| PhyreZtorm |
Hi
I'm currently stuck for ideas for an arcane caster for a homebrew campaign with my regular playgroup.
Current info from the GM is that we are running with 25 point-buy, any race we want to play (within reason). GM's still considering our starting level (most likely level 5).
GM also contacted me saying "I highly suggest that you play a Arcane caster of some sort, since rest of the group have already decided on which classes they want to play"
Rest of the Group
-Fighter
-Armor master (Fighter archetype)
-Melee Hunter with wolf
-Ranged Hunter with wolf
With this team of B.S.F'ers (at least from my perspective) what kind of arcane caster would you suggest I should consider?
Arcane casters i'm fairly used to be playing are Wizard, Sorcerer, Arcanist and Bard
| Sah |
Yeah, I second Cavall, especially with two wolves in the party. Most of the time the problem I've seen with running Skald's is that not enough members of the party want rage (because they are ranged, or primarily spellcasters) so it would have been better to be a bard.
With that team, every single member could use it, the wolves have no reason not to accept it. Granted for all I know everyone of them is going ranged, but that seems unlikely. The fighters are probably melee, the Ranger and hunter might not use it (if they want to cast spells for instance) but it's still 5 members of the party likely to use it (counting you).
| UnArcaneElection |
See my post about how to be the only spellcaster in a party. The fact that you actually AREN'T the only spellcaster in the party takes off some of the divine casting load from your shoulders (at least they can patch you up if you go down due to hit point damage), but doesn't get you fully off the hook -- you still need to be able to cast bad status removal spells. With 25 point buy, even some of the MAD options will be good; go with one of the more arcane-focused options, but make sure you have the bad status removal spells covered.
| David knott 242 |
The spell selection of the two Hunters (who select spells known from the druid and ranger lists) can be important. Did they select between them enough curative spells to take care of the party's needs in that area? Your GM's suggestion that you play an arcane caster implies that they did.
To those who are suggesting a healing oriented arcane caster -- what conditions can a bard or witch remove via spells that a hunter cannot?
A skald of level 5+ with spell kenning does gain access to the cleric list, so he would be able to cast Restoration starting at 10th level -- and only a cleric or oracle could access that spell any sooner.
| PhyreZtorm |
Yeah, I second Cavall, especially with two wolves in the party. Most of the time the problem I've seen with running Skald's is that not enough members of the party want rage (because they are ranged, or primarily spellcasters) so it would have been better to be a bard.
With that team, every single member could use it, the wolves have no reason not to accept it. Granted for all I know everyone of them is going ranged, but that seems unlikely. The fighters are probably melee, the Ranger and hunter might not use it (if they want to cast spells for instance) but it's still 5 members of the party likely to use it (counting you).
Yeah was staring to lean more towards a bard, skald looks interesting since I haven't tried it yet. Might end up going that route
| PhyreZtorm |
That group is going to get crushed by ability drains and lack of healing. You should talk one of those players into playing a Cleric or War Priest.
Our usual cleric player is the one going to be playing our vanilla fighter and the rest of the group is afraid of playing cleric for some reason
| icehawk333 |
Ryze Kuja wrote:That group is going to get crushed by ability drains and lack of healing. You should talk one of those players into playing a Cleric or War Priest.Our usual cleric player is the one going to be playing our vanilla fighter and the rest of the group is afraid of playing cleric for some reason
Possibly because playing a cleric seems like you have to play a healer, a lot of the time.
A lot of people don't like healing.
Grandlounge
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Half human or human shaman. You can get cleric spells, shaman spells, and arcane spells lore spirit (wandering).
Two options are:
You can build for channelling if you like. Life spirit witch doctor selective channel + fateful channel. You get some nice spontanious casting and buffing when you heal. You can also use life link and shield other to heal. Make you familiar a protection to increase you hp by 50%. Now use ablative barrier on the person under shield other so they take no lethal. When you heal them they are not healing double and so are you because of your familiar.
Second option:
Just keep you hexes and use them to conserve your spells so you have them exactly when needed.
| Cavall |
BSFers???
Id go for a Witch with a blasty patron, get the group to stump up for scrolls and wands of CLW!
You could do with a Warpriest in the mix....
Big stick fighters.
And frankly it's an amazing group for a skald or bard. Only the ranged hunter wouldn't immediately enjoy your skalds bonuses. Then he can get an adaptable bow and just straight slaughter.
Hunters get a few resto spells under druid lists. So you're good there.
Personally I love celestial totem and path of glory for constant party regen.
But damn spirit totem would crush with this group, using your charisma for free hits and damage. That may be too hard to resist given your amount of frontliners.
Plus there's a feat to add even more kenning options for the skald, so you'll enjoy a huge list a couple times of day to just say "i can do that."
Personally outside of paladin saves I've never seen an ability that comes close to spell kenning.
Skald is.. amazing.
That being said, court bard is also an option. It's like a reverse kind of bard which applies penalties to hit and damage and fear. Govoen the amount of "tanks" it would essentially make them untouchable. A few fear spells and some trip effects for AoO and you've got foes that can't even act to stop you, and miss if they try.
That's my suggestions. Just make sure hunters know they can't cast during your songs. So buff up then move in!
| Ryze Kuja |
Consider a War Priest with Healing Blessing and Greatsword Battler Divine Fighting Technique + Vital Strike/Devastating Strike, Greater bull rush and Bull rush strike.... Step up & Strike, improved Overrun, Corgunon Strike, Imp Critical...
Go Human and do 1/6 skills for added combat feats.
You can use Fervor to swift cast owl's wisdom to increase your save DC then use standard action to cast blindness/hold person. So they're okay-decent at control.
Improved Overrun, Bull Rush Strike, Step Up & Strike. Great at pushy shovy.
Greatsword Battler, Power attack, vital strike/devastating strike. Tons of damage.
Corgunon Smash + a high Intimidate skill. Good at debuffing.
Swift Healing Blessing + any Cure spell (which are spontaneous casts). Great at healing (+50%).
Cleric Spell list....
Get Fates Favored for a trait (Luck Bonus to a lot of crucial war priest buffs)
War Priests are insane for a BSF group.
| roguerouge |
Well, nobody's suggested battlefield control yet. If you get good at it as a specialist wizard, you can use grease, web, wall spells, and fog/clouds to divide the enemy, allowing your party filled with damage dealers to gang up on individual enemies and destroy them in one round or less.
The best way to heal is to never need to cast cure spells. And, when things go wrong, max out your Use Magic Device to use the cure wand afterwards. Or have a monkey familiar do it during combat when people go down.
| UnArcaneElection |
If you want battlefield control, witch hands down.
And with a Witch, you also get the full set of bad status removals(*) if you get the Healing Patron (without it, you are missing the Restoration series -- Endurance also gets you Greater Restoration eventually, but that's very expensive). Remove Blindness/Deafness and Remove Disease are already on the Witch spell list. And while you won't match someone who specializes in Channeling(**) for healing hit point damage, you still will be not too shabby.
(*)Might be missing a couple of offbeat ones -- not sure.
(**)The Hex Channeler archetype even gives you that, but I wouldn't recommend it for healing hit point damage, because you have to trade out nearly all your Hexes to make it good for this -- instead, put riders on it like Turn Undead and/or Variant Channeling for bad status removal and/or inflicting a bad status on your enemies; even if you invest no additional Hexes in boosting the damage healed or inflicted, your Channeling DC scales properly with your level.
Edit #1: The Witch spell list also has Remove Sickness, Delay Poison, Neutralize Poison, and Stone to Flesh, as well as more general bad status removers like Dispel Magic/Break Enchantment/Greater Dispel Magic.
Edit #2: Skald is also good for this party, but DON'T trade out Spell Kenning. For instance, Spell Warrior trades out Spell Kenning.
| Texas Snyper |
Spell Warrior Skald could be a great choice as well. Instead of the str/con bonus when you rage song you give Weapon Enhancement bonuses (or their equivalent). Facing some ghosts? Sing for ghost touch weapons. Uncrittable foe? Don't sing for keen. Give different elemental bonuses based on who you're facing. Or just give a straight +# enhancement increase. Even the wolves would benefit from these.
It won't inhibit spell casting and can let you easily do a ranged build since you're already melee heavy.
| Makknus |
I know you're done, but, just as an afterthought/consideration for others:
Half orc or Human shaman: Heavens
You get the all important restoration spells, use FCB to pick up the more fun cleric spells you're missing, use Lore wandering spirit to pick up different wizard spells, get a Sage archetype spirit animal/familiar and they can be your knowledge librarian (or pick up improved familiar and get something badass like a faerie dragon, or the telepathic pseudodragon to sniff out invisible stuff on the DL).
I Recommend heavens due to overall strength of its spells and abilities. but also for one fun hex (can't recall name) that will let you teleport another player - basically free pounces for your martials.
Plus you have some fun buffing and debugging abilities, can pick up a witch hex, etc. you can pretty much cover almost all casting bases, and, if shit ever really hits the fan and multiple players are messed up - swap wandering spirit to life the next day and make use of those bonus healing and restoration spell slots.
| Moonheart |
Well, I'm answering late, but I'm think the bard idea is a huge trap.
Basically, taking a bard is focusing on what the party is already more than able to do without you, and ignoring all the blindspots that you could fill.
For exemple, what your party is going to do if you have to fight an enemy almost immune to physical attacks?
My own party is also full of physical attack characters, and in my campaign we barely escaped a full wipe at level 2 only because or a mere swarm of spiders.... immune to every physical attack.
If the last member had not pick a sorcerer with burning hands we would have been simply obliterated.
And on the previous campaign, half of the party was wiped out by being needed to fight in a magical darkness that no one could dispel. The 50% miss chance on physical attacks allowed the opponents to make a slaughter.
Point is: What can be killed by physical attacks is already going to be the easy part with your own party, but fantasy settings is a lot more than bashing weapons in the face of ennemies. Casters. Surnatural creatures. And more.
Personnaly, with my last experiences of heavily physical party, I'll pick a full spellcaster. And if I want to add a bit of heal and some useful skill, I'll go perhaps for an sorcerer with both Empyreal and Seeker Archetypes (you get a healing ability, and you spot and disarm traps like a rogue)
You can even, since the MJ is himself suggesting you to fill the blindspots, go for the Oracle/Sorcerer/Mystic Theurge mix, to turn yourself into a powerhouse of both arcane and divine spellcasting.
But turning easy things even more easy with a bard is not going to make you feel better when you will land on a situation that your party have nothing to fight against.
I'm Hiding In Your Closet
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How about an Illusionist?
They're underrated all too often, and I really enjoy mine. They really give you a lot of opportunity to actually play creatively.
You could 'minor' in Enchantment (which features a wide array of blessings and curses) and Necromancy (quite simply lots of fun and useful tricks that can be bent to all manner of purposes).
| Moonheart |
I agree that an Evangelist Cleric is a best choice than a bard: it keep the inspire courage and fix one of the blindpot of the party.
Alas, for me, it still have 3 problems unsolved with the Evangelist:
- Foes resilient to physical attacks
- Death traps
- Caster throwing anti-fighter control spells
I'd seriously forfeit the Inspire Courage if I was doing a toon for such a party, and pick something able to fix at least 3 of those 4 potentialy lethal blindspots.
Or... I'd just play a 5th physical attacker.
After all, PhyreZtorm doesn't have any obligation to fulfill the lacks of the party just because the 4 others didn't make any effort to take complementary roles. He can also decide to let the playing group learn the hard way...