| The Shaman |
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Protection from Evil: several great buffs versus a lot of the possible opponents:
- you are now immune to any mental control, charm, command etc from a NPC of evil alignment. Fighters are generally extremely susceptible to mind control. Now you are not. This alone is huge, especially later on.
- a summoned evil creature cannot touch you physically so most evil summons are next to useless against you.
- deflection bonus to AC and resistance bonus to saves vs all evil creatures - meh later on, but quite valuable at low levels.
| Tacticslion |
Charm person, Command, and Hypnotism. What?
(But really, if we're going combat-type spells, it'd have to be Protection from Evil, Shield, and Truestrike.)
EDIT: Ah, the idea is "any one"? I misread that, combined with the OPs thing. Sure, okay, it'd be charm person from the first category, and protection from evil for the second.
DrSwordopolis
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Longstrider's not bad for general utility. Touch of the Sea in a nautical campaign. If you're a Sylph for some reason, Windy Escape is pretty good.
| chaoseffect |
I'd ignore anything that requires a save as it's not like your save DC is ever going to be above the low teens. Truestrike... it's probably never going to be a good idea for you to spend a turn buffing just so your first hit, the one that is practically guaranteed to hit anyway, can just surely hit a little more.
Windy Escape seems like a solid choice to me. Immediate action, get DR 10 magic versus one attack, but more importantly negate crits, poison, and any precision damage on it.
Usual Suspect
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My first thought like many was Shield. A +4 TO AC while dual wielding or two handing would be awesome. However, I think Vanish and Protection from Evil would both prove to have more uses and remain relevant even at high levels.
chaoseffect's Windy Escape idea is good too, but once you start fighting CR 5 and higher creatures the ability to bypass the DR would be common enough and would reduce its effect some. I'd consider it if I know my GM was going to be hitting the party with back-stab and precision damage; but that would just encourage the GM to switch tactics.
| Inlaa |
Tough question.
Probably the best ones would come from this list, but it depends on what sort of build I'm trying and what campaign I'm in:
Yeah.
EDIT: Oh, and Divine Favor for obvious reasons. D'oh.
| Renegadeshepherd |
Renegadeshepherd wrote:Comprehend/speak languages. Everyone should speak redneck and I should be able to preach it all the way to the gates of Hell if I want.he said fighters, not barbarians. Fighters speak Olympian!
==Aelryinth
Last I checked barbs had more skills than fighters :) to learn other languages. But I digress.
| KenderKin |
Enhance Water. All other answers are wrong. I mean, c'mon. You can transmute water to mead with that spell. And if the water is dirty, poisoned, or suchlike, the resulting mead tastes better (but isn't any more alcoholic!)
Though expeditious retreat is almost a decent alternative.
I think we are on the same page!