| Sarvis the Buck |
Alright, so here's the thing: Joining a campaign with 3 other players. One's going to be a Dual-Wielding Ranger Crit-Fisher. One's going to be either a Paladin, a Barbarian or a Vitalist. And the third will either be a Swashbuckler or a Gunslinger.
I need character ideas for this campaign. There are strict Race Restrictions (Humans, Half-Orcs, Orcs, Changelings, Dwarves, Goblins and Kobolds only) and preferably nothing to do with the Fey (They will be the villains in this story). I've decided to fill the role of the Arcane Caster. I've built one character for the game, a Half-Orc Scarred Witch Doctor (Healer/Debuffer). But I typically like building multiple characters and letting the players decide what I play.
The campaign is starting at 4th level. I need some help getting the character ideas flowing, since Arcane Spellcasters are...new-ish to me.
| Chromantic Durgon <3 |
| 1 person marked this as a favorite. |
May I say - those race restrictions make me sad.
I would like to champion the little known Silk-sworn archetype of the occultist its a 6th level caster but is actually very very potent indeed. They end up with more spells known than a sorcerer by some margin (I think even if the sorc uses the human FCB to pick up 17 more spells, really who is picking up those cantrips at levels 1-3?) and more spells per day than a wizard. And eventually a blanket boost to DCs.
They're an int based casting class with charisma as a secondary ability score and 4+int so they're likely start with 7 or 8 skills, making them incredible skill monkeys who can be both the face and the library for the party. They are also given a method of concealed casting to allow for some sneaky tricks in that department.
They also come with a frankly massive bag of tricks outside spell casting in the form of their implements focus powers. Making them not only incredibly powerful casters but also powerful outside of their spell casting.
They aren't quite as potent as a wizard or a sorcerer with a focused build might be but I would say if they choose a trick they can end up pretty bloody good at and are actually more versatile than most sorcs. They also avoid the game breaking nonesense of 7th+ level spells whilst making their 4-6th level spells more powerful than an equivalent wizards would be.
Fun, powerful, versatile and not as game breaking as some arcane. I think they're amazing.
| Sarvis the Buck |
May I say - those race restrictions make me sad.
I would like to champion the little known Silk-sworn archetype of the occultist its a 6th level caster but is actually very very potent indeed. They end up with more spells known than a sorcerer by some margin (I think even if the sorc uses the human FCB to pick up 17 more spells, really who is picking up those cantrips at levels 1-3?) and more spells per day than a wizard. And eventually a blanket boost to DCs.
They're an int based casting class with charisma as a secondary ability score and 4+int so they're likely start with 7 or 8 skills, making them incredible skill monkeys who can be both the face and the library for the party. They are also given a method of concealed casting to allow for some sneaky tricks in that department.
They also come with a frankly massive bag of tricks outside spell casting in the form of their implements focus powers. Making them not only incredibly powerful casters but also powerful outside of their spell casting.
They aren't quite as potent as a wizard or a sorcerer with a focused build might be but I would say if they choose a trick they can end up pretty bloody good at and are actually more versatile than most sorcs. They also avoid the game breaking nonesense of 7th+ level spells whilst making their 4-6th level spells more powerful than an equivalent wizards would be.
Fun, powerful, versatile and not as game breaking as some arcane. I think they're amazing.
That is...Definitely going on the list. I've never actually heard of this class before, it's entirely new to me. Is it a particularly easy class to play?
As for the Race Restrictions, it's the GM's custom world. The other races DO exist, but they aren't from around here, travel between landmasses just opened up a few years before the campaign, and most are still too superstitious to risk it.
| Gisher |
I'll second Chromatic Durgon's suggestion of a Silksworn Occultist. (They do well with a few levels into Dragon Disciple as well.)
I also notice that your group is a bit short on skills. You might consider either a Questioner Investigator or an Eldritch Scoundrel Rogue (built on the Unchained Rogue chassis).
All three of these are Int-based casters so you'd probably want Human, Half-Orc, or Witchborn Changeling.
| avr |
If there's a 2/3 chance that there'll be no other healers in the party other than the ranger using a wand of CLW then you kind of need to cover that, which closes off some arcane caster options. A witch or an occultist (as above) can do so, but so can an arcanist with the Magaambyan Initiate archetype. A human or changeling could work well with this. Arcanists have a more forgiving method of preparing spells than a wizard or witch without being as fixed as a sorcerer or occultist.
Also if you're looking at arcane-alikes, an alchemist gets some healing, bombs for blasting or battlefield control, and a fair bit of utility. They're also not as fragile as a pure arcane caster.
| Sarvis the Buck |
I'll second Chromatic Durgon's suggestion of a Silksworn Occultist. (They do well with a few levels into Dragon Disciple as well.)
I also notice that your group is a bit short on skills. You might consider either a Questioner Investigator or an Eldritch Scoundrel Rogue (built on the Unchained Rogue chassis).
All three of these are Int-based casters so you'd probably want Human, Half-Orc, or Witchborn Changeling.
The Eldritch Scoundrel seems like the perfect balance, actually. DEFINITELY interested. Might make it a Kobold though.
| Darksol the Painbringer |
Alright, so here's the thing: Joining a campaign with 3 other players. One's going to be a Dual-Wielding Ranger Crit-Fisher. One's going to be either a Paladin, a Barbarian or a Vitalist. And the third will either be a Swashbuckler or a Gunslinger.
I need character ideas for this campaign. There are strict Race Restrictions (Humans, Half-Orcs, Orcs, Changelings, Dwarves, Goblins and Kobolds only) and preferably nothing to do with the Fey (They will be the villains in this story). I've decided to fill the role of the Arcane Caster. I've built one character for the game, a Half-Orc Scarred Witch Doctor (Healer/Debuffer). But I typically like building multiple characters and letting the players decide what I play.
The campaign is starting at 4th level. I need some help getting the character ideas flowing, since Arcane Spellcasters are...new-ish to me.
One idea is to make a Blaster Caster, to which point I recommend the Blood Arcanist. Single-target based blasting can eventually one-round a Tarrasque (though is significantly weaker starting out). AoE based can usually one-round CR-equivalent enemies (but takes numerous levels to reach). Build Info here.
Have you ever considered simply being a straight Wizard? They're probably the most open-ended spellcasting class in terms of specialization and choices, but unlike a Fighter, they don't royally suck in the higher levels. Treantmonk has a guide that can get you started with solid character choices regarding Wizards.
@ Chromatic Durgon: Huh. I thought that Occultists were Psychic spellcasters, which are (technically) different from the request of Arcane spellcasting.
@ Gisher: The Swash won't have too many skills, but the confirmed Ranger has 6+ Skills/level, and the (presumably) Vitalist can have some skills as well. Even Barbarians and Gunslingers get at least 4+ Skills/level, which is actually decent. Any Intelligence-based caster would honestly be overkill on the Skills subject (which isn't a bad thing, but saying they're starving for skills is hardly the case).
| Gisher |
If there's a 2/3 chance that there'll be no other healers in the party other than the ranger using a wand of CLW then you kind of need to cover that, which closes off some arcane caster options. A witch or an occultist (as above) can do so, but so can an arcanist with the Magaambyan Initiate archetype. A human or changeling could work well with this. Arcanists have a more forgiving method of preparing spells than a wizard or witch without being as fixed as a sorcerer or occultist.
Also if you're looking at arcane-alikes, an alchemist gets some healing, bombs for blasting or battlefield control, and a fair bit of utility. They're also not as fragile as a pure arcane caster.
Good point regarding healing. You mentioned that Silksworn Occultists can serve this role. Here is a fairly comprehensive list of Spells and Focus Powers that can be used for healing and status removal/suppression.
--------------------------
--------------------------
AVAILABLE AT 1ST LEVEL
Level 0 Spells
-Detect Poison (Divination Implement)
-Stabilize (Conjuration Implement)
Level 1 Spells
-Cure Light Wounds (Conjuration Implement)
-Diagnose Disease (Divination Implement): Can be used to detect a number of conditions
--------------------------
AVAILABLE AT 3RD LEVEL
Focus Powers
-Flesh Mend (Conjuration Implement): gives you a way to heal hit points using Mental Focus instead of using up spell slots.
--------------------------
AVAILABLE AT 4TH LEVEL
Level 2 Spells
-Calm Emotions (Enchantment Implement): Can be used to suppress fear conditions and confusion
-Cure Moderate Wounds (Conjuration Implement)
-Delay Poison (Conjuration Implement)
-Status (Divination Implement): Can be used to detect a number of conditions
--------------------------
AVAILABLE AT 5TH LEVEL
Focus Powers
-Purge Corruption (Conjuration Implement): Duplicates the effects of the Neutralize Poison and Remove Disease spells. It's really valuable since neither of those spells is on your list.
--------------------------
AVAILABLE AT 7TH LEVEL
Level 3 Spells
-Age Resistance, Lesser (Transmutation Implement): Can suppress the negative effects of age
-Cure Serious Wounds (Conjuration Implement)
-Dispel Magic (Abjuration Implement): Can end spells which place conditions on you or your allies
-Gentle Repose (Necromancy Implement): Can help preserve your fallen comrades until a better healer is available
-Symbol of Healing (Conjuration Implement)
--------------------------
AVAILABLE AT 10TH LEVEL
Level 4 Spells
-Age Resistance (Transmutation Implement): Can suppress the negative effects of age
-Break Enchantment (Abjuration Implement): Can remove enchantments, transmutations, and curses
-Cure Critical Wounds (Conjuration Implement)
-Death Ward (Necromancy Implement): Can temporarily remove the penalties from negative levels
-Freedom of Movement (Abjuration Implement): Can remove paralysis, grappled, and the like
--------------------------
AVAILABLE AT 13TH LEVEL
Level 5 Spells
-Cure Light Wounds, Mass (Conjuration Implement)
-Dispel Magic, Greater (Abjuration Implement): Can end spells which place conditions on you or your allies
-Temporary Resurrection (Necromancy Implement): Can help preserve your fallen comrades until a better healer is available
--------------------------
AVAILABLE AT 16TH LEVEL
Level 6 Spells
-Cure Moderate Wounds, Mass (Conjuration Implement)
-Heal (Conjuration Implement): Can remove ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned
| Gisher |
Gisher wrote:The Eldritch Scoundrel seems like the perfect balance, actually. DEFINITELY interested. Might make it a Kobold though.I'll second Chromatic Durgon's suggestion of a Silksworn Occultist. (They do well with a few levels into Dragon Disciple as well.)
I also notice that your group is a bit short on skills. You might consider either a Questioner Investigator or an Eldritch Scoundrel Rogue (built on the Unchained Rogue chassis).
All three of these are Int-based casters so you'd probably want Human, Half-Orc, or Witchborn Changeling.
It is a fun archetype. It is lacking in the healing department, though.
| Gisher |
@ Chromatic Durgon: Huh. I thought that Occultists were Psychic spellcasters, which are (technically) different from the request of Arcane spellcasting.
The Silksworn Occultist is, in fact, an Arcane Caster. There is also the Reliquarian Occultist which is a Divine Caster.
@ Gisher: The Swash won't have too many skills, but the confirmed Ranger has 6+ Skills/level, and the (presumably) Vitalist can have some skills as well. Even Barbarians and Gunslingers get at least 4+ Skills/level, which is actually decent. Any Intelligence-based caster would honestly be overkill on the Skills subject (which isn't a bad thing, but saying they're starving for skills is hardly the case).
I said they were a bit short on skills, not "starving for skills."
| avr |
| 1 person marked this as a favorite. |
@ Chromatic Durgon: Huh. I thought that Occultists were Psychic spellcasters, which are (technically) different from the request of Arcane spellcasting.
A silksworn occultist is actually an arcane caster, with ASF and everything. The archetype changes the casting type.
Edit: The Gisher is a ninja.
| Sarvis the Buck |
One idea is to make a Blaster Caster, to which point I recommend the Blood Arcanist. Single-target based blasting can eventually one-round a Tarrasque (though is significantly weaker starting out). AoE based can usually one-round CR-equivalent enemies (but takes numerous levels to reach). Build Info here.Have you ever considered simply being a straight Wizard? They're probably the most open-ended spellcasting class in terms of specialization and choices, but unlike a Fighter, they don't royally suck in the higher levels. Treantmonk has a guide that can get you started with solid character choices regarding Wizards.
@ Chromatic Durgon: Huh. I thought that Occultists were Psychic spellcasters, which are (technically) different from the request of Arcane spellcasting.
@ Gisher: The Swash won't have too many skills, but the confirmed Ranger has 6+ Skills/level, and the (presumably) Vitalist can have some skills as well. Even Barbarians and Gunslingers get at least 4+ Skills/level, which is actually decent....
I have in fact, considered an enchantment wizard. Had trouble choosing opposed schools. Necromancy and...something else, I'm sure.
Healing won't be an issue. If no one ends up playing the healer, the GM said he will provide us with one.
As for skills, there's no such thing as too many skills, but I wouldn't say it's lacking in that department without me.
| Darksol the Painbringer |
Darksol the Painbringer wrote:
One idea is to make a Blaster Caster, to which point I recommend the Blood Arcanist. Single-target based blasting can eventually one-round a Tarrasque (though is significantly weaker starting out). AoE based can usually one-round CR-equivalent enemies (but takes numerous levels to reach). Build Info here.Have you ever considered simply being a straight Wizard? They're probably the most open-ended spellcasting class in terms of specialization and choices, but unlike a Fighter, they don't royally suck in the higher levels. Treantmonk has a guide that can get you started with solid character choices regarding Wizards.
@ Chromatic Durgon: Huh. I thought that Occultists were Psychic spellcasters, which are (technically) different from the request of Arcane spellcasting.
@ Gisher: The Swash won't have too many skills, but the confirmed Ranger has 6+ Skills/level, and the (presumably) Vitalist can have some skills as well. Even Barbarians and Gunslingers get at least 4+ Skills/level, which is actually decent....
I have in fact, considered an enchantment wizard. Had trouble choosing opposed schools. Necromancy and...something else, I'm sure.
Healing won't be an issue. If no one ends up playing the healer, the GM said he will provide us with one.
As for skills, there's no such thing as too many skills, but I wouldn't say it's lacking in that department without me.
Usually, the weakest school is Illusion, and Necromancy is 50% Evil spells (or 80% if we play with interpretation rules). Problem is, Enchantment specialization can synergize quite well with Illusions. To that end, I suggest Evocation instead, since the only "good" spells in there are damage-dealing ones, which you probably won't need if you're focused on buffing and utility.
| Dastis |
I recommend reading through treantmonks wizard guide. He does an excellent job going through the different types of spells you can specialize in and he gives quite a bit of insight on playing an arcane caster. Do note that the ratings of most of these different styles deserve to be bumped higher due to all the material that has been released since then
For banned schools do note opposition school research can give you back a school of magic. If you can find a school you don't want very much until lv7 or so it works great
For character Ideas
Arcane Trickster- master of stealth, adds a skill monkey, lose 1 or no CL depending on feat investment
Diabolist- makes a great summoner and/or blaster, really fun RP, and has some of the best action economy in the game
Souldrinker Blaster- as normal blaster build but grab merciful spell and 2 levels in soul drinker. Against anything that isn't immune to nonleathal damage you have self replenishing spell slots
Maambyan Arcanist(wizard)- a very versatile build that can halfway become a spontaneous caster. Does summoning, blasting, and debuffing all extremely well
| Chromantic Durgon <3 |
That is...Definitely going on the list. I've never actually heard of this class before, it's entirely new to me. Is it a particularly easy class to play?As for the Race Restrictions, it's the GM's custom world. The other races DO exist, but they aren't from around here, travel between landmasses just opened up a few years before the campaign, and most are still too superstitious to risk it.
Its a spontaneous caster with a large list of spells known and a large list of spells perday so in that regard its actually very user friendly.
The difficulty is that how they learn spells is a bit different to every other class. So thats something to get your head around before you play, which some people have an issue with. Its not actually complicated though and Gisher is in thread, who is brilliant at the Occultist class to if you have any questions you should be well catered.The other difficulty is with balancing your investment of mental focus into your different implements, which is a lot of class abilities names you won't be familiar with yet. Again initially intimidating but not actually to complicated once you think your way through it.
The Occultist is a bit unusual in the way that it works and has a lot of moving parts so can seem intimidating if you've never seen it before, but its actually mostly work to be done during character creation. In play its much easier than a wizard to run.
@ Chromatic Durgon: Huh. I thought that Occultists were Psychic spellcasters, which are (technically) different from the request of Arcane spellcasting.
then I guess you learned something about an interesting archetype.
| Chromantic Durgon <3 |
OP - if you're looking for enchanting sorcs are normally the go to choice, although you suggested fey aren't necessarily ideal so the fey bloodline might be an issue. Then again it could be an interesting point.
Even then I think Witches are more naturally inclined towards enchanting than wizards because they can so easily make saves hard to make, which is essential to enchanters.
To that end, I suggest Evocation instead, since the only "good" spells in there are damage-dealing ones
Wall of ice, Wall of fire, Wall of force, Icy Prison and one of the real main stays of god wizards, contingency.
| Sarvis the Buck |
Usually, the weakest school is Illusion, and Necromancy is 50% Evil spells (or 80% if we play with interpretation rules). Problem is, Enchantment specialization can synergize quite well with Illusions. To that end, I suggest Evocation instead, since the only "good" spells in there are damage-dealing ones, which you probably won't need if you're focused on buffing and utility.
True, but there are those times when you're dealing with a mindless creature that you're just going to have to fireball.
| Darksol the Painbringer |
Darksol the Painbringer wrote:True, but there are those times when you're dealing with a mindless creature that you're just going to have to fireball.
Usually, the weakest school is Illusion, and Necromancy is 50% Evil spells (or 80% if we play with interpretation rules). Problem is, Enchantment specialization can synergize quite well with Illusions. To that end, I suggest Evocation instead, since the only "good" spells in there are damage-dealing ones, which you probably won't need if you're focused on buffing and utility.
Disagree.
Straight off the top, 30% of creatures you face will have resistance or immunity to that fireball, which means your fireball will have greatly reduced effectiveness.
Second, Fireball requires a Reflex Save, something which most Mindless creatures are good at due to what most mindless creatures are (vermin, animals, magical beasts, etc). And them having good Reflex progression plus a presumably positive Dexterity means you'd need specialization (which you don't have) to make Fireball truly effective.
Your resources would be better spent buffing up the party with your Enchantment and Transmutation spells, which is really one of the big draws of Enchantment, also serving as a pool of buffing.
Also keep in mind that just because you select an opposition school doesn't mean that it's the end of the world. The Opposition Research Discovery removes the biggest drawbacks of an opposition school, namely that it doesn't cost double slots to cast it. It's a mid-game option, but if you're really worried about having to dip into your opposition schools, it's there to ease the pain of doing so.
@ Chromatic_Durgon: Most of those are battlefield control, and quite frankly the Wall spells are perhaps the weakest of the battlefield control due to how easy they are to bypass (Wall of Fire/Ice especially). Contingency is perhaps the only spell worthwhile, but just because he has to spend two relevant slots for it doesn't mean he can't make use of it, since chances are, Contingency will be applied outside of combat, giving him ample time to recover those lost slots.
And as I told Sarvis, Opposition Research says hi.
| Louise Bishop |
Darksol the Painbringer wrote:True, but there are those times when you're dealing with a mindless creature that you're just going to have to fireball.
Usually, the weakest school is Illusion, and Necromancy is 50% Evil spells (or 80% if we play with interpretation rules). Problem is, Enchantment specialization can synergize quite well with Illusions. To that end, I suggest Evocation instead, since the only "good" spells in there are damage-dealing ones, which you probably won't need if you're focused on buffing and utility.
Dropping them in a Pit or COntrolling them with things works better IMHO.
Also, IDK why people hate so heavily on Necromancy. It is one of the most powerful schools in the game. And casting an Evil spell can be countered in your alignment via casting a Good spell. So if you are Neutral and cast Animate dead you can counter the tilt to Evil by casting protection from Evil. By RAW you basically have to cast an evil/good spell 3 times before Alignment changes. You can easily keep balanced or even spam Good spells to stay good as a wizard. I know its rules abusive but there are good and neutral Necromancers.
When I play a Necromancer I usually focus on Debuffing but have the ability to control Undead as they pop up along the way via Command Undead. I usually only Reanimate Evil creatures we kill along the way to use as meat puppets so my good friends do not need to risk themselves as much. I am a huge fan of Magic Jar and turning a Dungeon on itself. After a room kills itself, reanimate and push them further into the dungeon. Which snowballs the dungeon and makes it much easier for the group to clear a dungeon. With necromancy the more bodies you make the more fodder you have so Necromancy is one of the few schools that gets stronger as your adventuring day goes on. When the GM throws undead at you just smile and say thank you as you turn it on his head.
| LuniasM |
You have 3 Full-BAB players in the party, so classes that can buff effectively are going to be worth more than others. I'll make a list here.
Bard 20
Pros
* An arcane spellcaster with a strong spell list. The best buffer.
* Inspire Courage in this party will do triple duty, more if you join in on the combat.
* So long as you worship Desna you can get Charisma to Attack and Damage with starknives for a single feat (or Versatile Performance). SAD Bards rule!
* Tons of skill utility, especially with Knowledge.
Cons
* Not a full arcane caster, so there will be some spells you just can't access easily. The most glaring omission is Fly, which is a big deal.
Skald 20
Pros
* An arcane spellcaster with both a strong spell list and access to other spells via Spell Kenning.
* Raging Song works well for at least two members of the party (presuming the Ranger is going with a Strength build by bypassing Dexterity requirements for Two-Weapon Fighting) and can grant some powerful Rage Powers. For instance, Pounce. It also grants Temporary HP, which is always nice.
* Due to at-will access to temporary HP the Skald makes a decent front-liner who could contribute damage to the party.
* Can also gain Charisma to Attack and Damage same as the bard!
* Most importantly, if you take the Beast Totem line of Rage Powers, at Level 11 you can start granting the entire party Pounce. This single ability completely alters how melee combatants function and turns the Ranger from an immobile blender into a mobile sharknado. You'd be locked into a specific tree of Rage Powers and it does require playing the long game, but this ability alone makes it worth considering.
Cons
* Still not a full-caster, even if Spell Kenning allows them to pretend.
* Raging Song is less useful for the player thinking of taking Gunslinger or Swashbuckler, who is likely going to use Dexterity for damage.
Wizard 5 / Pathfinder Savant 10 / Wizard 5
(Note: Prestige class is called Arcane Savant on the d20pfsrd)
Pros
* A full-caster with power to spare. Gains early access to game-changing buffs like Haste, Heroism, and Fly.
* Access to all Knowledge skills on an Intelligence-based caster means you should be able to ID monsters.
* Very reliable with Knowledge (Arcana), Spellcraft, and UMD checks.
* Can poach spells from other classes and add them to the Wizard list starting at Character Level 7, granting access to spells your party lacks (such as healing, condition removal, and resurrection).
* Scribe Scroll becomes amazing at Character Level 8 when you can start using your Caster Level in place of the scroll's, allowing you to make cheap scrolls of popular buff spells and use them at their full power.
* Being capable of spontaneously-casting Dispel Magic (and later Greater Dispel Magic) means you can level the playing field against spellcasting enemies and disarm magical traps.
Cons
* Low BAB and HD means you're most definitely going to sit in the backline and not contribute much to damage personally.
* Pathfinder Savant loses a single level of spell progression. You can get it back with the Favored Prestige Class and Prestigious Spellcaster feats, but that doesn't come online until Level 9 and takes two of your feats.
* Even if you can use Scrolls better than most they still aren't good for offensive spells, so you're better off saving them for buffs. You should also take care not to make too many - they still cost money to craft, even if you can cheat the system by making them at minimum cost.
Mainly the choice is between the Bard (Force Multiplier), the Skald (Spell Versatility and Pounce), and the Wizard / Pathfinder Savant (PURE ARCANE POWER). I personally think the Wizard / Pathfinder Savant will be the most useful and most powerful, but your mileage may vary. Bard and Skald are certainly potent classes given the party's current classes.
| Sarvis the Buck |
Sarvis the Buck wrote:Darksol the Painbringer wrote:True, but there are those times when you're dealing with a mindless creature that you're just going to have to fireball.
Usually, the weakest school is Illusion, and Necromancy is 50% Evil spells (or 80% if we play with interpretation rules). Problem is, Enchantment specialization can synergize quite well with Illusions. To that end, I suggest Evocation instead, since the only "good" spells in there are damage-dealing ones, which you probably won't need if you're focused on buffing and utility.Dropping them in a Pit or COntrolling them with things works better IMHO.
Also, IDK why people hate so heavily on Necromancy. It is one of the most powerful schools in the game. And casting an Evil spell can be countered in your alignment via casting a Good spell. So if you are Neutral and cast Animate dead you can counter the tilt to Evil by casting protection from Evil. By RAW you basically have to cast an evil/good spell 3 times before Alignment changes. You can easily keep balanced or even spam Good spells to stay good as a wizard. I know its rules abusive but there are good and neutral Necromancers.
When I play a Necromancer I usually focus on Debuffing but have the ability to control Undead as they pop up along the way via Command Undead. I usually only Reanimate Evil creatures we kill along the way to use as meat puppets so my good friends do not need to risk themselves as much. I am a huge fan of Magic Jar and turning a Dungeon on itself. After a room kills itself, reanimate and push them further into the dungeon. Which snowballs the dungeon and makes it much easier for the group to clear a dungeon. With necromancy the more bodies you make the more fodder you have so Necromancy is one of the few schools that gets stronger as your adventuring day goes on. When the GM throws undead at you just smile and say thank you as you turn it on his head.
Homebrew World. Raising the Dead is HEAVILY ILLEGAL in it. It's also a game where the main villain is a god of life, luck, chaos and the Fey. Not likely to see many undead. On top of that, It's a mostly good-aligned party who will likely NOT TOLERATE Necromancy.
@LuniasM: Just have to mention, Homebrew world, so Desna is not a thing. Entirely possible another God/Goddess could grant that feat. Problem is, it's almost certainly the one who will be the antagonist of this story arc. The Arcane Savant seems interesting. I really might give it a go. Though, starting at level 4, so...going to be a bit until I can take it.
| Matt2VK |
Question on the campaign type -
You are starting at level 4, about how high in levels will the game go?
How fast is the leveling progression? Have seen games make one level a night and other games take over 12 playing sessions to level.
How much access to magic, both items and spell casting services?
Since this is a home game, any special rules?
Each of these answers can have a serious effect on your type of character.
I really like the Bard type character or a Bard archetype, of which there are plenty to choose from.
| Sarvis the Buck |
Question on the campaign type -
You are starting at level 4, about how high in levels will the game go?
How fast is the leveling progression? Have seen games make one level a night and other games take over 12 playing sessions to level.
How much access to magic, both items and spell casting services?
Since this is a home game, any special rules?
Each of these answers can have a serious effect on your type of character.
I really like the Bard type character or a Bard archetype, of which there are plenty to choose from.
No idea how far he's planning to take us in. That probably depends more on the party.
Medium level progression, with a 25% backstory EXP bonus. Typically level every...2-3 sessions?
Necromancy spells that inflict pain or raise the dead are either Taboo or Illegal, depending on severity. Spells and Effects that raise the dead with their minds intact are harder to come by. No easy resurrection.
Can't think of any special rules. The GM does have 2 custom races, but it's not likely I'll be allowed to use either for this campaign.
| Louise Bishop |
Matt2VK wrote:Question on the campaign type -
You are starting at level 4, about how high in levels will the game go?
How fast is the leveling progression? Have seen games make one level a night and other games take over 12 playing sessions to level.
How much access to magic, both items and spell casting services?
Since this is a home game, any special rules?
Each of these answers can have a serious effect on your type of character.
I really like the Bard type character or a Bard archetype, of which there are plenty to choose from.
No idea how far he's planning to take us in. That probably depends more on the party.
Medium level progression, with a 25% backstory EXP bonus. Typically level every...2-3 sessions?
Necromancy spells that inflict pain or raise the dead are either Taboo or Illegal, depending on severity. Spells and Effects that raise the dead with their minds intact are harder to come by. No easy resurrection.
Can't think of any special rules. The GM does have 2 custom races, but it's not likely I'll be allowed to use either for this campaign.
What a grievous misunderstanding of the school of Life and Death. The school has so much to offer more than just Raising dead. Buffs and Debuffs are major in the school. False Life, Defending Bone, Fear, Magic Jar, Clone, Bestow Curse, Command Undead, Waves of Exhaustion. None of those are [Evil] and do less harm than A fireball to the face would. There are more even. Even good characters use some of those spells and in older DnD versions Cure spells were Necromancy.
Inflicting pain is a bad Idea but Fireballing someone to death is A-OK. This has me laughing pretty hard to be honest.
But if you want something people may be more willing to accept you can always try a good old Admixture Blaster who does control through his blasts with Toppling, RIme, and Dazing Meta Magics.
*Khan*
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Half orc Holy Tactician Paladin 3/Skald 17, using amplified rage teamwork feat to grant +10 str. and +10 con. to the group. Share the beast totem line rage powers as mentioned earlier.
Edit: Or you could skip the paladin levels to grab Battle Scion archtype for the skald instead.
This will also allow you to share Raging vitality, which could be vital.
| Matt2VK |
Most home games I've seen usually start winding down in the low to mid teens. Anything above that the power curve starts getting crazy. So for home games I figure out what type of character I want to play up to levels 12-15.
I have not seen this class suggested yet -
Alchemist
You provide a nasty offense with your bombs and with the right extracts you can keep your party up and running. Not sure how well this would work as I've never played one. Do think the class would cover your parties weakness.
| Darksol the Painbringer |
Sarvis the Buck wrote:Matt2VK wrote:Question on the campaign type -
You are starting at level 4, about how high in levels will the game go?
How fast is the leveling progression? Have seen games make one level a night and other games take over 12 playing sessions to level.
How much access to magic, both items and spell casting services?
Since this is a home game, any special rules?
Each of these answers can have a serious effect on your type of character.
I really like the Bard type character or a Bard archetype, of which there are plenty to choose from.
No idea how far he's planning to take us in. That probably depends more on the party.
Medium level progression, with a 25% backstory EXP bonus. Typically level every...2-3 sessions?
Necromancy spells that inflict pain or raise the dead are either Taboo or Illegal, depending on severity. Spells and Effects that raise the dead with their minds intact are harder to come by. No easy resurrection.
Can't think of any special rules. The GM does have 2 custom races, but it's not likely I'll be allowed to use either for this campaign.
What a grievous misunderstanding of the school of Life and Death. The school has so much to offer more than just Raising dead. Buffs and Debuffs are major in the school. False Life, Defending Bone, Fear, Magic Jar, Clone, Bestow Curse, Command Undead, Waves of Exhaustion. None of those are [Evil] and do less harm than A fireball to the face would. There are more even. Even good characters use some of those spells and in older DnD versions Cure spells were Necromancy.
Inflicting pain is a bad Idea but Fireballing someone to death is A-OK. This has me laughing pretty hard to be honest.
But if you want something people may be more willing to accept you can always try a good old Admixture Blaster who does control through his blasts with Toppling, RIme, and Dazing Meta Magics.
The inflicting pain concept is probably due to how it's most commonly inflicted, i.e. negative energy. I imagine if there was a Cleric who used Channel Negative Energy, he would likewise be considered using forbidden powers due to him drawing energy from a presumably objectively harmful plane of existence. Of course, I figure this would be the "taboo" thing (looked down upon), and not the "illegal" thing (guards would send you to jail for that), due that it lacks the severity ties of raising the dead, something which would be highly debated if done in this day and age.
I imagine using Fireball on somebody would be as equally illegal as raising someone from the dead, so your Reducto Ad Absurdum comparison falls short based on typical common sense amongst at least neutral townships.
Also, properly optimized blasters have no use for applying control via Metamagic feats. High-end blasters can one-round Tarrasques, or numerous HD/CR-equivalent foes depending on which route they go, making the concept of applying those metamagics useless since you'd be applying them to what would presumably result in a corpse.
| Joshua029 |
The Spirit Guide Oracle can function as a Sorcerer who's spells aren't penalized by wearing armor. You can change up what spells you have each day by changing out your Spirit.
I like choosing the Lore Spirit to get the Hex that allows me to pick several spells from the Sorcerer/Wizard spell list to add to my spells known for the day.
(Note: I play it how I interpret the rules to interact, but the archetype is somewhat vague on the exact interaction of adding prepared spells to a spontaneous caster, and some people may interpret it differently)
I'm currently playing a human Spirit Guide Oracle with the Occult Mystery and Haunted Curse. I've got utility and healing spells coming out of my ears (which is how I like to play my characters) and I use the Lore Spirit to get Prestidigitation, Fireball, and a few other Sorcerer/Wizard spells depending on what I expect to need that day.
Grandlounge
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The Spirit Guide Oracle can function as a Sorcerer who's spells aren't penalized by wearing armor. You can change up what spells you have each day by changing out your Spirit.
I like choosing the Lore Spirit to get the Hex that allows me to pick several spells from the Sorcerer/Wizard spell list to add to my spells known for the day.
(Note: I play it how I interpret the rules to interact, but the archetype is somewhat vague on the exact interaction of adding prepared spells to a spontaneous caster, and some people may interpret it differently)I'm currently playing a human Spirit Guide Oracle with the Occult Mystery and Haunted Curse. I've got utility and healing spells coming out of my ears (which is how I like to play my characters) and I use the Lore Spirit to get Prestidigitation, Fireball, and a few other Sorcerer/Wizard spells depending on what I expect to need that day.
Just a heads up. This has been Faq'd to not work very recently but as always if your gm allows it it goes.
| Joshua029 |
Joshua029 wrote:The Spirit Guide Oracle can function as a Sorcerer who's spells aren't penalized by wearing armor. You can change up what spells you have each day by changing out your Spirit.
I like choosing the Lore Spirit to get the Hex that allows me to pick several spells from the Sorcerer/Wizard spell list to add to my spells known for the day.
(Note: I play it how I interpret the rules to interact, but the archetype is somewhat vague on the exact interaction of adding prepared spells to a spontaneous caster, and some people may interpret it differently)I'm currently playing a human Spirit Guide Oracle with the Occult Mystery and Haunted Curse. I've got utility and healing spells coming out of my ears (which is how I like to play my characters) and I use the Lore Spirit to get Prestidigitation, Fireball, and a few other Sorcerer/Wizard spells depending on what I expect to need that day.
Just a heads up. This has been Faq'd to not work very recently but as always if your gm allows it it goes.
Thanks, I just found that today. The Spirit Guide can still use different spirits to get Fireballs or a plethora of other Sorcerer/Wizard spells, but not the ones I particularly wanted, since I like to play Utility casters with some blasting potential.
My next pick would probably be the Ancient Lorekeeper. It's not as versatile as my preferred interpretation of the Spirit Guide, but it is 100% in compliance with the rules.
| Louise Bishop |
Both are good for sure I think spirit guide may be the most popular oracle archetype for the reasons you laid out. Ancient lorekeeper is great as well.
You can also take the Trait Dangerously Curious and get UMD. Oracles are CHA users and can get a good UMD skill. This can help with spells that do not need DCs. Mirror Image, Displacement, Invisibility, Haste, teleport, ext.
Grandlounge
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Yep and as always buy a mnemonic vestment for things like break enchantment, remove curse, and other caster level dependent spells.
I have also started taking versatile spontaneity now that it has been made clear that anyone can have a spell book. This helps with spells like Word of Recall, Wind Walk etc so you don't have to burn scrolls.