I recently fell in with a group that wants to do max level/1st tier mythic game, as ascended beings going off to save the cosmos, to boil it down to the basic premise.
Anyways, I recently found an old character sheet for a mythic tier Inquisitor that I made back when I was playing in a WotR game. He was a Teifling Inquisitor of Iomaede with the Justice Inquisiton, focused heavily in teamwork feats to take advantage of Solo Tactics, had access to Radiance, since the campaign really only had me as the pious character and the DM was like "Just..take it and don't b*+@!.", and was tiered to Hierophant.
As the title suggested, I want to rework him to be a bit more viable for the campaign, and was wondering what you guys would suggest what I should do for spells, gear ideas, and if I should swap anything out to make him a bit more powerful.
|I am Nemesis|
Does max level mean you're level 20 from the start, or that you imtend to play from level 1-20, or what?It's hard to guess what might be better than what you have because I know almost nothing about what the character has and what you want to be good at.
i agree with avr. even if your just giving us 1st level info it'll be helpful in helping you. can you give us a break down more like this;
CG & None Medium humanoid (elf)
Init +24; Senses darkvision 120 ft.; Perception +30
AC 57, touch 42, flat-footed 30 (+10 armor, +5 deflection, +10 Dex, +17 dodge, +3 natural, +2 shield; +2 deflection vs. evil)
hp 264 (19 HD; 9d6+10d8+175)
Fort +25, Ref +34, Will +24; +2 vs. enchantments, +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. emotion-based effects (including fear effects), +2 sacred bonus vs. charm and possession effects (including dominate effects), +2 sacred bonus vs. death effects; +2 resistance vs. evil, +4 morale vs. death effects
Defensive Abilities blade sense +1, canny defense +6, evasion, hard to kill, mythic saving throws, unstoppable; DR 15/adamantine (150 points), 7/—; Immune sleep, acid (120 points), energy drain, negative energy; SR 30
Weaknesses dependancy on demon blood, light blindness
Speed 30 ft., fly 60 ft. (good)
Melee terendelev's honor +38/+33/+28 (1d4+23/15-20 plus 2d6 vs. Demons and 2d6 vs. spellcasters and 2d6 vs. evil and 6d8 sneak attack) &
. . the demon's bane +38/+33/+28 (1d4+23/15-20 plus 2d6 vs. Demons and 2d6 vs. spellcasters and 2d6 and 6d8 sneak attack)
Special Attacks arcane pool (+2, 15 points), farwalker[MA], magus arcana (arcane accuracy[UM], close range[UM], prescient attack[UC], ranged spell shield), mythic power (22/day, surge +1d10), sneak attack +6d6, spell combat, spellstrike
Spell-Like Abilities (CL 19th; concentration +19)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 13)
Magus (Kensai) Spells Prepared (CL 15th; concentration +27)
. . 5th—kinetic force (2, DC 27), teleport, vampiric shadow shield[ACG]
. . 4th—stoneskin[M] (6)
. . 3rd—displacement, fireball[M] (2, DC 25), gloomblind bolts[M,ARG] (2, DC 25), mythic intensified quickened vampiric touch[M] (6)
. . 2nd—glitterdust (5, DC 24), pains of the past[M] (2, DC 24)
. . 1st—mythic intensified dizzying bolt[M] (7, DC 23)
. . 0 (at will)—disrupt undead, mage hand, open/close (DC 22), ultrasonic ray
. . M mythic spell
Str 10, Dex 30, Con 24, Int 35, Wis 18, Cha 10
Base Atk +11; CMB +23 (+25 disarm); CMD 55 (57 vs. disarm)
Feats Butterfly's Sting, Combat Expertise, Combat Reflexes, Extra Arcana[UM], Extra Arcana[UM], Greater Spell Penetration, Greater Two-weapon Fighting, Improved Critical (kukri), Improved Two-weapon Fighting, Intensified Spell[M], Leadership, Nimble Moves, Piranha Strike, Quicken Spell, Spell Penetration[M], Spell Perfection (vampiric touch)[APG], Toppling Spell[UM], Two-weapon Fighting, Weapon Finesse[M], Weapon Focus (kukri)
Traits chance encounter, magical lineage, wayang spell hunter
Flaws arrogant, dependancy on demon blood, uneducated
Skills Acrobatics +34, Appraise +14, Bluff +2 (+4 to Feint), Climb +2, Craft (alchemy) +22, Diplomacy +0, Disable Device +20, Disguise +2, Escape Artist +20, Fly +20, Heal +6, Intimidate +2, Knowledge (arcana) +36, Knowledge (dungeoneering) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (nature) +36, Knowledge (planes) +36, Knowledge (religion) +36, Linguistics +24, Perception +30, Perform (dance) +4, Ride +20, Sense Motive +6, Sleight of Hand +25 (+27 to conceal a light blade), Spellcraft +36, Stealth +34, Survival +6, Swim +2, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Aboleth, Abyssal, Aklo, Ancient Osiriani, Azlanti, Celestial, Daemonic, Draconic, Druidic, Elven, Infernal, Osiriani, Polyglot, Sakvroth, Simple Sign, Skald, Sylvan, Tien, Undercommon, Varisian, Vudrani, Wayang
SQ amazing initiative, ambush, beyond morality[MA], chosen weapon, darklands stalker[ARG], deadly dodge[MA], fleet charge[MA], foe-biting, force of will, hidden blade, immortal, impromptu sneak attack, invisible thief, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, mirror dodge[MA], mythic bond, mythic spellcasting[MA], paranoid, perfect strike, poison use, ranged legerdemain, recuperation, rejuvenating, rogue talents (combat trick, finesse rogue), shadow stealth[MA], tricky spells, undetectable, unstoppable strike
Combat Gear jaunt boots[UE], lesser maximize metamagic rod, pearl of power (1st level) (2), pearl of power (3rd level), robe of runes, wand of blessing of fervor (25 charges), wand of cure critical wounds (17 charges), wand of death ward (29 charges), wand of dismissal (4 charges), wand of enervation (18 charges), wand of fly (19 charges), wand of freedom of movement (17 charges), wand of greater invisibility (CL 10th, 36 charges), wand of lesser restoration (29 charges), wand of mirror image (15 charges), wand of overland flight (50 charges), wand of see invisibility (10 charges), wand of shield of faith (10 charges), wand of slither (19 charges), wand of true strike (46 charges);
Other Gear desna's grace armor[APG], terendelev's honor, the demon's bane, amulet of natural armor +3, belt of physical might +6 (Dex, Con), bracers of the shield mates[MA], cloak of resistance +5, efficient quiver, handy haversack, headband of inspired wisdom +6, lenses of darkness[ARG], righteous medal of agility, righteous medal of clarity, righteous medal of command, righteous medal of spirit, righteous medal of valor, righteous medal of vigor, ring of protection +5, ring of wizardry iii, shadowblood (4), terendelev's scales (sacred weaponry), weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], 16,251 gp, 6 sp
Absorb Energy (Acid, 120 hp) - 0/120
Align Weapon (good/law only, can affect nat weapons, 3/day) - 0/3
Amazing Initiative (1/round) (Ex) - 0/1
Arcane Pool +2 (15/day) (Su) - 0/15
Chance Encounter (1/day) - 0/1
Dancing Lights (At will) - 0/0
Deeper Darkness (At will) - 0/0
Detect Magic (Constant) - 0/0
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Faerie Fire (At will) - 0/0
Feather Fall (At will) - 0/0
Impromptu Sneak Attack (2/day) (Ex) - 0/2
Invisibility, Greater (1/day) - 0/1
Invisible Thief (9 rounds/day) (Su) - 0/9
Jaunt boots (3/day) - 0/3
Legendary Power (8/day) - 0/8
Levitate (At will) - 0/0
Maximize metamagic rod (lesser, 3/day) - 0/3
Mythic Power (22/day, Surge +1d10) - 2/22
Pearl of power (1st level, 2/day) - 0/2
Pearl of power (3rd level, 1/day) - 0/1
Plane Shift (1/day) - 0/1
Resonating (3/day) - 0/3
Shadowblood - 0/4
Stoneskin - 0/150
Suggestion (1/day) - 0/1
Tricky Spells (5/day) (Su) - 0/5
Wand of blessing of fervor (25 charges) - 0/25
Wand of cure critical wounds (17 charges) - 0/17
Wand of death ward (29 charges) - 0/29
Wand of dismissal (4 charges) - 0/4
Wand of enervation (18 charges) - 0/18
Wand of fly (19 charges) - 0/19
Wand of freedom of movement (17 charges) - 0/17
Wand of greater invisibility (CL 10th, 36 charges) - 0/36
Wand of lesser restoration (29 charges) - 0/29
Wand of mirror image (15 charges) - 0/15
Wand of overland flight (50 charges) - 0/50
Wand of see invisibility (10 charges) - 0/10
Wand of shield of faith (10 charges) - 0/10
Wand of slither (19 charges) - 0/19
Wand of true strike (46 charges) - 0/46
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).
Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Arcane Accuracy +12 (Su) 1 Arcane Pool: +12 to attack rolls until the end of your turn.
Arcane Pool +2 (15/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Butterfly's Sting You can forgo a critical hit in order to pass it on to an ally.
Prerequisites: Combat Expertise, worshiper of Desna.
Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the ...
Canny Defense +6 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Kukri) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Darklands Stalker Move through difficult terrain without penalty while underground.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Drow Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Farwalker (Sp) You can plane shift, using double your tier as your caster level.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 bonus, bypass all DR).
Fly (60 feet, Good) You can fly!
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic weapon.
Immunity to Acid (120 points) You are immune to acid damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Negative Energy You are immune to negative energy.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Intensified Spell [Mythic] You can cast a spell that can exceed its normal damage die cap by 10 (if you have the caster level to reach beyond that cap). 1 MP: cast spell as normal intensified spell w/o preparing in advance.
Invisible Thief (9 rounds/day) (Su) You can use greater invisibility as a free action.
Leadership (score 19) You attract loyal companions and devoted followers.
Legendary Power (8/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power,
Legendary Surge (+1d6 to Attack Rolls - All, Saving Throws - All, Saving Throws - Will) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Paranoid Aid Another DC 15 for attempts to help you.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Prescient Attack (Su) 1 Arcane Pool: Deny target Dexterity bonus against attacks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ranged Spell Shield +12 (Su) 1 Arcane Pool: +12 to your or an ally within 30 feet's AC until the end of your next turn.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (90 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard action
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Sneak Attack +6d8/+6d4 +6d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Perfection (Vampiric Touch) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Resistance (30) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toppling Spell Spell with the force descriptor knocks targets prone.
Tricky Spells (5/day) (Su) You can cast a spell without verbal or somatic components.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target
FLAWs for FEATs:
ARROGANT: -2 to all Diplomacy and Perform checks.
UNEDUCATED: -2 to all Knowledge skills that are not class skills and Linguistics checks that do not involve racial or bonus languages for his race.
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