Daji

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11 posts. Alias of Kenshan.


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Wow, the thought hadn't even occurred to me. I was thinking of trying to stay as close to the prerequisites for AT as possible, therefore the base classes of rogue/magic user (DM did approve). Thanks for the extra perspective, I will look into some of the Champion of Spheres classes to see if that fleshes out better. I'll make sure to let you know if I plan on switching that out with the rogue moving forward.

As far as the sphere usage, I hadn't noticed I was double dipping for defense. When I looked at Emergency Teleport I was thinking of being able to always be able to get into position for a full-round attack with natural attacks.

I would love a little more input on thoughts about using natural attacks or just using the bludgeon from telekinesis? As well as the sphere specialization of Divination always allowing me to be active in the surprise round I see as a HUGE benefit. However if I want to be less SP-intensive and go along the natural attack route I could get the Warp specialization, to better be in position?


Thank you first and foremost for reading this.. any constructive feedback would be appreciated!
So right off the bat I would like to establish the situation around my party. We are a varied group that has some members prioritizing min maxing and smashing while others are more concerned with role playing. Myself personally, I like to do a little of both, meaning that I find a great character concept I will roll with it, but why not make them the best they can be no? Overall yes, I know the Arcane Trickster is not by any means an overpowered class, but I would like to be the best AT I can be never the less.

OPTIONAL Character Background:

Imagine a future parallel to our own in which magic was an actual thing of the past. However for reasons unknown to us magic has continually waned until now only being a thing of myth and legend. Some individuals of wealth and museums hold artifacts from that distant past, even those have lost their power completely. Now only the social elites have but a few tarnished rings of prestidigitation that are used but once a year.
My character works for one of these social elites whose mission is to prove the myths and legends and validate that magic did and still does exist. Much effort and wasted time had been spent on the project to no avail, but once an attempted teleportation device was created to help facilitate transport from facility to facility. However after their first successful attempt the item went a few hundred feet away and caused nearby magical sensors to spike at that moment as well.
Upon investigation what appeared as teleportation was really time travel. The item had moved through its own time line to appear at that location. In addition the spike of magic that appeared was magic released from that moment of time being opened. Through theory and continued research it is speculated that magic has faded from the myths we equate it to due to a large scale magical event from the past that is somehow siphoning magic from the future to fuel the effects. This is why magic erupted out of the warp in time they created.
Magic however is a fickle thing, highly equated to radiation in a sort. It is highly volatile and wants to react. One of the scientists in the room the were the first warp in time was created started to show changes resembling that of an elf, and has lived into his mid 80's physically unchanged from that point. Theory suggests that unlike radiation magic reacts in a very systematic known fashion, thus the changes in race and abilities to control it. This means that dwarfs, elfs, and all the other races aren't gone but there just isn't any magic interacting with them to make these changes.
Just how there are those who work to unveil magic there are those that try to extinguish it. The more progress towards uncovering magics nature the more a simple protest group against magic turned into hostile terrorist unit bent on destroy all of the research and facilities dedicated to progressing magic.
The latest development was that people would be sent back in time between various points in time that were registering as large scale magical events, however just how magic is similar to radiation due to certain world events it is very difficult know the exact strength of events so far back. Therefore the participants sent back in time would be sent with a radioactive agents that they can expose to intensify the feedback from that event for us to find out the exact event and then try to change it. Before this plan could be enacted, the hostile anti-magic group struck the facility, my character attempted to escape the assault by going ahead with the plan and traveling in time.
Now my character is simply trying to search out and large scale magical events to activate the radiation unit once he finds the actual event siphoning magic to it. This in turn is his only chance at saving himself to, because if in the future there wasn't 20 locations but 3 then maybe just MAYBE he could change that he wouldn't be at that facility that day or that time. This also accounts for why he is a rogue, having knowledge from the future, this accounts for why he is a tiefling now that he is exposed to magic his true lineage is coming to light, this also explains how he starts to acquire his magical power, he always had an affinity for it but there was no magic to manipulate prior.

Starting off, I will be at lvl 5, 25 points buy, Tiefling, I'm thinking of using natural attacks to avoid the expenses of weapons, plus rogues are more about the sneak attack damage meaning more hits=good.

Unchained Rogue seems like a good start plus I'm unsure if I can select natural weapon when I reach 3rd level with Weapon Finesse, if not the Knifemaster archetype seems interesting.

Spheres of Power starting with the Incanter class having Sorcerer Blood line of Raksasha and Sphere specialization of divination to get Forewarned. In general I would focus most of my magic into telekinesis, illusion, and warp.

For telekinesis, I would take Deflect, Parry, and Quick Catch so that theoretically I could block any melee or ranged attack as an immediate action for a spell point. Getting some of the other talents like Flair or Finesse would be idea but I'm unsure how those would work in conjunction with abilities granted the AT class.

For warp, I would get the emergency teleport.

For illusion, I got Invisibility, this aids for the rogue to ensure their SA as well as all other mischief.

Feats from Protokinesis tree like Force shield, Counterweight, and Gravativic Anomaly are some fun feats I'm thinking about for mischief and flavorful fun.

Overall, I want assistance with feats, talents, and archetypes but mostly how to integrate the AT class into a sphere based caster. Anything else you wish to comment on as long feel free, I appreciate the help in making this idea come to life!


Awesome! thanks everyone, a lot of good ideas.
Looking at the majority favorite Bloodrager, it can definitely play the part!
I'm also contemplating a warpriest because divine magic just feels right for a god to me, any way to get some electric evocation spells into a divine class?

Gobo Horde, that looks exactly like what I'm going to use for hammer flavoring! Would it being a swift action to call the hammer hurt at later levels with iterative attacks?

I really appreciate the quick response and helpful info, this is enough to chew over for a bit and make a great Thor character. The only thing I might want a little more direction on is feats? Power attack seems like a no brainer but are there any others that might help with hammers or emulating Thor?


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So I'm a new player to the tabletop gaming scene and was looking for some advice. I have always enjoyed super heroes, and one of the main reasons I enjoy role playing is the re-creation of iconic heroes as well as making new ones with my own design!

Overall, I have been trying to soak up as much info as I could, because I feel like every new feat or archetype I learn about is a small tweak I can make to fit the characters back story just right. Right now though I'm at a loss, and new your HELP!!!

I was thinking about Thor, in general the feats I have seen so far are lack luster for bludgeoning weapons or hammers. In addition lighting also feels like the non-preferred damage type, even though IMO it has so much potential for flavor and raw damage. I recently saw the storm kindler and storm druid that seem interesting, are there any other fun obscure class like such, more for flavor then min maxing here?

IF YOU ONLY WANT THE QUESTION READ BELOW
Goals being not min maxed but respectable character
1) Electric Blaster (I like the flavor of electric)
2) Melee Proficient (Hammer use would be a +)
3) Utility (A guy that wants to do it himself, doesn't have to be well)


Wow!

I'm so glad you brought that up, that completely went over my head. So I need to have double the kineticist level to qualify for a specific talent of any level other then first. ALSO the blast is a standard action unable to be combined into a full round attack. My tactics where so far off haha

NEW GAME PLAN

Human
- Feat (weapon focus *blast*)
Level 1) elemental focus (air), infusion (kinetic blade) feat (weapon finesse)
Level 2) Utility (air's reach)
Level 3) infusion (Blade Rush) feat (toughness)
Level 4) Utility (Air's cushion)
Level 5) Infusion (gusting infusion) feat (?)
Level 6) Utility (Wings of air)
Level 7) expanded element (air again, giving me Celerity) feat (?)
Level 8) Utility (windsight) Favored class human bonus (i'm thinking i could get bonus hp level 1/2 then at 3-8 get the 1/6 extra wild talent so then i can get a 3rd level maybe magnetic infusion or wind sight)

I guess if im understanding the rules, I could quicken a blast at higher levels and ride the blast to then full round kinetic blade them. Until then though, where should feats be going? spring attack seems fun but, counter intuitive since I want to be doing full round attacks. Opening volley would work well, hit them with a blast then do blade rush?


Awesome! thanks for the help, and your right if I get celerity I get 2 attacks with both having a higher chance to hit then if I use 2 weapon fighting (plus that's a lot of feats)

We are playing through rise of the Runelords so I was thinking Draining infusion might be something for later down the road! So based off of advice so far lemme show you what I'm thinking...

Human or a small race (with human I would take the favored class bonus)
For infusion 1) kinetic blade 2) Extended range
Utility talents 1) Airs reach 2) Celerity

however long term I'm thinking snake, extreme range, ride the blast, wind sight, and wings of air all seem interesting. CLARIFICATION eventually when I get multiple iterative attacks I will be shooting more then one kinetic blast right? If this true then by the description of Ride the Blast the ability doesn't actually end your turn nor take up any portion of your turn...hmm...theoretically as a full round with one 2 blast total, could I blast a target riding the blast to the target then use my second blast to be infused as a kinetic blade? or just first blast to close ground to target via riding it, then 2nd blast hitting target that I;m now in range of?


Hi there! I'm a newer player and I don't need to be min/maxing here but I want to make sure that whatever build I'm planning is still bringing something to the table, so all help is appreciated.

Ok so lets get into it! I want to play a Kineticist, the reason is I love the Flash, so we will go with an air focus. I want the utility that air provides, also I have the idea of using "ride the wave" with "air's reach" to do a Flash like super speed ;)

Another idea I was thinking of going with is "kinetic blade" and doing 2 weapon fighting with this. OVERALL this doesn't need to be the Flash but bonus points the closer you get. If we can make a build that is viable using the kinetic blade, then all the better!

So with a 20 point buy, starting at level 5 what sorta race, stats, feats should I be looking at? How will this build look in further levels?

Once again THANK YOU


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As the title implies I'm on a quest to find the highest DC save we can get for the sleep spell. However since we all know this spell falls off rather abruptly we can only work with the witch with the slumber hex or the bard archetype sandman. These both allow for unlimited HD AMAZING!

Things to focus on are traits, races, feats, how do we krank up to the highest DC saves?

Also which class is better, the witch that can evil eye to lower the saves or the bard that can lullaby? Or should we think about how the witch can only do the slumber hex once per day/person and the bard is only restricted by their # of rounds of bardic music? In your opinion which is best?

If any more info on other classes that can compete are known of please feel free to list them, overall just provide links and sound thought process here thanks!


This might not be the answer your looking for, but i would just give more evolution points.

HEAR ME OUT, so far with evolutions you can make up weapon proficiency, skills, make a 2 point evolution to be used for a feat as well.

At this point it looks like your player is more interested in flavor, not min maxing, because most any class would be better at this point.


hellatze wrote:

we manage to capture a cultist, so we interrogate them.

however when we finished interrogate them, one of my teammates kill him.

is it considered chaotic good or evil act ?

To answer the question most directly, it is not chaotic good.

However as we have seen it isn't inherently evil, and depending on GM discretion has the potential for being seen as neutral.

Not So Short Answer
As a DM for quick reference in moral actions between good/evil I look at how the PC values life. If they are evil, others lives have little value, if they are good others lives are highly protected.
Next, look at the action itself, then track record, if this is the 3rd time they have done such a thing, being good isn't for them.
However everyone has moral obstacles they encounter and sometimes stumble with...ultimately DM is God.


...silence...