Season of Ghosts: change in build

Previously I blogged about this campaign (with 3 more posts subsequently) where I initially built my character to severely hinder enemies from moving away from me but changed because of party composition. I recently changed back to the initial idea. Here's why:

The impetus was the GM's announcement that we would be encountering many more undead, including those who are resistant (or immune) to physical and sometimes resistant to everthing except for vitality damage, This means that I'll likely be using more Wood Elemental Blast rather than Earth, thereby rendering the level 5 pick of Gate's Threshold: Expand the Portal -> Earth Gate Junction: Critical Blast less useful.

After tinkering with the build, here are the changes to the build: 

Level 4 

Class feat: Tumbling Lumber changed to Safe Elements. This is critical to prevent my teammates from the adverse effects of my kinetic aura (shown later). Also, this also gives the one-action ability Pacifying Infusion which will be useful to avoid friendly fire when I use Tremor and Tumbling Lumber when I picked it up again later.

Level 5 

Gate's Threshold: Expand the Portal -> Earth Gate Junction: Critical Blast changed to Aura Junction.

Expand the Portal Impulse feat: Calcifying Sand changed to Ravel of Thorns.

These two effects will result in enemies within my kinectic aura (currently only 10 ft radius) needing at 20 ft of movement to merely move a square away from me.

The idea is for me to prevent enemies from getting to my more delicate teammates.

Also, retrained level 2 skill feat from Assurance in Medicine to Godless Healing. At this point, bonus to Medicine skill check is +12 whereas Treat Wounds requires DC 15. Hence Assurance is much less useful from this point onward.

Level 6 

Class feat: Sand Snatcher changed to Tumbling Lumber. The movement control combo from Level 5 makes Sand Snatcher much less useful. Tumbling Lumber is chosen because it's a Reflex save ability vs Termor's Fortitude save, both are AOE abilities.

Skill feat: Godless Healing is already taken at level 5. So, according to the previous build, the next feat is Mortal Healing. However, with Continual Recovery, taken at level 4, I can just spend time to fully heal up teammates. So far, there is no time pressure in the campaign and hence Mortal Healing isn't useful. Instead, choose Unusual Treatment to reduce value of various conditions. Incidentally, our party was hit with stupefy in the past.

Level 8 

Class feat: Drifting Pollen. No change but there's now a change in the retraining: retrain level 5 Impulse feat to Tumbling Lumber since Drifting Pollen is the preffered stance over Ravel of Thorns, and retrain level 6 class feat back to Sand Snatcher since it's more useful now that Ravel of Thorns is no longer used. 

Skill feat: Mortal Healing is no longer considered. The next skill feat should be from Level 10, however, I noticed that I forgot to write down which skill I chose. Regardless, I now plan to select Advanced First Aid which will allow me to reduce ally's frightened or sickened condition by 2

Level 9 

Gate's Thresshold: Expand the Portal -> Earth Gate Junction: Aura Junction changed to Wood Impulse Junction, since I will be using Wood Elemental Blast more often.

Level 10 

Skill feat: Robust Recovery. Helps with Treat Disease and Treat Poison.

Level 12 

Skill feat: Ward Medic, just to help with Treating Disease because it takes 8 hours to treat one person. Might change if campaign shows that another feat is going to be more useful.

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