"A naturalist can always hear the spirits of nature whispering in his ears, and sometimes those whispers contain helpful advice. As a free action, a naturalist can expend 1 point of generic mental focus before rolling an ability check, saving throw, or skill check to add 1d6 to the result. The naturalist must be conscious and aware to use this ability, and he can use this ability at most once per round." My question is, while this ability states it can be used on saving throws, do you ever really get the option to do so? its a free action- so arguably, you can't use it out of your turn. unless I'm missing something. Most any saving throw effect you would want to use this on keeps you from using it
just to point out as others have said, you don't really *need* trappings until around level 10. You could take panapoly savant- which would net you 5 extra mental focus over the course of 20 levels, to put into your trappings. Which is nice. It just locks you into abjuration/transmutation spells until level 6. Another option would be to take battle host, take a Spiked heavy shield for trappings. This would be the most martial focused occultist you can nab most likely.
I shall try to add them. Its a lot, so I may just make a separate spoiler for them. merry Christmas as well. as a note, I'd remind people that Kineticist healing is a stop gap. Its a big heal, relatively speaking, but it comes with a point of burn for one person. And if it ever matters, it won't compare to heal/greater restoration type spells.
10 min background for Leonardo Meliano v'adril:
A. 1. Was born with the mark of the phoenix, and as such raised with an extremely close relationship with the temple, and with a strict and highly constraining manner. He was quickly discovered to have power over flame, and even held the capability to heal others with his fire. Which only furthered to link him to the Temple.
B. Goals
Secrets: I'm not sure what would be good secrets here, to be honest. Still a bit of a WIP. Relatives/friends/rivals:
Amelia- His younger sister. Hot blooded and confrontational. The two often butted heads, and still do. Fiercely independent she fully believes in the Cauldron Lady's teaching of victory requires sacrifice. However, she also agrees with Leo's idea that ifrit must embody all the life-philosophies to truly prosper. Father- While loving, is strick and disciplined. His way of upbringing Leo has caused a fissure to form between them due to the heavy handed way of forcing him into the Temple. Eventually this led to Leo renouncing his family name. Memories-
another memory is of a pet Leo had. It had been the runt of a litter, destined to die as many would say. He however took it in to nurture it and it managed to survive and even grow somewhat strong, though never to the proper size or weight it should. Eventually, rising tensions saw the Temple of the Cauldron mother attempt to teach Leo, and forced him to sacrifice the poor thing. An act he regrets to this day, and the final cementation of his blatant opposition to the Temple of the Cauldron Lady. Though, it wasn't until the sign of the Pheonix roared in the sky that he truly had the strength of will and resolve to full exercise himself from both the Temple and his family. He remember the day the Sign of the Phoenix roared in the sky, the courage, hope and warmth it had filled him with. The resolve. The unwavering surety that his ideas were right. Perhaps they aren't, perhaps he misunderstood. But to this day, that thought has yet to cross his mind. Leo's Appearance. Almost to the letter. Sorry, I wanted it to be a bit longer, but I only managed to sit down about an hour ago to gather all my scattered thoughts and ideas here and wanted to have it more or less finished, such as it is. I think I remember to cover everything, at least in a general broad sense. If selected, I'd love to go back through to fine comb everything.
I was merely using tempest cleric as a descriptor.
so, I have two main ideas at this time. 1. The ifrit pyrokinectist, and, if you'd be willing to waive the elemental requirement, would love to pick up some of the healing wild talents. Namely- Kinetic Healer:
Kinetic Healer Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.
So, the idea is he can take a burn point, or have the one he is healing take one, to be healed for a decent bit. That said, I had considered potentially expanding into the water element for it. But that would depend on a plethora of other things. I'm all for discussing potential hooks with the character as well. The more I know, the better he can be incorporated. Also, for him to use Restoration he would need to complete, or have completed, the following-
saturation:
Saturation: Elemental saturations of fire tend to occur near, or even inside, of active volcanoes or wildfires, and embody the purifying essence of flame. A pyrokineticist must impress a mighty kami overseeing such a saturation. This might involve an appropriate gift or a successful DC 30 Diplomacy check attempted by the kineticist or by an ally who speaks Ignan. If she impresses the kami, the kineticist is immediately affected as if using the purging flame wild talent and can learn that wild talent. What it does- You can purge yourself or another with flame, removing all impurities. This functions as break enchantment on a single target. The target must be willing and takes 2 points of fire damage per character level as well as 1 point of burn (you do not need to accept burn unless you are the target). You can use this ability even when affected by an effect that denies you actions, so long as this effect is one that break enchantment could remove. If you burn rare incense or igneous rocks worth 100 gp or 1,000 gp as part of using purging flame, your target also benefits from restoration, as if the spell were cast using diamonds of equal value as a material component.
So, there could be a tie in with that as well, considering the setting. I can't use the ability until level 10, so it may be a perfect IC thing to do if you wished. ATM, this is my preferred choice, The other is a sylph investigator or alchemist. Though I admit, outside of general concept I've not put a lot of effort into him just yet heh.
I was considering an Ifrit pyrokineticist or sylph aerokineticist, seeing the druid though, I'd likely lean towards the Ifrit. A "burn away the dark" kinda deal. Though I do love the industrial British vibe of the sylphs! Is it correct that oreads have taken on more plant/tree like traits in place of crystalline ones? How prevalent would Kineticsts be for you? To help get an idea of if his powers would be seen as somewhat special or not, as that would likely play a huge role in shaping his upbringing. He'd potentially have some ways to help deal with poisons, ability damage, and eventually make use of restoration. Alternatively, Since Kineticist is technically an occult class, and I'm only now carefully reading through all the spoilers outside of the races. If you would prefer not to make use of the Kineticist, I have gotten a couple other ideas. On that topic, how do you envision Sylphs looking? Like humans or elves, with the bird eyes, or something more... esoteric?
@Robert, If you would prefer to not go full arcane caster, another option to cover both more of the arcane and the rogue roles would be the eldritch scoundrel. IDK if variant multiclassing is allowed, but eldritch scoundrel with VMC Magus is always decent. With spellstrike being a psuedo capstone for the projected end of the campaign. (a couple levels early since IIRC end game levels are slated for 13 or 14.) Our newfound dwarven friend and Astella could make quite a team in that regard were you so inclined. And do note, I'm merely making a suggestion. Please submit whatever you wish.
Hoss'r Stonekind wrote:
Yes the latter is what I was asking about. I've played at two very different tables. One where minutes per spells will last only a single fight, even if you go straight to another door and enter another encounter(with maybe a couple rounds of topping off HP) And one where entire dungeons are done in 1, maybe 2 castings of a minutes per spell. Before I make any builds, I wanted to know the general rule for it.
How do you handle 1 min/level spells? How long would they general last? (1 fight? 2 fights? 3 fights?) Of course, this can vary, but for a general example, in a dungeon, assuming no puzzles to slow people down and only a few rounds of "healing" if needed. Would a spell that lasts for 9 minutes last several fights, or a single fight?
Human or half-elf most likely. ---- Darrien gave a quick glance towards Bruno, breaking his gaze from the mist and shadows beyond. The light from the brazier marking the guard clear as day for any to see from a mile away. It glinted off the mans helmet as it flickered in the wind. Instinctively, Darrien tried to blend into the dancing shadows cast from the flame as he approached. After several seconds his eyes, barely visible from under his hood, flicked back to the mist where they remained for the rest of the conversation. He tightened his gloves and checked his blade and bow as he stopped momentarily before speaking. His freshly acquired supplies resting as a heavy comfort in his pack. My father had mastered the dark and mist. He taught me more than enough about it. It doesn't frighten nor hinder me, I won't let it. Darrien pauses for a moment. A small frown forming on his face as he thinks. He never was one for conversation, and many of the folk preferred it that way. Often actively keeping their distance from him, and his father before him. After all. Anyone that can survive in the land as they did, or fight the monsters they had, Surely must be monsters themselves. To most of those living here, he was as much an outsider as his mother had been when she arrived, and likely would always be viewed that way. But Bruno had always been friendly and kind. So he figured a little more explanation would be fine. with my father gone, the duty of keeping the roadways safe falls to me now. The claim wasn't in pride or boasting. It was but a fact, for few folk in this land sought to actively fight back against the shadow. After all, someone has to remind this land, remind him, we wont just roll over for it and die. To kindle a flame of hope in defiance of it.. Like my mother would have wanted. And while I can't nourish that flickering flame in the way she did. I can fight to push back the darkening shadows encroaching on it... Just as we need people like you, willing to defend their homes, we need those willing to take the fight to them. To him he instinctively thinks to himself After all, you cannot win a battle by defending alone. I shall make them fear the darkness that is their own home... he mutters the last line as much to himself as to Bruno. Then, despite himself he gives a small smile at the other man. You'll see me again in a few days time. I won't let the land take me, you can count on that. Ive learned much from the shadows, and still have more I can learn. He barely whispers the last sentence as he pulls the hood of his cloak tighter and makes his way into the dark mist with not a single torch to aid him. Becoming naught but A shadow, in the darkening mist. And one day, I may just learn enough to avenge them both. he comforts himself as the cold air and mist penetrates the warmth of his skin.
Dotting. I have a ranger (native to the lovely land) I'd love to play through this. I won't be able go get everything up properly until Monday. Only question would be if we are rolling with the unearthed ranger, or the reprinted ranger. Either is fine. Gloom stalker would be my choice. He is darker in tone but I'll try to have a IC reaction post asap.
for What its worth, my favorite Spell Cartridge build was a TWFing pistol using bloodrager. Was a hoot. Here is my submission. Its not a particularly terrifying build, which may come back to bite me in the abyss. But Its something I've been thinking of trying for a while. I do probably intent to go into spell Cartridges myself in a level. Though thats still undecided on how much I want to focus on spells for his damage. Either way, the build really hits its stride at level 9. haha. Character Sheet Still a work in progress, but the concept is there. Concept- A self confident mage seeking magical prowess with a kick for adrenaline and danger. The entire reason for being in the Abyss is to garner this knowledge by whatever means he can. He holds little love for demons, in fact, he detests most of them. However, no other place in the realms can offer such a quick avenue to the power he seeks. Ergo, he chose to come here to bypass potentially decades if not a century of "slow and boring" study. Probably not particularly welcome in some circles, and has had to go into hiding before in his youth.
I plan to use a pistol+buckler, so having a hand free is a non issue. Spell Cartridges is ridiculously OP and I doubt I'll be allowed to use it. If I was going to use this feat, I'd want to be a bloodrager. and while you are not wrong, I did specifically want to stay away from the Magus class (because its honestly been my go to for a lot of builds recently)
the archetype is bad if you are playing a wizard, which I'm really not all things considered. Having a potentially free +5 DC to most of my spells seems pretty nice. Though, gunslinger instead of fighter may be better indeed thanks to quick clear... I could, if I wanted to be cheesy, take a level of sorcerer as well. (for +static spell damage) at the cost of 8th level spells, unless I can think of some way to get martial weapon proficiency
Gonna be playing in an Iron gods AP, and I wanted to try out the spellslinger wizard archetype. I have a build plan up to about level 11 and a general idea past that to 16. Any advice/thoughts are welcome. Notes- we have power attack/combat expertise, weapon finesse, and deadly aim all for free. Also technologist will be a freebie feat. Race Android
Class- wizard (spellslinger) 5/Fighter 1/Eldritch Knight X Traits: Magical Knack, Reactionary, ??? Feats-
Opposition schools: Divination, Necromancy, Enchantment, Transmutation at 16, I have, with 0 magic items-
BaB of 13 CL 16
level 17 (final) will be a level in wizard. I will be using a mixture of illusion/abjuration spells for defense (quickened mirror image/long duration buffs etc) and evocation for offense with a fair helping of just full attacking with gun. Its my first real attempt at a spellslinger gish, and I wanted to try something other than "magus".
just coming to plug the gunslinger dip for a paladin, particularly with saddle surge spell. A mysterious stranger 1/paladin 7 (soonest you get 2nd level spells) With smite and the focused aim deed, you can get +20ish damage before Deadly aim/magic etc on a full attack vs touch. This also opens up more spell options since, your primary stat is now charisma. For even more fun, take a level of monk(scaled fist).
Hugo Rune wrote: I still say a Quasit hiding near the ceiling whilst motionless and invisible for a total of +56 to Stealth is near impossible to spot. Given they have excellent senses, including at will spells, never need to sleep and are all to aware of the price of failure; they would make an excellent sentinel. for them, maybe. But I doubt it would happen twice. See invisibility knocks that stealth check down to a 16, and then it wouldn't even be able to stealth 99% of the time.
invisible creature that specifically waits for softer looking targets to show up before attacking them. Enemy caster that dimension doors himself and his two friends onto the backline. Creature with reach, and blindsight (though I doubt there is one at this level) It seems you allowed leadership, if you are allowing their cohorts to take part in battles, up the APL by +1 for your encounters. Creatures with touch attacks are scary for most of the PCs aside from the monk. Alarm spell- can easily beat a rogue that wants to scout, since they have no ways to deal with it, even if they know its there. Have that paladin make stealth checks whenever the rogue does, don't let him get off with a "10" stealth roll simply because he doesn't want to use it. If anyone stealths, everyone does. And as always, remember-
I propose an alternative- (If you can swap around things at this point) Dex 20 You focus on this stat.
Feats-
You could also take double slice/vital/improved vital strike and pick the the weapon trick Double-strike. (which you should be able to use in conjuncture with vital strike) Assuming about a 14(low end) strength and some gloves of dueling-
thats +21/+16/+11 to hit with TWF Damage is-
Or, there about.
Orodhen wrote: People keep forgetting that dragons have Blindsense. Fog tricks usually don't work against them. Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
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