I decided I'd like to play an elven illusionist at my FLGS. I'm running him as true neutral - he's morally uninvolved, a little bit roguish, but not actively malignant. I like his character concept, but when we're actually out there crawling the caverns and tunnels I'm completely bored out of my skull. I long to shoot people around corners with a gunslinger, or do something other than plink away with my longbow when we're fighting something and it's been longer than 3 rounds. We're still low level - just hitting third level this past session.
Ragnarok Aeon wrote:
In what way is that different from the skill system, and the trained boost? Instead of allowing players to dip into it when they level, you instead force them to take feats to get the same benefit. That's a much more severe tax than a simple skill point/level.
Has anyone created an archetype for this? I started thinking about it the other day, and it seems like it could be a great character opportunity. You'd likely have to trade off a bit in the spell region to pick up some extra restorative spells, like cure disease, but it seems like it would be worth it.
Among my more memorable fights was one between a group of adventurers and a shadowdancer/assassin and his shadow demon minion. The shadowdancer took one of the players, a dwarven bard hostage by grappling him, as the same time the rogue/archer in the party failed his rolls and ended up possessed by the demon. The demon now in control of the rogue "attempted to shoot the shadowdancer" by which I mean, he fired three arrows into the dwarf, killing him. It was awesome. The same group also had a big throwdown with a rival thieves' guild in a warehouse full of crates. There were stacks of crates knocked to the ground and raging fires in the warehouse by the end of the battle. Try picturing yourself in the scenario and look for things that would make the whole thing more awesome. What if the braziers overhead could be knocked down onto the oil spilled from large amphoras? That could be sweet!
Hello there, I'm working on a new character for one of the very rare opportunities I get to actually PLAY the game, as I spend most of my time on the other side of the GM's screen. I've finally settled on a tiefling sorcerer and I'm really thinking I'll go toward the undead bloodline, as it works with my character concept. The problem is that I really am at a loss for how to build this character to be effective in combat. I considered picking up an early level or so of monk, so that I would be more effective in close combat, figuring that the added AC bonus and unarmed skill would synergize well with the touch spells found in early necromancy, but I'm not certain that it would actually be as effective as if I just went pure sorcerer to up my magical power. I had also considered a dash of rogue, as I've rarely found a situation where a little more stealth and sneak attack didn't help out. So I suppose the question is this: is it possible to create an effective necromantic style sorcerer, or is necromancy too weak to be the focus of a sorcerer's spell list. |