RukiTanuki
2013-04-20, 02:25 PM
After a decade of DMing, I'm finally back in a player's seat for a game of Pathfinder. For reference, this campaign allows all 3.5 content (converting as necessary).
Initially, the party was comprised largely of combat-heavy characters; there wasn't really anyone to disable traps, make critical Knowledge checks, or cast any interesting non-combat spells. I decided to cover those roles and build a character that would help the other characters shine at what they do best.
We were starting relatively low-level, so rather than suffer the first few levels of an Arcane Trickster, I took the Bard Archaeologist (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/archaeologist) archetype, which basically swaps bard song for trapfinding, some rogue talents, and eventually evasion.
I'll admit, around level 6, I was looking to expand the character concept into doing something more. I'd been picking spells that let me do interesting and unusual things, especially out of combat: Tongues, Suggestion, Detect Secret Doors, Pilfering Hand, etc. I realized I still wanted to fulfill that niche for the team, but if at all possible, gain a lot more power, versatility, and options to help out in other situations.
The Sublime Chord/Fochlucan Lyricist combo was one which intrigued me, but I never got the chance to play (due to always DMing). As I looked at it, I realize this character was already set up for it. After several hours of planning (mostly involving skill points) and a few chats with the DM to ensure I was on the straight and narrow, I had a full build plan all the way to level 20.
Here's a link to the Google Doc showing the character's progression from 1 to 20. (https://docs.google.com/file/d/0B_18017OtlmhaFZSZllkMjdXQjg/edit?usp=sharing) He ends up with level 9 Sublime Chord arcane spells (caster level 19), and level 7 Druid spells (caster level 13). Running Sublime Chord as written (i.e. a separate spell progression), the arcane 1-3 spells are Bard spells with a caster level of 9 (since Lyricist is boosting Sublime Chord, not Bard itself). I've lost a level or two of bardic knowledge and archaeologist's luck progression, and gained 1-7 divine and 7-9 arcane spells. In short, I've fulfilled my goal: I can do everything I used to do plus tons more spells.
...and that's where I'm a bit overwhelmed. I've got three levels of Bard spells which will never have a terribly high caster level. I've got Sublime Chord arcane spells which, for the most part, will be permanent choices. The Druid spells are obviously more flexible and can be optimized day-to-day, so I'm less concerned about them, but I'm still looking up all the interesting combos to be had. (Such as Nereid's Grace; the character has Sleeves of Many Garments, so he never looks like he's wearing armor, thus gaining CHA to AC from this druid spell.)
So, my big question: What are the best spell-selection choices from the Bard and Sor/Wiz lists to serve as kind of a leader/controller (pardon my 4e jargon) and out-of-combat/outside-the-box-thinker specialist to a party of hard-hitting combatants? I'm interested in extremely versatile spells (like Shadow Evocation or Limited Wish), spells with creative in- and out-of-combat applications (Telekinesis or Polymorph Any Object), and defensive spells (since my CON is mediocre). Druid spell guidance, or spells that take advantage of having dual casting, are also appreciated. (I found a spell that reduced all arcane spells to swift casting... since you have one swift action per round, it normally prevents two spells per round, but this character could cast a divine spell in the same round. Sadly, I failed to save the notes I took, so I have to find that spell again.)
Other notes:
The other characters are a barbarian, a melee-focused druid, a sorcerer, and a fighter/alchemist.
My character concept is roughly described as "singing cowboy hero explorer discovers his shaman heritage." It's come out as equal parts Sherlock Holmes, Indiana Jones, Malcolm Reynolds, and Storm.
The character also has a wind theme (Sylph race and Wings of Air feat chain), but I skipped Air Bloodline from the Dragon Compendium because it'd lock out all Druid earth spells.
The character has a legacy weapon firearm. Barring a feat combo that does something really amazing, I'll probably work my way to Snap Shot, since I'd rather not neglect this part of the character. I know that, with this character, I'll have the ability to cast spells every round, but I'm interested in also using the gun and special ammo to emulate hard-hitting spells as needed.
I can pull spells from any Pathfinder or 3.5 source. The DM is pretty good about offering a sane interpretation of RAW; I can get away with most anything I'd allow at my own table.
That said, I'm more concerned about always being useful than I am about bringing maximum power to every situation. I'm not interested in starting a cheese arms race, since that goes against my original goal of helping the other characters be awesome.
Thoughts and suggestions?
Initially, the party was comprised largely of combat-heavy characters; there wasn't really anyone to disable traps, make critical Knowledge checks, or cast any interesting non-combat spells. I decided to cover those roles and build a character that would help the other characters shine at what they do best.
We were starting relatively low-level, so rather than suffer the first few levels of an Arcane Trickster, I took the Bard Archaeologist (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/archaeologist) archetype, which basically swaps bard song for trapfinding, some rogue talents, and eventually evasion.
I'll admit, around level 6, I was looking to expand the character concept into doing something more. I'd been picking spells that let me do interesting and unusual things, especially out of combat: Tongues, Suggestion, Detect Secret Doors, Pilfering Hand, etc. I realized I still wanted to fulfill that niche for the team, but if at all possible, gain a lot more power, versatility, and options to help out in other situations.
The Sublime Chord/Fochlucan Lyricist combo was one which intrigued me, but I never got the chance to play (due to always DMing). As I looked at it, I realize this character was already set up for it. After several hours of planning (mostly involving skill points) and a few chats with the DM to ensure I was on the straight and narrow, I had a full build plan all the way to level 20.
Here's a link to the Google Doc showing the character's progression from 1 to 20. (https://docs.google.com/file/d/0B_18017OtlmhaFZSZllkMjdXQjg/edit?usp=sharing) He ends up with level 9 Sublime Chord arcane spells (caster level 19), and level 7 Druid spells (caster level 13). Running Sublime Chord as written (i.e. a separate spell progression), the arcane 1-3 spells are Bard spells with a caster level of 9 (since Lyricist is boosting Sublime Chord, not Bard itself). I've lost a level or two of bardic knowledge and archaeologist's luck progression, and gained 1-7 divine and 7-9 arcane spells. In short, I've fulfilled my goal: I can do everything I used to do plus tons more spells.
...and that's where I'm a bit overwhelmed. I've got three levels of Bard spells which will never have a terribly high caster level. I've got Sublime Chord arcane spells which, for the most part, will be permanent choices. The Druid spells are obviously more flexible and can be optimized day-to-day, so I'm less concerned about them, but I'm still looking up all the interesting combos to be had. (Such as Nereid's Grace; the character has Sleeves of Many Garments, so he never looks like he's wearing armor, thus gaining CHA to AC from this druid spell.)
So, my big question: What are the best spell-selection choices from the Bard and Sor/Wiz lists to serve as kind of a leader/controller (pardon my 4e jargon) and out-of-combat/outside-the-box-thinker specialist to a party of hard-hitting combatants? I'm interested in extremely versatile spells (like Shadow Evocation or Limited Wish), spells with creative in- and out-of-combat applications (Telekinesis or Polymorph Any Object), and defensive spells (since my CON is mediocre). Druid spell guidance, or spells that take advantage of having dual casting, are also appreciated. (I found a spell that reduced all arcane spells to swift casting... since you have one swift action per round, it normally prevents two spells per round, but this character could cast a divine spell in the same round. Sadly, I failed to save the notes I took, so I have to find that spell again.)
Other notes:
The other characters are a barbarian, a melee-focused druid, a sorcerer, and a fighter/alchemist.
My character concept is roughly described as "singing cowboy hero explorer discovers his shaman heritage." It's come out as equal parts Sherlock Holmes, Indiana Jones, Malcolm Reynolds, and Storm.
The character also has a wind theme (Sylph race and Wings of Air feat chain), but I skipped Air Bloodline from the Dragon Compendium because it'd lock out all Druid earth spells.
The character has a legacy weapon firearm. Barring a feat combo that does something really amazing, I'll probably work my way to Snap Shot, since I'd rather not neglect this part of the character. I know that, with this character, I'll have the ability to cast spells every round, but I'm interested in also using the gun and special ammo to emulate hard-hitting spells as needed.
I can pull spells from any Pathfinder or 3.5 source. The DM is pretty good about offering a sane interpretation of RAW; I can get away with most anything I'd allow at my own table.
That said, I'm more concerned about always being useful than I am about bringing maximum power to every situation. I'm not interested in starting a cheese arms race, since that goes against my original goal of helping the other characters be awesome.
Thoughts and suggestions?