So there are multiple avenues for a Techsmith of Gond build.
And I'm curious as to which ones are actually able to play the server and experience all the areas adequately (read as primarily PvE).
So I've done a quick look at all the builds I can think of ranging from Single Caster / TSoG through to Caster/Caster/Prc/TSoG and variations there of.
What I'm looking for is some opinions as to the main build variations and their compatability and records of other peoples experience with this amazing RP class.
The keystone ability is obviously the Gondsman (GM). But 'how' is it to be used in normal mob PvE and Boss PvE. Each build variation will offer different answers to this.
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Wizard / Techsmith
Race: Human, Sunelf(bonus Int for DC/spells) seem like appropriate choices.
Techsmith from 8 onwards with skills and skill points taken.
Playstyle: Summon Gondsman, buff with standard repertoire. Use the Gondsman for main mobs combat and help out with Wizard by casting dmg spells (Flame, IGMS, FoD, Wail).
Issues:
Potentially low DC to make Wail useless in Epic area and Boss fights. Est 38 with Sunelf build buffed.
Healing for GM from healing wands and heal kits.
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Wizard / Techsmith / Palemaster
This was basically a variant of the Wiz/TSoG above. But with a focus on necro obviously.
Bonuses include the full 10 PM feats. Had to also take Practiced to get CL to 30.
Ability to run around with Greater Vamp and Gondsman, both buffed, take on most of the PvE.
Spells are buff heavy, leave little for damage and control.
Issues:
Think there was some DC issues due to less Wiz levels, couldn't simulate properly in nwndb.
Feat heavy.
Playstyle:
Summon GM and GVamp, buff, let them slay everything. Unsure how they'd handle epics and bosses.
How does the Wiz support them when they can't cope with higher level stuff?
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Wiz / TSoG / MastAlch
Some added flair to the standard Wiz/TSOG build is to take Brew Potion somewhere and add 5 levels of Master Alchemist into the build.
It's a full spell progression class that allows you to create elixirs up to CL30?
And Alch Fire pots!
I think i read somewhere that someone was using this to great effect, having access to Bombs and Alch Fire pots and creating havoc on the battlefield.
I think for the price of taking one feat (brew potion) assuming that Skill Foc Craft Alch taken for TSOG, then you get access to this cool RP class.
But, does this take away from DC wiz ability in epics?
Playstyle:
Same as above, just now have access to pre made elixirs to supplement Breached defense spells, and Alch fire pots to assist with dmg (En Imm Fire on GM a must!).
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Wiz Build question in general
If DCs cant get high enough, is it even worth spending feats in Spell Foc Necro/Enchat or just take Spell Pen feats and a Reserve feat for sustained damage supplementing the GM in the battlefield?
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Bard / TSoG
TSoG from lvl 10 due to arcane spell lvl 4 req. 10 lvls of TS, means 20 of Bard.
Can't get song of Req until 21.
Trade off. 2 lvls of Gond means 2 more HD and GM lvl ups to make it stronger, but lose the song with Bard.
Playstyle:
Summon GM, buff with very limited array of spells. Possibly only energy imm, bulls, and then bard inspires and songs.
Let the GM distract and attack, while you follow up with a STR attack bard.
Seems like an easy battle companion build, but unsure as to it's survivability without the typical host of cleric/mage buffs. Especially in epic content.
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Cleric/FVS/TSoG
3 levels of FVS to get Martial, plus wep foc then run around with warhammer.
Cleric levels as primary divine casting. 10 lvls of TS when you can get them.
As cleric is a low BAB class, it's typically not considered a front line meleer. But can it be with all it's buffs?
Great array of companion buffs for the GM, inc DeathWard, En imm, and SR! Stoneskin when taking Earth domain.
Full CL and not DC reliant.
Playstyle:
Summon GM, buff, and let them distract. Your main can compliment when fully buffed. Wide array of healing spells to keep the GM around.
Unsure how the 'team' will handle epic content and bosses due to main PC having low BAB supplemented through spells.
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FSV/TSoG
Decent array of buffs but have to preselect at lvl up then stuck with them. No variability. Unsure if this is a negative or positive.
High BAB, High Saves plus spell casting, is a fantastic combination.
Ability point dispersal may be an issue, Gondman may want high Int for skill points and RP flavour. While a melee FVS wants Hi STR, Dex12, Med CON, Int 12/14, Wis base, HI Cha. While doable, may be restrictive?
Still full CL as TSoG is full progression.
Playstyle:
Summon GM, buff, buff self. Go smash stuff. Heal when required.
Unsure of practicality due to limited range of spells (even though lots of casts).
How to play a Techsmith of Gond?
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How to play a Techsmith of Gond?
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Re: How to play a Techsmith of Gond?
The Tinkerer
Gnome Wizard/TSoG/Thaumaturge/Rogue.
My original concept hinged on elemental research as the power core of the Gondsman (hence the dabble in Thaumaturge: I would RP only having an elemental planar cohort). Should have an insane level of Disable Device & Open Lock to fulfil all your tinkering needs
Gnome Wizard/TSoG/Thaumaturge/Rogue.
My original concept hinged on elemental research as the power core of the Gondsman (hence the dabble in Thaumaturge: I would RP only having an elemental planar cohort). Should have an insane level of Disable Device & Open Lock to fulfil all your tinkering needs
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Aeili Azenci
Former Player of
Mae yr Machshikhah
Araphella
Acorn
Schezalle (UD)
Aeili Azenci