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Organized Play Member. 5 posts (14 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.


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Thankfully, my DM is pretty open when it comes to things like this.

I don't have a solid spell list at the moment. The main thing I was looking for was if I was shooting myself in the foot not having metamagic feats or things like imp initiative as Sangalor said. The only reason I have Empower is because the rest of the Bloodline feats are melee combat stuff like cleave. Obviously, almost ALL of my feats are invested instead in powers and abilities that have all day use. But, are all ultimately things that could be mimiced by magic, or magic items (depending on the GM of course.) The campaign this character would be in will supposedly be a low magic campaign though, so magic items might not be as available as normal.

As for the abilities gained?

Acid Attack, Ranged Touch
20ft reach on Touch Attack Spells
50% chance to ignore crit and sneak attack
Spell Resist 10+Sorcerer Level
Touch Attack, Target Shaken, no save
+6 CON
Winged Flight

Takes 9 Feats ... is it worth 9 Feats? Is there a better way?

This is on top of the Abyssal abilities

Claws
+6 STR
Added Summonings
Immunity to Electricity and Poison
Acid, Cold and Fire Resist 10
Telepathy 60ft with any creature with a language

So, for 9 feats, I'd have all of that without casting a single spell ...

Once I start summoning however? If I summon a Demon or Feindish creature, Added Summonings makes it so that I summon a second, then the feat Superior Summoning will summon a third. So I could use max level summon spells and get 3 Demons ...

Spells would mostly revolve around Battlefield control, light blasting options, and Summoning.


So, I was doing some random thinking today, and came up with an idea for a feat progression.

I already know that it is gimp, I'm curious about your opinions and exactly how gimp it is.

Human or Half-Elf
Abyssal Bloodline

Racial Feat: Skill Focus(Dungeoneering)
Level 1: Skill Focus(Diplomacy)
Level 3: Eldritch Heritage(Aberrant: Acidic Ray)
Level 5: Eldritch Heritage(Pit-Touched: Corrupting Touch)
Level 7: Spell Focus(Conjuration)
Bloodline Feat: Augment Summons
Level 9: Superior Summoning
Level 11: Improved Eldritch Heritage(Aberrant: Long Limbs)
Level 13: Improved Eldritch Heritage(Aberrant: Unusual Anatomy)
Bloodline Feat: Empower Spell
Level 15: Improved Eldritch Heritage(Pit-Touched: Tough as Hell)
Level 17: Greater Eldritch Heritage(Aberrant: Alien Resistance)
Level 19: Greater Eldritch Heritage(Pit-Touched: On Dark Wings)
Bloodline Feat: Great Fortitude

So there it is. How bad is it?


I'd like to see them tied to caster level as well. The abilities are not so game breaking that it would really matter, and it would futher help the multiclassing of Sorc and Wizard (as suggested by the Arcane bloodline).

Bloodlines, Specialties and Domains should all scale with caster level ...


I completely agree that the Wildshape should be completely scrapped and the Shapechange ability from PHB2 should replace it. I've never understood why people have latched onto Wildshape so much.


So, I'm running an Eberron Campain, and decided to test the pathfinder rules at the same time. So far the group is loving it but I have come across a problem. A new player was wondering if they could play an artificer. I have no problem with this, but as I continued to think about it, I saw a major problem.

Anybody familiar with Eberron knows that the Artificer is a core part of the entire world. They are meant to be the reason "pratical magic: exists the way it does. The problem I have with this is the changes to 0 level spells. Artificers however to not have any 0 level spells(although they have a few of the original 0 level spells on their list as 1st level spells).

Basically, I'm just worried that the player playing teh Artificer will begin to just be completely overshadowed by the Sorcerer and Cleric in the group because of their 0 level spell utility. In the Original 3.5, this wasn't a problem due to 0 level spells having a daily limit.

Personally, I'm pretty terrible at class balance myself, so I was wondering if anybody had any suggestions on bringing the Artificer a bit more in line with the other spellscasters.

My orginal idea was to simply create a list of 0 level spells for them, basically moving any similar spells (Light for example, which is normally a 1st level spell for artificers) to the 0 level spell list. I'm unsure however if this would cause the Artificer to become a bit unbalanced. I just don't know.

Any other ideas? Is mine a good one? (Thinking about it, it would really only cause 3 or 4 spells to actually become 0 level) is it enough?

Another idea I had was to allow the Artificer to cast any 0 level spells on any arcane/divine spellcasting list(Or just the magewright list?you know, the npc spellcaster =P), but it took a full round action, and required the artificer to make a spellcraft check(DC 20).

What do you think?