Naanomi
2015-01-19, 11:52 AM
I was making 'themed' parties the other day (with the help of the forum); and noted that four Classes can gain the ability to fly continually without using spells. Four people with different versions of the same ability means 'theme party' to me!
Lightfoot Halfling//Ranger, Beastmaster//Folk Hero
Flight Capable: 3+
Boro is the son of halfling spice-merchant, and spent much of his youth outside of the comfort of his home and on the road buying exotic flavors from far away places. This fostered a love of exploration that eventually turned to a life of adventure; life on the road but always to return home with an exciting story and exotic flavor to share.
STR: 9
DEX: 16 (+2 at 8, +2 at 12)
CON: 14
INT: 10
WIS: 14
CHA: 10
Skills:
Nature
Perception
Stealth
Survival
Animal Handling
~Land Vehicles
~Cook Tools
Languages: Common, Halfling, Draconic (6), Deepspeech (14)
Feats:
Mounted Combat (4)
Sharpshooter (16)
Skulker (19)
Class Abilities:
Favored Enemy: Beast; Dragon (6); Aberration (14)
Natural Explorer: Coastal; Plains (6); Mountain (10)
Fighting Style: Archery
Equipment:
Shortbow, Whip, Net
Studded Leather Armor, Shield
Ensnaring Strike
Hunter's Mark
Longstrider
Barkskin
Pass Without Trace
Conjure Animals
Lightning Arrow
Conjure Woodland Beings
Freedom of Movement
Swiftquiver
Conjure Volley
I went back and forth between 'lightfoot' and 'stout' halfling variants, eventually deciding a stealth sub-theme would work and trading out the Con bonus in favor of the ability to hide behind his mount (even while in flight, for a 'surprise' arrow)
Skills were tough, as I wanted every skill that would potentially help me find my Pteradon; and in doing so lost out on Acrobatics.
Likewise, both Favored Enemy and Favored Terrain were built first on things to help find a Pteradon, and secondarily on otherwise useful things. I went on to choose terrains that favor flying combat and enemies that often fly. Both should be adjusted for campaign specifics.
Common tactics is basic flying archery, although anything that can fly up to threaten the party is likely going to get a Net. Hit and run with a whip is an option when absolutely necessary or safe
Wood Elf//Druid (Moon)//Outlander
Flight Capable 8+
The n'Shala tribes live spread far on the Fire Island. Their lives and connection as a culture rely heavily on the birds they share a home with: falcons for hunting, ravens for messages; and none are more honored than those who can walk with the feathers of the Sacred Bird. Nari was born under portents and signs she would one day be such, and has spent her life wandering from island to island and beyond, wherever the wind takes her.
STR: 8
DEX: 16
CON: 14
INT: 10
WIS: 16
CHA: 10
Skills:
Athletics
Survival
Perception
Stealth
Sleight of Hand
~Flute
~Herbalism Kit
Languages: Common, Elven, Primordeal
Feats:
Magic Initiate (4) - Take Mage Armor; (WIP)
Sentinel (8)
Mobile (12)
Alert (16)
Lucky (19)
Equipment:
Quarterstaff, Longbow
Studded Leather Armor
Juggled between Wood-Elf and Variant Human; settling on Elf for the stealth bonus (hiding in the clouds and fog as an air-elemental) when I ran out of feats I really wanted.
Before flying comes online, a basic juggle between quarterstaff, archery, and general wildshape combat. Level 8 brings us the Giant Eagle which isn't fantastic but starts shaping the theme. At level 10, she becomes an Air-Elemental and never looks back. Air Elemental with Sentinel and unparalleled speed in the air makes for a great way to keep enemy fliers locked down
Half-Elf//Sorcerer (Dragon, Gold)//Criminal
Flight Capable 13+
Like most youth born in the Merchant-City of Marleni; Merek was raised in the world of petty crime in a dock-side gang. However, when signs of his sorcerer powers began to manifest; the gang-leader he worked under grew nervous that someday he would be replaced by this magical upstart and worked to drive him out of town. Abandoned on the road, Merek had no choice but to seek adventure to make ends meet.
STR: 8
DEX: 16
CON: 14
INT: 12
WIS: 8
CHA: 16 (+2 at 4, +2 at 8)
Skills:
Deception
Stealth
Persuasion
Perception
Investigation
Acrobatics
~Cards
~Thief's Tools
Languages: Common, Elvish, Undercommon
Metamagic:
Quicken, Distant (1)
Twin (10)
Empower (17)
Feats:
Elemental Affinity, Fire (12)
Spell Sniper (16)
Warcaster (19)
Equipment:
Thief Tools
Fire Bolt
Mage Hand
Ray of Frost
Friends
Shocking Grasp
Message
Feather Fall
Shield
Mirror Image
Scorching Ray
Counterspell
Fireball
Haste
Slow
Disintegrate
Fire Storm
Reverse Gravity
Teleport
Incendiary Cloud
Meteor Swarm
Wish
I really prefer Lightning or Cold to Fire for thematic reasons, but in the end I stuck with Fire Sorcerer for one reason: 3-D combat. One never knows the love of a fireball as when it hits an entire sphere of flying pixies.
Our skills get taken serving as party Face and Trap-Monkey; doing the first job great and the second passably (I hope). Also ironically one of our better scouts; in a team that has three stealthy characters, this is the one that won't be size: Large most of the time, or be accompanied by a giant dinosaur.
Tactics are simple: fly around and blow things up, not necessarily in that order. Note Ray of Cold, despite being cross-Element, can slow down a quick flying opponent to keep the maneuverability advantage. Distant spell, not normally a great choice, has a lot of value in sniping vulnerable targets from the air
Human (Variant)//Cleric, Tempest//Pirate
Flight Capable 17+
Born on a raiding ship in the frozen north, Braugh was never a complicated man; he enjoyed ale and women and to sing praises to the Goddess of the Sea. A pirate born and raised, eventually the lure of easy coin in a life of adventuring drew his attention to give 'inland raiding' a try.
STR: 16 (+2 at 4, +2 at 8)
DEX: 8
CON: 16
INT: 8
WIS: 16 (+2 at 16, +2 at 19)
CHA: 8
Skills:
Perception
Insight
Medicine
Athletics
Intimidation
~Water Vehicles
~Navigator's Tools
Languages: Common, Orcish
Feats:
Resilient: Constitution (1)
Warcaster (12)
Equipment:
Battle Axe, Javelin
Plate Armor, Shield
I've gone back and forth between this build and a Hill-Dwarf with magic-initiate to get a Shillelagh; still not sure I've made the right choice.
Comes into his flight ability very late; see if you can't quest for a Broom or Flying Carpet before then
A mix of melee, caster, and ranged combatant; lots of option to choose from. Feel free to grapple someone and fly high to intimidate them or just drop them into the sea
I tried to tie the whole party to a vaguely 'nautical' theme; just to help justify why they joined into an adventuring group to begin with.
Party Strengths:
~Supreme maneuverability
~Universal access to hit-and-run tactics
~Ability to plot-based overland travel very well
~Lots of casting flexibility
~Everyone has Perception
Party Weaknesses:
~Most require open spaces to be effective, dungeon crawling not a relative strength
~No one with significant intelligence, will struggle with knowledge skills, no one proficient in several of them
~Schtick doesn't fully come online until late levels
Lightfoot Halfling//Ranger, Beastmaster//Folk Hero
Flight Capable: 3+
Boro is the son of halfling spice-merchant, and spent much of his youth outside of the comfort of his home and on the road buying exotic flavors from far away places. This fostered a love of exploration that eventually turned to a life of adventure; life on the road but always to return home with an exciting story and exotic flavor to share.
STR: 9
DEX: 16 (+2 at 8, +2 at 12)
CON: 14
INT: 10
WIS: 14
CHA: 10
Skills:
Nature
Perception
Stealth
Survival
Animal Handling
~Land Vehicles
~Cook Tools
Languages: Common, Halfling, Draconic (6), Deepspeech (14)
Feats:
Mounted Combat (4)
Sharpshooter (16)
Skulker (19)
Class Abilities:
Favored Enemy: Beast; Dragon (6); Aberration (14)
Natural Explorer: Coastal; Plains (6); Mountain (10)
Fighting Style: Archery
Equipment:
Shortbow, Whip, Net
Studded Leather Armor, Shield
Ensnaring Strike
Hunter's Mark
Longstrider
Barkskin
Pass Without Trace
Conjure Animals
Lightning Arrow
Conjure Woodland Beings
Freedom of Movement
Swiftquiver
Conjure Volley
I went back and forth between 'lightfoot' and 'stout' halfling variants, eventually deciding a stealth sub-theme would work and trading out the Con bonus in favor of the ability to hide behind his mount (even while in flight, for a 'surprise' arrow)
Skills were tough, as I wanted every skill that would potentially help me find my Pteradon; and in doing so lost out on Acrobatics.
Likewise, both Favored Enemy and Favored Terrain were built first on things to help find a Pteradon, and secondarily on otherwise useful things. I went on to choose terrains that favor flying combat and enemies that often fly. Both should be adjusted for campaign specifics.
Common tactics is basic flying archery, although anything that can fly up to threaten the party is likely going to get a Net. Hit and run with a whip is an option when absolutely necessary or safe
Wood Elf//Druid (Moon)//Outlander
Flight Capable 8+
The n'Shala tribes live spread far on the Fire Island. Their lives and connection as a culture rely heavily on the birds they share a home with: falcons for hunting, ravens for messages; and none are more honored than those who can walk with the feathers of the Sacred Bird. Nari was born under portents and signs she would one day be such, and has spent her life wandering from island to island and beyond, wherever the wind takes her.
STR: 8
DEX: 16
CON: 14
INT: 10
WIS: 16
CHA: 10
Skills:
Athletics
Survival
Perception
Stealth
Sleight of Hand
~Flute
~Herbalism Kit
Languages: Common, Elven, Primordeal
Feats:
Magic Initiate (4) - Take Mage Armor; (WIP)
Sentinel (8)
Mobile (12)
Alert (16)
Lucky (19)
Equipment:
Quarterstaff, Longbow
Studded Leather Armor
Juggled between Wood-Elf and Variant Human; settling on Elf for the stealth bonus (hiding in the clouds and fog as an air-elemental) when I ran out of feats I really wanted.
Before flying comes online, a basic juggle between quarterstaff, archery, and general wildshape combat. Level 8 brings us the Giant Eagle which isn't fantastic but starts shaping the theme. At level 10, she becomes an Air-Elemental and never looks back. Air Elemental with Sentinel and unparalleled speed in the air makes for a great way to keep enemy fliers locked down
Half-Elf//Sorcerer (Dragon, Gold)//Criminal
Flight Capable 13+
Like most youth born in the Merchant-City of Marleni; Merek was raised in the world of petty crime in a dock-side gang. However, when signs of his sorcerer powers began to manifest; the gang-leader he worked under grew nervous that someday he would be replaced by this magical upstart and worked to drive him out of town. Abandoned on the road, Merek had no choice but to seek adventure to make ends meet.
STR: 8
DEX: 16
CON: 14
INT: 12
WIS: 8
CHA: 16 (+2 at 4, +2 at 8)
Skills:
Deception
Stealth
Persuasion
Perception
Investigation
Acrobatics
~Cards
~Thief's Tools
Languages: Common, Elvish, Undercommon
Metamagic:
Quicken, Distant (1)
Twin (10)
Empower (17)
Feats:
Elemental Affinity, Fire (12)
Spell Sniper (16)
Warcaster (19)
Equipment:
Thief Tools
Fire Bolt
Mage Hand
Ray of Frost
Friends
Shocking Grasp
Message
Feather Fall
Shield
Mirror Image
Scorching Ray
Counterspell
Fireball
Haste
Slow
Disintegrate
Fire Storm
Reverse Gravity
Teleport
Incendiary Cloud
Meteor Swarm
Wish
I really prefer Lightning or Cold to Fire for thematic reasons, but in the end I stuck with Fire Sorcerer for one reason: 3-D combat. One never knows the love of a fireball as when it hits an entire sphere of flying pixies.
Our skills get taken serving as party Face and Trap-Monkey; doing the first job great and the second passably (I hope). Also ironically one of our better scouts; in a team that has three stealthy characters, this is the one that won't be size: Large most of the time, or be accompanied by a giant dinosaur.
Tactics are simple: fly around and blow things up, not necessarily in that order. Note Ray of Cold, despite being cross-Element, can slow down a quick flying opponent to keep the maneuverability advantage. Distant spell, not normally a great choice, has a lot of value in sniping vulnerable targets from the air
Human (Variant)//Cleric, Tempest//Pirate
Flight Capable 17+
Born on a raiding ship in the frozen north, Braugh was never a complicated man; he enjoyed ale and women and to sing praises to the Goddess of the Sea. A pirate born and raised, eventually the lure of easy coin in a life of adventuring drew his attention to give 'inland raiding' a try.
STR: 16 (+2 at 4, +2 at 8)
DEX: 8
CON: 16
INT: 8
WIS: 16 (+2 at 16, +2 at 19)
CHA: 8
Skills:
Perception
Insight
Medicine
Athletics
Intimidation
~Water Vehicles
~Navigator's Tools
Languages: Common, Orcish
Feats:
Resilient: Constitution (1)
Warcaster (12)
Equipment:
Battle Axe, Javelin
Plate Armor, Shield
I've gone back and forth between this build and a Hill-Dwarf with magic-initiate to get a Shillelagh; still not sure I've made the right choice.
Comes into his flight ability very late; see if you can't quest for a Broom or Flying Carpet before then
A mix of melee, caster, and ranged combatant; lots of option to choose from. Feel free to grapple someone and fly high to intimidate them or just drop them into the sea
I tried to tie the whole party to a vaguely 'nautical' theme; just to help justify why they joined into an adventuring group to begin with.
Party Strengths:
~Supreme maneuverability
~Universal access to hit-and-run tactics
~Ability to plot-based overland travel very well
~Lots of casting flexibility
~Everyone has Perception
Party Weaknesses:
~Most require open spaces to be effective, dungeon crawling not a relative strength
~No one with significant intelligence, will struggle with knowledge skills, no one proficient in several of them
~Schtick doesn't fully come online until late levels