Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

View Stats:
zifnab_dr Oct 13, 2021 @ 8:43pm
Build help with 3 Bloodline capstones
Been working through on a build that might be fun. Or could be hot trash! Not sure yet. Could really use your help and guidance on a piece that I'm trying to narrow down.

Seems like this would be a caster. Could possibly be a little melee. I would like to keep CL close to 20 as I can and then maybe merge Lich? Or maybe he's just a bruiser that gets in your face unafraid of Death. Not opposed to a caster or melee, just seeing what we create. Lich would give him some DR, but so would a Barbarian I think.

The idea being that they were once a mortal creature and then strove to become something more. To do so, has to overcome mortal things such as pain and weakness and status conditions. In that effort, I took these notes on the following bloodlines I would like to get. The problem is getting 3 level 20 Capstones for the bloodlines. So far in my testing as a Crossblooded Sorcerer I've burned 2 Mythic abilities to claim the capstones before 20, then 1 more capstone to get another bloodline, then 1 Mythic abilities to trigger the level 20 capstone ability early. So, 4 to make it all work before level 20. I think I was Mythic 3 and it all came together for this piece.

Is it worth it? I dunno, but nice exercise in thinking about things for a few days. I hope you Creative Folksl have some ideas on build suggestions, classes, or something I could be missing! Seeing if you all have some great ideas on how I can accomplish this without burning any additional mythic slots if I can avoid it. After typing all of this out, I almost want to call this "The Immortal or The Juggernaut!" Thanks again for your help!

(Note) I was only thinking Normal-Core. I'm not that good!

Mythic first choice:

Danse Macabre
· Immune to Negative Levels
· +4 Bonus death effects
· +2 AC, saves, +attack, +damage against creatures with negative energy affinity
· +2 DC class abilities against them by 2

Bloodline – Power of Wyrms - BLUE
· Immunity to *Electricity*
· Immunity to Paralysis
· Immunity to Sleep
· Blind sense with a range of 60ft

Bloodline – Fire Elemental
· Immune to *Fire damage type*
· Immune sneak attack
· Immune to critical hits

Bloodline – Celestial Bloodline
· Immunity to Acid
· Immunity to Cold
· Immunity to Petrification
· Resist Electricity 10
· Resist fire 10
· +4 against poison
< >
Showing 1-8 of 8 comments
Miskatonic Oct 13, 2021 @ 9:55pm 
I don't think I'd take a mythic feat for any of those capstones, let alone all 3. Unless you are opposed to casting protection from element spells or something. A lich gets immunity to sneak attack and crits from being undead, and paralysis and sleep I can't remember ever being a real issue.

As a lich you get a spell that makes you functionally undead pretty early, and later on you become permanently undead, so I wouldn't take danse macabre either personally. But it's up to you if you want it for rp purposes.

The serpent capstone could be pretty cool for a free bite attack if you go melee.
Razorblade Oct 13, 2021 @ 10:30pm 
Considering there is a mythic ability that makes you straight up immune to magic, there's not much point in spending 3 mythic points on stacking immunities. Other than Serpent bloodline and maybe Fey, bloodlines tend to be more useful for their pre-level 20 abilities, such as Demon's strength bonuses, Dragon's and Elemental's transformations, Undead's spirit form, etc. Stacking bloodlines is a fun build, don't get me wrong, but there are better ways to get elemental immunites.
Balekai Oct 13, 2021 @ 10:34pm 
Yeah that's too much investment into capstones. You can accomplish almost, if not all those bonuses with 24 hour buffs from greater enduring spells. Sorry for the following its just way easier to copy/paste the full descriptions than shortforming them. :p

If you want loads of immunity and be a melee sorc, then pick up these (they're actually all good for any caster sorc too save for Iron Body):

- Spell Level 7 spell Ice Body:
Your form transmutes into living ice, granting you several abilities. You gain immunity to cold, vulnerability to fire, and damage reduction 5/ magic. You are immune to ability score damage, blindness, critical hits disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration because you have no physiology to respiration while this spell is in effect. You cannot drink ( and thus can't use potions.

Your unarmed attack deals damage equal to a club sized for you (1d4 for Small character or 1d6 for Medium characters) plus 1point of cold damage, and you are considered armed when making unarmed attacks.



- Spell Level 9 Fiery Body:
This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, disease, electricity, poison, and stunning. You have acid resistance 30. You take 150% as much damage from cold as normal.

You have a +6 enhancement bonus to your Dexterity score. Your unarmed attack deals an additional 3d6 points of fire damage, and you are considered armed when making unarmed attacks. Fire spells you cast have their save DCs increased by +1.

- Spell Level 8 Seamantle:
You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were under the surface of the water. You gain improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves) against foes that do not have freedom of movement effects. You also gain immunity to fire. The cover granted by the seamantle does not enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack rolls.


- Spell Level 8 Frightful Aspect:
You become a larger, awful version of yourself and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a+4 size bonus to Constitudtion, a +6 natural armor bonus, DR 10 /magic, and spell resistance equial to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack. that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura's effect is a fear and mind-affecting effect.


- Spell Level 8 Angelic Aspect, Greater:
This spell functions like angelic aspect, except you gain DR 10/evil; immunity to acid and cold; resistance to electricity and fire 10; a +4 racial bonus on saves against poison; and protective aura as supernatural ability for the duration of the spell.
Protective aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to anyone within 20 feet. Otherwise, it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet.

Angelic Aspect: You take on an aspect of an angelic being, including some of its physical characteristics. You gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection bonus to AC and a +2resistance bonus on saves against attacks made or effects created by evil creatures. In addition, your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage reduction.

- Spell Level 9 Heroic Intervention:
Using words of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell's duration.

And for melee non-casting casters or a Gate Order Hellknight Signifier, with no armor on, Iron Body (you will have 0 arcane failure and just use Archmage Magic Armor which is better than fullplate anyways):

This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You have acid and fire resistance 30.

You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 35% and a -6 armor check penalty, just as if you were clad in full plate armor.

Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
Last edited by Balekai; Oct 13, 2021 @ 11:14pm
zifnab_dr Oct 13, 2021 @ 10:54pm 
Originally posted by Razorblade:
Considering there is a mythic ability that makes you straight up immune to magic, there's not much point in spending 3 mythic points on stacking immunities. Other than Serpent bloodline and maybe Fey, bloodlines tend to be more useful for their pre-level 20 abilities, such as Demon's strength bonuses, Dragon's and Elemental's transformations, Undead's spirit form, etc. Stacking bloodlines is a fun build, don't get me wrong, but there are better ways to get elemental immunites.

Thank you so much for this info! What Mythic ability makes you immune to magic?

Originally posted by Miskatonic:
I don't think I'd take a mythic feat for any of those capstones, let alone all 3. Unless you are opposed to casting protection from element spells or something. A lich gets immunity to sneak attack and crits from being undead, and paralysis and sleep I can't remember ever being a real issue.

As a lich you get a spell that makes you functionally undead pretty early, and later on you become permanently undead, so I wouldn't take danse macabre either personally. But it's up to you if you want it for rp purposes.

The serpent capstone could be pretty cool for a free bite attack if you go melee.
This is great information, appreciate it! Do you happen to know the name of the spell?

Balekai, Those are great. Thank you! A lot to read and digest. It seems that Archmage Armor is used\mentioned alot. I'll have to read these all in more detail.

You all have given me alot to think about. Pretty new to the game, so I thought maybe I had found something neat! Figuring out the class I want to play I think has been the hardest point so far for me. So many options! but good to read and think about during work.
Balekai Oct 13, 2021 @ 11:08pm 
No problem happy to help. There's some obvious overlap in immunity between those spells, but some really good synergies as well. Like Ice Body (or Angelic Aspect, Greater) and Fiery Body together to negate the negative effects of both if you don't already have either fire or cold immunity. I just want to make sure though with a quick test to make sure the 150% increase damage doesn't kill an immunity (tested its ok or seems to be).

Archmage Armor is just the Mythic Ability buff to Mage Armor spell and makes it give +14 to AC at full mythic level 10. :o

I forgot Seamantle which is a spell level 8 alternative to Fiery Body with AC cover bonuses etc, but you don't get concealment bonuses anymore I believe (adding description to my original post).
Last edited by Balekai; Oct 13, 2021 @ 11:12pm
zifnab_dr Oct 13, 2021 @ 11:19pm 
Great. More good info. Now.. I just need to figure out what kind of class I want to play. Analysis Paralysis! I saw that the Eldritch Knight and the Lich both get a swift response to cast a spell on some triggers. Thinking that could be fun. Sorta like you missed, ill interrupt and blast you twice? Not sure, but the first thing I thought off.
phadin Oct 14, 2021 @ 5:46am 
I'm playing crossblood as well, from what I've seen, you only get the spells on the secondary bloodline you chose, you do NOT get the powers. that means if you want the capstone for your secondary bloodline, you have to use the mythic power to claim it. However, you WILL hit level 20 in this game, so it's kinda a waste to grab the capstones unlesss you really want those abilities early. If you do so, respec after you hit level 20 to recover your mythic powers and choose something else.
Razorblade Oct 14, 2021 @ 7:07am 
Originally posted by zifnab_dr:
Originally posted by Razorblade:
Considering there is a mythic ability that makes you straight up immune to magic, there's not much point in spending 3 mythic points on stacking immunities. Other than Serpent bloodline and maybe Fey, bloodlines tend to be more useful for their pre-level 20 abilities, such as Demon's strength bonuses, Dragon's and Elemental's transformations, Undead's spirit form, etc. Stacking bloodlines is a fun build, don't get me wrong, but there are better ways to get elemental immunites.

Thank you so much for this info! What Mythic ability makes you immune to magic?
Magic Nullification. It gives you an infinite-use, toggleable ability that makes you immune to magic while it is active. The caveat is that you're immune to most friendly-spells as well.
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Oct 13, 2021 @ 8:43pm
Posts: 8