Post by Wids on Nov 27, 2011 7:27:23 GMT -5
So eventually, Serrica's going to gain her next level. And with that level will come a new Feat. And I'm already chewing over several choices.
Now, I'm not going to lay out a lot of the details about Serrica's build here, just in case any metagaming PvP-heads out there get any ideas. Her build's quite roleplay-compatible (no 8-Charisma statesman here) and, given the type of cleric she is and the Domains she has, she also does pretty well as an offensive cleric (or "war cleric," or whatever you want to call 'em), both in magic attacks and in melee. Of course, she couldn't possibly have every Feat by now, and there are several Feats which would suit her quite nicely.
• Extend Spell
Why pick it? - Given her present Level, one of Serrica's best defense spells is the humble First-Level Shield of Faith; it can be cast on herself or one of her allies, it raises Deflection AC by 4 points and it lasts for a good while...but all too often, it's not long enough. Several of Serrica's other oft-used spells--such as Greater Magic Weapon, Monstrous Regeneration, Negative Energy Protection, Greater Sanctuary and most of her Summon Creature spells--could also benefit from Extend Spell.
Why not? - Those spells aside, the majority of her staple spells weigh heavily into one of two categories:
1) Instantaneous spells (ie. Cure Critical Wounds, Hammer of the Gods, Restoration, Dispel Magic, Slay Living) which have no durations to double.
2) Spells which are already plenty long in duration and need no such improvement (ie. the Second Level "animal" buffs, Darkfire, Magic Vestment, Animate Dead, Control Undead, Planar Ally, Death Ward), making the need for doubled durations debatable. Given its lethality and its fixed deployment, Blade Barrier could also fit in this category.
There are a handful of spells that fall outside these boxes...Divine Favor, Divine Power, Hold Person, Battletide and such. Most of those spells have short durations, such as 1 round per Level or 1 turn, period. So Extend Spell would only benefit those spells marginally. And let's face it: most of those are pinch spells. You don't want to be in a situation where you need them for longer than their standard duration. If you need more than one round per level to kill a giant with a Hold Person/Blade Barrier combo, either you're way out of your depth or you just plain suck.
But then again, when you're in a massed battle with a seemingly endless number of merrow and hags in the Dark Murky Depths, being able to wring a few more rounds out of Battletide certainly wouldn't hurt.
• Empower Spell or Maximize Spell
Why pick it? - I think it's been established with Serrica's personality that she prefers courtesy, diplomacy and a dash of social manipulation when dealing with others. But she also harbors a great deal of rancor, envy and self-loathing from her tormented youth. And hence, like her (true) deity, she is swift to toss her amicable facade aside and turn into a vicious, bloody fury when angered. Augmented blasts from her favorite offensive spells (ie. Hammer of the Gods, Slay Living (on a passed Fort Save)) would go hand-in-hand with the vindictive side of her personality. Animal buffs which raise Abilities by 6 points instead of 4 would be a pleasant bonus, as would augmented Cure Wounds and Monstrous Regeneration spells.
Why not? - She's not yet of a high enough Level to Empower and/or Maximize such heavy-hitters as Blade Barrier, Regenerate and Destruction, so I might be able to hold off on these Feats for a few more Levels and pick something else. Plus, boosting the damage on Slay Living and Destruction feels about as necessary as getting full coverage insurance on a Ford Escort; when you cast those spells, you're not casting them in hopes that your target won't fail his Fortitude Save and die instantly. And the Fort Save DCs for those spells are so high, even mountain giants and cyclopes only have about a 2-in-5 or 1-in-3 chance of beating them.
Furthermore, three of her favorite offensive spells (Negative Energy Ray, Negative Energy Burst, Ice Storm) are Domain Spells, and I'm not sure if those spells can be Empowered or Maximized at all. Like I've mentioned, Serrica's my first Cleric to survive past Level 4. I'm not a peerless Cleric guru yet.
• Combat Casting
Why pick it? - Serrica has a high Concentration, and I've found Defensive Casting to be a pleasant alternative to giving Attacks of Opportunity to whatever's swinging tree limbs at her head. But without Combat Casting, she still picks up a -4 penalty to the Concentration check when defensive casting in melee. With her self-buffs, her sweet rapier, her Improved Knockdown and her need to take some of the aggro off her pets, she gets into melee a lot. And when Serrica's getting flanked by three hill giants, I need to switch to Defensive Casting, I need to daze those giants with a well-placed Hammer of the Gods spell, and I need that spell to fire off.
Why not? - Good question. Why not?
• Brew Potion or Craft Wand
Why pick it? - Because fighting isn't everything. Serrica didn't get a whole lot of education from her cabin-girl childhood aboard her father's pirate ship, but the Waterdhavian temple which took her in after a sudden sea storm sank that ship and left her the only known survivor (because being small enough to fit inside an empty, soon-to-be-flotsam barrel counts for something) took care of that. The cause of that sinking--and her reviled father's death--and her introduction to her present avenue of faith may or may not be coincidental (and I have no wish to fill in that blank myself). But the Queenspire is apparently a pretty huge, well-outfitted bastion of a temple, as such a temple in a city-state with a powerful seafaring trade could be expected to be. Plenty of education--and religious indoctrination--consumed while coming of age in the Queenspire gave Serrica the tools she needed to serve the temple as a scribe during her acolyte years. Scribing magic scrolls with divine power came from that. And, given her recent forays into potion-brewing and enchanting, more variety in her created magic items could come from that. Her Scribe Scroll feat alone has already yielded another means of profit and personal gain, a goodly number of roleplay interactions and another way of reaching out to the world around her and finding more places to fit in with it. Surely Brew Potion and Craft Wand would bring even more such opportunities.
Besides, crafted goods tend to be the cheapest goods, so these Feats can serve her adventuring side too. Do you honestly think that Serrica bought a single one of her Raise Dead and Resurrection scrolls?
Why not? - Luckbringer's new alchemy and enchanting systems could very well reduce or even negate the need for either one of these Feats.
And there may be more reasons--pro or con--than these.
So in your assuredly neutral, unbiased opinion, and in regards to both the character and the server itself, which Feat would be the most ideal to go with, come next Level?
Now, I'm not going to lay out a lot of the details about Serrica's build here, just in case any metagaming PvP-heads out there get any ideas. Her build's quite roleplay-compatible (no 8-Charisma statesman here) and, given the type of cleric she is and the Domains she has, she also does pretty well as an offensive cleric (or "war cleric," or whatever you want to call 'em), both in magic attacks and in melee. Of course, she couldn't possibly have every Feat by now, and there are several Feats which would suit her quite nicely.
• Extend Spell
Why pick it? - Given her present Level, one of Serrica's best defense spells is the humble First-Level Shield of Faith; it can be cast on herself or one of her allies, it raises Deflection AC by 4 points and it lasts for a good while...but all too often, it's not long enough. Several of Serrica's other oft-used spells--such as Greater Magic Weapon, Monstrous Regeneration, Negative Energy Protection, Greater Sanctuary and most of her Summon Creature spells--could also benefit from Extend Spell.
Why not? - Those spells aside, the majority of her staple spells weigh heavily into one of two categories:
1) Instantaneous spells (ie. Cure Critical Wounds, Hammer of the Gods, Restoration, Dispel Magic, Slay Living) which have no durations to double.
2) Spells which are already plenty long in duration and need no such improvement (ie. the Second Level "animal" buffs, Darkfire, Magic Vestment, Animate Dead, Control Undead, Planar Ally, Death Ward), making the need for doubled durations debatable. Given its lethality and its fixed deployment, Blade Barrier could also fit in this category.
There are a handful of spells that fall outside these boxes...Divine Favor, Divine Power, Hold Person, Battletide and such. Most of those spells have short durations, such as 1 round per Level or 1 turn, period. So Extend Spell would only benefit those spells marginally. And let's face it: most of those are pinch spells. You don't want to be in a situation where you need them for longer than their standard duration. If you need more than one round per level to kill a giant with a Hold Person/Blade Barrier combo, either you're way out of your depth or you just plain suck.
But then again, when you're in a massed battle with a seemingly endless number of merrow and hags in the Dark Murky Depths, being able to wring a few more rounds out of Battletide certainly wouldn't hurt.
• Empower Spell or Maximize Spell
Why pick it? - I think it's been established with Serrica's personality that she prefers courtesy, diplomacy and a dash of social manipulation when dealing with others. But she also harbors a great deal of rancor, envy and self-loathing from her tormented youth. And hence, like her (true) deity, she is swift to toss her amicable facade aside and turn into a vicious, bloody fury when angered. Augmented blasts from her favorite offensive spells (ie. Hammer of the Gods, Slay Living (on a passed Fort Save)) would go hand-in-hand with the vindictive side of her personality. Animal buffs which raise Abilities by 6 points instead of 4 would be a pleasant bonus, as would augmented Cure Wounds and Monstrous Regeneration spells.
Why not? - She's not yet of a high enough Level to Empower and/or Maximize such heavy-hitters as Blade Barrier, Regenerate and Destruction, so I might be able to hold off on these Feats for a few more Levels and pick something else. Plus, boosting the damage on Slay Living and Destruction feels about as necessary as getting full coverage insurance on a Ford Escort; when you cast those spells, you're not casting them in hopes that your target won't fail his Fortitude Save and die instantly. And the Fort Save DCs for those spells are so high, even mountain giants and cyclopes only have about a 2-in-5 or 1-in-3 chance of beating them.
Furthermore, three of her favorite offensive spells (Negative Energy Ray, Negative Energy Burst, Ice Storm) are Domain Spells, and I'm not sure if those spells can be Empowered or Maximized at all. Like I've mentioned, Serrica's my first Cleric to survive past Level 4. I'm not a peerless Cleric guru yet.
• Combat Casting
Why pick it? - Serrica has a high Concentration, and I've found Defensive Casting to be a pleasant alternative to giving Attacks of Opportunity to whatever's swinging tree limbs at her head. But without Combat Casting, she still picks up a -4 penalty to the Concentration check when defensive casting in melee. With her self-buffs, her sweet rapier, her Improved Knockdown and her need to take some of the aggro off her pets, she gets into melee a lot. And when Serrica's getting flanked by three hill giants, I need to switch to Defensive Casting, I need to daze those giants with a well-placed Hammer of the Gods spell, and I need that spell to fire off.
Why not? - Good question. Why not?
• Brew Potion or Craft Wand
Why pick it? - Because fighting isn't everything. Serrica didn't get a whole lot of education from her cabin-girl childhood aboard her father's pirate ship, but the Waterdhavian temple which took her in after a sudden sea storm sank that ship and left her the only known survivor (because being small enough to fit inside an empty, soon-to-be-flotsam barrel counts for something) took care of that. The cause of that sinking--and her reviled father's death--and her introduction to her present avenue of faith may or may not be coincidental (and I have no wish to fill in that blank myself). But the Queenspire is apparently a pretty huge, well-outfitted bastion of a temple, as such a temple in a city-state with a powerful seafaring trade could be expected to be. Plenty of education--and religious indoctrination--consumed while coming of age in the Queenspire gave Serrica the tools she needed to serve the temple as a scribe during her acolyte years. Scribing magic scrolls with divine power came from that. And, given her recent forays into potion-brewing and enchanting, more variety in her created magic items could come from that. Her Scribe Scroll feat alone has already yielded another means of profit and personal gain, a goodly number of roleplay interactions and another way of reaching out to the world around her and finding more places to fit in with it. Surely Brew Potion and Craft Wand would bring even more such opportunities.
Besides, crafted goods tend to be the cheapest goods, so these Feats can serve her adventuring side too. Do you honestly think that Serrica bought a single one of her Raise Dead and Resurrection scrolls?
Why not? - Luckbringer's new alchemy and enchanting systems could very well reduce or even negate the need for either one of these Feats.
And there may be more reasons--pro or con--than these.
So in your assuredly neutral, unbiased opinion, and in regards to both the character and the server itself, which Feat would be the most ideal to go with, come next Level?