| Teridax |
If you're looking for specific synergies, then the Elf ancestry or Aiuvarin versatile heritage will give you access to Elf Step at 9th level, which will let you Sustain two vessel or apparition spells in a single action. I wouldn't say it's necessarily as important as other feats you could take with a similar purpose, such as Skirmish Step with a Rogue archetype (and the Ancient Elf heritage should let you pick up a dedication feat early), but it can still help.
| Teridax |
That's a misnomer on my part! The Skirmish Strike feat lets you Strike and Step, or Step and Strike, as a single action. Very useful on a Liturgist who wants to Sustain their spells while doing something else.
| Deriven Firelion |
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With Nymph's Grace, you want to be in range to affect the enemies with the 10 foot emanation. If you use Embodiment of Battle, you will reduce the save on Nymph's Grace by two and weaken your casting. So not sure you want to use Embodiment of Battle with a Nymph's Grace active.
You could with Elf Step and Circle of Spirits start off casting Nymph's Grace, Circle to Steward of Stone and Fire then cast Earth's Bile sustaining both with Elf Step. Then casting a cantrip or a slot spell with your other two actions.
You would be a stepping, blasting, nymph's grace whirl of casting power.
If you don't mind the -2 to your casting power, you could do the Embodiment of Battle with a reach weapon as recommended above.
| Deriven Firelion |
Another interesting option I was looking at is Devouring Dark Form. If you wanted some battlefield control ability, you would cast Nymph's Grace then Circle to Devouring Dark form gaining a tentacle attack at 10 feet. Each time you sustain Devouring Dark Form, you can grapple a target within 10 feet. This would hold them in place to stay in your emanation and put the target off-guard for your companions. Then you could use your other two actions to cast a save cantrip on the target. It would still have to spend an action to escape your grapple.
| The Total Package |
With Nymph's Grace, you want to be in range to affect the enemies with the 10 foot emanation. If you use Embodiment of Battle, you will reduce the save on Nymph's Grace by two and weaken your casting. So not sure you want to use Embodiment of Battle with a Nymph's Grace active.
You could with Elf Step and Circle of Spirits start off casting Nymph's Grace, Circle to Steward of Stone and Fire then cast Earth's Bile sustaining both with Elf Step. Then casting a cantrip or a slot spell with your other two actions.
You would be a stepping, blasting, nymph's grace whirl of casting power.
If you don't mind the -2 to your casting power, you could do the Embodiment of Battle with a reach weapon as recommended above.
Interesting but dont Earth's Bile and Nymphs Grace kind of conflict. By that I mean you use Nymphs Grace and then you use Earth's Bile, that damage could potentially allow the enemies to recover from the confused condition?
| Deriven Firelion |
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Deriven Firelion wrote:Interesting but dont Earth's Bile and Nymphs Grace kind of conflict. By that I mean you use Nymphs Grace and then you use Earth's Bile, that damage could potentially allow the enemies to recover from the confused condition?With Nymph's Grace, you want to be in range to affect the enemies with the 10 foot emanation. If you use Embodiment of Battle, you will reduce the save on Nymph's Grace by two and weaken your casting. So not sure you want to use Embodiment of Battle with a Nymph's Grace active.
You could with Elf Step and Circle of Spirits start off casting Nymph's Grace, Circle to Steward of Stone and Fire then cast Earth's Bile sustaining both with Elf Step. Then casting a cantrip or a slot spell with your other two actions.
You would be a stepping, blasting, nymph's grace whirl of casting power.
If you don't mind the -2 to your casting power, you could do the Embodiment of Battle with a reach weapon as recommended above.
Not really. They have to make the save at the start of their round again anyway since the confusion is only a 1 round duration. So you damage them on your round, maybe put persistent fire on them, then they roll Nymph's Grace save again at the start of their round for the confusion effect and the persistent fire doesn't happen until the end of their round. It easily works in tandem to keep them confused and hammered.
They don't make the confusion save on your round, so not much interference.