enchanted rapier to a masterwork longsword -- that saved me some serious cash. Had enough left to buy more potions than I had before, although I was very tempted to just sink all of my savings into more charges for his wand.

Banaq is approved with some notes. You will need to make some changes to pass muster. The good news is most of them are in your favor.

The bonus for having ranks in a class skill is +3 not +2, so you just got a little better at your skills.

Your equipment, the costs and starting funds appear to be in some disarray. You have the potions listed as caster level five at 50 gp each. The formula for potion cost spell level x caster level x 50 gp. So a 1st level cure light wounds cast at 5th level will cost you 1 x 5 x 50 gp or 250 gp. Six of them will set you back 1500 gp. The cure moderate wounds at 5th will set you back even more spell level 2 x caster level 5 x 50 gp = 500 gp each or 2000 gp for 4. Might be better to take most of these at CL 1 for the cure light and CL 3 for the Cure moderate. Maybe keep one of the more expensive higher CL potions for direst need.

You have the wand of color spray listed as caster level five with only 10 of 50 charges and that is calculated correctly, but after reading the spell description I can see no advantage to the higher caster level. I'd take it at CL 1 for 150 gp and spend you 750 gp on a wand of magic missiles at caster level five with 10 charges instead.

You need to consider your weapon choice. Please look at the descriptions for Longbow
http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/longbow and Composite Longbow http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/longbow-composite

As you can see you'll need to move up to a composite longbow (which you can use as an Elf) in order to get your strength bonus to damage. At a 12 str/+1 damage you'll need to spend 100 base, +100 for the str bonus +300 for masterwork and +2000 for magic. So 2500 gp as opposed to the 2375 you had listed for a regular +1 longbow. Also you calculated damage correctly with strength bonus for under the 'feats' section of your sheet, but not under 'equipment' It should be 1d8+2 (+1 str +1 magic) or +3 under 30' thanks to point blank shot. I would also suggest you invest in some cold iron arrows.
http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Iron-Cold
They allow you to overcome the damage resistance/cold iron that many demons possess. Of course many fey also possess that same resistance so I guess as an elf you might find it distasteful to use them. The cost is only an extra 1 gp per 20. Of course many more powerful demons have damage resistance cold iron and good. You could make the longsword cold iron as well for another 15 gp.

Your total equipment costs are way off too. If you lower the caster levels on the potions and wand, spend the extra coin for a composite longbow, cold iron arrows and a cold iron sword you've still only spent a little over 10k. The starting gold for this game is 16000. I'd blow another 4000 on a headband of Alluring Charisma +2 if it were me. You are going to want an 18 charisma by the time you get 4th level spells for the bonus spell and it will make all your spells a little harder to save against. That still leaves a grand and a half or so for scrolls, more potions and interesting mundane gear. You should think about taking a light weapon such as a dagger as well in case you get grappled, swallow or otherwise limited in mobility to the point where a sword or dagger won't do.

Now on to the good stuff! For your past deeds Iomedae has seen fit to grant you not only the Mythic tier but some additional boons.

Modify your campaign trait as follows. Riftwarden Orphan (Archmage): The PC gains a +4 trait bonus on caster level checks to penetrate a demon's spell resistance. Once per day, he can recharge a charged magic item by expending one use of mythic power. Doing so adds a number of charges equal to id10 + his mythic tier to the item, up to its normal maximum number of charges.

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. We'd also like to see a description and some clothes in your equipment list. The Worldwound is no place to be running around naked.
 

Shayuri,

I'm looking over your character and have a question. It looks like you'd like to follow Desna but your Strong willed trait requires you to follow Cayden.

Thoughts?

Okay, here's the final build for Thorn. Only small differences from the first draft sheet. She's specced a bit more for smoking out and hunting down cultists as well as demons now; with a decently well developed Sense Motive skill and a skirmisher trick that lets her tangle people up when she smacks 'em. Bought a few alchemical goodies with the handful of cash leftover from her bow and arrows. There are some cool trick arrows in Pathfinder too!

I'm working the campaign trait more into the character and background too. No change to the basic story, but I'm making the samaritan that rescued her all those years ago into a more important figure to her, and a major part of why she has remained at the World Wound, fighting the good fight. I'm trying to build her as someone who is willing to do the wrong things for the right reasons, when necessary; she isn't the hero the World Wound may want, but she is the hero it needs.

Tee hee.

[sblock=Thorn]
Neutral Good Human Urban Skirmisher Ranger 6
Str 10
Dex 19 10
Con 14 5
Int 10
Wis 14 5
Cha 10

AC 22 (10 + 4 Dex + 6 armor + 1 dodge + 1 deflection)
HP 61
BAB +6
CMB +6 (+10 w/spiked chain)
CMD 20 (10 + 6 + 4)
Init +4
Fort +9
Ref +11
Will +6
Speed 30'

Race (Human)
------------
+2 Dex
Bonus Skill points
Bonus Feat
Favored Class: Ranger
- +6 skill points

Class (Urban Skirmisher Ranger)
---------------------------------
Favored Enemy
- Outsiders (Evil) +4
- Outsiders (Native) +2
Tracking (+6 to Survival to track)
Wild Empathy
Combat Style (Two Handed Weapons)
- Shield of Swings (1/2 dmg, +4 AC on full attack action)
- Power Attack (-2 atk, +4 dmg)
Trapfinding (+3 to find and disarm traps; disarm magic traps)
Hunter's Bond (Group)
Favored Community
- Kenabres +2
Hunter's Tricks 5/day
- Tangling Attack

Mythic Tier 1
Hard to Kill, Mythic Surge +1d6
Mythic Power 5/day
Path: Trickster
Attack: Fleet Charge
Abilities
- Deadly Dodge
Feats
- Mythic Weapon Finesse

Feats
B Weapon Finesse
1 Exotic Weapon Proficiency: Spiked Chain
3 Dodge
5 Mobility

Traits
- Chance Encounter (Campaign): Reroll Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth 1/day
- Suspicious (+1 Sense Motive, it is a class skill)
- Strong Willed (+2 trait vs Charm and Compulsion effects)

Skills 48 ranger
Acrobatics +10 (6 + 4)
Climb (Str) +6 (3 + 3)
Disable Device (Dex) +13 (6 + 4 + 3)
Intimidate (Cha) +6 (3 +0 + 3)
Knowledge (Geography) (Int) +6 (3 + 0 + 3)
Perception (Wis) +11 (6 + 2 + 3)
Sense Motive (Wis) +12 (6 + 2 + 3 + 1)
Stealth (Dex) +13 (6 + 4 + 3)
Survival (Wis) +11 (6 + 2 + 3)
Swim (Str) +6 (3 + 3)

Equipment
Cash 8gp

Weapon
Cold Iron Spiky Chain of Doom +1, +11/+6 atk, 2d4+7 dmg, disarm/trip, 10lbs, 4350gp
Masterwork Longbow, +11/+6 atk, 1d8 dmg, 100' rng, 3lbs, 375gp
- 20 Cold Iron Arrows, 2gp
- 5 Dye Arrows, 5gp
- 2 Raining Arrows, 60gp

Armor
Mithril Breastplate, +6 AC, Max Dex +5, ACP 0, 15lbs, 4200gp

Gear
Ring of Protection +1, 2000
Cloak of Resistance +2, 4000
Traveler's Anytool, 250
Potion of Resist Fire (10), 300
Silversheen, 250
Fungal Stun Vial x2, 150
Antitoxin, 50[/sblock]
 

Hubba wuh?

Why would Strong Willed require me to follow any particular god?

...hang on, I'm gonna go check the trait description again.

Edit - Okay, here's the SRD material on Strong Willed:

Strong Willed

Your fervent desire to choose your own path gives you strong willpower.

Benefit: You receive a +2 trait bonus on saving throws against charm and compulsion effects.

--
So...Cayden who?
 
Last edited:

Let me talk it over with Scotley,

I see exactly what you are saying. I guess this trait appears in Faiths of Purity - Inner Sea Gods and I do not have that pdf. I'll get back with you shortly.

Hubba wuh?

Why would Strong Willed require me to follow any particular god?

...hang on, I'm gonna go check the trait description again.

Edit - Okay, here's the SRD material on Strong Willed:

Strong Willed

Your fervent desire to choose your own path gives you strong willpower.

Benefit: You receive a +2 trait bonus on saving throws against charm and compulsion effects.

--
So...Cayden who?
 

Interesting - the d20PFSRD entry lists the source for the trait (Faiths of Purity) but doesn't list the pre-req. Looking it up in the source book shows that It is, in fact, a trait only for followers of Cayden Cailean (unless the GMs make a house rule otherwise, of course).
 

Into the Woods

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