Demoyn
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My group is set to begin a Rise of the Runelords adventure path this weekend. We rarely play characters from the PHB anymore. We are in need of a magic-guy.
So far we have:
Fighter-guy = Psychic Warrior
Divine-guy = Druid
Thief-guy = FactotumSuggestions for a magic-guy?
It really depends on what you're looking for. Personally, there's 3 options here for me.
If you want the most powerful combatant, go with a human sorcerer and give him the infernal sorcerer howl (and heritage) from the PHBII. You can also give him the arcane disciple feat from the Complete Divine at level 3 (choosing the healing domain, of course) for a particularly disgusting, mega-useful combatant (even worse, add the PHBII and Dungeonscape sorcerer options for a nearly unkillable sorcerer).
If you'd like a more out of combat dominator, choose a wizard. Depending on how your thief-guy is set up (not too familiar with Factotum), it seems very probably that you'll need someone with tons of knowledges to help give your party attain the best pre-combat setup possible.
Or, if you just really want to have non-PHB characters, you can always go with an artificer. Their utility is unparalleled. The downside? You have to add rules from that horrific Eberron setting to make that happen.
Mark Gedak 27
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It really depends on what you're looking for. Personally, there's 3 options here for me.
If you want the most powerful combatant, go with a human sorcerer and give him the infernal sorcerer howl (and heritage) from the PHBII. You can also give him the arcane disciple feat from the Complete Divine at level 3 (choosing the healing domain, of course) for a particularly disgusting, mega-useful combatant (even worse, add the PHBII and Dungeonscape sorcerer options for a nearly unkillable sorcerer).
Those are definitely interesting. I also liked the feat and dragon magic that would heal my sorcerer everytime he casts a spell.
Might be a bit of overkill for me, I usually don't max them out as well.
The Factotum has all my knowledge skills cased.
Or, if you just really want to have non-PHB characters, you can always go with an artificer. Their utility is unparalleled. The downside? You have to add rules from that horrific Eberron setting to make that happen.
Yea, I don't have Magic of Eberron so my artice powers are limited to the core book. SO I think I will stay clear of it for now.
Sorcerer is looking better and better.
Mark Gedak 27
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Where is Factotum?
A factotum was a new 20-level class in Dungeonscape. The word factotum means "a person having many diverse activities or responsibilities".
He is a jack of all trades. All skills are class skills, d8 hit dice, trapfinding, inspiration points (like action points, but reset every encounter). At higher levels he picks up inklings of divine magic or arcane magic as you advance in levels.
He's a dabbler.
| tbug |
Spellmaster you say, hmmm, APM is Green Ronin right...
looking through piles of PDFs and hardcovers.
Wow, that's not a quick class to skim, I will need to research this one further.
It's not the best class for combat, but if you need a really flexible spell list (or just need to cast higher-level spells than anyone your level usually can) it's got a lot of versatility.