London Duke |
Howdy all, I am looking to choose a cohort for my eberron game. I am wanting more Out of combat utility and utility or blasting in combat. Gerneally planning on avoiding melee. I don't need a item crafter since we have an artificer andgot inspire courage under control. So could I get some suggestions?
Race needs to be either a kobold or human.
Some options in the hopper:
Snaresetter rogue, sorcerer, archeologist, crypt breaker alchemist, cryptic (psionics), wilder (psionics), or dread (psionics). I could also through in sythisist summoner but only with the kobold option.
The group currently has: hedge witch, artificer, paladin, warforged juggernaut, crusader(tob)/evangisit, lunar oracle. The DM loves traps but we have the artificer currently slotted for trapfinding.
The Shifty Mongoose |
Woah, first of all, that's five exclamation marks in the title. Isn't that a bit much?
As for your quandary, I'd suggest a kobold, partially for extra trap-setting and partially because I like kobolds. A snare setting rogue could help or compete with the archivist at building and setting traps, though a sorcerer could help with magic traps, take care of the blasting, stay out of hand-to-hand combat, and could use that high Charisma to be condescending to all the blundering scaleless people.
I haven't read much about Ebberon or psionics, and I don't know what artificers do other than build things, but I do like the idea of warforged. (For a non-combat-optimized one, you could be a peaceforged?)
An alchemist would have to get close in a fight sometimes (at least for bombs), but an archeologist bard would be good with a bow, especially if your group could make sleep arrows.
Your group seems pretty big as it is, so any summoner who isn't a synthesist might end up clogging tight hallways.
Under A Bleeding Sun |
Well, when I pick cohorts I usually do it in conjunction with starting a settlement or fort. I usually make my cohort mayor. Hes also usually a genius with knowledges. Last one was a bard with decent social skills (to run the town) and sense.motive (to help) and super knowledge skills. We basically used him as a library of knowledge. Once in a while we'd send him out to do small jobs or.gather information for us as well.
Timebomb |
I'd recommend a Thundercaller Bard. Human would be the Mechanically stronger choice, but where's the fun in that?
Thundercallers have a nice mix of support with their spells and blast/CC with their Thunder Call. Plenty of skills for utility, proficient with a shortbow for range (add in Thistle Arrows for fun)
Summoners just slow down the game in my opinion, and synthesists are not much fun to play (as you usually have to tone them down)
Also compliments to your DM for being able to handle that many characters.
London Duke |
Sorry for all the exclamation points (its early here in germany and my sense of prudence hasn't woken up yet). Artificers are basically magic item creation characters with T1 adaptability. I a also leaning towards kobold for flavor and fun, my character is a dragonborn. I decided against the crypt breaker but I am adding trap breaker alchemist to the mix. I am not so keen on summoner. I would say the front runners are in order: snaresetter, trap breaker, dragon herald bard, wilder(psionics), sorcerer.
CalebTGordan RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32 |