| Proto-Type |
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I've volunteered to GM a pre-existing adventure path for my players - however, I'm inexperienced, ESPECIALLY with higher-level encounters.
As all adventure paths are better when tailored specifically for the players and PCs, I'm changing a handful of aspects about the module - most notably a re-write of several important NPCs with class levels that (likely) wind up as major combat encounters.
One of these is a CR 18 Fighter that I've transformed into a straight level 16 Stormborn Sorcerer. But due to a total lack of experience, I'm probably seriously over or under-estimating where numbers should be as a fair fight for PCs of that levels, or completely missing important details.
The group is a solidly Tier 3 party of five, with only one that has an in-depth knowledge of higher-level play and appropriate magic items and so on.
Thanks in advance for the feedback, guys and gals!
STR 12 (+1)
DEX 17 (+3)
CON 18 (+4)
INT 10 (+0)
WIS 12 (+1)
CHA 27 (+8)
HP 155
AC 25, (25) 21 FF, 32 when in elemental form
FORT 16/20 with greater heroism
REF 15/19 with greater heroism/22 with heroism + elemental body
WILL 18/22 with greater heroism
CMD 24/27 elemental body
CMB 9
CLASS FEATURES, FEATS AND TRAITS
+1 to save DC vs spells with [sonic] or[electrical] descriptor, Resist Electricity 5, Resist Sonic 5, +2 on saves vs all electrical, ignore the effects of weather, +2 on saves vs fear, brew potion, +1 dodge to AC, +2 on save difficulty vs evocation spells, +4 init, Spell specialization (Chain Lightning), Sorcerous Bloodstrike (Thunderbolt), +4 bonus on caster level checks to overcome spell resistance, Thunderbolt bloodline power 1/day
SPELLS
Spells per day: X/6/6/6/6/6/6/5/3
Known: 9/5/5/4/4/4/3/2/1
1 - Alarm, Comprehend Languages, Keep Watch, Interrogation, Snapdragon Fireworks, Shocking Grasp
2 - Fog Cloud, Create Treasure Map, Spell Gauge, Track Ship, Adoration, Gust of Wind
3 - Blood Biography, Illusory Script, Water Breathing Blink, Lightning Bolt
4 - Named Bullet, Mass Daze, Detect Scrying, River of Wind, Shout
5 - Black Spot, Lightning Arc, Communal Stoneskin, Unseen Crew, Overland Flight
6 - Repulsion, Legend Lore, Greater Dispel Magic, Chain Lightning
7 - Elemental Body IV, Spell Turning, Control Weather
8 - Moment of Prescience
EQUIPMENT
Golden Earrings of Alluring Charisma +6, Belt of Physical Belt +6 (DEX and CON), Bracers of Armor +8, Echoing Ectoplasmic Conduit Rod (multiple metamagic rods as single item), Ring of Protection +3, Orange Prism Ioun Stone, Ring of Mind Shielding, Cloak of Resistance +5, Pirate's Eye Patch, Potion of Greater Heroism, 5 bonus points of Skull and Shackles Plunder
Kerdak's stats also assume he is gaining the benefits of the Lord's Banner of Victory (+2 saves) on board his ship.
SUMMARY
Chain Lightning lets him 19d6 damage on an entire crew of enemy pirates. With a DC 27 for initial target and 25 for secondary targets, folks probably won't be succeeding on many reflex saves to halve.
I feel that although his AC is low, Blink, Repulsion, and the defensive benefits from Elemental Body IV should keep melee characters struggling to land solid blows, and that this 16th level blaster sorcerer should be about on par with an 18th level gunslinging Fighter. He lacks Freedom of Movement and defensive casting, which is...I don't really know how essential that is, all things considering.
An Unseen Crew will keep his ship functioning while battle rages so that he can dedicate his best half-dozen fighters - all buffed up with Stoneskin - to keeping the PCs on deck busy, and Moment of Prescience and Spell Turning should protect him from the first few save-or-lose.