The Jester

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Organized Play Member. 4 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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Grand Lodge

We actually did this in one of our games. Designed a construct that was basically an oracle. Only healing and condition curing spells. No utility or offense. We roleplayed it as it was sold to us by a wizard fairly cheap to give it a field trial before he started selling to adventurers around the world.

Basically we had a smallish group and didn't want to pigeonhole anyone into a healer role and DM didn't want to play a hired NPC. Wands weren't cutting it but that was kind of the DMs fault cause he's a tad stingy with loot but that's a different discussion.

It worked to a point. We had 2 players in control of it. One primary and secondary(failsafe in case primary went unconscious once again this was the RP for who controlled it). It was great for being a healer but then it started to get into being a tool to bypass stuff. Example - it floated on a permanent disk to avoid issues with terrain so we could just keep it with us. But then it started to get used to float over traps on the floor. Or it would get sent into places that light couldn't penetrate first. Our players couldn't just suspend disbelief of it being there to heal and had to use it as a tool. So we lost it.

Maybe a better design of it would help but you might still run into the fact you have something in the party that isn't alive the players might try to exploit.

Grand Lodge

Variant multiclass rogue.

Grand Lodge

Oh forgot to mention may also put the mauler archetype on the familiar as well for a little extra damage along with making a sturdier flanking companion when other players aren't available.

Grand Lodge

I'm looking at playing a new type of trap monkey in my next group. Rogues and ninjas have been done to death so I want to try something new. DM can be a little stingy on loot but at same time doesn't require too much optimization although some gets brought in because of one of the players power gaming to the extreme so I'm hoping to be viable if not optimized.

I'm thinking Druid with Nature Fang archetype, crocodile domain. Also adding in variant multiclass rogue. It will take about 4 levels to start to come online. But as I level I'm looking to end up with 8d6 Sneak attack and 9 levels of druid spells. This campaign will be fast exp and possibly mythic so it does have a good chance of getting up to 20th. Need some advice on feats and talents though from those with more experience playing the rogue types.

I have 5 feats to spend on this build. And I will have 9 slayer talents from the archetype 5 of which can be advanced. Not quite sure what to take due to lack of experience with the role. Accomplished sneak attacker feat seems like a good one later - for 9d6 total sneak attack. Weapon finesse probably although I can retrain later and use a talent if need be. Improved evasion talent also seems handy.

Just looking for some thoughts. Main role will be traps, but still want to be effective combatant when required.