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The last couple comps for my friends have been as such.

- fighter, fighter, magus, grenade alchemist, air oracle (me) (ended at fourth level)
- ranger, ranger, fighter, cleric (me) (ended at 5th)
- paladin, ranger, magus, fire oracle, summoner (me) (ended at 4th)
- cavalier, fighter, magus, battle oracle, strength focused alchemist, LG reach cleric (ended at 3rd)

The flame oracle texted on her phone and plays only because her bf dms. The grenade alchemist ended up killing his character off because he wasn't doing enough damage, and went charge focused cavalier. All of the maguses use some form of damage spell+elven curve blade.

My apologies on the orc analogy. It was exaggerated. We usually go up against kobolds, goblins, or skeletons. Nonetheless, I hope people understood the point.


@Arachnofiend - My main is a conjuration wizard who's level is 8, and I'm completely comfortable with that, seeing as he's been contributing through, as you mentioned before, greases and other things. I don't really like evocation since wizard spells could be used for so much more. (Like summoning stuff...which is cool). My next is a level 6 reach cleric whose a heck of a lot of fun.

Something that might need clarification is what I deem as useful. If the level one archer ranger walks through 4 orcs in two rounds while I use a crossbow and do nothing, my character is not useful. To those of you who say identify is not something to memorize, the only time I use identify is when we're in town and we have time to relax. Usually, we have a bard in the group who takes care of knowledge checks, so that eliminates half of what a wizard is good for at 1st level. Grease can, at most, be cast four times per day, at level one. Every other situation that I wouldn't be casting grease, I'd be using a crossbow.

In other words, a wizard is not useful at level one because they bring next to no damage to the table, they have a very limited spell list that has sub par spells, and possess the lowest health dice in the game.

@Cavall - I tried. Martial classes are boring to me. I prefer complexity to my game versus just rolling dice and adding numbers. For example, rather than killing someone, why not just put them to sleep with a spell, tie them up, and then get information out of them?

Also, imagine this. We just went against a Graveknight at level 6, and our damage did nothing. I got a lot of fun out of it because the TWF ranger with his total of six attacks in one round (because of magic weapons he has) couldn't do a thing. My druid, at the time, was used buffing people and summoning things, while my pet was used getting the wounded out of the fight so the cleric in the back could channel heal (because that's what he wanted to build around).

No, we did not kill it. It stopped us, tried to make a deal with us because we set it free, and the group essentially said "don't kill us and you can do your thing" as the deal.

@Everyone else - Witch sounds interesting. Thank you for the advice.


I've been dealing with an issue for the past...long while, and it's finally coming to a head, where I'm the one who needs to make a decision, since my group, as a whole, won't.

I love playing casters. Always have, always will. My friends love playing martial classes, almost to the exclusion of eliminating all magic from the world, making me the only magic user in the entire campaign.

If I play cleric, they cry for heals, and I give them the "turn-efficiency" speech, but they whine anyways. It's almost like playing a support in league of legends, and your ADC blames you for not blocking incoming damage.

If I play wizard or any comparable class, since all but one campaign has breached level 7, there's not a whole lot I can do combat wise, and I simply don't have enough spell slots for those few runs where we come across magical everything, and it then becomes my soul task of identifying it all.

On the one hand, I want to leave because it's not fun for me when I'm almost never useful, but at the same time, I've known these guys for upwards of eight years now, and they're really great guys outside of the game, they just...don't let me play how I'd like to play...if that makes sense.

What are your guys' thoughts? And I don't need an argument rising out of this. If anything, all I'm asking is for a solution to my magic-user preference in levels 1-7 campaigns while not gimping my late game (because there are some games outside of this main group, that I actually use high level characters).

Edit: Actually, riddle me this. What's a class and build out there, whose structure is steeped in magic, but whose progression from 1-20 is fluid and fun? I'm aiming for a raven themed character who uses flying as a defensive tactic, while spewing spells from above. and no, not the druid, i played 3.5 too much to get sick of druids. This character is lvl 6. no companion books or supplemental books besides ACG, APG, ARG, UC, UM, and ISG.


Thank you for the clarification guys. Much appreciated. :)


Okay, so, let's say one was to make a Daring Champion Cavalier. What weapons would be better fitted for the archetype?


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This question originated from my want to play a daring champion cavalier, yet, I still need some clarification. What are the pros and cons of using the following weapons for a swashbuckler?

Rapier, and everything else

Why would people use other weapons than a rapier?


I guess my question is, should I, now, build off of the shield and turn him into a TWF paladin, or should I stick with the switch hitter offense build?


So, my dm, a while back, gave me a shield that grants me two feats, two weapon fighting, and improved shield bash. The shield acts as a +1 heavy steel shield with a 1d6 for damage.

Everyone else in the group has awesome loot, but since I'm a paladin, and try to help the group moreso than not, any loot my dm (secretly) designed for my character to receive, I gave to the party's fighter or barbarian.

I've always held the party-first mentality, and the dm, and group, have decided (rather adamantly) that I get the new shiny shield that we had found.

Now that I have the shield, though, I'm not sure how to progress my character. He's a level 6 paladin, focusing on an offensive build. His strength is 21, dex 12, and now that I suddenly have the capability to dual wield, I don't quite know where to take my character.

Here is as he stands. (Note: the following stats I rolled for. Yes, I know. They're a bit on the cheesy side.)

str 21
dex 12
con 16
int 14
wis 14
cha 18

Feats:
Power Attack
Improved Initiative
Point Blank Shot
Precise Shot

Shield Bonus Feats:
Two-Weapon Fighting
Improved Shield Bash

Any thoughts on how I should progress him?

Edit: Oh! And before you think my character is OP and my dm is dumb. He is actually one of the best ones I've had in about ten years or so.