Mummy

Salis Clement's page

27 posts. Alias of Abraham spalding.


RSS


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

I've updated Salis, but I haven't taken any of the recent loot yet.

Out of the loot I'm interested in:
Ring of force shield
Cloak of resistance +1

I think the wand of magic missile should probably go to the wizard -- I have my force rays and blasting spells but he could probably use the little extra longevity it will give him and helps him whittle away at hp with the rest of us more.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Well Salis might shine a bit more here:

Lyrie Akenja, Bruthazmus and Orik Vancaster all have rather low will saves meaning daze should keep them out of action about half the time easily (which ever one he can target with it). With them preoccupied this way they will be much less threatening and higher level spells won't be as needed.

At this point he would be asking for a mage armor if he didn't get one earlier since it's looking to be a much higher caliber game here.

Traps are another strong suit for Salis, and Nualia will probably be left to other targets for the most part -- at this point he's seen enough to know that for such straight forward encounters he needs to hang back for something dangerous.

Which is the next big thing actually and hanging back may be what saves the party here -- Salis has force attacks in Magic missile and his force bolts. He can probably drop one shadow with the force bolts and possibly the other two with his magic missiles. Of course he's blow his spell load for the day at this point, but heck I'm calling that good considering how useful he'll have been until now.

Malfeshnekor has no resistance to acid, so if we do decide to hit him now (rather than in the morning for example) then the monk could use the returning dagger (since he's proficient with daggers) while Salis tries to land a few acid splashes if he can. If not it's a stand off the next morning with a buttload of magic missiles.


SmiloDan wrote:

I think my friend wants to be an arcane trickster so he has trapfinding, lots of skills, and utility spells. Combat effectiveness is secondary to out of combat utility.

I think.

He might want to look at something along the lines of this alt's build then too. The seeker archetype gives trapfinding, and combining it with sage for Int based casting as well as shadow can really allow one to put the rogue position on its head.


I'm actually a bit of a fan of the heal skill -- for the sorcerer it's still not great, but as a general skill it is much more useful than it was in 3.5 and can save some spell power.

Between offering a better bonus on save throws against poison and disease (something that stacks iirc with anti-toxin or anti-plague) and the ability to actually restore hit points with it now it isn't perfect, but it has good stop-gap usage. It's especially nice for poisons and diseases if it gives enough of a bonus for the character involved to save the affliction out without resorting to a neutralize poison (a 4th level spell slot).

Overland flight is quite frankly a horrible spell choice for a sorcerer. Once a day is all you should need it and you can't use it on anyone else. It's complete and total crap for a fifth level spell slot. Either get an item or a bloodline, don't waste a fifth level spell known on fly speed.

For non-core spells I also recommend break.

Finally I would recommend looking at the archetypes next -- Salis Clement here is an example of a sorcerer that can turn people's concept of what a sorcerer is supposed to be on its head. As is he's currently replacing the rogue in a party and offers options outside of the 'traditional' spell caster, using skills to make up for a lack of spells.

Having spells is great (especially for a rogue type character) but it's even better when you can save them for key spots instead of using them to do what skills can allow you to do instead.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

I'm thinking limit access coming up, then some annoyance or slowing 'traps' more than anything. Just simple stuff that lets us know "hey someone is coming up and moving" and that we are aware of where they are coming up from. I'm seeing it more as a security measure while we rest than a game plan for destroying those downstairs (I am unaware of how many are down there and the number of exits from below).


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

If they didn't notice the noise from the goblins dying in the first place how will they distinguish the noise of us doing stuff from the general noise of having goblins as your upstairs neighbors in the first place?


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

If we do such things Salis's ability to disable device becomes that much more useful for funneling them the way we want and breaking things in clever ways. I'm looking forward to getting the break spell soon too...


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

I'll get the character sheet upgraded at some point today.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

I agree -- the earlier goblins are simply opportunities to blow resources.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Yeah more judges isn't a bad thing -- and if the judges rotate in and out that's fine too in my opinion.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

In place of the wand I mentioned earlier I would be willing to go part in on a rod of extend spell.

When do we hit 4?


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Stealth and sniping is what Salis is bringing this time around. Magic missile can take out simple sentries without any problem from a very nice range, expanding his role from simple sneak/trapbreaker to precision sniping as well. The biggest issue is the fact that he can only take one sentry at a time likely and will burn spells fairly quickly in this process. He'll be much more selective with his first level spells this go around hanging back for the most part in the bushes Daze and acid splash being primary here. The fact that Salis can easily stay to the back here and still contribute with daze and acid splash makes it easier for tanking and melee focused party members to do their part without him crowding them.

The bridge is an area that Salis will probably help a lot at -- with the possibility of sniping the archers, finding the trap on the bridge and generally making life easier I see two spells being eaten here (a magic missile for each archer or a magic missile and a vanish).

The Fort itself has lots of angles which will probably limit Salis ability to effectively use ranged so the wand of shocking grasp has a decent chance of seeing charges used up here.

I'm planning on saving at least one slot to hit ripnugget with a ray of enfeeblement. He's looking at about a 55% chance of making the save but even then we are looking at an average of 4 points off his strength dropping his attack bonus by 2 and his damage bonus by 2.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Agreed. Salis would be interested in finding a wand of magic missile or shield if possible -- though with the magic missile I would be interested in caster level 3 if possible.

I went with toppling spell for my third level feat choice. I won't be able to use it until next level, but I need something to get full benefit out of those higher level spell slots as I gain them and there are a couple of nice force spells that will be able to benefit from toppling spell as I gain level, and getting the monk and oracle +4 bonus to hit (as well as possible AoOs) as we level will certainly help too.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Am I aware there is anything, "Downstairs?" My understanding from the time I played through is that the town wants the goblins stopped from attacking now.

I'm not trying to be a jerk here, but as a player that doesn't have the book what I know is I have a convenient pillbox situation where I can burn down a fort full of enemies and then sit back and pick off the survivors. Goblins aren't exactly known for their cunning.

Personally I am unaware of any NPCs that are in the thing either. We took out thistletop first and then did the glassworks.

As it stands I feel like I'm probably missing some key parts that would make the entire thing make more sense to me because we did it backward from how its presented here.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Is there a reason the thorns can't simply be burned down?


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

What's the light level in the dungeon we are in? My caster level goes up by 1 in dim light or darkness.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Salis will probably spend most of his time in this one scouting and hitting things with rays. It sounds awkward but a bit of forewarning by scouting with the monk can change this from a horrible day to a series of easy encounters. I'm reminded again why I like keeping a net on my characters (a net and the imp goes from annoying to dead pretty quickly) -- the imp is probably where the majority of the arcane rays will be going.

Salis has a reroll of his own to spend for the day when it comes to saves which is more likely to see some play in these particular encounters (since there is poison, disease and the like to be had in mulitple encounters) even though he's still hanging back when they go to meet trouble (or falling back once trouble finds him and the monk).

Just for reference how many traps are in this area? That knowledge would be helpful since traps (and locks) are things that Salis is specifically good at.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Getting in and getting the surprise round is going to be easy to set up with Salis providing cover in the form of vanish and is own skills, especially with a little help from the oracle on the clutch skill rolls if needed. Once inside Salis will look for opportunities to cause havoc in the goblin lines by using spark on things in their hands (flammables and their clothing and what not) and daze to help prevent escapes in later rounds (that is if a well placed color spray from the wizard doesn't handle most things first).

In the first part of this encounter Salis is going to primarily be a facilitator for the entire party. Once we get to the monk it's going to be the old stand by of staying back and lobbing arcane bolts at him -- hitting the monk might be a bit more difficult than the goblins since you know, he is a monk -- but with getting the party in and (hopefully) blowing things up in the goblins hands and what not Salis will hope to have provided enough aid above to make up for a more lackluster performance in the second encounter.

In summary I see the start of this day as having Salis's name all over it and because of that the rest of it going much easier with the party having such a tactical advantage as to almost make the first encounter a complete walk in the park.

Provided iGo is willing to help Salis would be interested in scribing a scroll of vanish for him overnight.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

A. If he helps that's all good, but caught in the basement won't be his style -- he's got stealth and vanish to see himself out of it. A decent perception check means he's likely to notice before the father is down the stairs.

B. Daze and readied ranged attacks, stealth would help him set up an ambush and to keep away from the boars he can sit in a tree easily enough.

C. Can provide the prestidigitation and some invisibility for reversing the ambush on the goblin. Daze again (the DC isn't that bad and if the goblin doesn't act he can't hurt someone) with ranged attacks if needed.

Leveling will consist of taking two ranks in sense motive with no ranks going to swim or climb this level otherwise just more of the same, 6 more hit points. Two new cantrips which will be dancing lights and spark. Honestly this is going to be another slow level for Salis since unlike the oracle he doesn't get another spell known until next level (when he'll get 2 more cantrips and 2 more first level spells).


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Basically his early actions are going to amount to Daze when he can to prevent the goblins from attacking. His arcane bolt and acid splash will provide actual damage when it looks likely to end an enemy (which with goblins should be often since the arcane bolt is going to do 1d4+2 with point blank shot). Movement will be to get away from melee as much as possible (generally a five foot step) or to get just into range for his spells.

Vanish will be used to get clear of bad situations and to protect allies/ NPCs that he can reach.

This pattern will probably repeat for the first three encounters. I'm honestly not expecting too much from him at this point unfortunately -- he's got just enough damage to contribute and just enough tricks to help out in a pinch, hopefully without needing too much back up on his own. Quite frankly this isn't going to be his strongest point of contribution. His skills aren't going to be nearly so useful in straight up battle and while he can do 'minimally acceptable' damage with his acid splash and arcane bolt (1d3+1 and 1d4+2 respectively) I think the Daze spell will honestly come in handy a lot more once the bard and ranger move out in the second and third wave.

Salis does get one free reroll a day on a failed save throw but I don't think that's going to be of critical importance in this fight.


This strokes my interest. This is a character I built before to play in a campaign in Ustalav that never made it off the ground. I realize the current racial features wouldn't work, and would adjust them back to normal for the race I end up with (strix had been one I was interested in too). My thought is to rearrange the background to have the professor be the one that took him out of Ramizra.

I will of course take him back down to level 1 and align the stats to match the correct point buy.

If this specific character won't work out I am still interested and am willing to play something else instead.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Here's hoping that we get a post.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Damn it I'm really liking this character too.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Accustomed to being stared at Salis didn't bother with returning the looks -- his training told him to simply ignore the crowd and concentrate on the task at hand spreading his hand so that each finger pointed to one of his companions he barely whispered knowing the magic would carry his voice to their ears (message spell, cast before arriving in the city), "The only issue I have is the fact that everyone knows we are here again -- it would be better if we could travel to the Baron's house without being well seen. We could use a diversion."

Turning toward the persistent Swindler Salis was wearing his holy symbol of Shelyn, "Oh thank you good sir, but the Goddess provides us with all the protection we need. Have a nice day sir."

Having spoken Salis turns away avoiding face to face contact again and trying to move the group ahead quickly.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

I'm not to worried about how we do HP -- Though personally I'm fine with the 'standard' 1/2HD+1, and that was what I assumed when finishing Salis.

1d6 + 2 ⇒ (3) + 2 = 5
1d6 + 2 ⇒ (6) + 2 = 8
1d6 + 2 ⇒ (4) + 2 = 6
1d6 + 2 ⇒ (5) + 2 = 7

There is my rolls (1d6+2) if we do roll though.


Completed, with history in profile.


Salis Clement just needs to do his shopping.