| ShadowyFox |
So, I'm putting together a gillman sorcerer, and I may need a bit of help. He's gonna be level 5, so I need advice on the feats, as well as whether to take the normal version of the stormborn bloodline or the wildblooded version called arial.
Keep in mind, this character has standard wealth for level 5, so maybe could use some help in choosing his gear too.
Thanks in advice folks!
| Master of the Dark Triad |
I like storm born better than Ariel because of the arcana.
Now, with that said, if you want to be an electricity blaster, it would be better to be blue draconic. Crossblooded with Orc if the flavor permits.
If that doesn't fit the flavor, then make sure you're good at something other than blasting, because blasting will eventually become obseletish.
| Tangaroa |
Alright, so here is a build I was playing around with for this.
It uses magical lineage and persistent spell to make ear-piercing scream a nasty affair - two DC 19 fort saves or be daze for a round (although cast as 2nd level spell after magic lineage, still a solid spell)
Has some basic gear: cloak of resistance, headband, a library of scrolls. Probably most importantly, he has a wand of create water - normally pretty useless, but quite useful as an emergency item due to the Gillman's sensitivity to water - at least until he can pick up a decanter of endless water! (unless you are playing in an aquatic campaign - in this case it's a moot point)
A cracked dusty prism ioun stone bumps initiative, eyes of the eagle to improve perception.
Olhas
Male Gillman sorcerer 5
CN Medium humanoid
Init +4, Senses Perception +7
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DEFENSE
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AC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 shield)
hp 37 ((5d6)+15)
Fort +5, Ref +3, Will +4
Resistances electricity 5, sonic 5
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OFFENSE
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Speed 30 ft. Swim 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Ranged light darkwood underwater crossbow +4 (1d8/19-20)
Sorcerer Spells Known (CL 5th; concentration +11)
2nd(6/day)-shatter(DC 20), slipstream(DC 18), gust of wind(DC 19)
1st(8/day)-air bubble(DC 17), burning hands(DC 18), ear-piercing scream(DC 19), grease(DC 17), hydraulic push, shield(DC ), shocking grasp
0th(at will)-acid splash, detect magic, light, prestidigitation, ray of frost, read magic
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TACTICS
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Before Combat Olhas casts mage armor off of a wand and shield if he has time to prepare; he may cast slipstream if he needs greater mobility.
During Combat Olhas uses persistent ear-piercing scream to damage and disable foes, hydraulic push to move them, or shatter to destroy their (non-magical) weapons.
Base Statistics Without his spells, Olhas has AC 11, flat-footed 10
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STATISTICS
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Str 8, Dex 12, Con 16, Int 12, Wis 8, Cha 22
Base Atk +2; CMB +1; CMD 12
Feats Eschew Materials, Persistent Spell, Spell Focus (Evocation), Spell Penetration
Skills Bluff +10, Intimidate +11, Knowledge (Arcana) +7, Knowledge (Nature) +5, Perception +7, Spellcraft +9, Use Magic Device +12
Traits Magical Lineage (Ear-Piercing Scream), Reactionary
Languages Aboleth, Aquan, Common
SQ amphibious, aquatic, bloodline arcana, bloodline powers, bonus sorcerer add spell (2x), cantrips, enchantment resistance, stormborn bloodline, stormchild, swim speed, thunderstaff, water dependent, weapon and armor proficiency
Combat Gear Wand of Mage Armor (50 charges), Wand of Create Water (50 charges), scroll (glitterdust) (2), scroll (levitate), scroll (protection from evil) (2), scroll (protection from law) (2), scroll (resist energy), potion of shield of faith +2 (2), antitoxin, potion of cure light wounds
Other Gear eyes of the eagle, headband of alluring charisma +2, dagger, outfit (traveler's), cloak of resistance +1, bolts (10), alchemical silver bolts (10), cold iron bolts (10), ioun stone, dusty rose prism - cracked, light darkwood underwater crossbow, scroll case, belt pouch, 37.0 gp
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SPECIAL ABILITIES
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Amphibious (Ex) Gillmen can breathe both water and air.
Aquatic (Ex) Gillmen are humanoids with the aquatic subtype.
Bloodline Arcana Whenever you cast a spell with the electricity or sonic descriptor, increase the save DC by 1.
Bloodline Powers Your mastery of the storm is reflected in the unique panoply of powers you manifest.
Bonus Sorcerer Add Spell (2x) Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Enchantment Resistance (Ex) Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a -2 penalty on such saving throws against aboleth sources.
Eschew Materials
Magical Lineage (Shocking Grasp) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Sonic (Ex) You may ignore 5 points of Sonic damage each time you take sonic damage.
Sorcerer Spell Level 1 (2x)
Stormborn Bloodline You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins.
Stormchild (Ex) You gain resist electricity and resist sonic , and treat wind effects as being one step less severe. You gain resist electricity and resist sonic , treat wind effects as being two steps less severe, gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.
Swim Speed (Ex) Gillmen have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Thunderstaff (Sp) You can touch a weapon as a standard action, giving it the shock property for 2 round(s). You can use this ability 9 times per day.
Water Dependent (Ex) Gillmen who spend more than 1 day without fully submerging in water risk death within 4d6 hours.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.