doctorbadwolf
Heretic of The Seventh Circle
I’m playing in a campaign currently (yay I get to play a bit!) as a really fun character, that is stretched a bit thin.
As much as I love discussing character optimization, I don’t actually play hyper optimized characters, and this is no exception.
Dresden is a Forest Gnome, Sailor, Swashbuckler Rogue 4/Bladesinger Wizard 2. His origin is that he was a sailor from a peninsular nation of humans, elves, dwarves, goliaths, and gnomes, with humans and elves and halfelves dominating the lowlands, and the other races dominating the mountain range that covers about half the peninsula. His crew were murdered by a necromancer and their ship burned, bc necro-boy wanted thralls for a petty duel with another sorcerer, and Dresden returned to the hip too late to do anything it watch his friends’ corpses used as fodder in a stupid, pointless, fight.
For the last couple years, he has taken Magic more seriously, as well as alchemy, and made progress in both, bc he doesn’t see mundane skill at arms as enough to kill mages. He reverse engineered Bladesinging from old texts and his study of how abjuration magic works, and he is working on tools and formulas that will help screw up magic users (hard to concentrate if you’re aflame), while also learning how to enchant items.
My problem is, I’m not sure if I’m heading down an effective path, and I am unsure of some decisions coming up.
So, the game and character parameters are:
concept: Rogueish Sailor (marine, haggler/quartermaster in training, rigging rat, skilled navigator), Tinker, and well read autodidact from a well off middle class merchatile family within deep roots in the mountain, turned Mage and Undead Hunter, using wizardry and alchemy to enchance his mundane skills.
Goals: to use a wide toolkit that *feels* right for the progression described above, to kill the crap outta some undead and evil mages, parkour for fun and profit, and invent rad toys. Also, invent a mostly mechanical flying machine someday.
Campaign houserules and homebrew:
Bonus Feat: all characters gain 1 bonus feat (cannot be ASI, must be feat. Optimizer fears are discouraged.) at level 1.
Bonus ASIs: Every time you have a choice between an ASI and a feat, and you choose a feat, you gain +1 to an ability score of your choice.
My pet wolf acts as my Familiar via Find Familiar. Helps with the small group, even tho she can’t attack.
we use the Xanathsr’s Rules for enchanting items, and for Tool Proficiencies, and try to model invention and alchemical research and development costs and time after magic item crafting, with the caveat that if something has a spell Dresden can’t cast, it works like trying to cast it from a scroll, including cost of a formula sheet or literal scroll consumed in the process.
Character stats: str10, dex16, con13, int15, wis12, cha12.
Skills: Persuasion, Deception, Arcana, Acrobatics, Athletics(expert), Investigation, Performance(Bladesinger), Stealth(expert), Sleight of Hand.
Tools: Nav Tools, Water Vehicles, Thieves Tools, Alchemist Tools(trained during play), Tinker Tools.
Feats: Skilled, Crossbow Expert. Planned: Mage Slayer, probably War Caster,
Main Spells: Booming Blade, Minor Illusion, Prestigitation, Prot. Evil and Good, Absorb Elements, Magic Missile, Healing Elixer (UA), and the normal ritual spells.
Items: Revolver Hand Crossbow (reload 6), with hollow arrows that can hold about an ounce of fluid (I did the math) as well as normal arrows. I make either an Alchemist Fire or Acid every long rest, having spent time and money developing a version that has the normal effect with much less fluid.
Spell Eater, a rapier that absorbs magical energy. All it does right now is let me cast Absorb Elements at 1charge/cast, with 3 charges/day. Eventually it will grow to have Counterspell and Dispell Magic, and a few more charges.
Tactics so far: I tend to start fights Hidden, or find cover to hide ASAP (easy when you’re small), and play hit and run. My xbow is great for range, and Booming Blade is great for a rogue in melee. Familiar helps shore up the times I don’t have circumstance otherwise for sneak attack.
In melee, I tend to hit hard, taunt, and move away, tempting the enemy to follow and take more damage.
Am I missing anything? In the last two fights, I felt like my xbow and feat for it were wasted, maybe I’ve got too many combat strategies at once? It’s good to have melee and range, and having a second d6+dex Attack as a bonus actions on turns when I don’t use Booming Blade is good.
Is there some important thing I’m not seeing that would be good here?
I also use Minor Illusion *a lot*, from hiding behind illusory shrubberies and furniture, to projecting my voice, to all sorts of fun gags and cons, and talk to small critters frequently. Out of combat he is really working well.
in combat, I think I may have gone too far into that broad toolkit, and maybe Crossbow expert wasn’t a smart feat?
Anyone ever played anythig similar?
Also, since I’m having trouble pinpointing where I am on the power curve (1st ever 5e Wizard, 2nd Rogue), I am not sure how far to go with inventions, alchemy, and enchantment, in a campaign where my DM trusts me to not try to break the game with it.
Has anyone played or run a game for an inventor, Alchemist, or enchanted in 5e?
As much as I love discussing character optimization, I don’t actually play hyper optimized characters, and this is no exception.
Dresden is a Forest Gnome, Sailor, Swashbuckler Rogue 4/Bladesinger Wizard 2. His origin is that he was a sailor from a peninsular nation of humans, elves, dwarves, goliaths, and gnomes, with humans and elves and halfelves dominating the lowlands, and the other races dominating the mountain range that covers about half the peninsula. His crew were murdered by a necromancer and their ship burned, bc necro-boy wanted thralls for a petty duel with another sorcerer, and Dresden returned to the hip too late to do anything it watch his friends’ corpses used as fodder in a stupid, pointless, fight.
For the last couple years, he has taken Magic more seriously, as well as alchemy, and made progress in both, bc he doesn’t see mundane skill at arms as enough to kill mages. He reverse engineered Bladesinging from old texts and his study of how abjuration magic works, and he is working on tools and formulas that will help screw up magic users (hard to concentrate if you’re aflame), while also learning how to enchant items.
My problem is, I’m not sure if I’m heading down an effective path, and I am unsure of some decisions coming up.
So, the game and character parameters are:
concept: Rogueish Sailor (marine, haggler/quartermaster in training, rigging rat, skilled navigator), Tinker, and well read autodidact from a well off middle class merchatile family within deep roots in the mountain, turned Mage and Undead Hunter, using wizardry and alchemy to enchance his mundane skills.
Goals: to use a wide toolkit that *feels* right for the progression described above, to kill the crap outta some undead and evil mages, parkour for fun and profit, and invent rad toys. Also, invent a mostly mechanical flying machine someday.
Campaign houserules and homebrew:
Bonus Feat: all characters gain 1 bonus feat (cannot be ASI, must be feat. Optimizer fears are discouraged.) at level 1.
Bonus ASIs: Every time you have a choice between an ASI and a feat, and you choose a feat, you gain +1 to an ability score of your choice.
My pet wolf acts as my Familiar via Find Familiar. Helps with the small group, even tho she can’t attack.
we use the Xanathsr’s Rules for enchanting items, and for Tool Proficiencies, and try to model invention and alchemical research and development costs and time after magic item crafting, with the caveat that if something has a spell Dresden can’t cast, it works like trying to cast it from a scroll, including cost of a formula sheet or literal scroll consumed in the process.
Character stats: str10, dex16, con13, int15, wis12, cha12.
Skills: Persuasion, Deception, Arcana, Acrobatics, Athletics(expert), Investigation, Performance(Bladesinger), Stealth(expert), Sleight of Hand.
Tools: Nav Tools, Water Vehicles, Thieves Tools, Alchemist Tools(trained during play), Tinker Tools.
Feats: Skilled, Crossbow Expert. Planned: Mage Slayer, probably War Caster,
Main Spells: Booming Blade, Minor Illusion, Prestigitation, Prot. Evil and Good, Absorb Elements, Magic Missile, Healing Elixer (UA), and the normal ritual spells.
Items: Revolver Hand Crossbow (reload 6), with hollow arrows that can hold about an ounce of fluid (I did the math) as well as normal arrows. I make either an Alchemist Fire or Acid every long rest, having spent time and money developing a version that has the normal effect with much less fluid.
Spell Eater, a rapier that absorbs magical energy. All it does right now is let me cast Absorb Elements at 1charge/cast, with 3 charges/day. Eventually it will grow to have Counterspell and Dispell Magic, and a few more charges.
Tactics so far: I tend to start fights Hidden, or find cover to hide ASAP (easy when you’re small), and play hit and run. My xbow is great for range, and Booming Blade is great for a rogue in melee. Familiar helps shore up the times I don’t have circumstance otherwise for sneak attack.
In melee, I tend to hit hard, taunt, and move away, tempting the enemy to follow and take more damage.
Am I missing anything? In the last two fights, I felt like my xbow and feat for it were wasted, maybe I’ve got too many combat strategies at once? It’s good to have melee and range, and having a second d6+dex Attack as a bonus actions on turns when I don’t use Booming Blade is good.
Is there some important thing I’m not seeing that would be good here?
I also use Minor Illusion *a lot*, from hiding behind illusory shrubberies and furniture, to projecting my voice, to all sorts of fun gags and cons, and talk to small critters frequently. Out of combat he is really working well.
in combat, I think I may have gone too far into that broad toolkit, and maybe Crossbow expert wasn’t a smart feat?
Anyone ever played anythig similar?
Also, since I’m having trouble pinpointing where I am on the power curve (1st ever 5e Wizard, 2nd Rogue), I am not sure how far to go with inventions, alchemy, and enchantment, in a campaign where my DM trusts me to not try to break the game with it.
Has anyone played or run a game for an inventor, Alchemist, or enchanted in 5e?
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