SangoProduction
2018-02-08, 03:31 AM
This will use primarily SoP content, but some SoM, and standard Pathfinder will also be used.
What makes Teemo, Teemo? The Poison? The Shrooms? The stealth? Being completely and totally evil and a **** to play against, when 4 seconds after he runs away, you die, or you barely live, but step on a trap regardless? If you said "all of the above", then you are correct. Here's a cookie.
But poison sucks in Pathfinder, and so do traps, aside from cases of severe trap abuse, or Drow Poison, which is barely even a poison. Spheres to the rescue!!! I'm making a 6 level build, as it gets the entire basic point across. Aside from Vanish, which would take until level 10
Before the build: We get poisons with Energetic Affliction (http://spheresofpower.wikidot.com/destruction#toc23). Traps are achieved with Trap Sphere and Spell Trap (http://spheresofpower.wikidot.com/champion-feats#toc14), or through abundant talents spent in Blast Trap (http://spheresofpower.wikidot.com/destruction#toc19). The latter is probably an option you could spec in to later in the game, when you've collected all the blast types you'd like. I think I actually am warming up to the Trap sphere though, now that I know that Blast Trap is only 1 per talent.
There is a build you can do with Hedgewitch, and her reasonably potent poison, which you can apply to allies' weapons. I'm not doing that here.
Gnome Incanter (http://spheresofpower.wikidot.com/incanter#toc0).
Lvl 1:
Specialize in Destruction and Admixture Savant. No bonus feats now, but those are so much better. Now you're adding +1/2 Incanter level per turn to your poisons, and +1/2 a DC from the CL increase.
Feat: Extra Combat Talent(Trap sphere) (so that you can start getting in to the mindset early)
Traits: +Initiative, Magical Knack, and +Craft(traps), if Drawback is allowed
Magic Tradition: Drawbacks: Focus Casting (Blowgun), Magical Signs (moans of tortured souls) [we're Teemo after all]
Boon: Overwhelming Power! (-2 to saves, once you've got 3 poisons on em, and you can apply the -1 with the second round, before they finish saving the first].)
Sphere Specific Drawbacks: Shape Focus (Energetic Affliction). [might want to swap this for aura, early game, because of duration]
Talents: Destruction Sphere, and Crystal Blast (entangled means lower reflex save, plus actual crowd control), Gloom Blast (-2 on saves, and some minor debuffs)
"Medusa Blast": Gloom Blast + Crystal Blast
Level 2:
Talents: Frost Blast (-2 to Reflex saves means your poisons stick, because magic)
"Winter Blast": Gloom Blast + Frost Blast
"Ice Blast": Crystal Blast+Frost Blast
Level 3:
Talents:Shock Blast(dazed is good, dazed every round for no action cost is better), Mana Siphon (situational, but if you come across that sphere caster, you'll count your blessings)
Feat: Sphere Focus (Destruction), for +1 DC
"Paralyzing Blast": Shock + Frost
"Draining Blast": Gloom + Mana Siphon
Level 4
Class: Conscript, for Martial Tradition, and some extra combat spheres. (We don't lose Caster Level because of Magical Knack.)
Martial Tradition: Free Runner - Gain Run, Climb, and Jump packages, plus Wall Stunt [totally wicked], and Reactive Motion for infinite kiting
Talent: Swift Movement (+10 (+1/lvl) to move speed). (What is Teemo if he isn't Swift? Freaking gnomes and their 20 ft base speed. Well, next level you will be marginally faster than a human.)
Bonus Talent: Remote Trigger. Because forcing a reroll against your trap as an immediate action is a good use of it, when your trap will enable (and apply) further sphere effects
Bonus Feat: Extra Combat Training (Close Quarters Combat) (Small size already, so you gain a 20% chance to convert attacks against you to attacks against your enemy, and they get -4 to hit. Cool option. Might be anti-synergy with the idea of kiting, but this helps against getting surrounded. Plus, it's super annoying.)
Level 5
Class: Incanter
Feat: Spell Trap
Talent: Cascade Failure. Take damage from Destructive Blast? Take -1 to saves against other destructive blasts, STACKING (until the end of your next turn). At this point, let's just say they absolutely can not save against your destructive blasts. If they even have a chance, just delay your action until they go a second time, and smile with evil contentment, as they accept their fate.
Level 6
Talents: Greater Blast(x2). Adds another 2d6 damage per round per poison. It'll go down rather quick, with the last thing it hears being the moaning of tortured souls.
Final Round Up:
CL 6 (8 for Destructive Blasts with a Staff).
Save DC (Destructive Blast): 20 = 14 + 1 (focus) + Int Mod (prob 5 with Item) +5/6 Gnome favored class
Penalties to saves: -1 or -2 Overwhelming Power; -2 Entangled; -2 Frost; -2 Sickened; (up to) -CL from Cascade Failure, or -2*CL after Delaying (could have got for another -2 if you took Nether instead of Mana Siphon)
Max Penalty to save: -10, before Cascade Failure (which is up to another -16). [If you get someone to grapple it, that's another -2.]
Damage: 1d6/CL+2, or 10d6 each turn, for 8 turns.
About the saves: Let's assume monsters, on average, roll 10 for their save against this effect. This means they need to have a +10 Reflex save to beat your basic save DC. The median Reflex save (https://docs.google.com/spreadsheets/d/1E2-s8weiulPoBQjdI05LBzOUToyoZIdSsLKxHAvf8F8/edit#gid=3) reaches 10 at CR 11. So, already, you're hitting at twice your weight class. But, if he fails even once, then he'll take another -4 to saves, which raises the level until the median creature can now save to CR 18. With all of your non Cascade Failure debuffs applied, it would take a CR 23.
Incredibly impressive for a level 6 build.
What makes Teemo, Teemo? The Poison? The Shrooms? The stealth? Being completely and totally evil and a **** to play against, when 4 seconds after he runs away, you die, or you barely live, but step on a trap regardless? If you said "all of the above", then you are correct. Here's a cookie.
But poison sucks in Pathfinder, and so do traps, aside from cases of severe trap abuse, or Drow Poison, which is barely even a poison. Spheres to the rescue!!! I'm making a 6 level build, as it gets the entire basic point across. Aside from Vanish, which would take until level 10
Before the build: We get poisons with Energetic Affliction (http://spheresofpower.wikidot.com/destruction#toc23). Traps are achieved with Trap Sphere and Spell Trap (http://spheresofpower.wikidot.com/champion-feats#toc14), or through abundant talents spent in Blast Trap (http://spheresofpower.wikidot.com/destruction#toc19). The latter is probably an option you could spec in to later in the game, when you've collected all the blast types you'd like. I think I actually am warming up to the Trap sphere though, now that I know that Blast Trap is only 1 per talent.
There is a build you can do with Hedgewitch, and her reasonably potent poison, which you can apply to allies' weapons. I'm not doing that here.
Gnome Incanter (http://spheresofpower.wikidot.com/incanter#toc0).
Lvl 1:
Specialize in Destruction and Admixture Savant. No bonus feats now, but those are so much better. Now you're adding +1/2 Incanter level per turn to your poisons, and +1/2 a DC from the CL increase.
Feat: Extra Combat Talent(Trap sphere) (so that you can start getting in to the mindset early)
Traits: +Initiative, Magical Knack, and +Craft(traps), if Drawback is allowed
Magic Tradition: Drawbacks: Focus Casting (Blowgun), Magical Signs (moans of tortured souls) [we're Teemo after all]
Boon: Overwhelming Power! (-2 to saves, once you've got 3 poisons on em, and you can apply the -1 with the second round, before they finish saving the first].)
Sphere Specific Drawbacks: Shape Focus (Energetic Affliction). [might want to swap this for aura, early game, because of duration]
Talents: Destruction Sphere, and Crystal Blast (entangled means lower reflex save, plus actual crowd control), Gloom Blast (-2 on saves, and some minor debuffs)
"Medusa Blast": Gloom Blast + Crystal Blast
Level 2:
Talents: Frost Blast (-2 to Reflex saves means your poisons stick, because magic)
"Winter Blast": Gloom Blast + Frost Blast
"Ice Blast": Crystal Blast+Frost Blast
Level 3:
Talents:Shock Blast(dazed is good, dazed every round for no action cost is better), Mana Siphon (situational, but if you come across that sphere caster, you'll count your blessings)
Feat: Sphere Focus (Destruction), for +1 DC
"Paralyzing Blast": Shock + Frost
"Draining Blast": Gloom + Mana Siphon
Level 4
Class: Conscript, for Martial Tradition, and some extra combat spheres. (We don't lose Caster Level because of Magical Knack.)
Martial Tradition: Free Runner - Gain Run, Climb, and Jump packages, plus Wall Stunt [totally wicked], and Reactive Motion for infinite kiting
Talent: Swift Movement (+10 (+1/lvl) to move speed). (What is Teemo if he isn't Swift? Freaking gnomes and their 20 ft base speed. Well, next level you will be marginally faster than a human.)
Bonus Talent: Remote Trigger. Because forcing a reroll against your trap as an immediate action is a good use of it, when your trap will enable (and apply) further sphere effects
Bonus Feat: Extra Combat Training (Close Quarters Combat) (Small size already, so you gain a 20% chance to convert attacks against you to attacks against your enemy, and they get -4 to hit. Cool option. Might be anti-synergy with the idea of kiting, but this helps against getting surrounded. Plus, it's super annoying.)
Level 5
Class: Incanter
Feat: Spell Trap
Talent: Cascade Failure. Take damage from Destructive Blast? Take -1 to saves against other destructive blasts, STACKING (until the end of your next turn). At this point, let's just say they absolutely can not save against your destructive blasts. If they even have a chance, just delay your action until they go a second time, and smile with evil contentment, as they accept their fate.
Level 6
Talents: Greater Blast(x2). Adds another 2d6 damage per round per poison. It'll go down rather quick, with the last thing it hears being the moaning of tortured souls.
Final Round Up:
CL 6 (8 for Destructive Blasts with a Staff).
Save DC (Destructive Blast): 20 = 14 + 1 (focus) + Int Mod (prob 5 with Item) +5/6 Gnome favored class
Penalties to saves: -1 or -2 Overwhelming Power; -2 Entangled; -2 Frost; -2 Sickened; (up to) -CL from Cascade Failure, or -2*CL after Delaying (could have got for another -2 if you took Nether instead of Mana Siphon)
Max Penalty to save: -10, before Cascade Failure (which is up to another -16). [If you get someone to grapple it, that's another -2.]
Damage: 1d6/CL+2, or 10d6 each turn, for 8 turns.
About the saves: Let's assume monsters, on average, roll 10 for their save against this effect. This means they need to have a +10 Reflex save to beat your basic save DC. The median Reflex save (https://docs.google.com/spreadsheets/d/1E2-s8weiulPoBQjdI05LBzOUToyoZIdSsLKxHAvf8F8/edit#gid=3) reaches 10 at CR 11. So, already, you're hitting at twice your weight class. But, if he fails even once, then he'll take another -4 to saves, which raises the level until the median creature can now save to CR 18. With all of your non Cascade Failure debuffs applied, it would take a CR 23.
Incredibly impressive for a level 6 build.