My character may be capable of some really ridiculous stuff, thinking about the options Daggerspell Mage gives me.
Improved Invisibility into quickened Greater Teleport into Arcane Strike burning a 7th level spell slot into full invisible melee dagger attack. That's pretty brutal. I promise not to abuse it.
Hell, it's still less damage than Caex was capable of. 400 fire plus 400 cold breath weapon damage? Per turn? Mhm. That was good stuff.
@Kahedron: Both my very first forum D&D game and my first epic level game was one run by AoK. Godslayer War, in fact. I never felt like I was being roflstomped. Hell, I ended up surpassing everyone but one other party member in terms of sheer damage output. Unintentionally.
Sheet has been edited into first post, and a lot of editing has been done to the sheet. Just need to edit in the full backstory, the spells, and work out all his combat bonuses and I should be good to go.
Turns out I made him something of a glass cannon. Doing the math, he can dish out tons of damage if he goes full-tilt. But a butterfly lands on him and he's at -9 hp.
Oh I'm planning on using Telekinesis for much more amusing things.
Should be pretty tough for an enemy to keep their skyship afloat while I'm Telekinesis-ing the steering wheel into a mountain or into a nosedive.
Like I said, my guy is going to focus on doing crazy sneaky things with magic. In a straight fight he'll lose 99% of the time. So he doesn't fight straight.
Figuring out creative ways to use magic to facilitate sneak attacks is the only way he'll be able to deal lots of direct damage. Otherwise, he's a featherweight.
Dimension Door 500 feet into the air, rain down fireballs/lightning bolts with Double Wand Wielder as he falls, then Daggercast quickened Greater Teleport into full attack with daggers before he hits the ground.
Rapid Reload. Reduces the time it takes to reload a crossbow. Figured it would make sense that it would work with single-shot pistols as well.
So far my character amuses me.
On a totally unrelated note: I can't seem to find the stats for how fast characters fall through the air on a round-by-round basis. Is it in the DM Guide or the Player's Handbook?
EDIT: Oh wait there it is. 150 ft on the first round, then 300 ft on subsequent rounds. Excellent.
DOUBLE EDIT: How much do guns cost for purchasing?
Question: Does that advanced technology by chance include flintlock pistols? Or some variant thereof? If not, I have an idea of how to simulate it on my own.
Also, placeholder for Kestrel.
EDIT: Also, don't want a familiar. Any variant class features that would be more useful to me? I don't know where to find cool sorcerer variants.
DOUBLE EDIT: Nevermind, found two that appeal to me. Probably going to go with Spell Shield variant.
Beguiler? Something like it? Feel free to Daggerspell with something that /isn't/ something it improves.
Oh so I could do something like Rogue 5/Sorcerer 5, then go Swashbuckler 10/Daggerspell Mage 10?
Basically taking the Rogue and Sorcerer levels at 1-5, then going with a different base class and the Daggerspell Mage for the next ten? Just so long as I'm not taking Rogue or Sorcerer levels at the same time as Daggerspell Mage, right?
Hm... I need a PrC that goes well with the "tricksy magical pirate" theme then.
Rogue/Swashbuckler//Sorcerer is the concept I'm most interested in. Just need a PrC on the Sorcerer side that fits the theme, provides some spellcasting punch, and lets me do amusingly underhanded things with magic.
My character may be capable of some really ridiculous stuff, thinking about the options Daggerspell Mage gives me.
Improved Invisibility into quickened Greater Teleport into Arcane Strike burning a 7th level spell slot into full invisible melee dagger attack. That's pretty brutal. I promise not to abuse it.
Hell, it's still less damage than Caex was capable of. 400 fire plus 400 cold breath weapon damage? Per turn? Mhm. That was good stuff.
@Kahedron: Both my very first forum D&D game and my first epic level game was one run by AoK. Godslayer War, in fact. I never felt like I was being roflstomped. Hell, I ended up surpassing everyone but one other party member in terms of sheer damage output. Unintentionally.
Turns out I made him something of a glass cannon. Doing the math, he can dish out tons of damage if he goes full-tilt. But a butterfly lands on him and he's at -9 hp.
Should be pretty tough for an enemy to keep their skyship afloat while I'm Telekinesis-ing the steering wheel into a mountain or into a nosedive.
Like I said, my guy is going to focus on doing crazy sneaky things with magic. In a straight fight he'll lose 99% of the time. So he doesn't fight straight.
Figuring out creative ways to use magic to facilitate sneak attacks is the only way he'll be able to deal lots of direct damage. Otherwise, he's a featherweight.
For example.
...
Captain America wishes he could do the kind of stuff my character does.
Let's just say there's a reason he's called Kestrel.
So far my character amuses me.
On a totally unrelated note: I can't seem to find the stats for how fast characters fall through the air on a round-by-round basis. Is it in the DM Guide or the Player's Handbook?
EDIT: Oh wait there it is. 150 ft on the first round, then 300 ft on subsequent rounds. Excellent.
DOUBLE EDIT: How much do guns cost for purchasing?
Are guns exotic or martial?
How do pistols interact with Rapid Reload?
What source for stats should we use for guns?
Also, placeholder for Kestrel.
EDIT: Also, don't want a familiar. Any variant class features that would be more useful to me? I don't know where to find cool sorcerer variants.
DOUBLE EDIT: Nevermind, found two that appeal to me. Probably going to go with Spell Shield variant.
EXTRA SUPER MEGA TRIPLE EDIT: Kestrel
And how much gold do we start with?
I've got a really fun concept in mind. He even uses "pistols". And has a penchant for Quickened Dimension Door-ing all over the damn place.
He's super feat-hungry though. Might have to take a few levels in Fighter purely to pick up the ones I'll need.
Oh so I could do something like Rogue 5/Sorcerer 5, then go Swashbuckler 10/Daggerspell Mage 10?
Basically taking the Rogue and Sorcerer levels at 1-5, then going with a different base class and the Daggerspell Mage for the next ten? Just so long as I'm not taking Rogue or Sorcerer levels at the same time as Daggerspell Mage, right?
Hm... I need a PrC that goes well with the "tricksy magical pirate" theme then.
Rogue/Swashbuckler//Sorcerer is the concept I'm most interested in. Just need a PrC on the Sorcerer side that fits the theme, provides some spellcasting punch, and lets me do amusingly underhanded things with magic.
Suggestions?
If there is a focus on air ship fights, I might take Legendary Captain or Dread Pirate just for giggles.
With a focus on doing clever things with magic rather than blowing crap up.
Though to be fair there could still be quite a bit of that. Those Daggerspell Mage class abilities are just too useful to not use.
Rogue//Swashbuckler?
Or some kind of Rogue/Swashbuckler//Sorcerer/Daggerspell Mage?
Or Rogue/Swashbuckler//Swordsage?