Zombimode
2015-06-12, 02:17 AM
My character was planned as an Azurin Cleric/Incarnate* of LAW going (of course) Sapphire Hierarch.
The plan was to use Dissolving Spittle or Lightning Gloves as the main form of attack supported by some spells and Law Devotion during the early levels, and to begin to rely more on spells as the levels increase while using Soulmelds to buff and to expand utility (Air Sandals etc.). Despite non-optimal combat stats (Str 12, and a Wizard's worth of BaB), between Soulmelds, Spells (especially later on with Divine Might), Law Devotion and some efficient damage enhancers like a collision weapon and an energy assault crystal I would've made an at least decent part-time melee character.
The goal wasn't to play the most optimal character, but I figured I would be able to pull my weight. And yes, the first sessions went pretty well. Between a potentially very high AC, good HP, great Will and Fort saves, and more or less irresistible 2d6 acid ranged touch attack in addition to cleric spells put up a good show.
But, alas, the Oger boss in the Forge of Fury adventure taught me a lesson not to stay in melee reach of a high damage attacker while being left with 4 HP. But the price was my characters life.
But since my character was well-liked and my GM got hooked on the Reincarnation idea once I brought it up (having recently re-read Saphs Seven Kingdoms campaign the concept was highly present in my mind), my fellow party members scraped together the 1000 gp and hired a Druid that was conveniently residing in the next town.
Now, Azurin isn't on the table, I prepared myself to make some adjustments to my planned build. Dwarf or Orc would let my carry on as planned, more or less. The RHD options (Bugbear, Gnoll, Lizardman) would led me to abandon the caster route and focus more on a melee role. Even for the Elf with its nasty Con penalty I though of using the racial weapon proficiency, Zen Archery, Sighting Gloves and spells to become so kind of Cleric Archer.
But... I was reborn as a Gnome...
*yeah, I know that Azurins can't technically become Incarnates, but my group usually ignores alignment, especially stupid cases like the Azurins restrictions
tldr version: my Azurin Cleric 2/Incarnate 1 got killed and was reincarnated as a Gnome
Strength penalty and small size will make it harder to fulfill the part time melee role (also considering a less impressive Righteous Might later on...). The con bonus is nice, but the other racial abilities are situational at best.
My current plan is to proceed with my original build, albeit less effective (losing the extra Essentia point hurts).
But I'm not well versed in Gnome-character building since it is a race I'm not typically interested in.
Any advice or ideas are welcome :smallsmile:
I just got my 3rd level back, so now is the best time to think about what to do with my (new) life.
The build so far:
Gnome Cleric (Law, Purification; positive energy channeling) 1 / Incarnate 1 (LAW)
Str 10, Dex 10, Con 18, Int 12, Wis 16, Cha 10
Feats: Law Devotion, Expanded Soulmeld Capacity (currently useless)
For my level 3 advancement, if I stay true to the original plan, I would take the next Cleric level and Practiced Spellcaster.
Party composition:
Spirit Shaman 4 (player is rather inexperienced)
Archery Ranger 3 (player is VERY inexperienced, so I don't expect much in terms of optimization)
The plan was to use Dissolving Spittle or Lightning Gloves as the main form of attack supported by some spells and Law Devotion during the early levels, and to begin to rely more on spells as the levels increase while using Soulmelds to buff and to expand utility (Air Sandals etc.). Despite non-optimal combat stats (Str 12, and a Wizard's worth of BaB), between Soulmelds, Spells (especially later on with Divine Might), Law Devotion and some efficient damage enhancers like a collision weapon and an energy assault crystal I would've made an at least decent part-time melee character.
The goal wasn't to play the most optimal character, but I figured I would be able to pull my weight. And yes, the first sessions went pretty well. Between a potentially very high AC, good HP, great Will and Fort saves, and more or less irresistible 2d6 acid ranged touch attack in addition to cleric spells put up a good show.
But, alas, the Oger boss in the Forge of Fury adventure taught me a lesson not to stay in melee reach of a high damage attacker while being left with 4 HP. But the price was my characters life.
But since my character was well-liked and my GM got hooked on the Reincarnation idea once I brought it up (having recently re-read Saphs Seven Kingdoms campaign the concept was highly present in my mind), my fellow party members scraped together the 1000 gp and hired a Druid that was conveniently residing in the next town.
Now, Azurin isn't on the table, I prepared myself to make some adjustments to my planned build. Dwarf or Orc would let my carry on as planned, more or less. The RHD options (Bugbear, Gnoll, Lizardman) would led me to abandon the caster route and focus more on a melee role. Even for the Elf with its nasty Con penalty I though of using the racial weapon proficiency, Zen Archery, Sighting Gloves and spells to become so kind of Cleric Archer.
But... I was reborn as a Gnome...
*yeah, I know that Azurins can't technically become Incarnates, but my group usually ignores alignment, especially stupid cases like the Azurins restrictions
tldr version: my Azurin Cleric 2/Incarnate 1 got killed and was reincarnated as a Gnome
Strength penalty and small size will make it harder to fulfill the part time melee role (also considering a less impressive Righteous Might later on...). The con bonus is nice, but the other racial abilities are situational at best.
My current plan is to proceed with my original build, albeit less effective (losing the extra Essentia point hurts).
But I'm not well versed in Gnome-character building since it is a race I'm not typically interested in.
Any advice or ideas are welcome :smallsmile:
I just got my 3rd level back, so now is the best time to think about what to do with my (new) life.
The build so far:
Gnome Cleric (Law, Purification; positive energy channeling) 1 / Incarnate 1 (LAW)
Str 10, Dex 10, Con 18, Int 12, Wis 16, Cha 10
Feats: Law Devotion, Expanded Soulmeld Capacity (currently useless)
For my level 3 advancement, if I stay true to the original plan, I would take the next Cleric level and Practiced Spellcaster.
Party composition:
Spirit Shaman 4 (player is rather inexperienced)
Archery Ranger 3 (player is VERY inexperienced, so I don't expect much in terms of optimization)