| Ramza Wyvernjack |
What level are you?
What are the others in the group?
Have you already got anything other than race set in stone?
"Dwarf..." - "race set in stone?" Funny guy.
1st tip: Get a Channel Foci from the Gods and Magic book I believe. It lets you spend channel ability in new ways, such as one of them, a mask I believe, makes it so after using channel, it heals you for as much damage as channel dice, kinda like a back-up heal, which is nice if you pick negative energy, giving up area of effect for a single target heal on yourself.
2nd tip: Get your hands on a weapon, armor, or shield made by 'Craft Relinquery Arms & Armor' making said gear count as your Holy Symbol. It looks cool, and saves some hassle (had more than one focus stolen from me or sundered away or lost).
3rd tip: Get low level Pearl of Powers, more than one, they are cheap, especially for 1min|10min|1hr duration per level on cast.
Examples: Ant Haul, Endure Elements, Infernal Healing, and so on.
It's effectively 1 thousand gold for an everlasting potion with any level1 spell you need.
4th tip: Get your hands on Phylactery of Faithfulness if you feel unsure what actions and deeds might place you in bad standing with your deity or affect your aligment. It's a stupid looking item, so asking the DM if could be a necklace instead, or using Magic Item Creation rules to make it as one, would be a good solution. Unless you like having a box tied to your face, in which case, make it hollowed out, so people can drop a coin inside, which then makes you stick your tongue out. Kids love that kind of stuff from a weird, short, hairy man with a box on his face.
That's all I got...I suck :|
| Greybear07 |
Kydeem de'Morcaine wrote:What level are you?
What are the others in the group?
Have you already got anything other than race set in stone?"Dwarf..." - "race set in stone?" Funny guy.
1st tip: Get a Channel Foci from the Gods and Magic book I believe. It lets you spend channel ability in new ways, such as one of them, a mask I believe, makes it so after using channel, it heals you for as much damage as channel dice, kinda like a back-up heal, which is nice if you pick negative energy, giving up area of effect for a single target heal on yourself.
2nd tip: Get your hands on a weapon, armor, or shield made by 'Craft Relinquery Arms & Armor' making said gear count as your Holy Symbol. It looks cool, and saves some hassle (had more than one focus stolen from me or sundered away or lost).
3rd tip: Get low level Pearl of Powers, more than one, they are cheap, especially for 1min|10min|1hr duration per level on cast.
Examples: Ant Haul, Endure Elements, Infernal Healing, and so on.
It's effectively 1 thousand gold for an everlasting potion with any level1 spell you need.4th tip: Get your hands on Phylactery of Faithfulness if you feel unsure what actions and deeds might place you in bad standing with your deity or affect your aligment. It's a stupid looking item, so asking the DM if could be a necklace instead, or using Magic Item Creation rules to make it as one, would be a good solution. Unless you like having a box tied to your face, in which case, make it hollowed out, so people can drop a coin inside, which then makes you stick your tongue out. Kids love that kind of stuff from a weird, short, hairy man with a box on his face.
That's all I got...I suck :|
Thanks for all the tips now I have an idea what to look for. Thanks again
| Kydeem de'Morcaine |
Since you have 2 melee types and you are the only spell caster, I would focus on the spell casting and channeling.
Max your wisdom and possibly charisma plan on trying to stay out of weapon combat.
Consider the feats to help a divine caster with the summon monster spells.
Consider the channeling feats.
I would mostly take feats that help your defense (like lightning reflexes) or your spell casting.
I like the channel, some people don't. It is kind of a preference thing. Since you got 3 guys who may all be getting damaged in combat, the area healing of channel could be useful.
TClifford
|
1. Since you already have 3 damage dealers in the party, go for mostly buff and debuff spells. Don't be afraid to use them. You can always channel heal after the combat.
2. Next town, make everyone chip in 250g for a wand of cure light wounds. Will actually make you more effective in combat because you can use your spells instead of holding them for later. Plus once the Paladin is high enough level, he can use it, and depending on the Rogue's UMD, he might be able to use it also.
| Greybear07 |
Since you have 2 melee types and you are the only spell caster, I would focus on the spell casting and channeling.
Max your wisdom and possibly charisma plan on trying to stay out of weapon combat.
Consider the feats to help a divine caster with the summon monster spells.
Consider the channeling feats.I would mostly take feats that help your defense (like lightning reflexes) or your spell casting.
I like the channel, some people don't. It is kind of a preference thing. Since you got 3 guys who may all be getting damaged in combat, the area healing of channel could be useful.
Thanks for all the advice it has helped me a lot. Another thought on subject should I consider dipping?
| Mirrel the Marvelous |
Yes, you are the primary caster in a fairly small group, you need the best spells you can get. No Dipping!
I also agree with the summoning ideas, extra muscle for Team Hero is always good. Another way of getting extra combatants is to animate the dead, which can now be done at your level via the Lesser Animate Dead spell (2nd level spell, found in Ultimate Magic) though this plan will probably have the party paladin (and maybe others) thirsting for your blood.