ciopo
2023-11-13, 03:04 AM
Greetings fellow forum dwellers, last thursday session in a campaign I am was intense, seemingly betrayal by a fellow party member, a good gal falling from her code of conducts, a cult taking over the town, it was, overall a blast!
my character was the good gal in question, a blossoming light cleric / archeologist bard that had just barely entered the PrC dawnflower anchorite.
She was put ina tough spot, simplifying the situation, having the choice to use an artifact to save some friendly NPC but at cost of innocent lives, and she did chose to fire the artifact. No innocent civilians were actually harmed, because of last second pointing at the sky, heroic speech by said NPC about not throwing to the wind the good work we had been doing, good and bad feelings all around, but in the aftermath when she had time to think about her action, and realizing that this was the first time her resolve/"goodness" was truly put to test, and she would make the same choice again, it felt appropriate to me having a falling from grace, and so I'm doing some rebuilding :)
I've decided to go for feysworn, because the party is traveling with a NPC plot-heavy fey, we're kinda escorting her around as we reap some bhaalspawn-expies so that she gets that power instead of other spawns. on the general principles of "I don't know what to think anymore, but we can't let reality be destroyed, if anything else, I chose to put my trust in (fey NPC)"
I've decided a level in vigilante was appropriate, splintersoul archetype, in part to reinforce the theme of "two personalities", in part because the character wouldn't have had to attempt to use a doomsday device "if only she could X" , where X was teleport in that specific situation, but X could be just about anything, and there's past in character experiences where "if only she could X" would apply for other circumstances, so the siren call of the social talent Always Prepared is way strong.
I'd like some reality check on how the build feels to you, both in term of power, and the general concept.
I intend the modus operandi of civilian and vigilante identities to be fairly distinct. in civilian she'll be neutral good as she's been so far, with a general attitude of "I do good because I can, even if it's a small good, it's the act that matters". Compassion, redemption and second chances are fairly central themes/dogmas.
By the way the rest of the party is a LN elf magus of Gorum, a CN witch (the "betrayer", and former cult-leader of the cult that's taking over that town), then some spotty-attendance players : a LE dhampir warpriest of Urgathoa, a LG paladin/oracle of Sarenrae, a LE pain taster of Zon-Khuton
in vigilante identity, I plan to go for being CN, and be a lot more "no holds barred" in modus operandi.
Let's say, while NG, she finds the concept of "accepting lesser evil for the greater good" to be distateful and unquestionably evil, Evil is to be redeemed, and given the chance to be reedemed
when in her CN identity, she instead embraced the "for the greater good"
I plan for the NG identity to not remember what she does while in CN, whereas the CN identity remembers it all.
The fey we're bonding with is death-aspected (she's a shikigami of sort / will o' wisp), and is gaining time-aspected powers as we progress the plot
Race is custom, "quarterling" (half human /halfling), small size, 30ft movement, +1 to saving throw, 1 flexible feat, weapon finesse as fixed feat
the racial ability score modifiers I don't remember, but we also all obtained a reward ring that gives us "all the racial bonuses of dwarves, with none of the drawbacks", and I remember that my current scores are STR 9, DEX 20, CON 14, INT 14, WIS 12, CHA 23
the fey boon was custom-tailored :
obedience: go to the nearest graveyard, find the most recent grave, pray for the soul of the lost to help it move on
base bonus : +4 to dexterity-based skill checks and to initiative checks
boon 1: haste 1/day
boon 2: temporal acceleration as a PLA 1/day, ML equal to character level
boon 3: touch attack with will save-or-die, usable only on living and undead creatures, ignores racial (death) immunities, but not class-granted or spell-granted (death) immunities
Given the new "anything goes", I was planning to embrace dirty trick as my combat gimmick. Oh, we're currently 7th level
my previous feats were : (1st)lingering performance, ("human")additional traits, (fixed)weapon finesse, (1sh monk bonus) dodge, (3rd)dervish dance, (4th rogue talent)weapon focus, (5th) bless equipment, (7th)crusader flurry
as a scaled fist unchained monk 1 / blossoming light cleric 1 / archeologist bard 4 / dawnflower anchorite 1
my current game plan is, with "uncanny dodge" granted by archeologist exchanged for "improved dirty trick" granted by fey trickster :
traits: fate's favored, trap finder
skills generally kept maxed: acrobatics, disable device, perception, use magic device
1 archeologist bard 1, lingering performance, (human bonus) Agile manouvers, (fixed racial) weapon finesse
2 archeologist bard 2, improved dirty trick as bonus feat
3 archeologist bard 3, dervish dance
4 archeologist bard 4, rogue talent combat trick : piranha strike
5 splintersoul vigilante 1, always prepared social talent, fey obedience feat
6 feysworn 1
7 feysworn 2, dirty fightning (BAB is 5 at this level and can't take greater dirty trick yet)
8 feysworn 3 (haste SLA)
9 feysworn 4 quick dirty trick, or greater dirty trick
10 feysworn 5
11 feysworn 6 (temporal acceleration PLA), feat whichever I didn't take at level 9, likely greater dirty trick
12 feysowrn 7
13 feysworn 8 some feat, perhabs combat stamina ( BAB is 10 at this level, so can't take dirty trick master), perhabs kitsune style to get to the 2 conditions with one dirty trick use
14 feysworn 9 ("you die" sup. power)
15 feysworn 10 dirty trick master
16+ many things can happen between now and then, both more vigilante and more bard levels are appealing, or even somethign else altogether
Mostly, I'm looking for feedback about the dirty trick plan, does it feel appropriate? would it feel impactful enough in combat? I plan to have both that buckler and the gloves, of course. I'm relativley speaking the most accurate person when hitting in melee, at about +14, whereas the magus is more along the lines of +9 when he isn't using arcane accuracy, I don't intend to compete with shocking grasp DPR, and having a supporting role is more in character
Every feedback appreciated, thank you for your time :)
my character was the good gal in question, a blossoming light cleric / archeologist bard that had just barely entered the PrC dawnflower anchorite.
She was put ina tough spot, simplifying the situation, having the choice to use an artifact to save some friendly NPC but at cost of innocent lives, and she did chose to fire the artifact. No innocent civilians were actually harmed, because of last second pointing at the sky, heroic speech by said NPC about not throwing to the wind the good work we had been doing, good and bad feelings all around, but in the aftermath when she had time to think about her action, and realizing that this was the first time her resolve/"goodness" was truly put to test, and she would make the same choice again, it felt appropriate to me having a falling from grace, and so I'm doing some rebuilding :)
I've decided to go for feysworn, because the party is traveling with a NPC plot-heavy fey, we're kinda escorting her around as we reap some bhaalspawn-expies so that she gets that power instead of other spawns. on the general principles of "I don't know what to think anymore, but we can't let reality be destroyed, if anything else, I chose to put my trust in (fey NPC)"
I've decided a level in vigilante was appropriate, splintersoul archetype, in part to reinforce the theme of "two personalities", in part because the character wouldn't have had to attempt to use a doomsday device "if only she could X" , where X was teleport in that specific situation, but X could be just about anything, and there's past in character experiences where "if only she could X" would apply for other circumstances, so the siren call of the social talent Always Prepared is way strong.
I'd like some reality check on how the build feels to you, both in term of power, and the general concept.
I intend the modus operandi of civilian and vigilante identities to be fairly distinct. in civilian she'll be neutral good as she's been so far, with a general attitude of "I do good because I can, even if it's a small good, it's the act that matters". Compassion, redemption and second chances are fairly central themes/dogmas.
By the way the rest of the party is a LN elf magus of Gorum, a CN witch (the "betrayer", and former cult-leader of the cult that's taking over that town), then some spotty-attendance players : a LE dhampir warpriest of Urgathoa, a LG paladin/oracle of Sarenrae, a LE pain taster of Zon-Khuton
in vigilante identity, I plan to go for being CN, and be a lot more "no holds barred" in modus operandi.
Let's say, while NG, she finds the concept of "accepting lesser evil for the greater good" to be distateful and unquestionably evil, Evil is to be redeemed, and given the chance to be reedemed
when in her CN identity, she instead embraced the "for the greater good"
I plan for the NG identity to not remember what she does while in CN, whereas the CN identity remembers it all.
The fey we're bonding with is death-aspected (she's a shikigami of sort / will o' wisp), and is gaining time-aspected powers as we progress the plot
Race is custom, "quarterling" (half human /halfling), small size, 30ft movement, +1 to saving throw, 1 flexible feat, weapon finesse as fixed feat
the racial ability score modifiers I don't remember, but we also all obtained a reward ring that gives us "all the racial bonuses of dwarves, with none of the drawbacks", and I remember that my current scores are STR 9, DEX 20, CON 14, INT 14, WIS 12, CHA 23
the fey boon was custom-tailored :
obedience: go to the nearest graveyard, find the most recent grave, pray for the soul of the lost to help it move on
base bonus : +4 to dexterity-based skill checks and to initiative checks
boon 1: haste 1/day
boon 2: temporal acceleration as a PLA 1/day, ML equal to character level
boon 3: touch attack with will save-or-die, usable only on living and undead creatures, ignores racial (death) immunities, but not class-granted or spell-granted (death) immunities
Given the new "anything goes", I was planning to embrace dirty trick as my combat gimmick. Oh, we're currently 7th level
my previous feats were : (1st)lingering performance, ("human")additional traits, (fixed)weapon finesse, (1sh monk bonus) dodge, (3rd)dervish dance, (4th rogue talent)weapon focus, (5th) bless equipment, (7th)crusader flurry
as a scaled fist unchained monk 1 / blossoming light cleric 1 / archeologist bard 4 / dawnflower anchorite 1
my current game plan is, with "uncanny dodge" granted by archeologist exchanged for "improved dirty trick" granted by fey trickster :
traits: fate's favored, trap finder
skills generally kept maxed: acrobatics, disable device, perception, use magic device
1 archeologist bard 1, lingering performance, (human bonus) Agile manouvers, (fixed racial) weapon finesse
2 archeologist bard 2, improved dirty trick as bonus feat
3 archeologist bard 3, dervish dance
4 archeologist bard 4, rogue talent combat trick : piranha strike
5 splintersoul vigilante 1, always prepared social talent, fey obedience feat
6 feysworn 1
7 feysworn 2, dirty fightning (BAB is 5 at this level and can't take greater dirty trick yet)
8 feysworn 3 (haste SLA)
9 feysworn 4 quick dirty trick, or greater dirty trick
10 feysworn 5
11 feysworn 6 (temporal acceleration PLA), feat whichever I didn't take at level 9, likely greater dirty trick
12 feysowrn 7
13 feysworn 8 some feat, perhabs combat stamina ( BAB is 10 at this level, so can't take dirty trick master), perhabs kitsune style to get to the 2 conditions with one dirty trick use
14 feysworn 9 ("you die" sup. power)
15 feysworn 10 dirty trick master
16+ many things can happen between now and then, both more vigilante and more bard levels are appealing, or even somethign else altogether
Mostly, I'm looking for feedback about the dirty trick plan, does it feel appropriate? would it feel impactful enough in combat? I plan to have both that buckler and the gloves, of course. I'm relativley speaking the most accurate person when hitting in melee, at about +14, whereas the magus is more along the lines of +9 when he isn't using arcane accuracy, I don't intend to compete with shocking grasp DPR, and having a supporting role is more in character
Every feedback appreciated, thank you for your time :)