Redundancy aversion, changing direction without changing charas?


Advice


In short.

So when we started the 6p game, no one was initially going to play an arcane caster. The GM believes in the archaic paradigm of party balance, so this was important enough to where I decided to fill that gap, and started to roll a gnome earth elemental sorcerer with a ranged touch bias. If I had it to do over again, I would have gone arcanist with the sorcerer bloodline archetype and still chosen earth elemental, because I had a background in mind for it.

While I was doing do, one of the players, who had declared for Swashbuckler, switched to bard in order to "free up my options." However, this didn't help because of two factors:

- The party definitely didn't want me to play a cleric because we have a druid;
- I interpreted "arcane caster" as being full, not 2/3, so bard didn't actually free me up at all.

But I stuck to my guns and built my character.

Level 3 just rolled around, and the bard and druid both took point-blank shot, going straight into my character's design space. Neither has shown any signs of playing a buff/support playstyle (and the other three, being martials, literally can't do so.) In fact, the bard explicitly ignored a battery of support options for his Level 3 L1 spell gain, and took chord of shards so that he could be "more useful in combat." He's got CLW, summon 1, and hideous laughter otherwise.)

So now I'm feeling extra redundant.

Still, I like my character - her mild naivete, her epic pillow punches (seriously, 1d2-3, folks,) her amazing ability to come up with short-sighted plans with the best intentions, and her ongoing search for the mysteries of her bloodline's past and a lifetime of stories to repay her adventurous parents for a wonder-filled childhood. (Yeah, she's got parents who are alive, and occasionally drink potions of minor dream for short, usually irrelevant messages. Or maybe that's just wishful dreaming.)

I'm just not sure that the ray-mage build is the way I should be building her out mechanically. So in a party where you have three martials, a druid and bard who don't want to support, and a sorcerer played by someone who actually likes the support role... what would you do?

(Note that the GM is not using the metagame artifacts, either from being unwilling or unaware.)

Heading off the build question:

Spoiler:
Kollanie Appleberry, NG gnome elemental (earth) sorcerer 3
Stats - Str 4, Dex 18, Con 12, Int 14, Wis 9, Cha 16. 4d6k3. 20 point equivalent.)
Derived - hp 16, AC 15, CMB -3, CMD 11, melee -1, ranged +6
Saves - Fort 2, Ref 5, Will 2
Feats - combat casting (considering retrain), ???improved init.

Combat casting was something I thought I would need, but it has not turned out that way so far, making the feat feel wasted.

Spells L0 - acid splash, ray of frost (-> spark at level 4), detect magic, mage hand, message
Spells L1 - magic missile, grease, ???mount. BL acid burning hands.
Gear - mwk light crossbow, assisting gloves, 1 vial acid, 2 smokesticks, 380g. ~370g stake in party's collective pool, plus a stake in the party's wand of CLW which still has 40 charges. (WBL is low because we had no treasure-gaining encounters in level 2, at all, and could only grow wealth by sports wagering)


I'm assuming you have a very high charisma if your strength is all low, so dont buff, debuff If the bard at least uses inspire courage, thats all the buffing your martials really need

take resist energy and swap it to communal when you have space
Take slow
Take stinking cloud
Take things like baleful polymorph and disintegrate.

Debuff the enemies, and take spells that screw over things that will make your martials lives hard

Alternately, ignore party balance, play as you wanted to originally and use saturation to overcome.


Honestly, give it time.

Early level challenge can mostly be fixed with smashing things.

As you level up, the fact that you are a 9-level caster will start to shine and the full breadth of your utility will be clear.

Combat Casting is a terrible feat in general, so no point in banging yourself up about it.

So my advice:

IF YOUR GM IS GENEROUS: Retrain from Elemental to Deep Earth. It's much better suited for support roles.

IF YOUR GM ALLOWS ONLY SOME RETRAINING: Replace Combat Casting with Toughness because you seem pretty frail.

IF YOU CAN'T RETRAIN: Just get spells that don't require you to be up in the action. I imagine that a big part of your frustration is simply having Burning Hands and being unable to use it well.


Ryan Freire wrote:
I'm assuming you have a very high charisma if your strength is all low, so dont buff, debuff If the bard at least uses inspire courage, thats all the buffing your martials really need.

16 Cha, 18 Dex. Str is 4 because we rolled our arrays rather than point-buying (mine was 18/14/14/10/9/6 = 20 equivalent, or 22 if made point-buy legal.)

The bard does "sing" when he remembers, though I suspect he'll remember a lot more based on his rationale for taking chord of shards.

And yeah, I have ideas on some spells I want to get later on.


oof....ok maybe you are better off as a buffer. If you're a blaster you really needed your highest in the casting stat. +1 save dc is expensive to come by.


Lets follow the cheap path to making your character a bit more versatile.

Save money, buy a Mnemonic Vestment and talk the group into letting you keep any Spellbooks and scrolls of spells you can cast. That will let you cast one spell you don't technically know a day. Not a serious support build, but should be good enough. Especially since most prep casters only have one copy of support spells prepared.

Take haste or slow when you get access. Taking both is probably overkill. Slow does more, but DC will become an issue. Haste never goes out of fashion.

I don't think taking single target defensive spells is a good idea for a sorcerer (unless it is to save your own hide). Wait an extra level to get communal. Spend your 2nd level slot on Mirror Image.


Meirril wrote:

Lets follow the cheap path to making your character a bit more versatile.

Save money, buy a Mnemonic Vestment and talk the group into letting you keep any Spellbooks and scrolls of spells you can cast. That will let you cast one spell you don't technically know a day. Not a serious support build, but should be good enough. Especially since most prep casters only have one copy of support spells prepared.

Take haste or slow when you get access. Taking both is probably overkill. Slow does more, but DC will become an issue. Haste never goes out of fashion.

I don't think taking single target defensive spells is a good idea for a sorcerer (unless it is to save your own hide). Wait an extra level to get communal. Spend your 2nd level slot on Mirror Image.

Yeah, was definitely looking at haste for level 6 (when my L3 spells come online.) And I'll look into the mnemonic vestment. Thanks! (:


In a party with 3 martials Enlarge Person would probably be a useful buff.


Valandil Ancalime wrote:
In a party with 3 martials Enlarge Person would probably be a useful buff.

That's pretty rough to use(A full round of casting means if something even tickles you until your next turn you could lose the spell) and to take as one of your limited spells known as a Sorcerer. Imo, the best way to support your martials is to go a debuff/control route and serve the enemies up on a silver platter to your party.

Blood Havoc is a fun option to look into alongside Spell Focus Evocation.


Scavion wrote:
Valandil Ancalime wrote:
In a party with 3 martials Enlarge Person would probably be a useful buff.

That's pretty rough to use(A full round of casting means if something even tickles you until your next turn you could lose the spell) and to take as one of your limited spells known as a Sorcerer. Imo, the best way to support your martials is to go a debuff/control route and serve the enemies up on a silver platter to your party.

Blood Havoc is a fun option to look into alongside Spell Focus Evocation.

@Valandil: We do have three martials, but there's only one I would target because the other two get harmed by enlarge - the rogue has finesse and the paladin prefers mounted. The barbarian would love being enlarged, so potions seem a better route.

@Scavion: I would consider Havoc + SF Evo, but it's a first level decision for sorcerers, so I can't really go back and retcon / retrain to it.

As for everything else, level 3's going all right so far. The druid isn't with us though (the player can't make for a couple weeks.) Combat went well; improved init is certainly proving itself so far.


Sandslice wrote:


@Scavion: I would consider Havoc + SF Evo, but it's a first level decision for sorcerers, so I can't really go back and retcon / retrain to it.

Well... technically you can replace a higher level bloodline ability with a lower level blood mutation if you feel like it.


It sounds like you want to play a support character. If that's accurate, then play a support character. This is as much a choice of spells as it is feats. More than that, it's an attitude.

Support characters don't end fights in a single action. This might happen occasionally, by accident or luck, but most of the time you're there to help others in the party end fights. Again, its about attitude as much as action.

Also, there's lots of different "support" out there. With a 16 Cha and 14 Int, Miss Appleberry could easily be a source of intel for the party. If you have a bard that forgets to inspire in combat, it might be that out of combat they forget to be a party "face." If you stepped up into that role, and added multiple ranks in Knowledge skills as well, and even took a 0-level spell or magic item for the Message spell, when the rogue scouts ahead or when you learn sensitive info out of combat the two of you could be in contact so the whole party is in the know.

Also support comes in the form of magic item consumables. You're resource-low due to 2nd level, but if you had the feat Scribe Scroll and could scrape together 12.5 GP, you could take 2 hours working with either the bard or druid to pump out CLW scrolls.

Taking the feats to give yourself a familiar, taking one of the Small sized familiars, and finally giving the familiar the Valet archetype means you get a familiar with the Reach to Aid Another in combat and it shares all of your Teamwork feats. Retraining the FAMILIAR'S starting feat to Extra Traits, then giving it Helpful and Fools for Friends means it's handing out +4 bonuses with Aid Another. Pumping your barbarian's AC +4, while you deliver them an Enlarge spell takes all your actions and puts you close to danger but also makes your frontline DPR specialist that much more devastating and tanky.

Y'know those dream convo's you're having with your folks? Being able to tap them for some helpful info could also fit in with the support-through-intel idea. You'd obviously have to work with your GM on this one, so this is less build advice and more just a side note.

Yet another support role is battlefield controls. I mean obviously Enlarge, Haste, Heroism and so forth are the go-to gold standards of buffing your friends and nothing beats Color Spray or Glitterdust at low levels for debuffing foes, but there's an entire array of other spells to make sure that your party has the upper hand.

Just at level 1 Sorcerer spells under Conjuration alone there's Expeditious Construction, Glue Seal, Grease, Mudball, Obscuring Mist, Stumble Gap and Web Bolt. A couple of these don't even have saves, you just toss 'em out there and, depending on placement and timing, boom: instant support.

My personal suggestion is not to re-tool the character from scratch. If you're not going to be near combat, do retrain Combat Casting but otherwise, you're fine just the way you are. Going forward putting skill ranks into social and knowledge skills, focusing feats and spells on the type of support you want to provide and generally adopting the attitude that you're all greater as a party than as individuals and Miss Appleberry will continue being a successful addition to the team.

Thinking about the specific PCs in your party: barbarian (presumably a DPR machine), paladin (favors mounted combat), rogue (finesse melee), bard (focused on ranged damage and some support), and a druid (focused on ranged damage?), I'm seeing that you've got lots of damage sources with not a lot of thought to defense. The rogue and paladin are likely tanks in their own right, owing high defenses to their class and either armor or high dex.

This leaves the barbarian (traditionally a lower-AC, average saves class), the druid and bard somewhat exposed to threat. Choosing spells that mitigate that threat, either by upping their defenses or ensuring that their damage in a single hit can destroy an enemy, would be helpful. Thing is, a lot of battlefield controls that would affect mass areas like fogs or 10' long low walls might be bothersome to a mounted paladin or ranged types.

Frankly, this is why I go back to taking item creation feats. Scrolls and Potions can be crafted in 2 hours of downtime while spending the rest of the day adventuring, if need be. If your GM will let you have dream talks with your parents, they may be willing to let you pen a scroll before bedding down. Between scribing your own scrolls and buying as many of spells on your spell list you increase your chance of having EXACTLY the spell you need on hand at any given moment.

Metamagic rods might be another thing to consider, specifically Enlarge Spell or Widen Spell. You might also consider Reach Spell as well. All of these focus on increasing the area of effect or the range at which you cast your spell. With Improved Initiative and a super high Dex I'm guessing you go first a lot. Tossing out a Widened Grease spell to ensure that all of your enemies hit the ground, but placing it where the paladin can still end a Charge to the first couple of them goes a long way to your party emerging victorious. What's more, you can Scribe Scroll with a Metamagic spell by paying a bit more in crafting costs.

Finally, at least at low-to-mid levels... don't overlook the simple elegance that is Protection From *X* spells. You're talking about a Deflection bonus, which it's likely the Barbarian or Bard isn't using, coupled with a Resistance bonus to saves at +2. Based on WBL and the expectations of the "Big Six" items, this Resistance bonus remains relevant through level 6, possibly level 7.

Sorcerers don't know a lot of spells. The ones they DO take then have to be significant, relevant and optimized to their build. Anything you can do to increase that versatility is helpful. Pearls of Power, Mnemonic Vestments, scrolls, wands and potions, Spell Tattoos, and so forth can pump up that limited breadth of skill. Obviously you'll want to use the consumables for all of your non-level-dependent stuff; things that don't involve a saving throw from your foes, spells that buff your friends, or ranged attacks based on your skill at making the Ranged Touch attack.

Last, but certainly not least... summoning.

Hey, even as a Sorcerer spending Full Round actions casting Summon Monster, you could still have some serious impact on a fight by dropping minor earth elementals all over the place. Take advantage of the fact that you could possibly be speaking Terran and summon monsters that speak that language so they follow your commands. Take SF: Conjuration in place of Combat Casting then at level 5 take Augment Summoning. Couple that with a Rod of Extend Spell: Lesser and at level 6 you're calling up 1d3 Small Earth Elementals with AC 17, Slam +8 (1d6 +6) and 17 HP each to serve you for 12 rounds, just a bit over 2 minutes.

As you level putting more feats into the other summoning feats to further enhance your helpers you could litter the battlefield with combatants. A single, well-placed summoned monster can be a +2 Flanking bonus as well as either an extra attack for the round or an additional +2 Aid Another bonus to whichever party member they're flanking with. You might even consider multiclassing into a more summoning-focused or summoning-diverse class; have you considered druid? :)

Anyway, that's my more-than-2CP on the subject. Hopefully there's something in there you can use.


@Mark Hoover 300 That's a lot to keep in mind, but all very good. Some more specific responses:

1. Not worried about the bard remembering to be social - more about his tendency to overextend social encounters or commit mind-boggling faux pas in the name of "being chaotic." His combat action economy can get weird sometimes, when he's not sure whether to start cheerleading or attack early in a fight; he's starting to get better at it though.

2. For the Knowledge skills I know we have as a group (based on roll20 chat log):
- Rogue: Local
- Druid: Geography, nature
- Barbarian: Nature
- Bard: (None ranked. Then again, bardic knowledge makes that less relevant.)
- Paladin: (None)
- Me: Arcana, history, planes, religion.
That's what happens when some ancient warrior's ghost (whose bracers of armour +1 you DIDN'T loot out of his grave) calls you "earth's daughter" and you become convinced that his long-forgotten culture might have clues about your bloodline. It hasn't so far, but the actual lore's been enticing in its own right.

3. I don't want to abuse the dream talks too much. The GM had pokeballed the druid whose player would be out for two weeks - but without metagaming, we'd likely end up blaming one or more of our three enemy factions, then not travelling in favour of going revenge-murder-hobo. The dream talk became my proposal to the GM (which he accepted) for avoiding that and continuing the adventure.

4. Items and item crafting: Craft wondrous was quite tempting as a level 3 choice, and I'll likely revisit at level 5. As for scroll and pot, it's something I can talk to the druid (or, soon enough, the paladin) about - they feel awkward for me to take directly.
Meta rods, I'm actually looking at. Widen will probably be a future goal (since +3 lessers are 14k), but extend and reach look good.
As for pearls of power, I thought those were only valuable for prep casters? And runestone of power seems a bit expensive for only an extra casting slot.
Mnemonic vestment + gathering spellbooks = sounds wonderful. "Once a day, you can spontaneously cast one spell that you've book-wormed, as long as the source material is on hand."

5. Spells:
Yeah, the paladin's mobility requirements do make field control a bit tricky, but otherwise I'll certainly be taking those suggestions to heart. Already looking at options in summoning (especially after talking to the GM after last session - the subject of discussion was battle pets, not summons, but similar principles apply.)

6. Have I considered multiclassing into druid? Sadly, I think my 9 Wisdom might make that idea a bit silly. (:

2CP requested. 2SP tipped. Thanks :D


Pages of spell knowledge are too expensive past 1st or maybe 2nd, but 1 000 gp for an extra 1st level spell can solve a lot of problems relating to which spell to get. Depending on what friendly (or paid) spellcasters you can access, 6 000 gp for a ring of spell knowledge II may be well worthwhile. More expensive than consumable items but spells from your own spell slots don't require getting items out of your pack and have better saves when that's relevant.

A selective spell metamagic rod is one more to consider. BFC's easier when you can exclude the barbarian who charged in early. Also rime spell because it may entangle enemies even if they make the save.

Grand Lodge

@Sandslice :

The bard being chaotic for the sake of it irks me to some point. Even that should be controlled in the sense it should be balanced with the impact this has on the party. That said, hesitating on the actions to take in combat is fair enough, the inherent problem of a versatile character.

The GM shouldn't give a damn about party balance, nor should the players themselves. Either it comes organically, or it doesn't. What matters most is the players being at peace with their choice, and no complainings. It is possible to do just fine but missing the arcane caster, or a full divine caster as long there's two characters doing a little bit of that. That brings me to imply about redundancy : not a bad thing.

Without being too confrontational, I think you should provoke the discussion about the mindset.


Philippe Lam wrote:

@Sandslice :

The bard being chaotic for the sake of it irks me to some point. Even that should be controlled in the sense it should be balanced with the impact this has on the party. That said, hesitating on the actions to take in combat is fair enough, the inherent problem of a versatile character.

Oh, fully aware; I've had more than my share of the player archetype over the years - the one that seems to always need to win the weirdness race both in design and execution, the obligate quirky. Some of it hilarious, some ugh-inspiring.

And to be fairest to the bard, he's a new player. Just one with weird ideas about things; but this is less about him and more about getting my mindset sorted. And this thread is definitely helping, not just materially but also philosophically. (And thanks to all for that.)

Quote:
The GM shouldn't give a damn about party balance, nor should the players themselves. Either it comes organically, or it doesn't.

I don't quite agree with that - or maybe I do with a qualifier. The GM needs to be aware of the party balance in order to create suitable encounters, but not to seek to control that balance.

Quote:

What matters most is the players being at peace with their choice, and no complainings. It is possible to do just fine but missing the arcane caster, or a full divine caster as long there's two characters doing a little bit of that. That brings me to imply about redundancy : not a bad thing.

Without being too confrontational, I think you should provoke the discussion about the mindset.

Once the druid's player is back (week after next,) I think the table will have some good discussions about things.


Sandslice wrote:
The GM believes in the archaic paradigm of party balance

No, he doesn't - he believes in the "archaic paradigm" that having distinct, seperate party roles makes for a good group. Which is stupid for three reasons:

1) Since that concept usually asks for a pure martial, a non-combat-focussed character, and full casters, it actually makes for the most imbalanced parties you could build, whith some PCs being concstantly overshadowed. So much for "balanced party"!

2) You don't need any of these 'roles'. Psychic casters and alchemy exist, the division between divine and arcane casting is more flavor than mechanics*, and both martial prowess (including strong defense) and the ability to overcome skill challenges can easily be done with characters who're also capable of other things. I recently talked about that in-depth here.

3) You can build groups way more capable of overcoming all kinds of challenges (that's what the "balanced party" concept is all about, right?) by completely disregarding the idea, because redudancy is good. Two PCs attempting a skill check with 60% chance each has a higher chance to end up with at least one sucess than a single PC with an 80% chance. Buffs and debuffs can have positive stacking (e.g. the bonus attack from haste makes damage roll bonuses from Inspire COurage or Good Hope more potent), and each (ranged or mobile) damage dealer in a party makes all the others better (because lowering an enemy's HP by a third doesn't prevent them from doing full damage next turn, but if you have three PCs each dealing such damage, the enemy doesn't do anything anymore).

*) About arcane and divine spell lists:
Previous editions of D&D kind of made a great deal about the divide between divine and arcane spells, with the 3.5 Mystic Theurge being heralded as "Blurring the line between divine and arcane", but Pathfinder is different. With domain spells, deity specific extra Cleric spells, and Bloodline spells, even the CRB classes blur that line and can grab plenty of spells traditionally on the other side of the "divide", and classes like Witch and Shaman do it even more.

There are two hundred non-Cleric Wizard spells that are granted by Domains, and over 120 non-Oracle Wizard spells granted by Mysteries. A Witch has access to literally half the Cleric spell list, and over 150 non-Wizard Cleric spells (and that's without Patrons, which grant 135 non-Witch spells form the Cleric or Druid list). But then again, over 57% of spells on the Cleric list are also Wizard spells (616 out of 1083), anyway, and over half the Wizard list (958 out of 1809) is also on the Cleric, Druid, or Inquisitor list. Some options, like a Skald's Spell Kenning or a Lore sprit Shaman's Arcane Enlightenment, allows characters to grab spells as needed from the Cleric or Wizard lists, respectively.

It's also not that all divine spell lists are highly overlapping - both Wizard (616) and Witch (528) have vastly more spells in common with the Cleric than Druid (300). Which makes the idea that a Cleric would be a bad fit ebcause the group has a Druid laughable.

The essence of all this is to stop worrying. The only problem is that you think there was a problem in the first place. I think you're unwittingly affected by the "balanced party" concept (hence my lenghty digression above). So what if you end up with three single target ranged damage dealers (which you probably won't anyway)? You can focus fire to quickly take out key enemies, or play SWAT team and each take out one (weaker) enemy with precision - both helps the team. Take the usual Sorc spells (the likes of Invisibility, Glitterdust, Fly, Teleport) for situations where "hit 'em with a ray" isn't the solution, and you should have enough of a niche in the party.

Sandslice wrote:
Quote:
The GM shouldn't give a damn about party balance, nor should the players themselves. Either it comes organically, or it doesn't.
I don't quite agree with that - or maybe I do with a qualifier. The GM needs to be aware of the party balance in order to create suitable encounters, but not to seek to control that balance.

Party balance is about the PCs not being too different in power/usefulness. You don't help that by enforcing playing one of the strongest classes in the game in a group with three martials. What you're talking about, determining the group's overall power level to adjust encounters, doesn't have anything to do with interfering in the character selection.


Sandslice wrote:
Quote:
The GM shouldn't give a damn about party balance, nor should the players themselves. Either it comes organically, or it doesn't.
I don't quite agree with that - or maybe I do with a qualifier. The GM needs to be aware of the party balance in order to create suitable encounters, but not to seek to control that balance.

I know you don't have WBL for level 3, but 6 average level 3 PCs should be able to overcome a single CR 4 threat as an "average" encounter.

If it's a fight, this means a foe with about a 17 AC, 40 HP, Good save of +7, Poor save(s) of +3, and that hits with a high attack bonus of maybe +8 and dealing around 16 damage on a successful hit with that attack.

The only thing the GM needs to worry about is: can you all hit that AC or overcome those saves about half the time or more? Do the damage based PC attacks reach a threshold of about 6.6 damage per successful attack? Can any one of you survive a single hit from a 16 damage attack, and how much of your party's healing/revitalization resources would the monster's attack, if successful, eat up?

That's it. None of that is based on roles; all of it is based on build.

If you're talking about other, non-enemy related threats, detecting a trap, resolving social encounters, negotiating skill-based challenges such as environmental hazards or tracking enemies can all be resolved by the acquisition and optimization of universal skills which many different PCs can have. These skills can be boosted by spells, class abilities, Class Skill bonuses, Feats, Traits, and so on.

Again... all of those non-enemy threat mitigations are resolved by build, not by role.

If you had a Rogue, a Fighter, a Wizard and a Cleric in the party, but the rogue was unchained and all about DPR with finesse attacks and SA, the fighter was a Str based DPR monster, the wizard optimized around direct ray damage, and the cleric took tons of summoning focus and spells all to get lots of melee combatants on the field, this would be a party mainly devoted to resolving threats in one way: attack.

Their defenses might be a shambles. In social situations they may be falling back on baseline Cha bonuses and Enhanced Diplomacy/Guidance spells. If a trap comes along but the rogue is incapacitated or otherwise too unskilled to disable it, they don't have any backup strategy...

Except damage.

Spotting the trap is a Perception check and it's likely that most PCs put ranks into this skill. If one of the 4 party members spots the trap before it goes off, but they know they can't get past it, the:

Cleric summons a bunch of monsters to set off the trap and soak the effect

Fighter charges attempting to Sunder the trap and soaking the effects themselves

The Wizard tries to blast the trap out of existence from range

My point is the GM's job in crafting encounters is to present threats that mechanically challenge the build of the PCs or intellectually challenge the problem-solving and resource management of the players. None of that has to do with the PCs fitting neatly into prescribed roles for in and out of combat.


Sorry to both; what you describe is pretty much what "the GM should be aware of party balance" sounded like in my head, but it evidently didn't translate well.

And I'm also aware of the difference between the four-class model (fighter/mage/cleric/thief) and the three-role (support/control/damage) model - which led to my initial post.

Derklord wrote:
The essence of all this is to stop worrying. The only problem is that you think there was a problem in the first place. I think you're unwittingly affected by the "balanced party" concept (hence my lenghty digression above).

As this goes on, I'm more and more inclined to agree with this. The other ideas will still definitely be helpful, of course - but it is true that the biggest shift needs to happen in my head. I'll do what I can. (:


Hey, I'm sorry Sandy; I didn't mean to come on too strong in my posts! I hope it didn't read gruff and if it did I apologize.

Ok, so if your GM kinda knows what to plan for in making encounters, and you have a good handle on what it is you WANT to play, what else can we help with?

I personally still like the idea of a "support" character being someone who supplies lots of folks on the battlefield. I know I know... Summon Monster/Nature's Ally spells are Full Round actions. That's why I also like casters that have an Animal Companion, Familiar, or Mount that's helping them/using THEIR actions to fight while the caster is occupied.

I've got a druid in one of my campaigns. He started out building for summoning, took a detour to re-tool and acquire an AC then optimize the warcat, but now that we're level 9 he's back to using Summon Nature's Ally spells about 1/3 of the fights. The druid PC has provided underwater mounts for short jaunts, flankers, amphibious mobs for a swamp fight and even some kami he was able to communicate with and give out Aid Another bonuses to the barbarian and bloodrager.

All the while his warcat was on the frontlines. Having an AC with modest attack bonuses but also Pounce, Bite/Claw x2, a Grab ability AND Rake has been game changing. It's gotten so I've even started factoring the AC in as a 5th PC for the purposes of encounter design!

Anyway, I really hope this went well and you got what you needed Slicey Mc Sandypants. If there's more or better info you're looking for just throw it out there.

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