| Cheapy |
Hey all.
In the main game I play, I negotiated with the DM for a modified version of a Bard. Basically, he gives up quite a few abilities to gain access to the Weather domain. The flavor is someone who helps shamans in his tribe get into trance through the use of his drums (and occasionally is a shaman). His specific specialty is weather magic. He gets the domain spells at the level a bard would get spells of that level. So if a cleric got a spell from the domain at level 5, then the bard might not get it until level 7. [The numbers there probably aren't right, but you get the idea].
Not the most optimized character in the game, but up until recently he was undoubtedly the best character in the game, in terms of usefulness.
He has a lesser rod of quicken spell, and he's level 13. He's Bard 12 / Stormcaster 1 [a class from Stormwrack, a 3.5e book. The only thing of note is that it gives +2 CL to sonic, water, air, and lightning spells. Possibly some other type too].
So the first round of combat is: Inspire Courage, Quickened Haste, Good Hope. The problem is that after the first round of combat, I have no clue what to do. Here's his spell list (from what I recall, I don't have the char sheet on hand):
Level 1:
Lightning Missiles (just magic missile, but deals lightning damage)
Grease
Charm Person
Hideous Laughter
Silent Image
Summon Trap Activator I
Obscuring Mist
Level 2:
Fog Cloud
Gallant Inspiration
Invis
Minor Image
Sound Burst
Silence (I think)
Summon Essence of David Bowie (glitterdust)
Level 3:
Call Lightning (doesn't get much use due to the Weather domain's level 8 granted power)
Arcane Concordance
Good Hope
Haste
Thunderous Drums (works too well with character concept)
Level 4:
Sleet Storm
Wandering Star Motes
Dimension Door
Feats of note include the Dazzling Display chain, using a Spear. I'd use this more often, but for a while I was very wary of being hit. This was in part due to somehow not rolling HP when leveling up, multiple times. (At level 11, I realized it was literally impossible for me to be at the HP I was at. Toughness, +1 HP per level, +con modifier was higher than my recorded max HP, without taking into account rolling HP).
Party includes a barbarian who focuses on grappling, a monk/rogue, an Oracle / Barb / Battle Rager who is supposed to focus on mounted combat, and a Witch.
DM is OK with taking theme-fitting spells from other classes, so suggestions in that department are welcome. I haven't had *any* use of the Stormcaster PrC yet, so spells that could make use of that +2 CL would be great.
Due to not being sure what to do, most of my rounds are spent casting that Lightning Missile spell, which is somewhat useful, but not super. Now and then I'll use Lightning Lord from Weather Domain to hit all enemies for 3d8, but that's really pitiful damage.
So, any suggestions for making this character useful in combat past the first round? Preferably only Pathfinder things.
Thanks!
GeraintElberion
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You can do a bunch of Battlefield Control things.
Sleet Storm
Glitterdust
Fog Cloud
Minor Image
Grease
Obscuring Mist
Silent Image
You have debuffs
Glitterdust
Silence
Tasha's Hideous Laughter
Wandering Star Motes
As well as the buffs you have already mentioned.
You also have great movement options (invisibility+dimension door) to get around tricky battlefields.
Thunderous Drums is good against high-dex characters who are used to never being tripped. Targets fort. to knock enemies prone. It's also has better damage for action economy than Call Lightning.
I can't see any great spell combinations there though.
| Cheapy |
You can do a bunch of Battlefield Control things.
Sleet Storm
Glitterdust
Fog Cloud
Minor Image
Grease
Obscuring Mist
Silent ImageYou have debuffs
Glitterdust
Silence
Tasha's Hideous Laughter
Wandering Star MotesAs well as the buffs you have already mentioned.
You also have great movement options (invisibility+dimension door) to get around tricky battlefields.
Thunderous Drums is good against high-dex characters who are used to never being tripped. Targets fort. to knock enemies prone. It's also has better damage for action economy than Call Lightning.
I can't see any great spell combinations there though.
Glitterdust, grease, hideous laughter, and wandering star motes I've got. I use those when the situation calls for it. I guess part of my question was also how to use the other battlefield control spells. Sleet Storm and Fog Cloud seem like they'd do more harm than good. At most, fog cloud is going to stop an enemy for one round in normal conditions (and that's assuming they aren't upon the party already). Sleet Storm delays movement for a few rounds, but makes it so the party can't get to the enemy, or even see the enemy.
Am I missing something in their use?
GeraintElberion
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Sleet Storm and Fog Cloud are used to break up the opposition.
Those inside the storm move at half-speed, are blinded, and their allies don't know where they are.
So, out of the three ogres you are fighting, the ogre wizard and ogre fighter are out of the fight while your team gangs up on the ogre barbarian.
Between the ogre wizard and ogre fighter... one of them will leave the storm a round or two before the other, giving them some time to be isolated as well.
This is useful because the most effective way to slaughter groups of enemies is to gang up on them one at a time.
Or...
If you 'know' you need to drop some buffs and/or do some emergency healing before a combat you can drop this on the entire enemy gang, buying you a round or two to cast spells before combat kicks in.
Fog Cloud is a handy low-level spell for retreating.
It also has situational uses - being peppered by enemy archers? Throw up fog cloud right in front of the archers and lift it when your melee team members are in charge range.
Council of Thieves spoiler