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I'd like some feedback on a level 20 Mystic Theurge build for an upcoming Wrath of the Righteous campaign. I have to say, Mythic path stuff is insanely powerful. I've focused on making the build playable at every level all the way up using the FAQ ruling for early entry to Mystic Theurge. The build stat block assumes many active spells, this is largely due to the fact that as soon as I get to act in a new combat, using Mythic Timestop allows full buffing for the entire group. Also a lot of these spells would be extended. I've kept the stat block to self buffs only. Active Spells and Source:
Expiditious Retreat Iron Body - (Ignore arcane spell failure due to component freedom - somatic) Haste - Legendary Item Mind Blank Divine Power Greater Heroism Mythic Transformation Paragon Surge - Used to give Expanded Arcana Divine Power Greater Invisibility - Legendary Item Mirror Image Protection from Chaos Contingency - Heal In regards to melee I don't see this as a front line tank, but a damage dealer. Much like a rogue, always relying on the group. Anytime I get the attention of the bad guys, I'd use mirror dodge and blip away. Combine that with dimension door, teleport and greater teleport for complete battle field movement, and the ability to act as a potent caster as well and penetrate spell resistance with +30 caster level (more under some scenarios) and immediate counter spell capability. I realize that dimensional anchor/lock down would be a serious issue, but in that case I'd fall back on being a traditional caster with plenty of shut down spells. Stat block:
Unnamed Hero Male Half-Elf (Drow-Descended) Cleric 1/Mystic Theurge 10/Sorcerer (Wildblooded) 9/Archmage 10 LN Medium humanoid (elf, human) Hero Points 1 Init +14; Senses darkvision 60 ft.; Perception +46 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 18 (+4 natural, +2 deflection, +1 dodge) hp 212 (1d8+19d6+90) Fort +31, Ref +22, Will +45; +2 vs. enchantments, +8 resistance vs. divination and mind-affecting Defensive Abilities hard to kill, mythic saving throws, unstoppable; DR 15/adamantine; Immune magic sleep, ability damage, blindness, critical hits, deafness, disease, electricity, fear, poison, stunning; Resist elven immunities, acid 10, cold 10 Weakness light blindness -------------------- Offense -------------------- Speed 30 ft. Melee legendary +5 axiomatic, bane (demons), guided, mythic bane quarterstaff +60/+60/+55/+50/+45 (1d6+55/×2+2d6 vs. Chaotic+2d6 vs. Demons+2d6 vs. mythic subtype) and slam +36 (1d6+16/×2) Special Attacks Channel Energy 1d6, heavenly fire, mythic power (25/day, surge +1d12), Channel Energy 3d6, spell synthesis Spell-Like Abilities 1/day—augury, dancing lights, darkness, faerie fire Sorcerer (Wildblooded) Spells Known (CL 19th; concentration +38): 9th (7/day)—time stop, ascension 8th (9/day)—iron body, moment of prescience, mind blank, maze [M] 7th (9/day)—greater teleport, finger of death [M] (DC 35), greater hostile juxtaposition (DC 34) 6th (9/day)—greater heroism, contingency [M], cloak of dreams (DC 33), transformation [M] 5th (10/day)—suffocation (DC 33), baleful polymorph (DC 32), teleport, feeblemind (DC 32) 4th (16/day)—black tentacles [M], remove curse, wandering star motes (DC 31), dimension door, confusion (DC 31) 3rd (10/day)—magic circle against evil, ray of exhaustion (DC 31), slow (DC 30), spiked pit (DC 30), strangling hair [M] 2nd (10/day)—resist energy, hideous laughter [M] (DC 29), mirror image, blindness/deafness [M] (DC 30), glitterdust (DC 29), anti-summoning shield (DC 29) 1st (11/day)—expeditious retreat, bless, color spray (DC 28), hydraulic push [M], ray of enfeeblement (DC 29), web bolt (DC 28) 0 (at will)—mage hand, detect magic, touch of fatigue (DC 28), arcane mark, read magic, ghost sound (DC 27), prestidigitation (DC 27), message, penumbra Cleric Spells Prepared (CL 11th; concentration +30): 6th (4/day)—antimagic field, heal (x3), chains of light (DC 33) 5th (6/day)—spell resistance, true seeing (x4), extend divine power (x2) 4th (7/day)—blessing of fervor (DC 31), divine power (x3), deathless (x2), forceful strike (DC 31), imbue with spell ability 3rd (8/day)—wrathful mantle (x2) (DC 30), dispel magic (x4), dispel magic, paragon surge (x2) 2nd (8/day)—shield other (x2), weapon of awe (x2) (DC 29), communal protection from chaos (x4), magic mouth (DC 29) 1st (9/day)—identify, command (x7) [M] (DC 28), weaponwand (x2) 0 (at will)—stabilize, mending, create water, vigor -------------------- Statistics -------------------- Str 16, Dex 10, Con 16, Int 22, Wis 44, Cha 16 Base Atk +20; CMB +41; CMD 38 Feats - Bonus Non-Mythic Feat - [M], Bouncing Spell, Dual Path [M], Elven Spirit, Eschew Materials, Expanded Arcana, Extend Spell, Extra Mythic Power [M], Greater Spell Penetration, Improved Initiative, Persistent Spell, Piercing Spell, Power Attack, Power Attack [M], Quicken Spell, Reach Spell, Spell Focus (necromancy), Spell Penetration, Spell Penetration [M] Traits rich parents, riftwarden orphan Skills Acrobatics +5, Appraise +17, Bluff +14, Climb +14, Diplomacy +14, Disguise +14, Escape Artist +5, Fly +28, Heal +30, Intimidate +14, Knowledge (arcana) +40, Knowledge (religion) +42, Perception +46, Ride +5, Sense Motive +50, Spellcraft +40 (+42 to determine the properties of a magic item), Stealth +25, Survival +43, Swim +14, Use Magic Device +36; Racial Modifiers +2 Perception Languages Abyssal, Aquan, Auran, Celestial, Common, Elven, Ignan, Infernal SQ amazing initiative, aura, axiomatic, bane, combined spells, domains (fate inquisition, magic), elf blood, elven magic, foe-biting, force of will, hand of the acolyte, hero points, immortal, legendary hero, legendary power, legendary surge, mutated bloodlines (empyreal), mythic bane, mythic bond, recuperation, rejuvenating, spontaneous casting, true archmage, undetectable Other Gear Legendary +5 Axiomatic, Bane (Demons), Guided, Myt, Belt of physical perfection +6, Cloak of displacement, major, Headband of mental superiority +6 (Spellcraft, Fly, Ring of wizardry IV, Tome of understanding +5, 900 GP -------------------- TRACKED RESOURCES -------------------- Amazing Initiative (1/round) (Ex) - 0/1 Augury (1/day) (Sp) - 0/1 Cleric Channel Negative Energy 1d6 (6/day) (DC 13) (Su) - 0/6 Dancing Lights (1/day) (Sp) - 0/1 Darkness (1/day) (Sp) - 0/1 Displacement (15 rounds/day) - 0/15 Faerie Fire (1/day) (Sp) - 0/1 Hand of the Acolyte (20/day) (20/day) (Su) - 0/20 Heavenly Fire (20/day) (Sp) - 0/20 Legendary Power (4/day) - 0/4 Mythic Power (25/day, Surge +1d12) - 0/25 Riftwarden Orphan (1/day) - 0/1 Sorcerer Channel Positive Energy 3d6 (1/day) (DC 15) (Su) - 0/1 Spell (3rd) (3/day) - 0/3 Spell (4th) (3/day) - 0/3 Spell Synthesis (1/day) (Su) - 0/1 -------------------- Special Abilities -------------------- Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Arcane Metamastery (level adjustment <= 4) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Axiomatic Law-aligned and +2d6 damage vs Chaotic creatures. Bane (Demons) +2 & +2d6 damage vs chosen type Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target. Cleric Channel Negative Energy 1d6 (6/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Fate Inquisition) Deities: Nethys, Norgorber, Pharasma. Granted Powers: Fate is a powerful tool for those who dole out justice for their deity. You can read the strands of fate, and those strands guide your endeavors.
Associated Bloodline: Celestial. Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
A myth
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Edit: updated ascension clarification ![]()
My group is currently in Prince of Redhand and I've run into what seems to be a huge problem. They've obviously recently finished the Spire of Long shadows, and once they saw the ziguarat in Alhaster they are hell bent on destroying it. I can't think of a reason to get them to follow through on finding Lashona and then heading to the isle, not that convinces them to walk away from the clear and obvious connection to bringing Kyuss back? Anyone else have this problem or some suggestions? ![]()
Hello all,
In short, my problem is that Glibness goes well beyond the scope of any other spell in the game. No other spell that I am aware of offers +20 to an opposed skill check, and does so for 10 minutes per caster level. Very quickly it becomes impossible to have any chance to detect the bard using glibness (short of arcane means), and even then its possible for the bard to convince the poor wizard that his detect magic is wonky ;) At the end of the day I don't think any character should be able to have an auto win opposed skill check, even against someone fully optimized (in this case for sense motive). At the same time I don't want to just remove Glibness, I do think the bard should be the best at this. So I designed this alternative to glibness. Some background required to fully understand the spell, I have removed the auto fail on bluff clause and replaced it with a -40 modifier. Under normal circumstances this is still and auto fail, but it opens up the door for some more advantages to glibness. So without further ado: Glibness
Your speech becomes fluent and more believable, causing those who hear you to believe every word you say. You gain the ability to ignore certain negative circumstance penalties dependant upon your level. Caster Level Circumstance New Modifier
If a magical effect is used against you that would detect your lies or force you to speak the truth,
Also note that Glibness can be detected as normal via spells such as Detect Magic, Arcane Sight, etc. If the caster of these spells identifies Glibness on the target the advantages are nullified for that caster. -----
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Two notes regarding Glibness. 1) One of the short descriptions of the spell indicates +30. The full description indicates +20. I assume the +20 is correctÉ 2) One thing I had hoped for in the update was for glibness to be updated into what I might consider to be the realm of other spells its own level. Am I the only one that considers this spell to be brokenÉ And if not, how do other GM`s handle a bard with +30 bluff, let alone factoring it into his or her own bluff skill as an add? Even if +20 is the way that pathfinder is going, that is still unbelievable, unless perhaps this doesn't stack with the bards own bluff. Cheers! |