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Not QUITE a Warmage- (de)Gimp my Gish!
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2957639" data-attributes="member: 19675"><p>New and interesting developments...</p><p></p><p>After sending him a little info on my concept, he came up with this set of suggestions:</p><p></p><p>Make Myrskytar Keitolainen an Air Genasi (didn't think he'd let us do that) to incorporate the "stormy" side of his nature, and start him at Arcane Caster1/Ftr1...and sub the familiar for 2 special abilities- Armored Spellcasting and some version of Monkey Grip/Powerful Build.</p><p></p><p>Its not quite a Half-Elf with a trace of Storm Giant blood, but I am OK with this. I just have to decide whether the benefits of being an armored Sorcerer with a lot of spells & flexibility is outweighed by the hit to Charisma. Specialist Mage would give me nearly as many spells, but I couldn't Meta them on the fly, yada, yada, yada.</p><p></p><p>I'll add Wraithstrike to the list of spells to consider- its powerful, but I'm really leaning towards the ranged attacks- ray & orb touch spells; sculpted cones, balls, and lines of others. The big weapon is mainly for the PC backstory, the Whirling Blade spell shaped as the situation calls, as well as for *ahem* personal defense- especially with the Arcane Strike feat. Personally, I think that spell will do a decent job of clearing away mooks for the big boys in front, or at least dinging them a little...as well as hopefully disrupting a spell or 2.</p><p>As for the PHBII stuff: I bought the book the day it was released, and he borrowed it from me a few days later. I just got it back last week, after he said he wasn't using it.</p><p></p><p>Still, things aren't bad- I'm sitting here with racial abilities, Arcane Caster1/Ftr1, Lt. armored spellcasting, a big weapon, and a revised list of feats which needs to be pared down to the 9 he'll take over time:</p><p></p><p>1) Point Blank Shot (improve utility of his archery & ranged touch spells)</p><p>2) Precise Shot (improve utility of his archery & ranged touch spells)</p><p>3) Weapon Focus: Ranged Touch Spells</p><p>4) Energy Substitution: Electrical (bump number of electrical spells)</p><p>5) Ranged Spell Specialization (further improve accuracy with ranged touch spells)</p><p>6) Empower Spell (50% increase in variables related to a spell, inc. damage)</p><p>7) Sculpt Spell (change spell's area of effect)</p><p>8) Battle Caster (now that my PC will have Armored Spellcasting: Light)</p><p>9) Arcane Strike (channel spell energy into melee strikes- based on spell level)*</p><p>10) Split Ray (doubles # of rays from a ray spell)</p><p>11) Reach Spell (makes touch spells into ranged touch spells)</p><p>12) Combat Casting (utility)</p><p>13) Energy Admixture (a little jolt in EVERY attack spell)</p><p></p><p>In paring this down to 9, I'm thinking Admixture is an early one for the chopping block, but what about Split Ray and Reach Spell?</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2957639, member: 19675"] New and interesting developments... After sending him a little info on my concept, he came up with this set of suggestions: Make Myrskytar Keitolainen an Air Genasi (didn't think he'd let us do that) to incorporate the "stormy" side of his nature, and start him at Arcane Caster1/Ftr1...and sub the familiar for 2 special abilities- Armored Spellcasting and some version of Monkey Grip/Powerful Build. Its not quite a Half-Elf with a trace of Storm Giant blood, but I am OK with this. I just have to decide whether the benefits of being an armored Sorcerer with a lot of spells & flexibility is outweighed by the hit to Charisma. Specialist Mage would give me nearly as many spells, but I couldn't Meta them on the fly, yada, yada, yada. I'll add Wraithstrike to the list of spells to consider- its powerful, but I'm really leaning towards the ranged attacks- ray & orb touch spells; sculpted cones, balls, and lines of others. The big weapon is mainly for the PC backstory, the Whirling Blade spell shaped as the situation calls, as well as for *ahem* personal defense- especially with the Arcane Strike feat. Personally, I think that spell will do a decent job of clearing away mooks for the big boys in front, or at least dinging them a little...as well as hopefully disrupting a spell or 2. As for the PHBII stuff: I bought the book the day it was released, and he borrowed it from me a few days later. I just got it back last week, after he said he wasn't using it. Still, things aren't bad- I'm sitting here with racial abilities, Arcane Caster1/Ftr1, Lt. armored spellcasting, a big weapon, and a revised list of feats which needs to be pared down to the 9 he'll take over time: 1) Point Blank Shot (improve utility of his archery & ranged touch spells) 2) Precise Shot (improve utility of his archery & ranged touch spells) 3) Weapon Focus: Ranged Touch Spells 4) Energy Substitution: Electrical (bump number of electrical spells) 5) Ranged Spell Specialization (further improve accuracy with ranged touch spells) 6) Empower Spell (50% increase in variables related to a spell, inc. damage) 7) Sculpt Spell (change spell's area of effect) 8) Battle Caster (now that my PC will have Armored Spellcasting: Light) 9) Arcane Strike (channel spell energy into melee strikes- based on spell level)* 10) Split Ray (doubles # of rays from a ray spell) 11) Reach Spell (makes touch spells into ranged touch spells) 12) Combat Casting (utility) 13) Energy Admixture (a little jolt in EVERY attack spell) In paring this down to 9, I'm thinking Admixture is an early one for the chopping block, but what about Split Ray and Reach Spell? [/QUOTE]
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