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


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very good advice, but two things.***edit***
2) I recall a feat that will allow an increase of max dice of damage. I am looking for it during commercial breaks

found it. Intensified spell. +1 spell adjustment, allows an increase of up to +5.

http://www.d20pfsrd.com/feats/metamagic-feats/intensified-spell-metamagic

What I don't see is can you take this feat multiple times and would they stack? such as double intensified fireball to make it a level 5 spell and produce 20 die 6 of damage.
 

Shayuri -- Why don't you like my build?

DeWar -- But we're not high enough level to use that feat on a third level spell, anyway.

And I made some more changes to my character in the post below, like I fixed his longbow -- +1 instead of Frost -- and stuff like that.
 
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Hee hee, I apologize. It's not that I don't -like- it. It's just that my math censor is grimacing. Here's why:

Sleep spells are always risky for several reasons. First, with your 16 Cha, your save DCs are gonna be a bit low, and sleeps are save or nothing. Second, lots of things are resistant and/or immune to sleep magic. And last, it's pretty easy to get someone out of a sleep effect.

There's a lot of far more devastating 3rd level spells. 3rd level is a real workhorse level for arcane spells. You have Haste and Heroism and Displacement, Blink, Fireball/Lightning Bolt, Summon Monster III ain't bad... And of course Dispel Magic.

I'm not going to say you're wrong, because this is your character...but it's a fairly weak spell for him.
 

I don't know if it helps at all, but for 3rd level spells I'm taking Fireball this level and next level will get Dispel Magic for Arcana Bloodline (Leif will too) and will be taking Haste.
 

I do however need some help choosing 2nd level spells. I'm going to post my character soon and hope for some suggestions!
 

Okay, so this is my messy half finished character. I welcome suggestions! I stink at making characters. Fenris is good at it, but he has to finish his own :) So I still need some spells, feats and equipment / magic items. Plus I will work on cleaning it up.


Height 5’ 10”; Weight 140# ; Hair: Auburn ; Age 18; Patron Deity:
Sex: Female Race: Aasimar (Musetouched) Class: Sorceress/Mythic Archmage Level:6/M1
Alignment: Chaotic Good Size: Medium Type: Humanoid
Init +3; Senses Perception +0
Languages : Common, Celestial, Abysal

AC 12, touch 12, flat-footed 10
HP: 38 (HD: 6 +5d6@4 +6 Con +6 Favored Class)
Fort +3 , Ref +5 , Will+5
Speed 30ft.
Melee +2
Ranged +6
Base Atk +3; CMB; CMD
Special Actions
Combat gear: None

Abilities Str 8, Dex 16, Con 12 , Int 12, Wis 10, Cha 20
Racial Traits:
Ability Score Racial Traits:
Standard Racial Traits
• Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2Wisdom and +2 Charisma.
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 feet.
• Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
• Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
• Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster levelequal to the aasimar's class level).
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Azata-Blooded (Musetouched)
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
Ancestry Azata
• Typical Alignment CG
• Ability Modifiers +2 Dex, +2 Cha
• Alternate Skill Modifiers Diplomacy, Perform
• Alternate Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.
• Musetouched Race Traits: Bralani's Step, Lillend's Harp

SQ : Arcane Bloodline [sblock] Class Skill: Knowledge (Planes).
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport(15th), power word stun (17th), wish (19th).
Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative,Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
[/sblock]

Feats : Eschew Materials, Improved Familiar (5th lvl), +2 more

Traits: Riftwarden Orphan (+2 Concentration checks)
Affable (Social) [sblock] You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you. [/sblock]
Heavenly Touch (Regional) [sblock] At will, you can touch a dying creature to stabilize it as a standard action. [/sblock]

Skills 24 Skill Points
+13 Bluff (5 rank +5 Cha +3 CS)
+15 Diplomacy (5 rank +5 Cha +3 CS +2 Race) +17 gather info (half time)
+9 Intimidate (1 rank + 5 Cha +3 CS)
+6 Kn (Arcana) (2 rank +1 Int +3 CS)
+5 Kn (Local) (1 rank +1 Int +3 CS)
+6 Kn (Planes) (2 rank +1 Int +3 CS)
+8 Perform (Sing) (1 rank +5 Cha +2 Race)
+10 Spellcraft (6 rank +1 Int +3 CS)
+9 Use Magic Device (1 rank +5 Cha + 3 CS)

Spells:
Spells per Day: 1st: 7 2nd 5 3rd 4
Spells Known: 0 level: Detect Magic, Light, Prestidigitation, Read Magic, Mage Hand, Message, +1
1st level: Identify (Bloodline), Magic Missile, +3
2nd level: Invisibility (Bloodline), +2
3rd level: Fireball
7/4/2/1 base feat gets you another 3rd known
Familiar: Juvenile Pseudodragon
Equipment: 16,000 gp
Background:
 

Hey Folks,
I have a few feats free. Any interest in some teamwork feats? I know this was brought up earlier. Our paladin has a nice feat for an adjacent ally. Anyone else on the front line?
 

Okay! Looks like a solid character! A very good face/caster.

I'll just quickly point out a few things that caught my eye first of all:

You get a few more hit points. Mythic tiers give bonus HP per tier. For 1st level, I thiiiiink it's 4, but I'm not sure if it's the same for Archmage as for Trickster.

Your base AC is 13, not 12. Dex mod is +3.

You have too many skill points. Sorcerors get 2+int bonus, and your int bonus is 1, for a total of 3 skill points per level. You have 24 skill points listed, which would imply you have 4 points per level.

You have the azata aasimar type, which replaces the usual aasimar stat boosts (+2 wis/+2 cha) with alternate (+2 dex/+2 cha). You mention this in the race stat block, but you also list the default stat boosts, which makes it a bit confusing. I'd suggest replacing the default bonuses for Aasimar with the replacement values for the azata aasimar, just to make sure there's no misunderstanding about what bonuses you get.

Glitterdust as an SLA is -nice-. Kudos on that. :)

You have Improved Familiar, which is one of my favorite feats, but a pseudodragon has Caster Level 7 as a prereq. It might be worth your while taking something else at level 5, and waiting one level to get your familiar.

Which brings me to suggestions!

What feats you want depends a lot on what you want your build to do. You have a high Charisma, so investing in spells that make use of that, and Spell Focus, could be worth your while. If you want to blast things and hurt 'em real bad, it's hard to go wrong with Empower Spell. In just 2 levels you'll be pumping out Empowered Scorching Rays, and no one laughs at those except red dragons. If you want to shore up your defenses, take a look at Dodge or Great Fortitude...or even Toughness.

Special mention: As we're in a game where fighting outsiders will explicitly happen a lot, Spell Penetration is your -friend-.

Spells! For sorcerors, I favor Dancing Lights over Light, since it's more versatile and you can repeat-cast it infinitely so duration's not likely to be an issue.

At first level, you will want either Mage Armor or Shield. I usually go with Shield, since you'll usually have slots available to drop for it, and one cast will usually last for an entire combat. It also stacks with most other AC boosts mages get, including the Bracers of Armor (which Mage Armor does not stack with), and blocks magic missiles to boot. You might want to invest in a Touch spell as well, like Shocking Grasp or Chill Touch, in case someone gets close and you can't easily get away. Plus, your familiar can deliver those...which can be a nasty surprise for a foe who's ready to ignore the pesky thing. Protection from Evil is likely to be very useful in this game as well!

With three 1st level picks, my suggestion would be Shield, Protection from Evil, and Shocking Grasp. Burning Disarm is also pretty good, though useless against natural weapons. I like Color Spray too, but we're already past the levels where it's maximally effective. If you want some magic to help in noncombat situations, Charm Person or Hypnosis can really simplify interrogations.

At 2nd level, it's hard to beat Scorching Ray for sheer firepower. The only problem with it is that it has the same energy descriptor as Fireball, which makes you vulnerable to energy resistance. That said, it's still a good choice. You have Glitterdust as an SLA, otherwise I'd say that's your second pick hands-down. It's a beast of a spell, a real workhorse at all levels. Other possibilities include: Resist Energy, Frigid Touch (kind of low damage, but the staggering can be very nice, and it can be delivered via Familiar Express), Mirror Image (one of the better personal defense spells), Alter Self (very flexible set of possible bonuses, and it's a disguise too!), Cat's Grace and/or Bear's Endurance, Rope Trick (for resting behind enemy lines).

I would pick Scorching Ray and either Mirror Image or Alter Self for 2nd level. And whichever of those two you don't go with immediately, that should be your next pick. :)
 
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Fenris, sadly, Thorn's build doesn't have any open feats for a...long time. This is probably not a big loss though, cuz she's being designed to be a consummate skirmisher. She will be moving around a lot, making special attempts to get through lines and harass/kill enemy ranged attackers and support units. But I know the player of the paladin was asking about teamwork feats too, so you will probably find a receptive ear there. :)
 

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