Heh, once you get beyond the Core Four (fighter, rogue, wizard, cleric), many of the later classes (but not all) are some type of hybrid (paladin=fighter/cleric; bard=wizard/rogue; etc). Hybrids aren't exactly new. I *do* like that the newer classes beyond aren't pure mash-ups. Each can be seen as a hybrid but often brings something new to the table (magi with spell combat, witches with hexes, etc). Looking forward to the new book.
Add a darkwood buckler to your inventory. TWF can be fun, but you leave yourself vulnerable for return attacks. Enchant the buckler as needed and enjoy the boost to safety. Basically, it gives you options. Use the buckler normally when fighting tough foes. Forgo its benefit and use TWF to obliterate weaker targets.
I'm playing a human cleric of Cayden Cailean. Our group is about to infiltrate a drow city on behalf of the elves. Second Darkness AP.
I'm also playing a drow fighter-mage and a human bard in a homebrew campaign. This game has been on hiatus for a few years but we've started up again. Hopefully, we'll get to play every couple of months.
Ignoring all other class features (spontaneous casting, wildshape, domains, animal companion, skills, weapons, armor), I'd choose cleric. It gets the staples I want (dispel magic @ 3rd level), the summon monster line, and raise dead). Druid has some nice stuff (entangle, neutralize poison @ 3rd, wall of fire) but I'm more comfortable having my go-to spells.
Diego Rossi wrote:
Here's a few more details on our situation: Our group consists of a cleric, a sorcerer, an inquisitor, and a rogue/bard. We're 8th level and our quest to stop an insane drow has led us into an uneasy alliance with the local elves.
The elves are trying to reclaim a ruined city held by drow and demons. The forest itself is filled with undead and strange monsters. We're no strangers to drow or creatures that use poison to obliterate your stats, so in this area, morning prep consists of BoF followed by four delay poisons, four darkvisions, and a mage armor. My cleric only prepares one BoF (my other two spells are typically summon monster IV and holy smite). The sorcerer has haste on her list.
After one particularly bad encounter with camouflaged acid oozes, most of my cleric's gear was destroyed. He scrounged up a mithral shirt, a heavy steel shield, a masterwork rapier, his silver holy symbol, and a hallowed chalice. At this point, we hit 9th level.
The DM has done a great job depicting this war---NPCs with their own agendas, time sensitive missions that can take hours to get to, multiple encounters, limited resources, ambushes, tough opponents, terrain hazards. These factors more than balance BoF's extend ability. Despite the "savings" provided by the spell, the cleric and the sorcerer have both run out of spells on more than one occasion.
You'll also notice that my cleric was a *touch* under WBL going into 9th level. We've also never seen a metamagic extend rod. So you'll understand why I'm not concerned by what the spell can do; at this point, I'll take any advantage I can get.
I've played one prestige class, an eldritch knight. My DM turn them into an order of arcane paladins (for lack of a better word). The class had a code of conduct, and gaining entry also required having my party and some NPCs serve as character witnesses, while the ceremony was solemn and felt sacred. It really made the wait to get into the prestige class a major milestone in my character's career.
Lincoln Hills wrote:
Mainly because it seems more likely to be a rules oversight than rules-as-intended. Granting additional oomph to win that one fight is the "point" of blessings of fervor based on the name, fluff, and remainder of the spell's mechanics: granting tons of extra hours for water breathing is what, say, Extend Spell is for.
Mage armor, delay poison, and darkvision are valid targets. Water breathing isn't.
Could a cleric actually use this weapon? The text for grayflame reads "When the wielder spends a swift action to channel energy. . ." (emphasis mine). Clerics can channel energy as a standard or move action (with the Quick Channel feat). Does the weapon allow the wielder to channel energy as swift action?
The range for a sling is comparable to a shortbow. Bullets are cheaper and you automatically add your Strength bonus to damage without having to pay additional gold. At low levels, sling is a decent backup weapon for a high strength character who is not really interested in ranged combat. That said, it quickly loses its appeal once you start factoring in multiple attacks (rapid shot, haste, BAB +6) given it requires a move action to reload.
Combat use, like in a duel, would be tricky since the spell requires a few rounds to warm up and uses your standard actions (concentration). You could possibly use it as a ranged aid another, communicating info about an opponent to an ally. Could be used to search for hidden foes (standard action to scan, move action for Perception checks).
If the party has someone with trapfinding and disable device, I rarely see a caster type prepare Find Traps or Knock. Other spells like Invisibility and Fly can help bypass encounters but they usually involve a substantial investment of resources (to cover the entire party) to make them worthwhile. Higher level spells like Teleport can certainly allow a party to bypass encounters but, as mentioned, these tactics carry their own risks (limited use, or skipping an encounter that would otherwise provide the party with relevant info about their current goal).
I'm currently playing a 9th level caster cleric. I love him but he's really not impressive when he's out of spells, channels, and SLAs. He got shredded by a nasty ghoul/ghast/something in melee. In that same circumstance, I'm thinking a fighter (high strength, power attack, heavy armor) would have done a lot better. Kind of a corner case (bad random encounter at the worst time) but pure martials have their appeal.
Not really a rules mod, but with the Summon Monster line, the caster uses a larger chunk of his round depending on the number of creatures he or she is trying to direct. I forget the exact breakdown but it works something like 1 creature = free action, 2 creatures = swift action, 3 creatures = move action, etc.
I had a caster create her circle of protection and summon an earth elemental. She took a hit and lost control of the creature. It couldn't touch her so instead picked up a boulder and hurled it at her. It rolled a crit, the wizard rolled a 1 on her save and was knocked out of her circle, and the elemental tried to drag her to its home plane. Good times.
Ring of counterspells (dispel magic). Good for clerics, magi, or any class that self-buffs.
John Templeton wrote:
His priests also wear simple brown tunics or robes. OMG, his priests are BROWNCOATS!
Heh. I called the monk I built for Build Thread 3 "Wingman". My thought behind it was monks can accompany rangers and rogues when they scout (high perception and stealth). They can ostensibly be flanking buddies for fighters and barbarians (and rogues) using their enhanced mobility (high speed, high Acrobatics) to get into position quickly.
At 11th level, the monk's immunity to poison makes him an indispensible wingman when heading to bars.
Throwing out an occasional "I'm shopping for components" while in town or " I keep an eye out for potential ingredients" while traveling may appease potentially hardcore GMs. Spend a gold piece or two occasionally; even put a point into profession (herbalist). Doesn't really hurt and may add a bit of the verisimilitude they're looking for.
I initially didn't care for magi for a couple of reasons.
1. Superior action economy (some of their arcana are swift actions); fighter/wizards don't receive class features that grant them anything comparable.
2. Greater Spell Access (you mugged a wizard; get fourteen spells!). It just seemed kinda random. Granted, it's 19th level, but still random.
I really have to roll one up and play one from early levels.
Quicken Spell is nice in general but you wouldn't be able to use it with Metamagic Mastery until 14th level (when you would have the requisite 4 uses of the ability to burn). If you're wanting to grab a metamagic feat at 9th level to use with the ability right away, it'll have to be one that bumps the spell by only one level.
I have it in my head to roll up a dervish dance ranger-bard. Sort of a throwback to the 1E bards (illusions + nature spells). Bardic performance + hunter's bond would make for interesting party buffs. After buffing, he'd use a bow before diving into melee. The two classes would give him a broad range of skills even with an average intelligence. 1st favored enemy: undead; first favored terrain: urban. A character who always has something do.
Reduced visibility. fog, darkness, thick forest, smoke. Lots of concealment.
Let's see. There was the time when the monk, rogue, and paladin were ambushed by a pack of winter wolves. The wolves surrounded the three heroes and simultaneously breathed. The paladin was frozen solid, the rogue evaded (standing on the paladin), and the monk evaded best (standing on the rogue).
Then there was time the group fought a giant squid. The squid fled but the monk wasn't about to let it get away. He drank his potion of water breathing and his buddy doused him with an oil of slipperiness. The monk chased down the squid underwater and pummelled it into submission.
My favorites are the signature spells that pull you right into the moment. They tell you right away what type of caster you are facing and evoke that brief moment of fear when you roll your saving throw.
1. Blade Barrier.
Then there the ones that your own casters are hoarding, biding their time until the perfect moment to remind you that they got your back.