Help me Build a High Level Party


Advice

Liberty's Edge

So a friend of mine has taken over a campaign of reign of winter and everyone is level 20 plus 2 Mythic tiers and double Starting Wealth for new characters (Starting wealth is 1,760,000 GP)

My character that the original GM had me playing has retired (mostly cause it was a Spy that never got caught and left after the group killed whom he was trying to send them against for the king at the time)

So now, the group is wandering the area trying to stop an end of the world type of monster encounter. My new character is an Alchemist Archetypes: Chirurgeon and Vivisectionist since they don't cause issues together GM allowed the combo, and with Game Master Permission I also asked if I could build the character from another campaign. As if they went through that game from beginning to end. He said it was fine if it wasn't a campaign that happens after Reign of Winter.

My choice, Curse of the Crimson throne.

Now the advice I'd like is a bit odd I suppose and fun. He also wanted us to write a history and events that happened to our characters that where most memorable and maybe some child hood enemies.

CCT gives me that with Lamm, but one thing I was lacking was, who did I adventure with?

:-) So I was wondering with 20 Levels to work with, Who do you picturing working with a Lawful Evil Plague Doctor from Curse of the Crimson Thrones?
[even took leadership to have a nurse XD]

For those that Played Curse of the Crimson Throne, have fun with this one. I certainly did. :-)

My character is Doctor Franklin Foxwell whom's family was not all that honest and if not for him getting caught Franklin would have easily completely gone down the same path, His Campaign trait is: Reformed Criminal (although he is still straight forward and will break laws to save someones life, or torture to get information for similar purposes.)

During feat selections I took some Psychic feats (Psychic Sensitivity group and Eldritch Heritage Feats for Infernal Bloodline fun)

He's looking forward to these to build and play himself. So go nuts It should be very entertaining I think :)


I haven't played either one, but there is a common forum post for all APs: the Obituaries thread. Read it, and pick your [late] friends.

/cevah


You can't forget about your best buddy, Jarek!

Your friendly Level 20 Hald-Elf Stygian Slayer VMC Wizard!

Jarek essentially has a wand for every situation. He uses his innate magic to set up flanking with you and to help with his Assassinate ability. His high intelligence helps with skills, his magic, and his Assassinate DC.

Half-Elf
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
(He chooses Bard for access to wands of Cure Serious Wounds, Haste, and Restore Innate Magic)

Stygian Slayer:

Invisibility (Sp)
At 4th level, a stygian slayer can cast invisibility once per day, using his slayer level as his caster level. The slayer uses his Intelligence modifier for concentration checks when using this ability. The slayer can use this an additional time per day at 8th level and every 4 levels thereafter.

This ability replaces the slayer talent gained at 4th level.

Spell Use
At 7th level, a stygian slayer is able to use spell completion and spell trigger items as if he were an arcane caster with these spells on his spell list: darkness, forced quiet, modify memory, nondetection, obscuring mist, phantom steed, shadow walk, and wizard spells of the illusion school of spell level 0 through 4th. The slayer’s uses his class level as his caster level for this ability.

This ability replaces stalker.

Shadowy Mist Form (Sp)
At 10th level, a stygian slayer can transform into an inky black cloud of mist. This functions as gaseous form, except it also obscures vision as fog cloud. The slayer can use this ability for a number of minutes per day equal to his level. These minutes need not be consecutive, but must be used in 1-minute increments.

This ability replaces the advanced slayer talent gained at 10th level.

VMC Wizard:

A character who chooses wizard as his secondary class gains the following secondary class features.

School: At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.

Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.

School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.

Cantrip: At 11th level, if he has an Intelligence score of 10 or higher, he chooses a wizard cantrip from his chosen school and can cast that cantrip as a spell-like ability at will. He uses his character level as the caster level and Intelligence as the cantrip’s key ability score.

Discovery: At 15th level, he gains an arcane discovery or wizard bonus feat, treating his character level as his effective wizard level.

Greater School Power: At 19th level, he gains the 8th-level power of his chosen school.

School (Illusion):

Extended Illusions (Su)
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Blinding Ray (Sp)
As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Invisibility Field (Sp)
At 8th level, you can make yourself Invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.

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