Death Initiate

Mayhay Long's page

33 posts. Organized Play character for Thaumascourge.




Title says it all. Please don't read unless you've beaten the PL+5 fight in here.

Seriously don't:

My party of five players (myself included) just beat The Warden. Granted, it was not a vanilla fight. We had Free Archetype, Gradual Ability Boost and Ancestral Paragon on our side. We also had Apex items. Still, it was quite challenging.

The Warden was just nearly impossible to hit, even with the melee Strikers prebuffed with Heroism before we confronted him. He also had our Strikers Quandried, Grabbed and Restrained. It was only though some clever spell usage and 3 nat 20s in a row that we managed to do it.

Going in the GM did warn us that this was an impossible fight so I didn't expect to win. At the end of the day though in our Golarion The Warden is dead because a Taldan Guardian hit him really hard with a spade. I think that's an achievement worth recording down for posterity here.

Ask me anything about the fight and our party I guess and I'll talk about as much as I can without naming names. I'm doing my best to avoid Book 3 spoilers outside of this, so please don't spoil the rest of Book 3 in this thread.

Full Name

Mordana Dune

Race

Human

Classes/Levels

Destined Bloodline Sorcerer 1: speed:30, Init:2, AC:12, HP:13/13, FF:10, T:12, Fort:3, Ref:2: Will:2

Gender

Female

Size

M

Age

22

Alignment

LG

Deity

Iomedae

Languages

Common

Strength 14
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 14

About Mordana Dune

Human Stuff:
+2 to any stat
+1 skill point per Level
1 additional Feat

Sorcerer Stuff
4 Cantrips: Acid Splash, Ghost Sound, Light, Mage Hand.
2 1st level spells: Burning Hands, Magic missile. Can cast 3 times per day.
Bloodline Power
Eschew Materials
Favored class bonus of HP
Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Feats:
1. Eschew Materials: Free
2. Toughness: Level 1 Feat
3. Spell Penetration: Bonus Human Feat

Skills:
1. Bluff: 2 cha, 1 point, 3 trained: 6
2. Knowledge Arcana: 0 int, 1 point, 3 trained: 4
3. Stealth: 2 dex, 1 point: 3

Gear:
1. Explorers Clothing: Free
2. Backpack and Waterskin: 3 GP
3. 2 Trail Rations: 1 GP
4. Dagger: 2 GP
5. 659 GP