Honestly if a GM gave those rules to us, I'd scoff, walk around, leave, and find a better gm.
Most players know what their GMs allow. To assume otherwise is dumb.
So far I'm liking the Storm Druid acrhetype to add to the whole weather manipulator/attached to nature vibe I want over lightning blaster. Went with dwarf for the race and with a 20 point buy i have this...
I figure I'll start with the Weather Domain and then pick up the Air domain at level 9.
I looked at the master of storms archetype and it was intriguing if mostly just for storm shape. I really wish it had given like a DC boost to spells with eledtric and cold descriptors(lightning and snow) but alas it doesn't. Should I take improved unarmed strike if im going master of storms to better amp up my whirlwind damage? Or stay straight druid and just wildshape into air elementals?
Well it's pretty explanatory in the title, but Im trying to build a weather manipulator(think Storm form the x-men), but I'm not sure what is the best way to go about it. It's a 20 point buy game and I'm stuck deciding between druid or sorcerer. I'm leaning towards druid because or access to the storm and air domains through the storm druid archetype which also will give more castings of my domain spells spontaneously. PLus it seems a bit more thematic at least. Any suggestions? I'm assuming i'll be a human though if I go druid I might be convinced to switch to a dwarf.
Pelor's favored weapon is the mace so you could go sword and board style. BUt with three level one feats, youre probably best off just picking up martial weapon proficiency for either the great sword of the falchion. The ability scores give you the most damage. Wis, Dex, and COn are all very fluid choices. You only need a wis of 16 to cast any spell you have which should mostly be buffs and cures. If you are getting up close in melee you could either take Heavy Armor Proficiency or one level in fighter for yet another bonus feat and better armor/weapon proficiencies.
It looks like you have a party of three really terrible characters, actually... As has been stated the Swash's fort and will saves are atrocious. I'm pretty sure he's over carrying capacity with all that adventuring gear, too.
yeah...its the encumberance everyone is concerned with...lol
Thanks for mentioning that. Since the description under the arcane bloodline just mentions applying the effects of said spells I was unsure how it would work with the various SR and save bonuses.
Personally I thought since they actually aren't being cast that they might not be affected but you bring up a good point.
And I actually just went and rechecked the list and noticed the (Sp) marker. So yeah...well I can get Haste from boots and beast shape IV well thats a lot of notekeeping and stat following I can ignore haha.
So after looking through the archetypes and the bloodlines for the new Bloodrager calss I saw something that peaked my fancy. The arcane bloodline makes you really good at shutting down enemy casters, if of course you can get into a threatening range with them. The untouchable rager makes you really good at avoiding their spells thanks to your SR. You only lose your own casting ability(kinda sucks I know) but still is this a viable approach to a character?
Would you build it just like a normal Barbarian?
Maybe even go ham and also pick up the Primalist archetype to grab some awesome Rage powers if necessary? Mainly just Superstitious and Witch Hunte instead of the 4th level bloodline power?
true it fuels your initiative but at he same time while not going last is important, you arent a character that needs to go first. Super high initiatives are mostly beneficial to casters who can start summoning, laying down battlefield control, or buffing. You just shoot arrows. I always went wis, then str/con, then dex, dumping int/cha. With the monks ac bonus and wis to ac having a high initiative really wasnt that important to me. Especially being in the backlines where enemies would have to move through the whole party to even get at me.