| Post/Author/DateTime | Post |
|---|---|
| Kudora Kyoji05-28-05, 08:47 PM | Well, the story is tommorrow I'll be playing for the first time in a while (I was the DM, traded off due to burnout). The DM has told us there will be a lot of travel, undead, and ruins but that was all I could get out of him. The party so far is; A human paladin 6, guisarme user, trip/smite monkey Warforged fighter 5/juggernaut 1, specializes in charging and greatswords and last a human paladin 5/fighter 1, general combat/support guy Obviously the choice seems to be cleric, but our DM said there will be something that makes turning difficult or impossible. A rogue could work because ruins generally are trapped, but rogues aren't too effective on undead. Last session I rolled stats of 18 12 15 14 10 13, and I have about 11,000 gold to work with. Any suggestions are welcome. |
| Kintaran05-28-05, 08:51 PM | An 18 with other decent stats is screaming Primary Spellcaster. A cleric looks like a good idea just because of the combat support spells your party can really take advantage of, like prayer, (+1 to hit and damage means a lot more to a party of fighters than a party of mages) and the like. Also, an arcane caster can contribute wonderful things like haste to help them bring down powerful foes faster or area of effect spells to clear fodder away. Haste is good. |
| Flakster05-28-05, 09:23 PM | Yes, haste is good. I agree with Kintaran, go primary spellcaster since there isn't one already. Don't be sucked in by the stereotype that clerics have to do nothing but heal. Take some fun damage spells, kick some ass. |
| Kudora Kyoji05-28-05, 09:28 PM | Yeah, I think that's what I'll do, fill in the caster slot, go cleric, blast some zombies. |
| Draco Strang05-28-05, 10:14 PM | Yeah, I think that's what I'll do, fill in the caster slot, go cleric, blast some zombies. If it's a primarily undead campaign, go cleric and invest in feats that up your turning power. Nothing like making zombies go *kablooie* with nothing but your holy symbol and the power of your deity. |
| PlaidViking05-28-05, 10:17 PM | undead and lotsa travel=need cleric of Fharlanghn |
| Kudora Kyoji05-28-05, 10:17 PM | Well, the main reason I didn't want to go cleric is because the DM said he's using something from Libris Mortis that makes turning very difficult or even impossible. |
| PlaidViking05-28-05, 10:18 PM | even if you don't use cleric for turning, positive energy spells spells still hurt undead |
| Kudora Kyoji05-28-05, 10:22 PM | Yeah, but a couple Cure spells aren't much on a big army of undead. |
| Rabid Dire Wolverine05-28-05, 11:39 PM | Spellcaster all the way, but if you REALLY don't want to, a rogue would be a decent addition to your party. I'm thinking bard is definiely a possibility. |
| Drood05-29-05, 12:23 AM | I'd actually go with Druid in this case. You know he's going to make your turning weak and that is really the only reason I would choose cleric over druid. As a Druid you don't need great physical stats. Go with 10 STR, 12 DEX, 15 CON, 14 INT, 18 WIS, 13 CHA and just stay shifted (as long as you take natural spell). Druids are very cost effective as well because you don't have to worry about buying weapons/armor. In addition to the great magic and shifting, you also get an animal companion of equal HD who can flank monsters for you and protect you while you cast. Traveling as a druid is easy because you can wildshape into something that flies (and use feathers to do the same to your party members). At higher levels you can even transport via plants. Don't overlook the scouting abilities since you can shift into a rat/cat/dog/sparrow/etc and be ignored. If you have to be the only caster, you'll like the versatility you get as a druid. |
| Draco Strang05-29-05, 12:26 AM | Yeah, but a couple Cure spells aren't much on a big army of undead. Yea, until you cast "Mass Cure Critical Wounds" and every undead around feels the burn. |