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Upside: you are not limited to spells of your chosen element, but every spell just bypasses any DR.
Downside: you don't wanna use up your precious spell slots for buffs, so you'd need another arcane caster for haste etc.
I'd recommend Trickster path, bc you can get a special metamagic that lowers the spell level by 1, i.e. you can use lvl 1 spells like snowball or ear piercing scream (which gets kinda nice with the amulet) infinitely or use Stormbolts (massive selective aoe with stun) for lvl 7 AND 8 spell slots. also you don't "waste" slots for shield/mage armor bc they get down to 0 too, making them infinite. With abundant casting, this gives you an insane amount of spells per day, and you can even combine it with other metamagic, meaning an empowered spell (+2 to level) would only be +1 to level.
Along with that, you get a court poet for even more spell buffs (has a song that buffs int and caster level), also 2nd arcane caster for buffs and some heals and your main character will be a monster.
But this would mean your party consists of your MC, a bard and a divine caster, using up 3 slots already.
I have this exact setup going in my kinda 2nd playthrough (without signifier though) and the caster character is a freaking beast. And this is not even an optimized build (e.g. has no sneak attack for touch spells etc).
The Trickster Metamagic "Completely normal spell" that loweres the spell level (just slot, not power) is also available for EVERY companion. This effectively means that all casters can use ALL their spells as if they were 1 slot lower, meaning you have infinite cure light wounds for after combat heals, infinite shield of faith etc etc. BUT the "Completely Normal Spells" somehow turn into a full round action, meaning you can't use them after moving, i don't know if that is a bug or intended, but i thought i'd mention it. IMHO it's a small price to pay for the massive spell slinging it provides. Also you apparently can't queue a e.g. lvl 0 Snowball spell as standard attack action, kinda forcing you into turn based mode.
Well, that kinda escalated, but i'm just very excited for this "build" (it's not even a build per se, just some fun things combined) ;)
Wouldn't this lose to Priest of Balance though? That thing can get its Channels really going. AND it has Healing. But! It don't have Grease / Pit etc.
I also have to choose the Mythic Path, obviously. Balance is more...Aeon and FIRE! is more Angel. The thing is that I want a Signifier and this leads me more towards Aeon. But...Angel? /shrug
I'll have to think about this. Refine my vision if you would.
As for the Trickster, I already have a character planned for that. Veil Witch + Trickster should go hand in hand.
This is exactly my line of thinking. And I lose an annoying companion. But why not Arcanist?
Aeon, Hellknight, Lawful Neutral(more towards Good)...idk, this sounds rather PoB to me. Ofc, Grease and Haste...oh ♥♥♥♥♥♥♥♥! There's gotta be a proper solution for this!
Crossblooded? That's ultra hardcore. Besides, aren't you shooting yourself in the foot if you go Dual Class as a Crossblood? But, like, really. Because spell progress is really hardcore.
Will be SUPER limited! But, yeah, that dice will be almost loaded.
First of and as mentioned by others: A required lawful alignment class in a Trickster playthrough may have some issues. If you do go Trickster I would get my Signifier levels done ASAP before you (I think) get locked into chaotic alignments only.
Seeker sorcerer (and oracle seeker) are great for making up feat losses from multiclassing or just getting tons of spellcasting feats and trickery bonus in full progression builds. I favour this over crossblooded since you can replicate its functionality by taking a second bloodline with mythic abilities.
If you go the Aeon/Devil path you want to specialize for sure in fire spells and take appropriate normal/mythic feats, because you have unlimited use Hellfire Ray that uses your character level for casting. With extra seeker feats you can take some ranged attack bonus feats to buff it.
You also have unlimited use of high level enchantment spells too like Overwhelming Presence and Powerword: Kill. With some mythic expanded school + item abuse you can get some pretty high DCs here (40-50+), while having evocation as your secondary/auto attack thing. With undead bloodline and/or serpentine bloodline, you can make these spells effect undead or monstrous humanoids.
The reduced arcane spell failure stuff from signifier/order of the gate is a great way to rock Iron Body spell and just use Archmage Armor instead of plate. In addition, if you take sorcerer (and/or devil with unlimited cast spells), its a lot easier to take the enduring spells line for 24 hour buffs instead of abundant line.
Does pretty much the same thing as Ice/Fiery Body, but with 15 DR adamantine and plate penalties instead of two elemental immunities and one elemental vulnerability.
NOTE: The Gate Order doesn't add the proper bonus to spell failure reduction right now. That can only be done manually via Toy Box, by taking the appropriate gate feature feats that the game is not adding to your hellknight or signifier characters on level up.