WereRabbitz
2020-01-13, 04:29 PM
Looking for help with a character Build if you guys wouldn't mind.
Group: Currently I'm playing with 1 heavy melee and 2 medium melee's. 1 other character will be playing a Healer of some sort.
Experience: I'm new to spheres of power and kind of new to pathfinder as well. Most of my experience lies in D&D 5e/3.5
Goal: I'm making a character that tried to become a druid and couldn't seem to connect, so now he has decided if he can't commune with nature he will control it.
So i'm looking to go heavy into the Nature Sphere and get the 4 basic elements and maybe plants (optional) Geo's.. But do i need other spheres? Like Destruct? Keeping with the Elemental theme.
Setup:
I was thinking of doing a Human Incantor for my build and start with Nature Sphere
- Take Fire & Eearth Geo's
- That gives me I think 7 Talents are level 1 to spend, looking at Fire Lord, Dragon Lung, Earth Lord, Melt Earth, ect..
- I have 20 to use as my caster stats thanks to Human plus a good roll. So Was thinking of making my Casting stat a Wisdom for higher Will Saves... thoughts?
Concerns:
- 2 + Int for skills makes me think i'll be lack luster with skills and looking for options to build on that (anything nature themed is bonus)
- Defense - All i have right now is a 13 to AC with Dex & my Foundation Talent that only gives me a +2 while concentrating, makes me worry when my HD is only a 1d6 per level....
- Specializations.. Should I take any? Not sure I want the Druid pet one from nature, was thinking maybe the Earth and Fire Domains from the Cleric Domain Specialization since it gives me resistance later as well.
- Lots of Bonus Feats & Skills should I lean into other Spheres for Damage or Buffs? I want to play the Sorc Nature flavor, but I need to be viable to help my teammates.
Thanks for any and all suggestions!
Group: Currently I'm playing with 1 heavy melee and 2 medium melee's. 1 other character will be playing a Healer of some sort.
Experience: I'm new to spheres of power and kind of new to pathfinder as well. Most of my experience lies in D&D 5e/3.5
Goal: I'm making a character that tried to become a druid and couldn't seem to connect, so now he has decided if he can't commune with nature he will control it.
So i'm looking to go heavy into the Nature Sphere and get the 4 basic elements and maybe plants (optional) Geo's.. But do i need other spheres? Like Destruct? Keeping with the Elemental theme.
Setup:
I was thinking of doing a Human Incantor for my build and start with Nature Sphere
- Take Fire & Eearth Geo's
- That gives me I think 7 Talents are level 1 to spend, looking at Fire Lord, Dragon Lung, Earth Lord, Melt Earth, ect..
- I have 20 to use as my caster stats thanks to Human plus a good roll. So Was thinking of making my Casting stat a Wisdom for higher Will Saves... thoughts?
Concerns:
- 2 + Int for skills makes me think i'll be lack luster with skills and looking for options to build on that (anything nature themed is bonus)
- Defense - All i have right now is a 13 to AC with Dex & my Foundation Talent that only gives me a +2 while concentrating, makes me worry when my HD is only a 1d6 per level....
- Specializations.. Should I take any? Not sure I want the Druid pet one from nature, was thinking maybe the Earth and Fire Domains from the Cleric Domain Specialization since it gives me resistance later as well.
- Lots of Bonus Feats & Skills should I lean into other Spheres for Damage or Buffs? I want to play the Sorc Nature flavor, but I need to be viable to help my teammates.
Thanks for any and all suggestions!