
Kiba Kurokage |
Starting up a wrath of the righteous game, and I'm joining a bit late. But I wanted some inputs on what I've built, and what you think could be improved or swapped for flavor. Thank you!
Race: Kitsune: +2 Dex/Cha, -2 Str
Class: Sorcerer, Fey bloodline, Nine-tailed Heir archetype, (I've heard good things about tattooed sorcerer too?)
Stats: 25 point buy(including racials)
STR 8 DEX 18 CON 10
INT 12 WIS 12 CHA 19
THE BUILD IDEA
Not the most original upon looking around, but Kitsune's racial Kitsune Magic trait, plus the Favored Class Bonus of sorcerer(+1/4 enchantment DC's) means an enchanter styled caster. Add in Fey bloodline for +2 to compulsion spells, and even at Level 1 we are hitting DC 17 on Charm person. Enchantments won't cut it all the time however, So I think an action flowchart of spells used should go something like: Big party buff spell(like haste) -> Enchantment spells on difficult opponents(feeblemind, charm person, command etc) -> Battlefield control spells(create pit, summon monster, grease, etc) -> Finally her own damaging spells as needed.
THE BACKSTORY AND FLAVOR
Yua is a twin, as I wanted the gray-furred kitsunes, usually associated with being oracles, to be a kind of two opposite halves make a whole. Yua is fire based, spontaneous sorcerer focusing on spellcasting and becoming a 9-tailed fox. While Rin is a black-blooded waves oracle, only spellcasting to off heal, buff, and some minor utility, and focuses on ranged, then melee attacks. Usually, their parents were killed in a flood when a damn broke, also Drowning Rin and giving her the waves powers and black blood curse. After their parents died, they were raised in an orphanage together, never being apart, the only family they had left in the world now. When they came of age, they recieved their inheritance, sold off what remained of their parents belongings besides a few momentos, a Katana from a Daisho for Rin, and a Wakazashi for Yua. A paired set seeming appropriate for the twins. They sold off the remaining items and land, and took to adventuring, not wanting to live in a place that reminded them so much of what they lost. Though shortly into their travels, they have split up. And so no matter which sister I play, they are looking for their other sister, trying to get by and make their own path in the meantime.
For Wrath, this is mildly changed up as Yua will be taking the Riftwarden orphan trait, as it ties to the archmage path. A simple swap to the flood being the thing that killed them, to whatever demon or monster in the campaign for the trait, and giving Yua a reason to stick with the crusades while looking for her sister.
THE NUMBERS
Nine-tailed Heir replaces the spells from my fey bloodline, and give me a magical tail feat instead at 3/7/11/15/19. Which is 5 of my 8 magical tails needed to max out. Magical tail is a kitsune feat, that gives the owner another tail, and gives 2/day spell like abilties in an ascending order. If you have more then 8, you stay at 9 tails, but you start gaining 1 more use of those abilities in ascending order again. The order is: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. So I can take Magical tail as a feat early, get to dominate person, then spend the money and time to retrain it to something else as I get those free tail feats later. My spell focus and Kitsune bonuses should also apply to the enchantment and compulsions spells as usual for spell like abilities.
Tattooed sorcerer is a potential idea, as it swaps my Laughing touch ability, (which isn't that great), one of my bonus feats, and my 9th level bloodline power, a rounds/day greater invisibility as a spell like, which I may miss. In return however, I get a familiar that can be stored on my body in a tattoo(probably hidden under kitsune's fur?) mage's tattoo as a bonus feat, Which gives my Enchantment school spells +1 Caster level, and the ability to make spell tatoos. Finally, enhanced tattoo lets me pick 1 enchantment spell without Focus, or expensive Material components, to cast 1/day as a spellike ability, at +2 CL. I would probably take the Valet Familiar archetype, letting me be a better team crafter with my archmage abilities to craft things.
1: Laughing touch(or familiar), Spell focus: Enchantment
3: Woodland stride, Greater Spell Focus: Enchantment
5: Spell Penetration(for all the demons we'll fight) or Skill Focus: Nature(for Eldritch heritage)
At 5th level, my 19 Cha should be bumped to 20, and without magic Items, I'm looking at Spells being DC 10 +5(cha) +1(spell level) +1(kitsune magic) +1(Favored class bonus) +2 (Spell focuses) +2(bloodline Arcana) for a total of DC 22 for a first level spell. Though non enchantment spells are sitting at the regular 16.
7: Start into metamagics here, Silent spell, persistant spell, extend spell etc, or maybe grab The Eldritch heritage for a familiar then if I don't do the tattooed sorcerer. Or if DM allows, the coveted Leadership for a high Cha character....
7: Improved Initative(or swapped for the tattooed sorcerer)
9: Greater Spell Penetration, or more metamagics
At level 10, I'm looking at DC 23 for first level enchantment compulsion spells. 5th Level spells being the top, at DC 27
11: Any feats past this point are mostly guesswork. Ideas include Greater spell pen, metamagics, spell focuses for conjuration or other schools, Spell perfection....
13:
15:
At 15, I've put 2 more pointed into Cha for 22, and my FCB has stacked some more, for first level spells being DC 25 and 7th level spells at 31.
17:
19:
20: Big thing here is the capstone ability, +immunity to poison, DR 10/cold iron, Animals do not attack you unless magically compelled, 1/day shadow walk as a spell-like. OR... The alternate capstone of gain a 2nd bloodline, +bloodline arcana, 1/3/9th lv powers.
THE MYTHIC
I'm taking Archmage of course. Though my path here is a little less clear. My bonus points for stats are going to Charisma of course.
1: Wild arcana lets me cast any sorcerer spell as a swift action, wether it's a known spell or not, and at +2 CL. opens SO much versitility.
Path ability could be: Eldritch breach (to really help with demons SR), enhance magic items, Crafting mastery(I gain all crafting feats), or Mythic spellcasting.
My mythic feat will probably be... Mythic crafter, or possibly Mythic spell lore?
2: Crafting mastery if I don't have it yet, or the previously discussed Eldritch breach/enhanced magic items.
3: Arcane metamastery(-1 Mythic power, for 10 rounds, I can use 1 metamagic I know(+0 or +1) on any spell without increasing spell level or cast time), or Mirror dodge(Naruto substitution jutsu as an immediate action.)
Mythic feat, unknown, perhaps extra path ability to grab the other option?
4: Potentially looking at legendary item by now, or Speedy summons to more reliably help set the field.
5: Another legendary item? and perhaps look into mythic spellpower for cheaper mythic spells, or extra mythic power, for more power per day.
6: Channel power, because yes? +50% damage, duration doubles, saves at -4, (mythic is only -2), and ignores all Spell resistance. All for just 1 mythic point as no action.
7: Sanctum, because that ability is cool as hell.
8: Maybe start doubling back for like... I dunno, enduring armor? If I haven't gotten it by now.
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