Bobby Baratheon
2016-07-19, 03:44 PM
Been a while since I've been on Giantitp - it's good to be back. :smallsmile:
My "dilemma" is that I'm joining a new D&D group with a rather . . . odd party composition. The party consists of: two (yes, two) monk/rogues, a fighter, a bard and a alchemist homebrew class (basically alchemical savant made a full class, but with no actual spellcasting). I decided to play a full caster based one 1) they're fun and 2) this party desperately needs one. From the DM's comments, it seems that the party is geared towards a straightforward fighting style of hitting things in the face really hard until they die.
Now, obviously, optimization is not really a need here. In fact, the last sorcerer character I played (an unseelie dragonspawn sorcerer/anima mage/eldritch theurge that was practically unkillable and killed the boss of the entire campaign in one round) would probably outshine the party so hard at everything it wouldn't even be funny or fun.
So, I want to tone things down significantly this time around without nerfing my character into the ground. I have eight levels to play with and the associated wealth by level (which is 27k ish, off the top of my head). I'm thinking sorcerer/anima mage (getting in via feats)/sandshaper would be a sane and reasonable combination that would still allow for a flexible and interesting character. So, this is what I've got so far (NOTE: the DM agreed to ignore the stupid restriction of light armor casting that makes battle sorcerer dumb, and for the stalwart HP bonus to apply at every spellcasting level since I am still paying the price):
Race: Silverbrow human with magic blooded and unseelie fey templates.
Level 1) dragonblooded stalwart battle sorcerer (Draconic Heritage [class], Spellfire Wielder [1st level feat], Draconic Power [silverbrow bonus feat], Empower Spell [flaw], Bind Vestige [flaw])
Level 2) stalwart battle sorcerer
Level 3) stalwart battle sorcerer (Improved binding [3rd level feat])
Level 4) dragonblood stalwart battle sorcerer
Level 5) anima mage (retrain bind vestige to touchstone)
Level 6) sand shaper (blue dragon lineage [6th level feat])
Level 7) anima mage
Level 8) anima mage
Aaaand that's it so far. It's not a particularly powerful build, but it does have a few things going for it, like survivability (1d8+2+con hp is not bad at all, especially since the +2 is carrying over to the prestige class levels), a certain degree of flexibility (spells known lost through sorcerer variants are sort of made up for by sand shaper bonus spells), and reliable if low damage output (blue dragon lineage is surprisingly good with a high Cha, as it is not hindered by spell resistance and does not allow a save). Cons are plenteous, especially when compared to an actual sorcerer. The idea here is for a reasonably strong character that can contribute in combat while providing magical support. I don't want to drastically alter the group dynamic, especially coming into the campaign midstream, so I figured this was a nice middle ground.
What changes, if any, would the playground recommend? Is this too strong or too weak for the group in question? I don't have any information on the other player's builds other than their classes, but the classes chosen are quite telling. Any particular magic items I should consider other than the obligatory cloak of charisma and my personal favorite, empowered spellshards? Thank you for your time!
My "dilemma" is that I'm joining a new D&D group with a rather . . . odd party composition. The party consists of: two (yes, two) monk/rogues, a fighter, a bard and a alchemist homebrew class (basically alchemical savant made a full class, but with no actual spellcasting). I decided to play a full caster based one 1) they're fun and 2) this party desperately needs one. From the DM's comments, it seems that the party is geared towards a straightforward fighting style of hitting things in the face really hard until they die.
Now, obviously, optimization is not really a need here. In fact, the last sorcerer character I played (an unseelie dragonspawn sorcerer/anima mage/eldritch theurge that was practically unkillable and killed the boss of the entire campaign in one round) would probably outshine the party so hard at everything it wouldn't even be funny or fun.
So, I want to tone things down significantly this time around without nerfing my character into the ground. I have eight levels to play with and the associated wealth by level (which is 27k ish, off the top of my head). I'm thinking sorcerer/anima mage (getting in via feats)/sandshaper would be a sane and reasonable combination that would still allow for a flexible and interesting character. So, this is what I've got so far (NOTE: the DM agreed to ignore the stupid restriction of light armor casting that makes battle sorcerer dumb, and for the stalwart HP bonus to apply at every spellcasting level since I am still paying the price):
Race: Silverbrow human with magic blooded and unseelie fey templates.
Level 1) dragonblooded stalwart battle sorcerer (Draconic Heritage [class], Spellfire Wielder [1st level feat], Draconic Power [silverbrow bonus feat], Empower Spell [flaw], Bind Vestige [flaw])
Level 2) stalwart battle sorcerer
Level 3) stalwart battle sorcerer (Improved binding [3rd level feat])
Level 4) dragonblood stalwart battle sorcerer
Level 5) anima mage (retrain bind vestige to touchstone)
Level 6) sand shaper (blue dragon lineage [6th level feat])
Level 7) anima mage
Level 8) anima mage
Aaaand that's it so far. It's not a particularly powerful build, but it does have a few things going for it, like survivability (1d8+2+con hp is not bad at all, especially since the +2 is carrying over to the prestige class levels), a certain degree of flexibility (spells known lost through sorcerer variants are sort of made up for by sand shaper bonus spells), and reliable if low damage output (blue dragon lineage is surprisingly good with a high Cha, as it is not hindered by spell resistance and does not allow a save). Cons are plenteous, especially when compared to an actual sorcerer. The idea here is for a reasonably strong character that can contribute in combat while providing magical support. I don't want to drastically alter the group dynamic, especially coming into the campaign midstream, so I figured this was a nice middle ground.
What changes, if any, would the playground recommend? Is this too strong or too weak for the group in question? I don't have any information on the other player's builds other than their classes, but the classes chosen are quite telling. Any particular magic items I should consider other than the obligatory cloak of charisma and my personal favorite, empowered spellshards? Thank you for your time!