Seerow
2017-01-29, 12:32 AM
Okay so I just finished writing a long post detailing my character... that I'm going to put into spoilers instead in case anyone actually cares or wants more details. After I finished writing, I realized what I'm mostly looking for is suggestions of things I haven't already considered that would fit in well to a TWFing Fire Themed Gish character.
In particular spells, feats, or items that are particularly useful in the archetype. Bonus points if the spells in particular are of the flashy sort that would make for a great performance. But also generally useful things like easy ways to get fast movements for full attacks (I assumed with 5th level arcane spells this would be easy, but having a lot of trouble), defenses that I absolutely need to make room for, thematic out-of-combat spells, or anything that fits the archetype that is obscure enough I may not have caught it on a casual search.
Current level is 12 with 10 BAB and 10th level Sorc Casting, but also looking ahead. This is a campaign where bonus feats/skills may occasionally be awarded instead of levels, so fun interesting feats that don't normally quite make the cut are also worth pointing out.
As an aside I am nearly certain I saw a feat a while ago that lets you use UMD to cast staff spells with your own spell slots, but cannot find it again and if anyone can point me towards it I would greatly appreciate that.
Getting back into playing for first time in a while, and working on a character for a campaign I'm jumping into.
I've got the character pretty much done, but wanted to see if anyone had some suggestions for refinement. To start, a little about the character: The basic inspiration for the character is a polynesian fire dancer. The ones who spin flaming batons around. In this case the Baton is a Quarterstaff. Or a Staff as it may be.
The character himself comes from a Tribal background. He was heir to a mantle of leadership and protection of his people... but it wasn't a role he particularly cared about. His personal focus was more on entertainment and having fun, kind of a goof or slacker kid. Some bad stuff happens, wipes out the people he was supposed to be protecting while he is powerless to stop it. Gives the kid a wake up call and gets him into the adventuring business.
Current build is Human Paragon 1/Stalwart Battle Sorcerer 4/Human Paragon +2/Dragon Slayer 1/Eldritch Knight 4
So Sorcerer based gish, extra limited spells known, but gain casting in light armor, medium BAB and pretty stellar HP. Overall, I lose 2 BAB and 2 caster levels throughout my career. From here I'm set until 18, and if the campaign goes past that I can finish out in Abjurant Champion or whatever.
Current build details:
Flaw) Versatile Performer
1) Weapon Focus(Quarterstaff) [Sorcerer Bonus Feat]
1) Ancestral Relic
1) TWF [Human Bonus Feat]
3) Dodge
6) Practiced Spellcaster [Human Paragon Bonus Feat]
6) Power Attack
9) Arcane Strike
9) ITWF [Eldritch Knight Bonus Feat]
12) Eilservs School
The flaw feat was approved for the explicit purpose of taking a roleplay centric feat, changing that to something with more utility is non-negotiable. Something with similar levels of utility/flavor may be acceptable if there are more interesting options I didn't consider.
Other feats I can see rearranging if needed. Practiced Spellcaster in particular didn't feel particularly necessary to me, but didn't have anything particularly better I wanted in that spot.
I feel like TWFing and Eilservs School are really the feats that define the build. You just never see a TWFing Gish, and Eilservs School is a neat feat that I have literally never seen in play before. I also seem to remember there being a UMD based feat that lets you cast spells from a staff using your spell slots instead of spell charges. I feel like that would synergize awesomely with Eilservs School, but I am having trouble finding it. So if anyone can point that out to me, or make other suggestions, that would be awesome.
Above I have noted the Ancestral Relic feat. In this case the Ancestral Relic is a literal Mantle that the character wears, a hereditary mark of his position as protector. This mantle occupies the Shoulders slot (like a Cloak) and acts as a Runestaff (with a 50% cost markup due to being in a weird slot instead of being held), as well as standard stat boosting (ie +cha and +res to saves).
The idea here being that the Mantle's powers grows along with Turk, providing greater access to powerful Fire Magic and personal protection. Currently the Mantle has about 24,000gp invested in it with the following spells known being provided 3/day as a runestaff:
-Kelgore's Firebolt
-Scorching Ray
-Resist Energy
-Fireball
In addition to that, he has his Staff, Kronulach - The Twin Flames. This has been his major investment since starting to take adventuring seriously; it functions as a +1 flaming quarterstaff on both ends, and also as a modified Staff of Fire with slightly different spells included, but of the same levels and charges, so same cost.
-Burning Hands (1 charge)
-Wreath of Flames (1 charge)
-Explosive Cascade (2 charges)
These are primarily activated only as a free action via Eilservs School, so there's the option of the cheap quick AoE blast, the long duration self buff, and Explosive Cascade for when I need a Fireball that I can shape to hit exactly who I want.
So he has some other standard items, but these are the two that are most notable in defining the character. They provide him with some more combat options and visually distinguish him from other characters.
0th [9]
-Daze
-Flare
-Dancing Lights
-Ghost Sound
-Unnerving Gaze
-Stick
-Prestidigitation
-Sending
-Light
1st [4]
-Blades of Fire
-Swift Expeditious Retreat
-Raging Flame (fire within area burns twice as hot and deals double damage. magic fire deals +1 damage per die)
-Endure Elements
-Burning Hands [Staff]
-Kelgore's Firebolt [Mantle]
2nd [3]
-Pyrotechnics
-Body of the Sun (all creatures within 5ft take 5d4 fire damage per round)
-Palarandusk's Fire Breath (breath fire)
-Scorching Ray [Mantle]
3rd [2]
-Body Blaze
-Greater Mighty Wallop
-Wreath of Flames [Staff]
-Resist Energy [Mantle]
-Fireball [Mantle]
4th [1]
-Firestride Exhalation
-Explosive Cascade [Staff]
5th [1]
-Shroud of Flame
So, Stalwart Battle Sorcerer means pretty limited spells known list. On top of that, the character's still a performer at heart. So most of his personal spells known are focused more on the sort of flashy spells he could use for entertainment. Pretty much the only exception to that here is Greater Mighty Wallop. But the items mentioned above augment the spell list, and give some extra options. Those extra spells are included here for ease of reference.
I feel like the is pretty well rounded on the combat front, the main thing missing is some form of swift movement or pounce (I couldn't find a way to get Lion's Charge on a sorcerer and couldn't find any solid low-mid level swift movement spells). I am pretty firm on the flavor of the character, but I'm sure there's a lot of things I just haven't thought of to help flesh it out more.
Edit: Oh, and the system is 3.5 primarily but we can request PF stuff on a case by case basis. So if there's something particularly awesome or fitting there, it is potentially an option and there's a high likelihood I've never heard of it. So it is worth pointing out.
In particular spells, feats, or items that are particularly useful in the archetype. Bonus points if the spells in particular are of the flashy sort that would make for a great performance. But also generally useful things like easy ways to get fast movements for full attacks (I assumed with 5th level arcane spells this would be easy, but having a lot of trouble), defenses that I absolutely need to make room for, thematic out-of-combat spells, or anything that fits the archetype that is obscure enough I may not have caught it on a casual search.
Current level is 12 with 10 BAB and 10th level Sorc Casting, but also looking ahead. This is a campaign where bonus feats/skills may occasionally be awarded instead of levels, so fun interesting feats that don't normally quite make the cut are also worth pointing out.
As an aside I am nearly certain I saw a feat a while ago that lets you use UMD to cast staff spells with your own spell slots, but cannot find it again and if anyone can point me towards it I would greatly appreciate that.
Getting back into playing for first time in a while, and working on a character for a campaign I'm jumping into.
I've got the character pretty much done, but wanted to see if anyone had some suggestions for refinement. To start, a little about the character: The basic inspiration for the character is a polynesian fire dancer. The ones who spin flaming batons around. In this case the Baton is a Quarterstaff. Or a Staff as it may be.
The character himself comes from a Tribal background. He was heir to a mantle of leadership and protection of his people... but it wasn't a role he particularly cared about. His personal focus was more on entertainment and having fun, kind of a goof or slacker kid. Some bad stuff happens, wipes out the people he was supposed to be protecting while he is powerless to stop it. Gives the kid a wake up call and gets him into the adventuring business.
Current build is Human Paragon 1/Stalwart Battle Sorcerer 4/Human Paragon +2/Dragon Slayer 1/Eldritch Knight 4
So Sorcerer based gish, extra limited spells known, but gain casting in light armor, medium BAB and pretty stellar HP. Overall, I lose 2 BAB and 2 caster levels throughout my career. From here I'm set until 18, and if the campaign goes past that I can finish out in Abjurant Champion or whatever.
Current build details:
Flaw) Versatile Performer
1) Weapon Focus(Quarterstaff) [Sorcerer Bonus Feat]
1) Ancestral Relic
1) TWF [Human Bonus Feat]
3) Dodge
6) Practiced Spellcaster [Human Paragon Bonus Feat]
6) Power Attack
9) Arcane Strike
9) ITWF [Eldritch Knight Bonus Feat]
12) Eilservs School
The flaw feat was approved for the explicit purpose of taking a roleplay centric feat, changing that to something with more utility is non-negotiable. Something with similar levels of utility/flavor may be acceptable if there are more interesting options I didn't consider.
Other feats I can see rearranging if needed. Practiced Spellcaster in particular didn't feel particularly necessary to me, but didn't have anything particularly better I wanted in that spot.
I feel like TWFing and Eilservs School are really the feats that define the build. You just never see a TWFing Gish, and Eilservs School is a neat feat that I have literally never seen in play before. I also seem to remember there being a UMD based feat that lets you cast spells from a staff using your spell slots instead of spell charges. I feel like that would synergize awesomely with Eilservs School, but I am having trouble finding it. So if anyone can point that out to me, or make other suggestions, that would be awesome.
Above I have noted the Ancestral Relic feat. In this case the Ancestral Relic is a literal Mantle that the character wears, a hereditary mark of his position as protector. This mantle occupies the Shoulders slot (like a Cloak) and acts as a Runestaff (with a 50% cost markup due to being in a weird slot instead of being held), as well as standard stat boosting (ie +cha and +res to saves).
The idea here being that the Mantle's powers grows along with Turk, providing greater access to powerful Fire Magic and personal protection. Currently the Mantle has about 24,000gp invested in it with the following spells known being provided 3/day as a runestaff:
-Kelgore's Firebolt
-Scorching Ray
-Resist Energy
-Fireball
In addition to that, he has his Staff, Kronulach - The Twin Flames. This has been his major investment since starting to take adventuring seriously; it functions as a +1 flaming quarterstaff on both ends, and also as a modified Staff of Fire with slightly different spells included, but of the same levels and charges, so same cost.
-Burning Hands (1 charge)
-Wreath of Flames (1 charge)
-Explosive Cascade (2 charges)
These are primarily activated only as a free action via Eilservs School, so there's the option of the cheap quick AoE blast, the long duration self buff, and Explosive Cascade for when I need a Fireball that I can shape to hit exactly who I want.
So he has some other standard items, but these are the two that are most notable in defining the character. They provide him with some more combat options and visually distinguish him from other characters.
0th [9]
-Daze
-Flare
-Dancing Lights
-Ghost Sound
-Unnerving Gaze
-Stick
-Prestidigitation
-Sending
-Light
1st [4]
-Blades of Fire
-Swift Expeditious Retreat
-Raging Flame (fire within area burns twice as hot and deals double damage. magic fire deals +1 damage per die)
-Endure Elements
-Burning Hands [Staff]
-Kelgore's Firebolt [Mantle]
2nd [3]
-Pyrotechnics
-Body of the Sun (all creatures within 5ft take 5d4 fire damage per round)
-Palarandusk's Fire Breath (breath fire)
-Scorching Ray [Mantle]
3rd [2]
-Body Blaze
-Greater Mighty Wallop
-Wreath of Flames [Staff]
-Resist Energy [Mantle]
-Fireball [Mantle]
4th [1]
-Firestride Exhalation
-Explosive Cascade [Staff]
5th [1]
-Shroud of Flame
So, Stalwart Battle Sorcerer means pretty limited spells known list. On top of that, the character's still a performer at heart. So most of his personal spells known are focused more on the sort of flashy spells he could use for entertainment. Pretty much the only exception to that here is Greater Mighty Wallop. But the items mentioned above augment the spell list, and give some extra options. Those extra spells are included here for ease of reference.
I feel like the is pretty well rounded on the combat front, the main thing missing is some form of swift movement or pounce (I couldn't find a way to get Lion's Charge on a sorcerer and couldn't find any solid low-mid level swift movement spells). I am pretty firm on the flavor of the character, but I'm sure there's a lot of things I just haven't thought of to help flesh it out more.
Edit: Oh, and the system is 3.5 primarily but we can request PF stuff on a case by case basis. So if there's something particularly awesome or fitting there, it is potentially an option and there's a high likelihood I've never heard of it. So it is worth pointing out.