Afgncaap5
2017-11-25, 02:05 PM
In a Pathfinder game, I've been running an Incanter known as Lord Nefarious, The Skelemancer. While he has an obvious penchant for Skeletons, his actual focus is on things that look like a typical sinister sorcerer (despite being demonstrably Chaotic Good most of the time). So his Incanter specialties included Destruction specialization and the power of the Cleric's weather domain.
Sadly, we just hit level 8, and this caps any new abilities he might learn from the Weather Domain or from being an Incanter, and while I think the general progression of Incanter beyond this doesn't look "bad" per se (two talents at level 9 isn't anything to sneeze at), I can't help but feel that a student of nefarious arcana such as this would look elsewhere. There's a lot of options out there, and many that look really good, but I'm trying to go for "cool" or "fun" more than "powerful".
If it matters, I'll drop Nefarious' current SoP abilities from spheres and classes in this tome.
Sphere Abilities
Destruction Sphere:
-Destructive Blast, Nether Blast, Thunder Blast, Stone Blast (I mean, uh... Bone Blast...)
-Crafted Blast, Explosive Orb, Sculpt Blast, Guided Strike
Death Sphere:
-Expanded Necromancy (Every skelemancer should have flaming skeletons)
Nature Sphere:
-Water Package
-Expanded Geomancy: Earth Package
-Waterwalk (No mere moat or lake will stop The Skelemancer!)
-Speak With Stone (Gravestones included!)
Divination Sphere:
-Alternate Divinations: Elements (Earth and Water), Undeath, Hostility
-Read Magic
-Read Omens (via rolling the bones, naturally)
Class Abilities
Weather Domain Abilities:
-Storm Burst: Low power "zot" for nonlethal subduing, or for angrily tormenting people for being jerks.
-Lightning Lord: For smitin' chumps who doubt my power!
Destruction Specialization Abilities:
-Intense Magic: Add more destruction to Destructive Blasts! Theoretically I could hit level 20 and "roll twice to overcome spell resistance" but that's a *lot* of levels for little gain. I'd take it if it was at level 10, but as it is...
-Movement Burst: Surfing the wave of a Bone Blast, Lord Nefarious is nothing if not mobile.
-Elemental Wall: Boooooonnnneeeeee sssstooooooooooorrrrrrmmmmmm...
For upcoming talents, I was considering the Conjuration sphere so that I can summon a skeleton (Ramikin) instead of waiting for dead bodies to show up (I made this fellow before learning that the DM would be taking us through the Iron Gods adventure path, a fun dungeon crawl that is amazingly bereft of creatures with actual skeletons.) I'm also considering the Weather sphere to help him perfectly time thunder behind his ominous comments, but I've been putting off studying the basic mechanics of the Weather sphere. The Warp Sphere also appeals to the "things an evil sorcerer should be able to do" sensibilities. Ultimately, though, I'm more concerned with my next class level than my next sphere abilities.
Sadly, we just hit level 8, and this caps any new abilities he might learn from the Weather Domain or from being an Incanter, and while I think the general progression of Incanter beyond this doesn't look "bad" per se (two talents at level 9 isn't anything to sneeze at), I can't help but feel that a student of nefarious arcana such as this would look elsewhere. There's a lot of options out there, and many that look really good, but I'm trying to go for "cool" or "fun" more than "powerful".
If it matters, I'll drop Nefarious' current SoP abilities from spheres and classes in this tome.
Sphere Abilities
Destruction Sphere:
-Destructive Blast, Nether Blast, Thunder Blast, Stone Blast (I mean, uh... Bone Blast...)
-Crafted Blast, Explosive Orb, Sculpt Blast, Guided Strike
Death Sphere:
-Expanded Necromancy (Every skelemancer should have flaming skeletons)
Nature Sphere:
-Water Package
-Expanded Geomancy: Earth Package
-Waterwalk (No mere moat or lake will stop The Skelemancer!)
-Speak With Stone (Gravestones included!)
Divination Sphere:
-Alternate Divinations: Elements (Earth and Water), Undeath, Hostility
-Read Magic
-Read Omens (via rolling the bones, naturally)
Class Abilities
Weather Domain Abilities:
-Storm Burst: Low power "zot" for nonlethal subduing, or for angrily tormenting people for being jerks.
-Lightning Lord: For smitin' chumps who doubt my power!
Destruction Specialization Abilities:
-Intense Magic: Add more destruction to Destructive Blasts! Theoretically I could hit level 20 and "roll twice to overcome spell resistance" but that's a *lot* of levels for little gain. I'd take it if it was at level 10, but as it is...
-Movement Burst: Surfing the wave of a Bone Blast, Lord Nefarious is nothing if not mobile.
-Elemental Wall: Boooooonnnneeeeee sssstooooooooooorrrrrrmmmmmm...
For upcoming talents, I was considering the Conjuration sphere so that I can summon a skeleton (Ramikin) instead of waiting for dead bodies to show up (I made this fellow before learning that the DM would be taking us through the Iron Gods adventure path, a fun dungeon crawl that is amazingly bereft of creatures with actual skeletons.) I'm also considering the Weather sphere to help him perfectly time thunder behind his ominous comments, but I've been putting off studying the basic mechanics of the Weather sphere. The Warp Sphere also appeals to the "things an evil sorcerer should be able to do" sensibilities. Ultimately, though, I'm more concerned with my next class level than my next sphere abilities.