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Organized Play Member. 38 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




So working on building a sorcerer for Hell's Vengeance. Going to be a LE Ifrit Sorcerer.
Looking at at either the Phoenix, draconic (esoteric) bloodline or arcane. Or possibly crossblooded? Phoenix for sure for the wings and healing.
Idea is to make a blaster that can heal. Having never played a sorcerer before I am struggling what to actually do to make the character. I know I want to blast, help the party and at 9th level fly.
So Magic trick will be one of the feats.

THere is also the Diabolist PrC. It is perfect for this AP, very thematic. I was going to take it at 6th if possible but that will delay my wings. Or should I just play a sorcerer and scrap the diabolist.
This is what i have so far. Any thoughts or guidance on this? I am a little lost on how many options there is to pick from.


Any opinions on this?
Plan is to be frontline caster. Was going to use adapted cantrip for electric arc because redeemers do not get a reaction attack. Or am I still better off using a flickmace and skip the cantrip?


So currently building a Champion Redeemer/Cloistered Cleric Duel class for our upcoming campaign. My plan is to be a harm caster who can take a beating. Not sure its optimal but should be amusing.

This is what I have so far. Starting at level 3.

Ancestry: Human (Half Elf)
Background: Martial Disciple (trained in Athletics and Warfare Lore)
Class: Champion/Cleric
Initial Ability Scores: STR: 16; DEX:10 ; CON:12 ; INT:10 ; WIS:16 ; CHA:16
Initial Feats: Desperate Prayer, Unconventional Weaponry (Flickmace)

2nd: Class feat: Cleric Harming Hands Champion Sorcerer Dedication (Undead)
3rd: General Feat: Canny Acumen (reflex)
4th: Class Feat: Weight of Guilt Basic Blood Potency (Dangerous Sorcery)
5th: Ability Boosts: STR, CON, WIS, CHR; Ancestry Feat: Nimble Elf
6th: Class Feat: Cast Down Attack of Opportunity
7th: General Feat: Fleet;
8th: Class Feat: Sap Life, Shield Warden
9th: Ancestry Feat: Elven Instincts
10th: Ability Boosts: STR, CON, WIS, CHR; Skill Feat: Kip Up; Class Feat:
Directed Channel, Shield of Reckoning
11th: General Feat: Forlorn
12th: Class Feat: Domain Focus Basic Bloodline Spell
13th: Ancestry Feat: Avenge Ally
14th: Class Feat: Divine Reflexes Fast Channel
15th: Ability Boosts: STR, CON, WIS, CHR; General Feat: ?
16th: Class Feat: Litany Against Sloth, Eternal Blessing

Far as I ahve gotten so far. My concern is I think I am trying to do too much. Plan is to use cast down/harm. Also if just attacking then Cry of Destruction if the cone makes sense for multiple targets.

Any better ideas?
So tempting to add in Bastion somewhere but where...


Anyone have any good combos or suggestions for dual class characters? Or any good resources.

Friend is starting a new campaign, so dual class starting at level 3. Already have bard/rogue. He runs higher power level games, so a fairly strong combo is a good idea.
Been looking at some sort of caster or possibly champion/cleric. Was also looking into monk and all the interesting things they can do. Struggling to see how to get wildshape to work with monk.

So in short I have no idea what I want to play and am hoping for some ideas.I lean towards utility martial characters (I love bard and rogues).

Thanks


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Any thoughts on this? I seem to roll for crap when it comes to stealth. Might work when sneaking past mooks?


Any thoughts on this? Going to play a goblin bard and wondering if I should do some rogue also or just go full bard.
Still trying to read everything to figure it all out.


So I did some searching and cannot seem to find much on this.

It will not be PFS. But no third party.

Planning on making an Ifrit Life Oracle (Channel revelation) and then going mostly control. Maybe grab Life Link also.

Any thoughts on how to go about this? Thinking maybe spirit guide archetype. Can switch things up as needed. Or duel cursed because misfortune would be nice for control.

And once I figure out what spells I can gain access to I would look at feats.

Also what curse does anyone suggest? I am thinking of going with deaf. I am just not sure how to roleplay it. Or I can just take tongues.


So I am going to play a Eldritch Knight in our next campaign. This campaign will be RP heaving so optimization is not as important. But I prefer to over optimize and just scale back as needed.

I really want to try the monk/sorcerer build. This is what I have so far.
We are starting at level 3.

Traits Magical Knack, Reactionary

1) Monk Weapon Finesse, Bonus Monk not sure, combat reflexes or deflect arrows? Will have one hand free...
2) Sorcerer empyreal
3) Eldritch Knight Dervish Dance, Arcane Strike? Don't think I need too many swifty's
4-13) EK. Thinking of grabbing Weapon Specialization at EK 5. And other feats will focus on the magic end of things.

Just don't really know if I should grab a second level in monk for evasion and a bump to the saves? If there was feats I wanted its a no brainer but the bonus feats are kinda useless.

Any thoughts or a better way to gear him out?


So we are starting a new campaign in a month or two. I have been forewarned it is heavily undead based.

I have been wanting to build a reach cleric for quite a while now. I really want to play an ifrit but I don't know if the other abilities can offset the -2 to wisdom. It really hurts.

We are starting at level 2. If the Ifrit does not work out I can go human. I was just hoping to make the Ifrit work.

This is what I have so far.

War (tactics domain)
Travel Domain
Ifrit - wildfire heart +4 initiative (makes up for not being human, bonus feat)
Efreeti Magic - enlarge person once per day
Fire Insight - if a summoned fire elemental would help in a situation
Traits - Reactionary, fates favored? (anything better to suggest?)
Feats - Combat reflexes
Power Attack
Sacred Summons
Improved Initiative etc

So do I gain enough other abilities (enlarge etc) to justify the -2? Or am I wasting my time and rally should go human?
Or any other things that would help with undead that I should be looking at?


Hi There

So I am looking for some help. I am currently building an Archaeologist/Gunslinger for a home campaign we will be running. It will be ocean based. I thought a Gunslinger/Archaeologist skill monkey would be interesting but I am trying to build him half decently. He needs to pull his weight.

I originally was going to use the Buccaneer archetype to use charisma instead of wisdom for the grit to have some synergy with the bard stats. And to fit the theme nicely. But after doing some reading Quick Clear seems like an almost mandatory ability Gunslingers have. And Mysterious Stranger gives it up also. So that throws those ideas out the window.

Do I just live with low grit points? (would be 2 most likely) or am I ok
without Quick Clear and just risk gun jams and use Jury Rig when needed?

I am hoping someone has a better way to overcome this.