Steve Danials
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Hey, I just wanted advice/critique on a build I have planned for a friend's campaign. I was essentially thinking of building someone like Ed from Fullmetal Alchemist, and focusing on controller/area denial aspects in combat.
I was thinking Hedgewitch with Spiritualist tradition for one, and use its class power to access any talents I didn't have yet. Mostly I'd focus on Enhancement (Animate Objects), and Creation to bring inanimate objects to bare as combat minions, create barriers, cages, difficult terrain, etc, while remaining in the back.
Suggestions, opinions? Thanks!
Steve Danials
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What level are you starting at? Mid caster chassis will lag a bit in object size.
Level 6. There's another tradition that's being worked on in the Patreon forums that lets you use your class level as your caster level for Creation. That with Expanded Creation would net me things like iron, and steel.
| GM Rednal |
Important thing to note: Both of the two abilities you plan to focus on cost a spell point to use. That's not inherently wrong or bad, but most Spherecasters usually want at least one talent they can use all day long, even if it's just a basic destructive blast. Otherwise, you may find your playstyle pretty cramped.
Steve Danials
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Important thing to note: Both of the two abilities you plan to focus on cost a spell point to use. That's not inherently wrong or bad, but most Spherecasters usually want at least one talent they can use all day long, even if it's just a basic destructive blast. Otherwise, you may find your playstyle pretty cramped.
I multiclassed at lv 1 with Incanter to pick up extra talents. Right now my layout is:
Mind
Telekinesis
Creation (Bonus Talent from Hedgewitch tradition)
* Expanded Materials
* Ranged Creation
Enhancement
- Drawback: Linked Conciousness
* Lingering Enhancement
* Animate Object
* (Unchosen slow from the drawback)
Casting Drawbacks: As the occult casters from Occult Magic
Boon: Easy Focus (Concentrate as a move action)
The thought was to use the Spiritualist's tradition power to use as a backup. Lingering Enhancement would let me pop things like animating someone's armor/weapons, or animating chairs/rugs/etc for enough rounds to let the others sweep in to finish the job. With telekinesis to throw people around, and a Conductive weapon (I can use the Spiritualist tradition power to grab Destructive Blast/Death sphere abilities in a pinch), I was hoping I could play fast and loose with how many Spell Points I was really using.