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17.) One day, years after he had died, your best friend appeared to you in chains. He told you that you had to change your ways, or else you'd end up with his fate. Fortunately, he can change his fate by altering yours. So now the both of you have to redeem yourselves with acts of heroics.
18.) A mother's love can transcend all things. Even death.
20.) You REALLY should not have opened that box.
21.) You are a reincarnation of a great orcish warchief. And the greatest harpist of all time. And a dread pirate king. And who knows how many others? The point is, many of the worlds great people have reincarnated into you. At the exact same time. It can be kind of confusing.
12.) There is an order of Spiritualists devoted to Sarenrae called the Dark Before. Their mission in life is to find spirits who have evaded being sucked into the abyss or sent down the styx, and do the impossible; redeem them. These are the souls, after all, of murderers and monsters. Is it truly possible to have them repent for what they've done?
Unfortunately, taking on that burn requires 500 Full-Round Actions. :p
7.) The spirits that you channel are all ghosts with unfinished business. You help them fulfill the goals that they couldn't finish in life. Said ghosts depart for the afterlife once these goals are fulfilled. However, the next day another spirit seems to pop into your life; your reputation as a ghost-helper grows with each spirit you aid. There are a lot of ghosts who need your aid, after all.
5.) It doesn't happen often, but sometimes an Eidolon DOES die. But death isn't always then end. Those Eidolons who had an especially strong bond with their Summoner will sometimes claw their way out of the realm of the dead to join the Summoner again. Things aren't the same, since the dead nature of the Eidolon alters the way that the Summoner can use magic. But it's worth it; that separation would be more painful than anything.
First of all, have to say that I love this class, like everyone else. Also adding another voice to the "Geokineticist" and "more skill points" lobbies.
Finally, I think that Telekinetic Haul sounds awesome, but could be tweaked a bit. It seems wrong that a telekineticist who flings a dagger and one who flings a boulder deal the same damage. So what if a Telekineticist with the Telekinetic Haul talent could burn themselves to up the damage of the objects they throws? It feels pretty thematic to me, at least.
You'll probably want to have one of those Intimidation-boosting traits, and possibly be a half-orc for the +2 bonus to Intimidate (the +2 Int helps with your extracts, so it's pretty good anyway).
Bruising Intellect would actually be an excellent trait for you. You can dump charisma and still scare the bejeezus out of people.
Chengar Qordath wrote:
It helps if you think of Ungoliant as Cthulhu with extra legs and no tentacles.
Play up the evil lawyer angle.
"I assure you, it was not my intention that all those innocents died by explosion when they read the road sign leading up to my mansion. But it was my property, and they were the ones who read it, so really aren't they the ones at fault here? Certainly not me, a fine upstanding member of the community!"
Ka-me-ha-me-ROCK!!! Seriously though, that's awesome. It looks pretty neat for Sacred Fist Warpriests too.
one hand has a tambourine, playing the performance, that frees up the other hand and your mouth for verbal and somatic. BAM!
Also, have you never seen an 80's rock/heavy metal music video? All kinds of barding going on up in there. Heck, one strum of their guitar and they are straight up transmuting people!
I dunno, I'd be pretty inspired if my party bard cast haste on me, or used a dominate spell on the monsters.
Who says that casting a spell can not itself be a Bardic Performance?
Physically Unfeasible wrote:
The most mary-sueist class of them all is either the Wizard or the Arcanist. They can make people love them, they can smite people with meteors from the heavens, and they can assume any "inner animal" form that they desire. And they don't need to justify any of those abilities at all, because magic.
Heck, Arcanists can get a super-special talking katana if they want one.
Actually Orks are like soccer holligans taken up to 100. They are actually pretty happy(when fighting) and will krump anyone regardless of affiliation.
Don't they assault heavily-fortified fortresses because they think its rude not to fight in a location that these other guys have clearly set up to have a fight in?
A character whose entire schtick is based off of Charles Atlas Superpowers. This character would be able to accomplish feats like:
- Jump onto a dragon's back.
And do all this without using any magic whatsoever. His power all comes from grit, gumption, and doing like a billion situps every day.
I'll admit, I prefer the magical implement route to the material compnent route. A wizard casting a spell through a staff or want is much more evocative to me than a wizard who reaches into a bag to pull out some bat poop that didn't contaminate the flower petals and spider silk despite all of them sitting in the bag all jumbled up together.
With the Arcane bloodline, you can self-buff with the Mystic Focus ability you get just by turning the ability on. It's something you normally can't do, since Eldritch Scions lack the Greater & Mighty Bloodrage features that Bloodragers get. Turning on Blur or Haste as a swift action sounds like a good deal.
So, Arcane is still a good choice.
Some Random Dood wrote:
If you're willing to wait a month or two to play this character, maybe you could play a Rapier-Focused Eldritch Knight? The Swashbuckler's Inspired Blade archetype grants you weapon focus in Rapiers as one of its features, which means that qualifying for Fencing Grace would be pretty easy. Plus, the panache pool is based partly off your Intelligence modifier in the archetype, which synergizes pretty well with Arcanists.
I'd probably flavor it as my Arcanist eating the scroll.
"Mm-mm! Tastes like abjuration!"
My personal favorite is the draconic bloodline. It's probably not the most powerful mechanically, but I like the theme of the powers slowly making the Bloodrager more and more draconic until they actually turn into a full-blown young adult dragon at Level 16.
It feels pretty epic, at least to me. Plus there's even an archetype in the book that makes natural attacks even better, so there's that going for dragon bloodragers too.
Dragon blood certainly seems to work out better for Bloodragers than for Sorcerers, that's for sure!