Level 20 Character list


Pathfinder Society

Sczarni 5/5 ⦵⦵

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Starfinder Charter Superscriber

Seeing as we already have a couple threads celebrating level 12 characters (including a Google Spreadsheet), I thought it might be a fun exercise to make a thread for level 20 characters.

As mentioned elsewhere, there is actually a fair amount of level 12+ play available, including exactly one path to level 20. Due to the risk of character death and the difficulties in organizing high level play, these characters (and the players behind them!) represent a dedicated and lucky minority that I feel the rest of us could learn from.

I'm aware of only a couple level 20 characters at the moment, but that number is sure to grow over time. Getting to 12 is easy. Getting to 13.2 is difficult. Getting to 20 is the ultimate hurdle!

So, to those of you who have level 20 characters, use this thread as your "Advice Column". Feel free to post about your story, character build, key equipment, or any other advice you may have for the rest of us. Many of us want to be in your shoes someday!

Scarab Sages

There are several spells that buff others that as a cleric you need to have, The Group,as I call them [As I don't actually know them as we meet online] Has 2 clerics, 2 Wizards, 1 Barbarian, 1 Figher and a Melee Druid...
We have discovered that the fighting types needs to enchant their gear with Fortification. +3 weapons that are Adamantium with the Holy enchant are a must, without them you will be in a very bad day.

Spells that can be extended to 24 hours should be noted on everyones character cards that you give the dm.

Special spells that I love:Obscuring Mist, it never gets old and can save lives more than you would think by killing line of sigh,
Bestow Curse while a save or suck spell is extremely useful to have prepped if you a necromancer.
Spectral Hand: Must have spell for anyone that isn't going into melee to heal.
Daylight should be prepped by at least 1 person every mod you play, it can affect so many undead and screw over light sensivites that its a must have.
If you can figure out how to share spells with others with a target of personal, Iron Skin is a very very useful spell.

Everyone HAS TO HAVE, a clear spindle ioun stone in a way finder

Every combat should be thought of as life or death every time, if you don't think so, somethings about to go horribly wrong.

Try to extend spells and buff targets instead of going BOOM as a cleric leave that to the others

NOTE: we are not yet 20 but we are getting very close, we have 8 or so more sessions till 20 is what we have come to figure. Though this may not be true if we tpk, though with our prestige it shouldn't be a huge deal.

Scarab Sages

[The One of the Wizards stopped playing due to illness but we still have him around, and level him accordingly if he gets better]

Silver Crusade

Pathfinder Adventure, Rulebook, Starfinder Roleplaying Game Subscriber

I maintained a thread a couple of years ago, of level 12+ characters. I remember getting to and above level 12 was a challenge. Perhaps less so now.

Now I think you have to have a fairly large and involved group of PFS players to get up to those higher levels.

I don't really know much about online gaming. Perhaps that has made it easier for people with high level characters to get together regardless of how geographically spread out.

Dark Archive Venture-Agent, Washington—Redmond

Organizing time for level 12+ play is the most difficult hurdle to overcome. Going through Eyes of the Ten together holds a real sway over whether your characters even want to continue adventuring with your fellow companions. After that, life and other PFS events become barriers and hindrances to organizing a module or AP section.

I've had my main character at level 15 for over a year and a half now, but life has relocated 2 of our players, and 1 no longer has the free time to pursue the PFS hobby. Thus we have not had a session where I could play that character. Skype can assist in bringing players together over long distances, and local conventions can usually draw some players back together.

I've GMd another group to 14 now, but since they are all PFS organizers, VLs, & VCs, finding time when everyone is free is even harder than usual. When a player starts asking me to run a Seeker-Level event, I usually assign them the task of arranging all of the players logistics for time and place; leaving me the time needed to prepare.

Staying with the same GM also goes a long way in keeping rulings consistent and the GM will wise-up to your character's antics and play-off of their personalities making the entire experience more enjoyable as a whole.

Did I mention time? Higher level play means your turns take that much longer in combat, and your character match becomes that much harder to do. Next time you are at a multi-table event, take a moment to compare the speed of turns between low, mid, and high tier tables. The mid-tier tables will seem to be moving in hyper speed! And it only gets worse the higher players get. I have GMd and played in games where 1 combat lasted an entire session. It is a fact of the game.

Silver Crusade 2/5 RPG Superstar 2014 Top 16 aka cartmanbeck

Can anyone post the single path that can lead to level 20? I'm curious what the options are for such a thing.

Lantern Lodge

In short, you finish Eyes of The Ten at level 13.2. From there, you GM/play the various modules and high level AP's to get to level 19.2 (there are several options for that path these days). Finally, you GM/play the season 4 special Race for the Runecarved Key for that last 1 xp.

Shadow Lodge 4/5

Alternately, you don't play EoTT, play 2/3rds of a mod then RftRK at 19.2.

Grand Lodge

Sammy T wrote:
Alternately, you don't play EoTT, play 2/3rds of a mod then RftRK at 19.2.

1. Eyes is 4 scenarios long, one of which is a double length.

2. After its done, it will leave you at 13.2, so you could still play RftRK after doing 6 modules.

Sczarni 5/5 ⦵⦵

Starfinder Charter Superscriber
cartmanbeck wrote:
Can anyone post the single path that can lead to level 20? I'm curious what the options are for such a thing.

I linked it in the first post, as well.

Sovereign Court 4/5 ⦵⦵⦵⦵ Venture-Agent, Georgia—Atlanta aka The Masked Ferret

There is a second path, but it also uses Race for the Runecarved key.

It involves playing Rise of the Runelords, Carrion Crown, and Reign of winter to completion. If you just played those modules, you could get to level 19. You then play any 2 scenarios (you need 2xp) at any point in your career, and then top the result off with Race to the Runecarved Key.

20th level

I am running a group through this path right now.

Dark Archive

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"So you wish to follow the path of power?"

I'm one of these level 20 characters that you guys have been talking about. Adari is my 20th level necromancer, and if I'm not mistaken the first 20th level wizard in PFS. I'm happy to give some high level advice since not many games get to that point.

Your saves are not high enough- This is how you should view your saves at all times. If there's a way you can increase your saves you should do it. Damage isn't what really threatens to kill you quickly like it does at low levels. Save or die is the bane of high level PCs.

Pull everything you can out of 6 seconds- High levels is where the action economy really comes into play. This applies more to casters than physical fighters, due to the need to full attack. Quickened spells are the bread and butter of high level casters as you now have more spells than you'll likely cast in one day.

It's gonna have resistances- If you rely heavily on a single form a elemental damage you need to have a way to deal, other types of damage. High level creatures will often be resistant or straight out immune to at least one type of energy. This is especially true of high CR outsiders.

It's gonna have DR- As above high CR creatures will often have high damage reduction. I know there's a lot of high damage dealers using a two handed weapon out there, but I've seen several instances where a creature survived a full attack with about 20 hp thanks to it's DR. Then it proceeded to unload on the melee character, and kill her (Sorry Naamah but others need to learn from you, especially those without heroic defiance.). At your level you should be able to afford a magic weapon with a high enough plus to overcome most DR, but you should also spend the extra cash to have an extra weapon of each of the special metals silve, cold iron, and Adamantine.

Carry a backup weapon or 4- At high levels your equipment often makes you who you are. As you gain levels things will go after your precious equipment. Don't be that guy who only carries his signature weapon. Because when you lose it you'll be out of luck.

Kill the guy with the pointy hat or holy symbol- High level spellcasters are bad news. Every turn they get is likely one turn closer to them killing you. If you see a high level caster kill him before he can throw out his big spells.

Have a means of travel- When you get higher levels you'll be expected to find your way to rather out of the way places like forgotten tombs, levels of hell, the moon, ect. Make sure you have a way there, and most importantly BACK.

You can fly?!- At this level you had better have a way to fly in some way shape or form regardless of class. There's nothing worse than getting thrown into a pit of lava and not being able to get out.

Be able to take a hit or three- It doesn't matter if your a wizard or a fighter you need hit points. As much as you might stand in the back at some point you are gonna get hit by something big. Make sure a single hit doesn't knock you out of the fight.

"There's your advice from a venture captain who actually knows what he's doing. Any questions?"


Interesting. Is there no way to get to level 20 without RftRK as your last game?

The character I most want to get to 20 is signed up to do RftRK this Saturday as a level 11. Maybe I'll play someone else so I can apply GM credit to get her to 20 someday.

.oO(Isn't Siege of the Diamond City also an "any level allowed" scenario?)

Grand Lodge 4/5

Game Master wrote:

Interesting. Is there no way to get to level 20 without RftRK as your last game?

The character I most want to get to 20 is signed up to do RftRK this Saturday as a level 11. Maybe I'll play someone else so I can apply GM credit to get her to 20 someday.

.oO(Isn't Siege of the Diamond City also an "any level allowed" scenario?)

Only Race can be played at 19. Siege is capped.

Sovereign Court

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Adari wrote:
"There's your advice from a venture captain who actually knows what he's doing. Any questions?"

How do I get out of this chicken-@*#! outfit?

Grand Lodge

Game Master wrote:
Interesting. Is there no way to get to level 20 without RftRK as your last game?

Yes, both RftRK and Siege of the Diamond City can be applied in the 12-15 range for player or GM credit.

So once you are done with Eyes and are at 13.2, apply one of those either by playing or GMing it to hit 14, and the module up from there.

Shadow Lodge 4/5

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I think you misunderstood his question, Seth.

You need to finish with RftRK to hit 20.


We have a local group (near Sacramento) with 19th level characters...and the Cleric is a Rogue with a 1 level dip. :)
I believe they've played Race already, so are stuck for now.
(Rogue, Buffer/blaster Eldritch Knight, 2 Fighters, Blaster/buffer Wizard)
Edit to add: This is Chernobyl's group; he plays one of the fighters.

I ran them through Xin-Shalast and it's pretty much Extended Haste, Heroism, Stoneskin, Mind Blank, etc. and commando through with backup buffs if Dispelled/expired, DimDooring for full attacks when able via familiars with wands. Limited Wishes (or even Wishes) & UMD scrolls for the emergency recovery and Quickened Chain Lightnings (perhaps acidic) for the tough fights.
It took maybe 10 minutes of game time (once they arrived at the site).

high level hard facts:

-You do need high saves. They wouldn't have made it through without them, needing to roll in the low 20s TONS to avoid costly attrition and in the high 20s dozens of times to avoid elimination. Clear Spindles are not reliable, as they only cover enchantments/compulsions where you're given commands by an evil caster/source/spell.
-Anybody standing toe-to-toe needs an AC in the high 30s if you only want to get mauled. To stand tough, you need mid-40s because you can't let those iteratives hit you, not at 50 h.p./whack, and many monsters rely on hitting you to deliver very brutal effects.
Similar goes for CMD. Awesome Blows can add up fast, especially if the enemies readied one last round and you're prone for their full attack.
-There are no battle lines. Most everything can cover the battlefield in one move, or blast/dissolve/madden/banish at range. You should be able to as well, in all sorts of venues.
-Most everything can sense most anything hidden. You should be able to too. Many opponents can do recon on you, you should be able to too.
-Necklace of Adaptation is (nearly) a must.

-You need Quickened Dim Door, Grace, Walls of Force or Stone, Contingency-Resilent Sphere or Dim Door, etc. for those emergencies when you have less than a round to save yourself or somebody else.
((many))Improved familiars with 4th level wands can be good for quick rescues, getting full ranks for yourself to bestow ability on them if they can't use wands naturally.)
-Have at least one "deny crit" or "make enemy reroll" per day because most PCs will get a crit thrown their way that can take them out. You'll probably want your other rerolls for that '1' on a save.
-Have (Communal) Stoneskin up. It's a pittance at that level.
-Yes on the backup weapon. Telekinesis is common, as are lava pits, chasms, portals to Hell, and other hazards your weapon (or you) can be thrown into. In the same vein, boost the h.p. of your armor and best weapons. "Ignore Hardness" abilities can make short work of your gear.
-Do not rely on any one trick or a set of similar tricks. There will be something immune to it, or even that capitalizes on you trying it.
-Have energy resistance(s)/protection up, especially if you're not a tank. Anything thematic to the scenario, of course, but fire at a minimum with perhaps acid and lightning too if you're fragile.
-Pearls of Power (non-casters too!) and Metamagic Rods should be bought in bulk.
-Dimensional Anchor (or Feeblemind) can avoid many headaches, or enemies recovering and regrouping. (And works well with Force Cage too.)
-Have ranks in Fly if you actually expect to Fly in some of the conditions you'll encounter.

Much of melee revolves around who can set up their full attacks first, and which caster(s)/ranged can neutralize the other caster(s)/ranged first, and which teams can harmonize the balance of the two sides as needed. Unfortunately many of your enemies at that level can play either way, i.e. outsiders and dragons.
Lastly, being more than one round from your potential saviors can be quite hazardous.

Grand Lodge 4/5 Venture-Agent, Nevada—Las Vegas aka kinevon

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Seth Gipson wrote:
Game Master wrote:
Interesting. Is there no way to get to level 20 without RftRK as your last game?

Yes, both RftRK and Siege of the Diamond City can be applied in the 12-15 range for player or GM credit.

So once you are done with Eyes and are at 13.2, apply one of those either by playing or GMing it to hit 14, and the module up from there.

That would let you get to 19.0, as there are, currently, no Tier 17-19, 18-20, or 19-20 modules or APs available.

Right now, you have to play from 13.2 to 19.2, using modules, ending with one of the 16-18s at 18th level play, then play or GM credit Race to get to 20.0.

Venture-Captain, Nebraska—Omaha aka downerbeautiful

cartmanbeck wrote:
Can anyone post the single path that can lead to level 20? I'm curious what the options are for such a thing.

Here's mine. 22-26 became random scenarios. 42-44 will be some module that allows for level 14. Since there are options, I'm not too worried. Until something better comes, 54 is for Race for the Runecarved Key. It's all GM credit, too, so I don't care about stats, saves, et al. Character's not even built yet. We've made it through Forest of Spirits, and we're currently scheduling Frozen Stars and beginning Tide of Honor tonight.


Thanks for the input.

I now have to decide if I can resist the temptation to play my absurdly powerful Magus at the high-tier table this Saturday, or if I care about being level 20 with her someday.

Grand Lodge

kinevon wrote:
Seth Gipson wrote:
Game Master wrote:
Interesting. Is there no way to get to level 20 without RftRK as your last game?

Yes, both RftRK and Siege of the Diamond City can be applied in the 12-15 range for player or GM credit.

So once you are done with Eyes and are at 13.2, apply one of those either by playing or GMing it to hit 14, and the module up from there.

That would let you get to 19.0, as there are, currently, no Tier 17-19, 18-20, or 19-20 modules or APs available.

Right now, you have to play from 13.2 to 19.2, using modules, ending with one of the 16-18s at 18th level play, then play or GM credit Race to get to 20.0.

Ah, I thought there was one that high. Oh well. *shrug*

Venture-Captain, Nebraska—Omaha aka downerbeautiful

Seth Gipson wrote:
kinevon wrote:
Seth Gipson wrote:
Game Master wrote:
Interesting. Is there no way to get to level 20 without RftRK as your last game?

Yes, both RftRK and Siege of the Diamond City can be applied in the 12-15 range for player or GM credit.

So once you are done with Eyes and are at 13.2, apply one of those either by playing or GMing it to hit 14, and the module up from there.

That would let you get to 19.0, as there are, currently, no Tier 17-19, 18-20, or 19-20 modules or APs available.

Right now, you have to play from 13.2 to 19.2, using modules, ending with one of the 16-18s at 18th level play, then play or GM credit Race to get to 20.0.

Ah, I thought there was one that high. Oh well. *shrug*

I think you're thinking of Witchwar Legacy, a 16-18 that you could use to get to 19.2. Rise of the Runelords also has a 16-18, Spires of Xin Shalast.

4/5

Pathfinder Starfinder Adventure Path Subscriber

So, folks with 20s, tell us about your exploits? There are a gaggle of folks that will be hitting 20 at Con of the North in about a month and I'd love to see the ranks we're joining.

Grand Lodge 5/5

I fighted a lot of dragons and made friends with even more and I made a lodge on the moon cuz I like it up there and cuz I'm a adventure captain. I ate a lot of chocolate and fighted a lot of bad people, and I readed a lot of books. I helped the decemberists and now I got a school in Korvosa too. One time that one adventure captain said to bring her some gold so I took her the whole wagon full of it and dropped it on her roof.

Liberty's Edge 5/5 Venture-Lieutenant, Maryland— Baltimore aka Qstor

I have 54 xp with my first PC. Any available path to 20th? Character already has RftRCK.

3/5

Mike McKeown wrote:
I have 54 xp with my first PC. Any available path to 20th? Character already has RftRCK.

Not yet. Race is required as it's still (currently) the only thing you can apply at 19th.

I remain hopeful we may eventually see something else that's equally high-level.

Dark Archive 4/5 Venture-Lieutenant, Minnesota—Twin Cities Metro South

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Extended Travels boon.

Sovereign Court 5/5

Andrew Torgerud wrote:
Extended Travels boon.

is waiting patiently...

Silver Crusade 4/5

Lem would like to officially add his name to this glorious roster. There will be a dinner party at my lodge in honor of retirement from the field. It is in a secret flying location, but I trust anyone worthy of making it this far will have no trouble arranging transport.

I will happily regale the crowd with all of my exploits. Forcing a certain near god-level machine bow down and worship me as his final act stands out as a particular high point.

Scarab Sages 4/5

Buddy Lem man, It's been a long journey. Since Korvosa, right?

The world's foremost expert on smokables, tokables, edibles, potables, and the Hao Jin Tapestry is happy to announce retirement, as well. While my good friends convinced me to hold back my indignation at working for that reckless hack, Sheila Heidmarch, I am glad to be throwing her disintegrate and sirocco party just moments before my retirement begins.

Pathfinders, you are always welcome to Zephyr Hall, the greatest lodge in all of Golarion. Venture-Captains Orion and Mystic Mickey are happy to have you. Perhaps you'll join us in modifying the lodge for travel to the sun itself.

I am happy to say that, since level 14, the eyes of the Ten have NOT been upon me and, since level 16, not on my companions either. Suck it, divination effects.

Silver Crusade

Paladin Archer ibn Aabir, or "Ibn" as he is known by his fellow Pathfinders, has recently ascended to 20th level along with his group of trusted comrades. Ibn's career highlights include defeating the Runelord Krune in a battle of attrition, surviving the Storval Stair, eviscerating Skelg the Ripper, obliterating a certain ex-VC in Eyes, and one-shotting Loralis.

Ibn's joint retirement party will take place along with his faithful companion Dash in their floating castle lodge. All are welcome.

Dark Archive

I'd love to here some of the lv 19.2 RftRCK experiences. I know mine was interesting.

Spoiler:

We had to buff the enemies to have the fight last the minimum amount of rounds in the coliseum vs 20 hydras, Wished our way past a chase scene, gated in annihilator robots, repaired a temple with angels, and I was almost abducted by a wendigo. Never thought my lv 17 monk would feel so out of place, but we had in a table of four, me, a lv 20 "chained" summoner, a lv 20 rage prophet, and a lv 20 Alchemist.

Silver Crusade 4/5

Race:
Well after mostly ignoring the part of the mission briefing to keep a low profile, we managed our own variety of fun and games. In the arena encounter I took turns out of combat to make perform checks to stoke the crowd, most of the martials grappled the hydra just for the fun of it, and we cast heal on the hydra twice with it saving against the spell on a Nat 20 both times. There were a bunch of other ridiculous things we did in that fight, but I'll let other chime in. We completed all of the encounters in part 2 in less then 2 combat rounds combined. As ROFL stomps go it was an entertaining evening our GM got into the spirit very well.

Dark Archive 5/5

"Ugh, it's still ridiculous that I must share my Flying Castle Lodge (tm) with all of these others, but it is what it is I suppose..."

"I have reached 'level 20' and won't even bother to list the amazing exploits I have pulled. Just know that you will never come near accomplishing the same feats."

Orion the Starbound, Mesmerist 18/Sorcerer 1/Oracle 1 has retired at Level 20 with Race for the Runecarved Key and will be sharing his castle lodge with those above, the most tolerable of which is Mickey (and that's saying something).

4/5

Pathfinder Starfinder Adventure Path Subscriber
Backpack wrote:

I'd love to here some of the lv 19.2 RftRCK experiences. I know mine was interesting.

** spoiler omitted **

Spoiler:
Virtually everything needed nat 20s to hit our frontliners. The archer inquisitor traded shots for AoOs with a bonus tarrasque and, assuming that Slayer doesn't turn off the tarrasque's regen, I was about to Possession, Greater the sucker for the rest of my life or until I was bored enough to ditch the body in the PEP to pop like a zit. Our party was optimized enough that 3 of us effectively weren't in the combats at all due to initiative modifiers.

Also, "we're with the Aspis Consortium. We work for Maiveer Sloan."

Dark Archive

I always love going through and playing old scenarios with new characters. My eyes of the ten protegee may have tried to murder Adril after playing an early season scenario. Or just knowledge of

Spoiler:
electrum badges
can really screw with aspis encounters.

Grand Lodge 5/5

I played Race as Mea, the black dragon, strongest wizard in the society, along with a cleric of Milani, a 10-attack gunslinger, and an arcanist. We'd all been playing together since the first part of eyes. There were a memorable parts for me, one of which I alluded to up-thread. In order to get the gold, Mea and Aristotle the arcanist turned invisible and snuck into the sleeping camp. Aristotle found the jubjub bird and opened the cage. Mea, simple-minded Mea, was told to get the gold, so she picked up the wagon the gold was in and flew back to Magnimar with it. That of course set the alarm off, waking up the camp. But none of them ever saw any pathfinders, they just woke up to their gold literally flying away and an angry jubjub bird poking it's head out of the other wagon.

Mea tried to fight the Hydra alone as a dragon, but couldn't do low enough damage with one claw per round to keep it alive for long enough. Oops.

At the end, blindsense gave away the assassin. One hit from her pummeling charge splattered him across the cobblestones, which left the arcanist and gunslinger wanting something to do. So our cleric breath of lifed him.

After it was all over, she retired to her lodge on the moon to look after her books and a few wayward dragons she collected along the way.

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