Godshoe
2017-03-22, 05:11 PM
Saludos, companeros magos!
Soon I'm gonna go in new campain and I've got an idea of play by some oracle character. I see him like some nordic rune priest who reads simbhols of Fatum and Fortune in nature, stars and rune-telling rituals. He's mystical person who interract with strings of fate, sees them and knows how to use them. His wisdom helps him to understand the signs of the Gods of Fate. Fatum tells him about the path that must been passed, and Fortune tells him about roads that can change destiny.
And here's my starter pack for 6th lvl:
scag halfling for wis and Hulfling Luck
knowledge (case he ceeps secrets that nobody else must know) cleric 4 for expertise, divination spells and feat Lucky
divination wizard 2 for Portent and another divination spells
So on 6th lvl I've got 3 instruments to interract with realyty in this way. He will be more roleplay character than battele one, but if he join to fight, his become huge probleme. I know that 5 dices per day aren't realy much, but our campaign gonna be real long and two fights in day сan be something unusual. And in this tier I can do really hard **** with enemies even with 2 dices, if our party will operate smoothly .
In sum, idea is to use at maximum this kind of abilities: he foresees what is to come about, he intuitively knows how events can develop, and divine illumination gives him the opportunity to influence the course of fate, pulling the threads of life. So I use magic for some control/damage effects and I force the enemies to suffer, to force them to fail, and, in opposition, to call on the luck to the side of the Allies.
My DM already allowed it. Case he's cool and knows what to do with strange things in his campains.
And for this reason I'm looking here for some interesting additional options and thematic stuff. Maybe another class/feat options or cool spells wich character like this could use as usual deal or vice versa - unusual things but realy good to his image. Could anyone help with it?
Оnly two restriction: it should be natural in terms of roleplaying. I mean - if I wanna play priest of any kind (and I wanna) I take at least 1 lvl of cleric and such stuff.
I don't think we will rise above 10 lvl so no 20lvl builds, please.
Maybe there was such tred earlyer, hm? I would be grateful for the link.
Soon I'm gonna go in new campain and I've got an idea of play by some oracle character. I see him like some nordic rune priest who reads simbhols of Fatum and Fortune in nature, stars and rune-telling rituals. He's mystical person who interract with strings of fate, sees them and knows how to use them. His wisdom helps him to understand the signs of the Gods of Fate. Fatum tells him about the path that must been passed, and Fortune tells him about roads that can change destiny.
And here's my starter pack for 6th lvl:
scag halfling for wis and Hulfling Luck
knowledge (case he ceeps secrets that nobody else must know) cleric 4 for expertise, divination spells and feat Lucky
divination wizard 2 for Portent and another divination spells
So on 6th lvl I've got 3 instruments to interract with realyty in this way. He will be more roleplay character than battele one, but if he join to fight, his become huge probleme. I know that 5 dices per day aren't realy much, but our campaign gonna be real long and two fights in day сan be something unusual. And in this tier I can do really hard **** with enemies even with 2 dices, if our party will operate smoothly .
In sum, idea is to use at maximum this kind of abilities: he foresees what is to come about, he intuitively knows how events can develop, and divine illumination gives him the opportunity to influence the course of fate, pulling the threads of life. So I use magic for some control/damage effects and I force the enemies to suffer, to force them to fail, and, in opposition, to call on the luck to the side of the Allies.
My DM already allowed it. Case he's cool and knows what to do with strange things in his campains.
And for this reason I'm looking here for some interesting additional options and thematic stuff. Maybe another class/feat options or cool spells wich character like this could use as usual deal or vice versa - unusual things but realy good to his image. Could anyone help with it?
Оnly two restriction: it should be natural in terms of roleplaying. I mean - if I wanna play priest of any kind (and I wanna) I take at least 1 lvl of cleric and such stuff.
I don't think we will rise above 10 lvl so no 20lvl builds, please.
Maybe there was such tred earlyer, hm? I would be grateful for the link.