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Zorgoth
2013-10-02, 11:37 AM
I am trying to build a chaotic neutral human sorcerer/mage of the arcane order designed to specialize in force spells, telekinesis, and disintegrate, who was an apprentice wizard who went through a magical accident involving some sort of force magic that severely damaged his brain and motor functions but instilled him with magical energy that turned him into a sorcerer. He needs Leadership, not because I want to particularly take advantage of my cohort in combat, but because I am planning on running a creepy force cult at the mage's guild (I'm a charismatic sorcerer and they're a bunch of nerdy wizards, I'm sure I can pull it off :D). My cohort would ideally be a force wizard who primarily administers a laboratory and helps me maintain my contacts and gain political power with the guild. My main problem is that I have a severe shortage of feats, even if I am allowed to take two flaws. So I have a choice of either giving up some of the feats I want, which is painful, finding a different 5-level class at the end with fewer prerequisites, or engineering some method of giving myself more feats.

With the original class idea, I have 10 feat slots (plus two if flaws are allowed), 5 of which are needed for prestige class requirements (spell focus in two schools, skill focus spellcraft, arcane preparation, and (yuck) cooperative spell). Here are the other feats I would particularly like to have:

Still Spell
Silent Spell
Eschew Materials (these three allow me to escape relatively easily if I'm ever captured or anything like that, even if I decide to give up this capability I'd still take Still Spell)
Empower Spell
Repeat Spell (if your main attacks are things like hands and mage's sword, it makes some sense, particularly if your opponents have disintegrate)
Quicken Spell (I can use this due to Arcane Preparation)
[I'll try to get rods for enlarge and extend as they're cheap]
Arcane thesis (mage's sword) [i know the spell is weak, but it's a style thing - also I'd probably try to talk the DM into buffing the more pathetic force spells anyway]
Leadership (for the creepy force cult)
Scribe Scroll (to give myself a plausible way to do research, even if I'm incapable of learning the spells)

There is a prestige class called Argent Savant that specializes in force spells, but to be honest it doesn't look like a great class to me, and even if I modified it to be better, I'd rather have buffs to my force spells early in the game to represent my accident, not at level 10 or 16.

Another idea would be to make a template for my brain damaged force-infused self. This would go into effect at level one, and I could pay for it with level adjustment and ability score damage from the accident. It also would have the advantage that if my cult ever discovers how to reproduce the accident that created me (which is one of their primary goals) they can just apply to template to my acolytes.

I don't know how much level adjustment to give this template, if you think it's a good idea could I have some suggestions - note that this template is designed not to include flaws, but adds the number of feats I need and some major buffs to force spells in exchange for stat decreases, barred schools, and possible level adjustment:

Force Savant [I'm sure someone can come up with a better name for the template]:
Stats [large penalties due to the effects of the accident]:
+2 Cha
-2 Int
-2 Wis
-2 Con
-2 Dex
-2 Str
Special: This template may be gained under certain circumstances by a wizard who is a specialist evoker and has not barred transmutation or abjuration. All wizard levels become sorcerer levels if this template is acquired.

Wizardly Training: Gain feats (including scribe scroll) from sorcerer levels as if you were a wizard, and start the game with Arcane Preparation. You must have two barred schools, which cannot be divination, evocation, transmutation, or abjuration. These function like wizard barred schools, except that you can never cast an arcane spell from these schools, even via wish (or Spellpool). (Mage armor is treated as an abjuration spell.) [I intend to bar conjuration and necromancy]

Force Energy: +X to caster level when casting force spells, telekinesis, and disintegrate (X is probably level adjustment + 1 at high levels). +1 to save DCs of force spells, telekinesis, and disintegrate. +1 to each damage die from force spells, telekinesis, and disintegrate, +1 to AC from defensive force spells, -1 metamagic reducer (minimum +1) for force spells, telekinesis, and disintegrate (possibly only usable N times per day). Reduce the cost of expensive material components of force spells by two thirds. At character level 8, choose one metamagic feat that you do not know. This feat may be applied to force spells, telekinesis, and disintegrate only.

Single-minded: You may never gain a class level that is not either sorcerer or a prestige class that boosts your sorcerer spells per day and spells known at more than half of levels.

Level adjustment: Not sure
Looking at this template, what would be the appropriate level adjustment, and what about it should be changed, if anything? I know I piled on the buffs into Force Energy, but that's negotiable. What's written there is mostly intended as an idea of what Force Energy can do. I am aiming for a +1 LA and want to know what to remove to make that balanced.

Zorgoth
2013-10-02, 11:58 AM
Well I'm not sure about scribe scroll to do rsearch. It's a little odd for a sorcerer, but I'd kind of like to be able to since I'm a guildmage with wizard training. I'm thinking a sorcerer would have to spend lots of gold, time, and XP to make a single scroll of a researched spell, and if he doesn't learn the spell, he would have to pay something like half the same cost again to make another, so that he can't take advantage of spell research to make loads of scrolls of spells he doesn't know.

Zorgoth
2013-10-02, 01:21 PM
I changed my mind a little on how this would work, basically because I decided that Archmage was eating all my feats and that I like telekinesis and wall of force too much to give up five fifth level spell slots.

So I wil take sorcerer 5/mage of the arcane order 5/agrent savant 5/ mage of the arcane order 5, works better with my character concept anyway and I'll still use a template, but make it less ridiculously powerful in and of itself.

I'd just modify argent savant to apply to telekinesis and disintegrate as well and to replace the useless fourth level ability with a metamagic feat for force spells, telekinesis, and disintegrate only. I would say double the damage from the fifth level ability as well.

Then Force Energy in my template would be reduced to the following:
Increase the save DCs and caster level of force spells, telekinesis, and disintegrate by 1. Reduce the costs of all metamagic feats applied to force spells, telekinesis, and disintegrate by 1 (minimum +1), reduce the costs of expensive material components of force spells by two thirds.

I think with that ability the template could reasonably have only a +1 level adjustment. I would then not get Skill Focus (spellcraft), Spell focus (evocation), or Spell focus (transmutation), and would instead replace those with Spell Penetration, Greater Spell Penetration, and one other feat, like Landlord or Maximize Spell or Arcane Thesis (Disintegrate), or possibly Arcane Thesis (Dimensional Anchor) to stop pesky spellcasters from getting away. Or if the number of feats I have is still unbalancing, I could just leave Argent Savant the way it is, apart from applying to telekinesis and disintegrate, even though Ablate Force and Unbind Force seem incredibly situational.

I would then have an effective sorcerer level of 18 when my party was level 20, and my non-charisma stats would be fairly sad, but I would have a pile of feats and could heavily metamagic spells at low cost. Not to mention that I'm basically an evoker anyway, so it's not like I'm all that good.

Fax Celestis
2013-10-02, 01:27 PM
Instead of Leadership, see if your DM will let you use the Lackeys rules from Exemplars of Evil. It's designed for an NPC, but it works better for a creepy, cell-based cult than Leadership does and doesn't come with a ludicrously-powered cohort (which may make it easier for your DM to swallow, YMMV).

Zorgoth
2013-10-02, 02:12 PM
Sounds cool! Although I'm not sure exactly how I'm going to get a bunch of first level wizards to do anything useful apart from as guinea pigs, but it's a start. What might be ideal would be a version of the leadership feat where rather than having one game-breaking cohort and a bunch of useless followers, I have a cabal of followers who are too low level to make sense to drag into a dungeon, but who are somewhat capable of doing research into force magic and how to create my race of perfect force sorcerers. Even with lackeys rules, I'd be at least level 11 or 12 before I had a single minion who could cast third level spells. Maybe I could use a modified leadership feat that gives better followers instead of a cohort - so at level 10 I might have two or three level 5-6 followers, and by the time I'm level 20 they've made it to level 13-14). Rather than one game-breaking cohort, you get some minions who aren't really capable of helping much in the dungeon and probably aren't willing to go, but are capable of doing some magical research and could believably be important in the mage's guild.