| Dawnseeker |
Coming online with this primarily because I have a bad habit of fearing overpowered shenanigans and preemptively nerfing to where I get encouraged to un-nerf by the players of my games. Fortunately everyone is having fun with the worlds I've built, the characters, music borrowed for backgrounds, etc. What I'd appreciate help with is giving concerns on where this could go awry with the goals in mind. I know one of my players had a significantly overpowered cleric, though
Overall context: 4 players anticipated for Wrath, semi-modifying the book versions to include some of owlcat's shenanigans (and I'm not averse to coming up with scenarios and maps to match), trying to balance things for 5-6 characters so they can bring an NPC or two to cover for their weaknesses. I already have permission from the group to include a DM-NPC since I demonstrated they only support the group and only suggest, not decide, and a heavier weighting of story decisions and player control/agency over power-play.
DM Experience: moderate, about 5 years of DM'ing off and on across skulls and shackles, kingmaker, and custom power-rangers-themed game. Only played in 2 campaigns, both kingmaker (different dms). decent knowledge of common races, feats, and skill uses, less so for extended/3rd party. Comfortable with homebrew/houserules to empower a character vision or negotiating to prevent overshadowing.
Party so far: elf ranger, elf wizard, half-elf bard (mute musician), and half-elf magus.
Party stats: Dice rolled, 1s re-rolled up to 3 times, get six iterations of 'hear the array and keep or drop+reroll', no party member rolled below 38 point buy equivalent.
NPCs being available: Seelah, Lann, Ember, later will likely include sosiel and regil (still have to check the 2nd/3rd books to see how it's handled there)
custom NPC in question: 20 point buy, obligatory low (4-7) dex because of jokes of my own clumsiness and a new challenge. Deity followed is Cihua Coatl
NPC goal: acceptable support, primary or secondary healer, possible 'off-tank', will be lighthearted and cheerful where able and likely start struggling with that effort during act/book 2 on the way to Drezen and be open to party influence to change who they are going into act/book 3.
Class: 3/4 BAB, charisma based spontaneous caster with full spell progression to level 7 (paladin/cleric spell lists), martial weapon heavy armor and shield proficiencies, 4+int skill progression.
lvl 1: 30 ft aura, +1 morale to saving throws, +2 at lvl 8, +3 at level 15. Wizard-esque familiar (if familiar dies, no spellcasting until quest/spell/process restores). Optional 'feature' to increase base scores over course of game to catch up to lowest player's roll equivalent. mythic will 'upgrade' familiar to an animal companion but spellcasting limitations still apply
lvl 2: lay on hands as paladin, +2 diplomacy/bluff to have others follow a plan, and ACP reduction ability (reduces ACP by 4 to maximum of -2 or armor's own, whichever is better)
lvl 4: Channel positive energy as hospitalier paladin
lvl 10: single wild shape available for minutes equal to level per day, weapons or weapon and shield merges with 2 claws and gains 1 bite attack, 40ft fly (clumsy), resistance 10 vs 1 chosen element (chosen at ability gain and not changeable), also counts as having teamwork feats for any that the familiar/companion may have
lvl 20: inspired by summoner, merges with familiar/companion to become a two-neck/headed dragon, gains additional standard action (limited to 1 set of attacks, may cast two spells with 2 standard actions, one for each head), requires an additional enemy positioned next to them to permit flanking (other requirements still apply for bonus), additional DR5/- with any other sources, all healing cast is maximized for the duration. duration is 10 rounds +2/mythic-point-expended. ability requires 1 week to recharge (unless plot demands otherwise).
As far as my own self assessment, I keep wobbling between overpowered because cleric spellcasting can be broken even if i intend to just focus on healing and support spells, and BAB/Spells are as good as the druid (who I've heard is able to be very broken easily). Then some days I see how few abilities there are and also see how it ends up being a Paladin+Druid hybrid class that can't do as much as either.