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I would say Yes. Basing this off these two sections in the PRD.
"When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner."
"Only a creature or character that threatens the defender can help an attacker get a flanking bonus."
As long as the requirements are fulfilled, the defender is flanked.
No, no, no. . .we can do better than this. What you *need* is a larger cloak. You can modify a hoop skirt frame so that it is worn around the neck (attached to a gorget, possibly supported by pauldrons---we'll leave the details to your tailor). One billowy cloak, made to order.
Or, like on Highlander, you can have someone off-camera hand your PC their sword when you roll initiative.
Option 3. Players who gravitate toward primary casters learn to plan ahead. They scrutinize spells, prioritize them, figure out which ones can go into scrolls and wands, and generally map out how best to deploy their arsenal. Acquiring expensive material components plays into that mindset and is a minor inconvenience at worst.
If a player balks at this notion, figure out why. Are they bad at bookkeeping? Perhaps another player can help them out. Does every shopping trip take up half the game session? It's okay to say "you find a shop and buy what you need", especially in the later levels when PCs are expected to have tremendous wealth.
For this duo, if the options are cleric and wizard, I would choose cleric. You have decent melee capability, good armor options, and excellent support spells as you gain levels. In a four person group---assuming the other PCs have no casting---I'd prefer wizard. Wizard is more pro-active and can potentially buff the group, throw out some battlefield control and deal area damage.
All that said, I would avoid playing a cleric or wizard in either group if the main reason is "I need the most powerful caster possible because I'll be carrying this team".
Monks pair nicely with rogues (mobile combatant, stealthy, skilled,lots of chances for UMD), druids (fight/cast/sneak/summon without turning into a heal-bot), bards (buffing, archery or melee, UMD). Even fighter or ranger would be decent. You can debate how much cooler you are, run away from swarms together and bicker on how it was their turn to buy potions.
tl;dr: pick your class based on what would be fun.
Where is the army of giants going? Is the army headed toward a village or city? If so, maybe you can hold up in an outlying barn and lure the dragon into an ambush. (I imagine the druid flying around, harassing the dragon with call lightning, inciting it to chase him into said building where the rest of the group waits).
Summon Monster V is nice. Get a large elemental or 2 - 5 lantern archons. Only downsides are the full round casting time and the extra bookkeeping.
Another possibility is leaving the spell slot open and, if he has time, preparing an appropriate spell when he needs (like wall of stone if the group comes across some interesting ruins).
In 1E and 2E, negative modifiers for most stats started at 6 or 7. Bonuses started accruing at 16 or higher. Basically, a fighter with Str 8 and a fighter with Str 15 both have the same chance to hit and damage. So even terrible stats were more funny than terrible.
Also, character generation was a lot quicker. Even if your PC perished, with just a few dice rolls, you can be right back in the game.
Couple of favorites from the Gargoyles cartoon. The first makes a good Stone to Flesh spell. The second is a beautiful Geas.
Fearsome creature who would stay
Across the mists of space and time
Couple more from the Charmed TV series: Speak with Dead, summoning and Banishment.
Hear these words, hear my cry,
Powers of the witches rise,
Hell threw you from its inner core,
My eldritch knight used his longsword as his bonded item. Free masterwork weapon at 1st level. It paired nicely with Hand of the Apprentice. Got a lot of use out of the free spell throughout his career. It was stolen once, leading to a side quest to get it back. (If it was a familiar, it would've been kidnapped---these things happen).
I'd focus on how your PC would benefit from either choice and build on that. None of the cons are really deal breakers
If you're staying single class wizard, pick up Craft Magic Arms and Armor for your armor.
Endurance feat. Sleep in up to medium armor.
Elven chain (20% ASF) or mithral breastplate (25% ASF). Not sure if there are other materials or items that offset ASF (especially if you are going to wear heavy armor).
If you ever expect to wield a weapon, pick up the Arcane Strike feat.
If you can afford to multiclass, take a level of fighter and then Eldritch Knight prestige class. Offset the lost caster levels with the Magical Knack trait.
One percent of the world's population is over 71 million people. That's a huge number of people with their own agendas, beliefs, and outlooks. How much information would the presumably non-gaming people receive prior to making their choice? Do they even get a choice (as in "I don't care if you don't want this, choose." I find that intriguing.
As for me, I'd go
I'd focus on helping scholars figure out ancient writings. I'd also try to build a network of likeminded casters, sharing spells and pooling resources.
Aasimar with scion of humanity is tempting, especially if I could continue to look like myself. Otherwise, I wouldn't want to deal with the hassle. Heck, I'm hoping I'll get a spellbook. ; )
This is good advice for any player. Know your numbers folks! ; )
This. Your PC's class is far more relevant than their gender. If you looked at your characters' exploits, I bet you could swap their genders and very little would be different.
Lincoln Hills wrote:
That's a good verbal component for Tongues. For Create Food and Water, I'd go with "YOU can haz cheeseburger and YOU can haz cheeseburger. . !"
I'm loving the potential NPC interactions. Pleeease tell me your character is the party face. ; )
Wait, the cat's a cleric?! Which deity? The (presumably) first cat cleric of ______. That's got to be worth some kind of boon.
We should probably compile a list of pros and cons to help our cat make his way in the world.
Pro: Bartender will never ask him to pay a tab.
Glitterdust affects a 10 ft radius and imposes a -40 Stealth penalty. Faerie Fire affects a 5 ft radius and imposes a -20 penalty. GD also bypasses SR.
If the goal is to reveal an invisible foe (and you don't have See Invisibility), I think Glitterdust is the better choice.
If the goal is to negate miss chance from blur, darkness, displacement, or invisibility, I'd choose Faerie Fire.