Sabiha Chenyshor

Sabiha Chenyshor

We finished Wrath of the Righteous earlier this year, so here’s my character from Paizo’s most insane Adventure Path.

Sabiha Chenyshor

Sabiha ChenyshorFemale aasimar (garuda-blooded) inquisitor (cold iron warden) 20/guardian 10
CG Medium outsider (native)
Init +42; Senses darkvision 60 ft, Perception +34

AC 36, touch 24, flat-footed 28 (+9 armour, +5 deflection, +8 Dex, +1 insight, +3 natural)
hp 324 (20d8+225), grazed (-1) 243, wounded (-2) 162, critical (-3) 81
Fort +22, Ref +23, Will +24; +2 vs. evil spells, +2 vs. insanity or confusion, +10 vs. mind-affecting effects
Defensive Abilities absorb blow, adamantine mind, force of will, hard to kill, immortal, irrepressible soul, mythic saving throws, stalwart, true defender, unstoppable; Resist acid 5, cold 5, electricity 5

Speed 40 ft., fly 40 ft. (average), agile feet, dimensional hop 200 ft./day
Melee mwk cold iron starknife +21/+21/+16 (1d4+5/×3)
Ranged +4 conserving holy seeking starbow +32/+32/+27 (1d8+10/×3)
Special Attacks bane 25 rounds/day, blowback, channel energy (harm evil outsiders only) 3/day (9d6; DC 17), distant barrage, exploit weakness, fleet warrior, judgment 7/day (destruction, healing, justice, piercing, protection, purity, resiliency, resistance, smiting), mythic power (23/day, surge 1d12), precision, ranged disarm, second judgment, slayer, sniper’s riposte, third judgment, true judgment, unstoppable shot
Domain Powers agile feet 9/day, dimensional hop 200 ft/day
Spell-Like Abilities
At will—detect chaos, detect evil, detect good, detect law
1/day—see invisibility
Inquisitor Spells Known (CL 20th, concentration +26)
6th (6/day)—cleanse, cure moderate wounds, mass, find the path, heal, repulsion (DC 22)
5th (6/day)—divine pursuit, hunter’s blessing, lend judgment, greater, litany of vengeance, true seeing
4th (6/day)—cure critical wounds, divine power, invisibility, greater, judgment light, litany of escape, shared wrath
3rd (6/day)—burst of speed, cure serious wounds, daybreak arrow, hunter’s eye, invisibility purge, isolate (DC 19)
2nd (7/day)—cure moderate wounds, follow aura, hunter’s lore, invisibility, protection from outsiders, weapon of awe
1st (7/day)—cure light wounds, divine favour, lend judgment, lucky number, shield of faith, wrath
0 (at will)—daze (DC 16), detect magic, guidance, light, read magic, stabilize
Domain Travel; Deity Desna

Str 20, Dex 32, Con 19, Int 10, Wis 22, Cha 10
Base Atk +15; CMB +20; CMD 47
Feats Alignment ChannelB (chaotic), Alignment ChannelB (evil), Angel Wings, Angelic Blood, Deadly AimM, Dual Path (Champion), Favoured JudgmentB (outsider [evil]), Improved InitiativeM, Improved Precise Shot, Judgment Surge, ManyshotM, Point-Blank Shot, Precise Shot, Rapid ShotM, Weapon Focus (composite longbow)
Skills Fly +29, Intimidate +38, Knowledge (arcana) +4 (+30 to identify monsters), Knowledge (dungeoneering) +4 (+30 to identify monsters), Knowledge (nature) +4 (+30 to identify monsters), Knowledge (Planes) +23 (+49 to identify monsters), Knowledge (religion) +4 (+30 to identify monsters), Linguistics +1, Perception +34, Sense Motive +38, Survival +29 (+34 tracking); Background Skills Craft (bow) +25, Perform (dance) +27
Traits Exposed to Awfulness, Faithful Artist, Toxophilite
Drawbacks Overprotective
Languages Common, Celestial, Hallit
SQ abyssal scourge, amazing initiative, cunning initiative, exposed to awfulness (guardian), judgment (sacred), knowledgeable guardian, legendary hero, monster lore, recuperation, stern gaze, track teleportation 5/day, translate telepathy 20 rounds/day (20 ft)
Gear celestial armour, +4 holy conserving seeking starbow, 60 cold iron arrows (in efficient quivers), 240 cold iron arrows (in handy haversack), 6 arrows of evil outsider slaying, 19 +2 magical beast bane arrows, arrow of human slaying, 3 +1 axiomatic holy evil outsider bane arrows, fortune’s arrow, masterwork cold iron starknife, 2 javelins of lightning, cloak of resistance +4, ring of protection +5, amulet of natural armour +3, belt of physical perfection +6, bracers of archery, greater, headband of inspired Wisdom +6, dusty rose ioun stone, 2 potions of cure light wounds, potion of spider climb, wand of cure moderate wounds (33 charges), rod of wonder, 2 efficient quivers, bane baldric, decanter of endless water, lenses of detection, talisman of true faith, handy haversack, righteous medal of agility, righteous medal of clarity, righteous medal of valour, Terendelev’s scale (disguise), wardstone shard, zoic fetish (mammals), artisan’s tools (bow), backpack, belt pouch, flint & steel, holy text (typical), mess kit, bedroll, holy symbol (silver), rations (trail, 5 days), spell component pouch, masterwork manacles, traveller’s outfit, waterskin, diamond dust (1,100 gp), 416,612 gp

Sabiha’s Theme Song
Our Wrath of the Righteous Theme Song

I got lucky and didn’t need Dagul after all. Don’t get me wrong: the rocket tag of Wrath of the Righteous killed Sabiha a couple of times, but fortunately not until we had reached the point where death was an inconvenience.

There’s a total additional +4 to her Dex that isn’t included in the stat block above: +2 from the Anarchic Gift that Arueshalae always maintains with her, and another +2 from the Righteous Medal of Agility which she continually activates whenever she suspects combat may be imminent. So most of the time all her Dex-based statistics except AC get an additional +2.

Like with Seldlon, there are probably plenty of errors in Sabiha’s stat block. But I just don’t care. Wrath of the Righteous is so OTT that being off by a point or two anywhere just doesn’t make a difference. Bloody hell, is that AP crazy! The power level is just completely out of whack. I love the idea behind the Mythic rules, but the execution is just terrible. At higher levels, it’s just a game of rocket-tag: whoever goes first wins with their first action.

It’s even worse if your group, like ours, has that one player who absolutely has to min-max every aspect of his character and so anything the GM throws out that’s powerful enough to challenge his character just completely mops the floor with the rest of the group. But anything fair to the rest of the group goes down instantly to the min-maxer.

Based on what I’ve read on the Paizo boards, we’re not the only group who had these sorts of problems with WotR. Which is a shame, because the story of the Adventure Path is excellent. Now, our GM used some beefed-up stats for our opponents which were published on the boards so your experience may be different from ours, but for anybody who’s playing WotR in the future, here’s some advice based on how things went for us:

  • It you’re not a primary spellcaster who’s maxed your starting score for your casting stat to at least 20 and invested all your ability score bonuses, both level-based and tier-based, into your casting stat, forget about casting spells at mythic opponents. By the final book you’re looking at saving throw modifiers in the high 30’s and low 40’s. If the DCs for your spells aren’t approaching 50, you’re never going to land anything. ⅔ and ½ spellcasters like bards, inquisitors, and paladins should stick to buffing, with maybe the occasional group debuff against the hordes of weaker opponents that inevitably fill out every encounter in later books.
  • Spell resistance is similarly ridiculously high.
  • If you don’t have full BAB, you’re going to have a hard time hitting mythic opponents, especially if you use feats like Power Attack or Rapid Shot that impose penalties on your attack rolls. I’m talking ACs in the 50’s and sometimes higher. Even with full BAB, sometimes you’re only going to score one hit on an opponent because of the BAB reduction for iterative attacks. For this reason:
  • Precision is a must-have mythic ability for any combat-oriented character. Just taking it once can double your damage output in every round. If you regularly mix it up in combat, figure out a way to pick up Precision even if you’re not on the Champion path.
  • Make sure your primary weapon(s) can bypass epic DR – that means a total of at least +6 in enhancement bonuses. Remember that special abilities with gold piece costs don’t count.
  • If you can’t get your AC into at least the 40’s, then don’t worry too much about boosting it. Against mythic opponents, having an AC in the mid-30’s, like Sabiha, is roughly the same as having an AC of 10.
  • Similarly with CMB and CMD, if you’re not optimizing them there’s no point in worrying about them. Most CMD use comes from grappling and related things like swallow whole, so instead focus on ways to evade or escape grapple attempts, like freedom of movement effects.
  • On a related note, you’ll be spending a lot of time in areas where teleportation effects are impeded, so using abilities like dimensional hop or litany of escape to escape grapples is risky. Indeed, just travelling via teleportation is risky in many parts of the AP.
  • Magic items with fixed DCs are completely useless against mythic opponents. I was surprised and disappointed that there wasn’t a mythic power that lets you use your own stats to determine the DC of magic item powers.
  • You will end up with more money than you know what to do with, and no way to spend it. Even Alushinyrra, which is bigger than Absalom, has a base value for magic items of only 30,400 gp. Having characters who can craft magic items helps, but by the last two books you don’t have time to do crafting. Basically, unless your GM is generous with time at the start of Herald of the Ivory Labyrinth, the only magic items you can get from The Midnight Isles on are those you can buy for under 30,000 gp, or whatever you find. That’s not a typo in her stat block; Sabiha actually did end the campaign with over 400,000 gp in reserve, and nothing to do with it.

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