Adam500's page

Organized Play Member. 54 posts. No reviews. No lists. No wishlists. 11 Organized Play characters. 1 alias.



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Meet Strides-Besides-Death and his Eagle (reflavored Owl) familiar for the Curse of the Crimson Throne game my group just started.

Its been a while since I've played anything but an Arcane caster, and I loved a build snippet I found on reddit for this class, but am having trouble fleshing it out to a full build. The idea is to build up a large pool of channel (Restoration Spirit+Channel Luck) with buff riders, and support with those and hexes.

I'm already level 2 (though we haven't played a session at 2 yet so I can still change my hex choice) and need some feat options and maybe a better hex progression? I have a strong Luck theme going, but not sure the character will be effective all the way to 17 (though hes a full caster, so hes probably fine). Wandering Spirit will be Lore most of the time for Wizard spells Hex. Using Half-Orc FCB to get cleric spells (picking up Ant Haul at 3 to mitigate poor strength).

Build is below, any advice is welcome.

Shaman (Serendipity) 17
Half-Orc (FCB: HP or Cleric Spell) (Sacred tatoo)
Str 8, Dex 14, Con 12, Int 13, Wis 17, Cha 14
Traits: Fate's Favored, Missing Sibling
1 - Endurance (racial bonus), Defiant Luck {Restoration Spirit}
3 - Selective Channeling
5 - Fateful Channel (worships Pharasma)
7 - Quick Channel
9 - Extra Hex (Spirit Magic)
11 - Spirit Talker
13 - FEAT
15 - FEAT
17 - FEAT

Hexes
2 - Witch Hex - Protective Luck
4 - Chant
8 - Channel Luck
10 - Tweak the Odds
12 - Fortune
16 - Hex


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So I did a bit of work on a Mythic'd version of Kyuss, statblock below is missing most of his feats, and mythic abilities, plus his pair of artifacts. It is though in the ballpark of what I was looking at... I'm just not sure if this would be too much for a party of 20th level characters (Even assuming they knock a couple mythic ranks off him like Divine ranks were removed in 3.5).

MYTHIC KYUSS

CR 34 MR 10
Huge Worm that Walks (Human) Cleric 7/Sorceror 8/Mystic Theurge 10 (+4 CR)
Huge Vermin (Augmented, Mythic)
Senses: Darkvision 60ft, Blindsight 30ft
Languages: Common, +2

AC (Insight +WIS, +10 Natural Armor); DR 15/-; Fast Healing 29
HD: 8+6d8+18d6+150+80 = 394
Immune: Disease, Paralysis, Poison, Sleep effects
Aura: Evil
Spd 30ft

Melee Atk + (Slam 1d8)
CMB (+4 grapple); CMD +4

Cleric Spells per day 4/4+1/4+1/4+1/4+1/4+1/4+1/3+1/2+1/1+1
Domains: Evil, Death

Sorceror Spells per day 6/6/6/6/6/6/6/5/3
Bloodline: Arcane

SA: Discorporate, Squirming Embrace, Channel Energy 4d6, Mythic Power (10/day, Surge +1d12)
SQ: Worm that Walks Traits, spontaneous cast (inflict), Combined Spells (5th), Spell Synthesis
Mythic Abilities: Dual Initiative, Mythic Magic 3/day, 9

Feat: Bonus, Diehard, 10, Eschew Materials, Spell Focus, 5 Mythic
Skills: Bluff 11, Diplomacy 10, Know Arcana 28, Know Religion 28, Know planes 10,
Perception 26, Spellcraft 28, Sense Motive 21, Stealth 8

STR 24 DEX 14 CON 22 INT 14 WIS 22 CHA 21