Heroic Echoes doesn't work with supernatural abilities (like bards inspire courage), so that might not be the best option. It works on spells, spell-like abilities, and magic items. So, not even the moral bonus from a rage ability is effected (though a rage spell would be). You are better off using actual spells that offer morale bonuses.
I'm going to have to echo Claxon here. 'Danny' is just some semi-normal human aristocrat with a bit of inherent fire resistance, and massive charisma/leadership abilities. I don't think SHE should really be a combatant, but the forces she attracts and the powerful allies.
In the end, it was a simple dagger that finished her off. All 1d4+2 (ish) damage.
After a harrowing battle at the top of a keep balcony, where we nearly lost two characters, we have achieved victory! And third level.
The battle was sort of intense, with one character getting mauled to 1 HP, soul ripped out of their body (which paralyzed them). This character happened to be the multi-generational great-grand-neice of Kaius Ironstaff. The danger triggered his fight instinct (I'd say fight or flight instinct, but he doesn't have a flight instinct) and suddenly the no-armor venerable old man was a hulking brute grappling the beastie with arms of corded steel, desperate to pry the soul free.
After being squarely mauled by all of the beastie's attacks (reducing him to 10 HP out of 35, in a rage, meaning he'd be at 0 once rage ended), his soul being pulled and twisted but remaining steadfast within his body, Kaius gave a mighty heave and threw the creature from the balcony with all of his strength! It somersaulted and spun in the air, unable to get purchase as gravity inevitably pulled it down. Landing with a sickening crunch, the creature lay dead and Kaius woozy on his feet.
Much rejoicing was had when soul was restored to his descendant, and they chose to rest.
Kineticist level get! Elemental Ascetic. Familiar Get! HP 32/32 (47 in rage). Aether specialization, Kinetic Fist! Pushing Infusion. Target ability next level: Kinetic Awe.
I can only offer my own preference for making a character to suit the campaign, and since you have no information about the other party members, I will go with:
Human Skald (Sunsinger) / VMC Paladin
Why Skald? 6th level casting, skills, decent BAB (with party buffing), and sharing rage powers which can lead to buffing party members/debuffing enemies. And massive in combat healing potential. Also... Masterpieces.
Why Sunsinger? Channel Energy. Yes, it is limited but if you play your cards right, you can eventually use it as a move action AND burn an enemy with Fire (via Purifying Channel. Also, the Faerie Fire will help negate invisibility.
Why Paladin? Lay on Hands and Smite Evil. Once you hit 7th level, it will be EXCEEDINGLY hard to kill you.
I actually consider the Skald to be one of the best support classes in the game (if not THE BEST, but that's personal opinion).
Considering most 'guides' out there focus on optimization so that you are in the 80th+ percentile of pure power, and you should probably shoot for around 50ish for most games that take the CR system seriously (and doesnt try to nuke it from orbit, ie most basic adventure paths).
Once that is kept in mind, there is room for just about every build that doesn't outright dump Dexterity or Constitution (and/or whatever stat you are using to base your blast off of, for archetypes).
My personal favorite was a Wood/Fire/Void Kineticist that focused on using a ranged weapon to deliver basic blasts (later composite blasts), and Energize Weapon to deliver some decent full attack routines with added damage. When he wasn't dealing damage, he was healing the party or helping to lock down the battlefield. I'd have to get back to my tablet to pull the exact build, but it was mainly just built using your standard archery feat routine (PBS, Precise Shot, Rapid Shot, Manyshot, Clustered Shot).
Been a while since my last post about this character. We've had a handful of session (due to player availability) and I have good news!
Kaius Ironstaff has reached level two (almost three, 400exp to go)! I am enjoying this character VERY much! There is just something ... liberating in playing an elderly character that is very much aware of his mortality, that doesn't really care about tip-toeing around the feelings of the younger folks, and generally living every moment as if it was his last. The roleplaying material of waking up ***SPOILERS*** 'half-dead' ***END SPOILERS*** was just gold.
Old man voice: "Oh, my. THIS dream again! Sooo original, brain."
*eventually emerges into fresher, though still stale air*
Old man: "Ha ha!" *shakes fist in the air "Still alive! You won't take me in my sleep, my old friend! You 'll have to take me kicking and screaming, and bloody! Just like I came into the world!"
*notices it is pitch black and the young ones are blind, and a bit uneasy with his outburst*
Old man: "Oh, don't you mind me. Let me find you a light..."
The delayed gratification of waiting until level two before initiating his first rage was worth every moment of hanging back and firing a magic missile, or braining a skeleton with his weak staff attack. His eyes alighting with youthful vigor, his voice dropping two octaves as he shouts in anger at seeing his multi-generation great grand-niece harmed seriously, and the rapid expansion of his stature into a form not unlike his prime as he charges the enemy...
Anyway ... Fun times. We've drawn in another player. Now, we've got an Aasimar, THREE half-elves, and we've picked up ... a HALF-ling. A Fighter (Viking) one, to be exact. Which is great. We now have a dedicated tank, two switch hitters (ranger and warpriest), a spell-oriented cleric, and ... well, the barbarian who thinks he is a wizard. Shenanigans will ensue, I am sure.
I am going to deviate from my plan just slightly, to pick up Kineticist at level 3 and 4, rather than wait till later. The acquisition of the familiar (figment/sage) from the VMC wizard levels is a perfect entry point into developing the more 'magic' aspect of the character, though we will inevitably be going back to barbarian. The character just needs some transition time to make the adjustment. It's not easy to start questioning your own mind about what you are.
I like the CHA synergy with a main classed Sorcerer, and the Spell coverage if you pick Primal as a Sorcerer and you get the Occult by default from Bard dedication. You get to meddle with healing, blasting, utility, and (de)buffing in one tasty package.
That might not be appealing to most people, but it certainly appeals to me.
The ability you are looking for (and those like it) are often locked into class progressions and the flag/banner bearer is one of the few exceptions. The things related to attack/damage bonus that effect the entire team left over are narrowly focused teamwork feats and are a heavy investment for the party unless you can share the feats with them, which tends to be class/archetype restricted.
ie, You are pretty much out of luck finding what you want without specific classes/archetypes/VMC options.
I’m new to using Kineticist, but why does every guide for Kineticist I see say to avoid weapons and dump Strength?
I suggest you only give the guides a passing nod for the information they provide and keep in mind that most of them rate abilities based on optimal efficiency. You can deviate quite a bit from what the guides suggest and have a very successful character. The game is meant to be played around a 5 on a 1 to 10 scale, and most guides try to get you to 8+. Now, that is just my personal opinion, so take it with a grain of salt.
Play a strength based Kineticist if you want. You'll be fine.
I've already said my piece on the matter and nothing you've added has done anything to sway my reading of the item description. I am more than willing to allow you to continue believing that I am wrong about matter but I will remain holding my ground on the issue. Restating your interpretation repeatedly does not an argument make.
These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
Where? Bold it for me. Find the word "new" for me. Are you sure the word "explicit" is the word you want to use?
I understand the issue rests on the word "can" in "she can use". That is a word that is, by far, no where near "explicit" in its meaning. It can have different meanings on how it is used. I am not "wrong". I merely chose a different, more consistent, meaning for the word "can".
I would treat it very simply. Can the Sorcerer use those abilities without the robe on? Then she can use them as if four levels higher with the robe on. If she CAN'T use those abilities without the robe on, it says nothing about granting new abilities. That specific language (granting new abilities) is require or the rules break down when other rules and mechanics are used in conjunction (like Eldritch Heritage).
As I said, consistency is important. My reading of it is not unfair, inconsistent, or mean-spirited. This is not the first time I've been on the other side of how people want an item to work, even if the language can be argued to allow it. I've always sided with consistency, and I wont move from the spot. I won't move because I've NEVER treated that item as giving new abilities. It's intention was clear to me the first time I read it (and I was around at the launch).
Most other items were released at a later date that dealt with granting new abilities or effective levels in abilities. I will stick with the conservative stance of "If it doesn't say, explicitly, that you gain new abilities ahead of your actual levels, you don't get new abilities."
You can play as loosely with the language and rules all you want at your own table. At your table, you are correct. At may table, I am correct. The issue comes up when either of tries to move our preferences onto the rules that govern the base game for everyone. We need to be consistent and fair, not arbitrary, on how effects that boost effective levels work, even when the terms used leave some wiggle rule for reinterpretation.
Any source on the Gruesome Parry Deed? I can't find it on the archives. But I did find this
Deeds of Renown wrote:
Ja'lin Silverblade was more than just an Investigator, he was a devoted Archeologist that used much more than his bardic knowledge and inspiration to solve the puzzles and riddles he often encountered... He relied on the most fickle powers known to exist, Luck. He was a Sleuth of a character, able to deftly dodge spells and traps that targeted those of slow reflexes and, when the going got tough, he could Run Like Hell.
Through Daring, he accomplished his deeds. Through mimicry, he learned the fighting styles of others, and molded himself into a jack of all trades. Able to rise to nearly any challenge, he was still most reluctant to endanger his friends and relatives through his antics. Often he went in disguise, never revealing his true identity. For Ja'lin was a Legend in the spoken word, but his real name was his and his alone.
I most certainly have, but probably in a more unique way than some others. See, I was playing Hell's Vengeance (an adventure path for EVIL characters) with a Life Mystery male Tiefling Oracle that worshiped Asmodeus, dabbled in playing a courtesan for the nobles, paid lip service to Callistra, and enjoyed bringing pain for a purpose (torture). He was the "I hate to waste a tool" kind of evil and was quite reluctant to simply kill people in order to accomplish his goals, though he wouldn't shed a tear if it came to it. So, Neutral Evil (Legalistic Curse).
How did he become Good? Divine intervention, actually. One of their minions managed to get inside his head and make him start doubting his chosen course. He was created with particular character flaws that allowed for such manipulations to take place and it was always my intent that the forces of Good could win him over, in the end.
His redemption was a rocky path of learning that the pain of others was not a toy, and even if he enjoyed pain (as a source of pleasure), others were very unlikely to feel the same way about it. His idea that people were tools morphed into viewing them as real people as unique as himself and that was why they had value, not just because of what they could do for him.
He eventually became an NPC under the control of the DM because I could not very well play a character that would eventually turn on the party and actively stand against their agenda. Well, I COULD have done it, but I firmly believe that the DM needs to the architect of that kind of opposition to the players.
Not much advice I can give otherwise, as you seem to be using some 3rd party material. The Minotaur bloodline seems ok, if you want to spend a full round making a single gore attack, but I suspect you were after the inherent strength bonus. Probably advise Abyssal or Orc for more usefulness.
I don't see to much of a problem with the Crossblooded Archetype in this instance. All you need is a fire spell and you can always use metamagic to boost a lower level spell into the higher level slots you have (even if you know 0 of those spells). Increased fire damage is still increased fire damage. Blood Intensity or Intensified spell is something I consider mandatory for a crossblooded Sorcerer.
I played around with the Unicorn and Phoenix crossblooded last night on Herolab and was pleasantly surprised at its potential. Good find.
Plenty of ideas for such a character.
Paladin (Chosen One) to let your familiar go around healing people.
My particular favorite in the niche is the Summoner (Spirit Summoner) with an Agathion eidolon and the Life Spirit. Not only will you get channel energy and access to hexes, but your eidolon will get Lay On Hands (at 8th level). You'll be able to build your Eidolon however you want, your summoner however you want, and still be able to fill that healing/status removal/smash face nice that you like so much. Thrown on a VMC option (variant multiclass) and the sky is the limit (provided you can part with those feats).
Oh, and Deathless meant multidisciplined I think.
I did indeed. Thank you.
Adding a bit to my previous post, I have played a Mystic Theurge a few times in the past, with different class combinations. My absolute favorite is combining the Shaman and Sorcerer together.
The biggest thing I can stress for anyone who wants to play a Mystic Theurge is to understand that you will NOT be as good as a pure spellcaster in most areas, but that is OK. By taking up the mantle of Mystic Theurge, you have entered into a realm where you become somewhat of an ultimate support character. Whatever you can do to make that role stronger is something I encourage you to do. Most of the best option you have is with working with another character (or the whole party) to encourage them to make characters that compliment your own.
Bonded Mind + Share Spells will let you cast a number of those fun, personal spells you have on another player. Even at a somewhat reduced caster level (only -1 if you took bifurcated magic and multidisciplined as a half-elf), those spells will greatly enhance a full BAB class. Combine that with VMC Bard and now you have the ability to Inspire them further.
You can go as far as picking up an animal companion (via feats) and focusing on making that animal powerful enough to take your place in the melee or divert attention away from you. Have it support the others while you throw around buffs EVERY fight (because you have the spell slots to do so). If you worship Calistra (and dont happen to have a familiar), get that wasp familiar. Have it deliver touch spells for you.
As a Mystic Theurge, you are greater than the sum of all of your abilities. But that depends entirely on how clever you are and how prepared you are.
I'm a fan of the half-elf for the Shaman, mostly for being able to dip into the elf Favored Class bonus of adding range to hexes (+5ft per level), such as Cackle/Chant. Otherwise, stealing Cleric spells is very, VERY useful. And the half-elf racial spell, of course.
If you need to have a lower INT, the round ears alternate racia trait gets you the +1 skill per level of a human. Half-Elves are actually quite versatile. Thought, you can't really argue with a half-Orc. The Shaman's Apprentice, Sacred Tattoo, and Fate's Favored really blends well with an actual Shaman, flavor wise.
Aside from the various "don't do it" remarks you are bound to get, I advise that the player really know what they are getting into before they attempt to play a Mystic Theurge. Unless they are allowed to use early entry shenanigans, or be the Guildmaster from a certain Kintargo Opera house, their spellcasting is going to be delayed. Even then, delayed significantly on one side. They need to be sure they are ok with that and be serious enough to make smart choices on Spell selection and alternate means to assist the party.
All that in mind, the half-elf has the best alternate class features (multitalented) and racial trait (bifurcated magic) that helps make up some of the caster level loss (not spell level). Make sure to pick hexes that do not depend on your witch level (or that are still effective without a high level). Protective Luck and Cackle immediately spring to mind. Perhaps think about VMC (variant multiclass) options as well. Trading off some feats to get some scaling class features might end up being worth it.
My thinking is that is would be good to have a 2nd melee PC. In a 3-person party, you can't always stay out of close combat.
Of course. What I meant was that more focus should be placed on casting than melee. Some people tend to ... over-specialize in one area or the other, at their own detriment. A Shaman can get around fairly well with most of their ability scores at 14 (try to keep Wis at least at 15 to start). You can sacrifice CON (ie, no lower than 12) if you take precautions (like protector familiar to share damage).
I have found great success with a Wave (main) spirit Shaman, leaving open the Wandering spirit for Life or Battle, or whatever else you find handy. Witch Doctor archetype if you don't mind having a few less hexes (its fine, really).
My suggestion would be a high-strength shaman with a longspear. Shamans have a broad spell list, with good condition removal spell coverage, and plenty of utility spells. Even with a low charisma, you can still be OK as a face if you max out your Diplomacy class skill. I might go for a Speaker for the Past with the Battle spirit, but you have lots of choices.
100% agree with the advice for a Shaman, though I would suggest more of a casting route than melee oriented (though both can be done).
Depends on your intended use of the familiar. I usually pick the familiar based on the bonus it gives it master. Do you need a boost to your saving throws? Initiative? Skills? Armor?
David knott 242 wrote:
D&D 3.5 had a "cloak of charisma" that filled the shoulders slot and cost the same as the corresponding headband, but it would introduce the problem of how to get resistance bonuses to your saves with the shoulders slot filled.
Ring of Resistance should do the trick. Not many people seem to know about it, at least in my experience.
Sacrifice would pair very well with a fast healing familiar, like a life spirit shaman. But with an actual life spirit shaman, I'd probably rather have a protector or arcane amplifier.
Well, there is really no choice on the matter. Shamans, witches, and other casters that use their familiar as part of their spellcasting class skill are forbidden from taking the figment familiar. The BEST chance to make use of that is through an Alchemist (or Aberration bloodline) tumor familiar, or a Oracle with the Spirit Guide archetype, and the life spirit.
Its not all bad about losing access to the Protector archetype. An Oracle can eventually imbue their familiar with the shield other spell (via Imbue with Spell Ability, or similar spells) and have the familiar cast shield other on themselves to share damage. You just don't get that tasty 100% more HP (only 25% with the Figment). I'd advise against it unless you have Life Link and keep your familiar linked all the time, so that you don't .. kill it on accident.
Limbs (2pt) are good if you want a familiar to be able to use wands or other magic items (combined with Skilled [Use Magic Device]). Once you have arms and hands, you suddenly have new magic item slots available (ring, hands, wrists).
Reach (1pt) is good for familiar that want to stay out of reach when delivering a touch attack.
Immunity [energy type] (2 pt) is good for numerous things, such as not being afraid to fireball a spot where you familiar is.
Sacrifice (3pt) is somewhat good if you want your familiar to be able to heal you if you take a blow that would otherwise incapacitate you.
If you already have a monkey familiar, Weapon Training (Simple) (2pt) might be good to get a laugh out of the group when you give him a quarterstaff and let him play the Monkey King.
There are a lot of decent ones that you can build a familiar around to make more useful than otherwise would be.
Protector: other have covered but with a channeling cleric you split damage more ways. If you are using shield other you spread damage over 3 targets making channeling much more efficient. The loss of evasion can be a problem so buy a familiar satchel.
Or pick a Rhamphorhynchus to be your Protector, since it comes with Evasion already. Or any other familiar that does as well.
I am not familiar with a way to do that, outside of some shenanigans with the substitution of fighter weapon groups in Advanced Weapon Training, for fighters only. Wouldn't help you any.
In a home game, I'd just let you take Hex Strike and use the dagger to deliver it, provided you spend that swift action to go with it.
Not having played gestalt overly much, I do know that the rules vary for it quite a bit between tables. Is multiclassing allowed on either side? Say Paladin/Sorcerer//Slayer? Or is the variant mutliclass system available as well?
I ask because designing a formidable opponent that can cause havoc against an evil party would be much more enjoyable for me if I can use all of those materials. Off the top of my head, getting Evasion and Stalwart seem to be the most important thing to do, so that the evil party can't lock you down with spell/sp/su effects.
Something like Druid7/Ranger4//Inquisitor11 VMC Rogue that focuses on Celestial Wildshaping would be quite a foe for them to combat against. The amount of static damage the character could start stacking on their attacks (the more attacks, the better) would start getting worrisome quite rapidly.
Ja'lin Silverblade, half-elven Bard. Son to two half-elven priests in a town in Ustalav. One brother and one sister. Strange happens lead him away from the town he grew up in and saved the world from eldritch abominations.
Sedrick Springhammer, halfling fighter (viking). Was raised by a bunch of dwarven vikings after being found washed up on the shore. Reached the age of maturity, went exploring. Got wrapped up in an adventure far from the tundra of his homelands and eventually found his birth parents. Saved the city, retired happily.
Have a few more but its isn't strictly all 'happy' backstory, as there is elements of tragedy. But that's life for the adventurers.
Alrighty. Our resident Aasimar Barbarian has survived his first session of the Dead Roads. With all of his 10 AC, he managed to get bitten by a skeleton, hit it for one (stupid 1d6 roll...) damage in return, and resorted to using some consumable items to keep his distance (wand of magic missile). Failed UMD checks were hilarious as the old man couldn't figure out why his "magic" wasn't working, until it did and he took down an enemy with his signature "Eldritch Bolt" "spell".
Because of his ... unique blend of skills, he was able to assist with identifying potions, knowledge checks, decoding ancient texts, and talking his way out of a fight. The role play was splendid and I still get a chuckle that he is faster than the rest of the group. Best way to survive is to be faster than the others (hahaha). We've decided (GM and myself) that the character wont voluntarily fly into a rage, unless specific circumstances are met (with some wiggle room). Not yet, anyway.
I've decided that we are going to be using VMC Wizard (Foresight) and that we are only going to dip 2 levels into Kineticist (Elemental Ascetic). The reasons for VMC are simple; figment Familiar to reinforce his delusion and wizard discovery at high level for immortality.
The rest of the party ended up:
Dang, you beat me to it. 100% agree.
Another one that holds very special interest to me is the Chosen One Paladin archetype. Lay on Paws is quite useful.
I also like the Sylvan blooded Sorcerer. And the Totem Spiritualist.