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Author Topic: Sword & Board Fighter, Heal-Bot Cleric, Blaster Wizard, Sneak Thief.  (Read 2652 times)
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veekie
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« Reply #40 on: May 25, 2011, 10:09:18 AM »

The Necromancer oughta be running no shenanigans as well, I think. As a fair comparison.
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lans
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« Reply #41 on: May 25, 2011, 01:06:43 PM »

I was thinking of usinng dread necromancer, with some undead back up
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« Reply #42 on: May 25, 2011, 03:22:16 PM »

I was thinking of usinng dread necromancer, with some undead back up

One of my player's ran a dread necro for a while in our last campaign, he wasn't very effective killing things himself, but his army (mainly undead dragons of various types) kept the other players alive when they tried to do stupid things, like charge directly into the lair of a demon general  Laugh
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bkdubs123
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« Reply #43 on: May 25, 2011, 04:10:05 PM »

Are you using Divine metamagic just for reach? If so I  would drop those two for Divine Ward, spend 10 minutes on a ritual  to make touch spells have a range of close for the next 24 hours for the warded creature. Spend a turning attempt to do it again in the same 24 hour period. So 2 turning attempts covers your entire party for 24 hours.

Well, I was building the PCs as if the "players" are planning on continuing past 10th level. Still Divine Ward might be more up the RSoP's alley. PHB2, right?
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lans
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« Reply #44 on: May 25, 2011, 10:04:26 PM »

I saw it as strictly better for person in a heal-bot role.

Where does your party look like its falling short?
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bkdubs123
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« Reply #45 on: May 25, 2011, 10:48:28 PM »

I saw it as strictly better for person in a heal-bot role.

Where does your party look like its falling short?

Well, with Divine Ward in place, the party hardly notices the encounters with 12 Shadows, the Cleric and Wizard take care of them in 1~2 rounds, but where they really get trounced is encounters where will saves are important. The first two times the party ran against the Mind Flayers they wiped. Days like, "1) Necromancer, 2) Mind Flayers, 3) Vrock, and 4) Mind Flayers" completely destroy the party with no chance of survival. Days like "1) 12 Shadows, 2) Young Blue, 3) Fire Giant, and 4) Hallway of Traps" are much more manageable, but the Dragon still poses a problem because of the burrow speed (unless everyone is flying).

The party is better off than I expected them to be, but I still have more testing to do.
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lans
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« Reply #46 on: May 26, 2011, 06:31:16 AM »

Does your party have cloaks of resistances? A normal party should have something on the lines of +1-2 on almost everything except for a +2-4 on strength/wisdom/dex or intelligence.
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bkdubs123
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« Reply #47 on: May 26, 2011, 04:04:01 PM »

Yeah, but their will saves are still god-awful except for the Cleric who is nearly immune to Will-dependent effects.
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lans
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« Reply #48 on: May 26, 2011, 10:21:34 PM »

Yeah, my party was fairing a little bit better, as ninjas have a wisdom focus, my warmage wasn't going into the one spell casting prestige class that didn't have a high will save, and paladins have like +3 from divine grace, and a wisdom tertiary.
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