ErhnamDJ
Barbary Macaque at the Rock of Gibraltar
  
Posts: 197
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« Reply #40 on: July 04, 2009, 02:13:28 AM » |
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When you have a DM that doesn't rely on rolls for diplomacy, and the campaign centers around intrigue and such, the main encounters are all about the players roleplay skill, and characters become mostly irrelevant.
I'd say doing this makes the magic even more powerful. What can a wizard do in this situation? How many hundreds of different ways to gather information does he have? How many ways to influence people with his spells? Compared to a paladin who just has the now-useless Diplomacy skill? Seems like pulling a big piece of taffy, with each end being a tier. The classes only get farther apart.
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juton
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« Reply #41 on: July 04, 2009, 08:02:31 AM » |
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When you have a DM that doesn't rely on rolls for diplomacy, and the campaign centers around intrigue and such, the main encounters are all about the players roleplay skill, and characters become mostly irrelevant.
I'd say doing this makes the magic even more powerful. What can a wizard do in this situation? How many hundreds of different ways to gather information does he have? How many ways to influence people with his spells? Compared to a paladin who just has the now-useless Diplomacy skill? Seems like pulling a big piece of taffy, with each end being a tier. The classes only get farther apart. My experience is that in campaigns like this magic is limited in such a way that everything falls back to RP. The difference is how the DM does this, poorly (by naked fiat) or well (the NPCs have defenses, like Mage's Private Sanctum up). Every class can participate in an intrigue campaign, maybe not equally but on a more equal footing.
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Gr1lledcheese
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« Reply #42 on: July 04, 2009, 10:20:51 AM » |
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Added: Wildshape Variant Ranger, by Ninjarabbit.
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The Optimizationale: by Solo.<br /><br />Arise, ye posters, from ye slumbers!<br />Arise, ye lurkers of the forum!<br />For reason in revolt now thunders<br />A better day shall come!<br />No more falsehood\'s chains shall bind us,<br />Eager masses, arise! Arise!<br />We’ll change henceforth the old consensus<br />And spurn it\'s dust to optimize...
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Sinfire Titan
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« Reply #43 on: July 04, 2009, 11:18:10 AM » |
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The_Mad_Linguist
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« Reply #44 on: July 04, 2009, 11:43:43 AM » |
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You forgot one thing that the factotum has going for it.
Extra. Standard. Actions.ED: 
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« Last Edit: July 04, 2009, 02:48:51 PM by The_Mad_Linguist »
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Sinfire Titan
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« Reply #45 on: July 04, 2009, 11:46:19 AM » |
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You forgot one thing that the factotum has going for it.
Extra. Standard. Actions.
No I didn't: Pros: 7th level SLAs, and up to 5 or 6 6th level spells/day (at the cost of lower level spells). Int to damn near everything in the book. Extra actions/round. Int to AC constantly (that stacks!) at mid-levels. Able to emulate any EX class feature below 15th level from any base class (arguably the most redeeming quality of Factotum 20). Every skill as a class skill. Access to the Sor/Wis list without UMD or PrCs. The list may be short, but it is devastating. There's a reason to take the class over Rogue.
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Keldar
Ring-Tailed Lemur
 
Posts: 20
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« Reply #46 on: July 04, 2009, 12:19:09 PM » |
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I'll add to Crusader: The penultimate Tank class, only Tier 1s and 2s task built exceed it. Even then it has a major advantage in staying power. Cons: Highly melee focused, loosing most of its offense and defensive abilities without a foe to hit in melee. MAD to a lesser degree than many, serviceable with just good STR and CON, it also wants for WIS and CHA to shore up will saves, and DEX to take advantage of it's AoO related abilities. Many class abilities are pure filler. Feat starved due to all but needing Extra Granted Manuver and the highly desirable Stone Power. Pros: Can last all day long. Has the offensive and buffing abilities to make the character a threat unlike some other meat-shield oriented classes. The Crusader can even lend some of its resilience to others when it is ignored, and is basically the only class that can make good use of in combat healing.
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Lycanthromancer
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« Reply #47 on: July 04, 2009, 12:25:35 PM » |
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Factotums do get access to Empower/Maximize/Quicken Spell-Like Ability (as well as any other SLA feats), which you can apply on-the-fly 3/day (each). They don't increase the effective level of your SLAs, and so can be used in tandem.
These are in addition to regular metamagic feats and Spontaneous Metamagic feats that you can apply as normal (since the SLAs also count as regular magic spells for that purpose).
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« Last Edit: July 04, 2009, 12:27:38 PM by Lycanthromancer »
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JaronK
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« Reply #48 on: July 04, 2009, 04:19:42 PM » |
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The following is part of an argument I was having as to which is stronger, the Rogue or the Factotum, and it sums up why the Factotum is T3 pretty nicely (though it doesn't cover everything... their "duplicate class abilities" thing is INSANE).
Here's how combat went the first time a friend of mine picked up a Factotum (never having played before). He was just released from being captured (plot point to get him into the game) and thus had absolutely no gear at all, just the mundane clothes on his back. If he was anything like a Rogue, he should have been unable to fight, but he was thrown directly into combat, and here's what he did, and note that this is an 8th level Tiefling Factotum: First, he made a rediculously high Escape Artist check to get out of his bindings (he was supposed to be just waiting for us to rescue him). Then he sneaks down the hall. Coming around the corner, he saw a bad guy right in front of him at the opening to a courtyard where the rest of the party was battling. So, on his initiative (it was an ongoing battle) he gets a free standard action with his Factotum abilities and Alter Selfs into an Advespa, which he had learned about with a quick google search for "Alter Self Forms." This gives him 5 natural attacks, 7 Natural Armour, and a flight speed. Then he full attacks the bad guy in front of him, getting a little sneak attack in for good measure. Next round, as our party is cleaning up pretty good and the Sorcereress just glitterdusted the guy and an enemy near him, the guy ran, getting away around a corner... but the Factotum just used an extra standard action to get to the corner, then charged him and used sneak attack to finish him off.
Now, this is simply not something a naked Rogue does.
Now, you can call an 8th level character using Alter Self to gain natural AC and natural attacks TO, but since it was used in game, it's clearly not, nor is it even overpowered (it's still light duty Wild Shape). Yes, Wizards using Alter Self at level 3 to get +8 Natural AC for 30 minutes is overpowered. But Factotums can't do that sort of thing until 5, at which point the Druid already has Wild Shape, which is an equivalent ability at level 5 and continues to get far better, outpacing Alter Self dramatically as the levels increase
Meanwhile, there's the old Iajuitsu Focus thing. Yes, OA was updated for 3.5, and yes, Factotums have ALL skills as class skills, including Autohypnosis and IF. The ability to take extra standard actions and, when you need, add your Factotum level to your check once in a while makes this incredibly potent. You can draw a weapon (usually with the eager enchantment if you can get it, since generally speaking Factotums have a better place to spend feats) in the surprise round (gained through hiding, or casting invisibility, or whatever), partial action charge the enemy, and deal IF damage. Then, if you want, use an extra standard action to hit them again. Then, if you win initiative, use an extra standard action to sheath your weapon while you move up to another enemy, then draw it and full attack, dealing IF damage a second time (and if you want to add sneak attack damage, you could do that too). I don't know why some people don't think IF should count... that's exactly what the Factotum's forte is (using any skill he wants). And of course an item that gives Sapphire Nightmare Blade is exceptionally cheap.
And then of course there's the spellcasting. While he has few spells per day and they're way behind a Wizard, he's got four big advantages here.
First and formost, he can gain extra standard actions, and can do it a LOT if he takes the Factotum only feat that, well, he almost certainly will take. Saying that feat doesn't count because it's in a weird place is silly, since the Factotum itself is in a weird place so you're already looking through weird places, and the "weird place" is the Class Chronicals about Factotums anyway. That's not hugely weird. The result is that he can combo spells together, which can be extremely useful.
The second advantage Factotums get with spells is that unlike Wizards, they can use the entire list without needing a spellbook. That means that if a Factotum suddenly realizes he needs spell X, that's exactly what he's going to have ready for the next day... plus he doesn't have to spend tons of his wealth by level on a spellbook. This is huge in games like World's Largest Dungeon, or just games where the situation changes a lot.
And third, he can ignore SR whenever he wants, starting from level 11. Just think about that one for a second. Consider how many spells are balanced by the fact that at least SR can stop them, and then realize that when a Factotum does it, he can ignore that. Cast Spectral Hand and Shivering Touch in the surprise round, touch attack the dragon with it, and ignore his SR for the purpose, which would be his only defense? Sure. And you've even got the Factotum's advantages in sneaking up on him, just stay out of the range of his Blindsense (unless you have Darkstalker of course).
So, another way a Factotum could fight (we've been through two already, turning into a powerful combat form and using Iajuitsu Focus for damage boosting) would be to combo useful spells together. One easy example is Cloudkill with Solid Fog, making a fog of death that enemies can't escape from quickly enough. And remember, you can cast the whole combo in the surprise round if you want. Very nasty. No one ever expects the skillmonkey to pull that move off. And the above mentioned combination of Spectral Hand with any potent touch attack. All this and the ability to ignore SR whenever it suits you is pretty darn incredible.
The important point is that everything I've stated here is just a Factotum with a few Fonts of Inspiration. That's it. I haven't discussed gear other than the side note about using Sapphire Nightmare Blade, or race (though the Advespi thing only works if you're an outsider... that particular character happens to be a Tiefling... but you can use other forms if you're another race). And those were just some examples of what a Factotum can do (I haven't even gone into Turn Undead or his healing abilties or his ability to ignore DR, or his ability to eventually mimic any three Ex class abilities from 15th level characters... how about 10d6 sneak attack, 10d6 sudden strike, and full flurry of blows? Or would you prefer Pounce? You know what else is Ex? A Fighter's Bonus Feats, and you probably just gained 10 of them because you just gained the bonus feats ability of a fighter of your Factotum level. Now, technically spellcasting itself is Ex, but we'll ignore that for now). I haven't gone into his defense either... the ability to simply ignore any damage that would take him to 0 or less hitpoints for 4 Inspiration Points is pretty freaking awesome, as as Int to AC in any armour if he needs it (though his later version of the ability requires light armour). And who doesn't like the ability to add your class level to any save when you want it?
And of course, all of that was just combat. We haven't even gotten started on out of combat.
Out of combat you're much like a Rogue, except that unlike a Rogue you can pump Int without worrying (Rogues have to care about their Dex a lot more if they want to survive, and their poorer defense makes Con that much more critical). This means your higher int will make up for the skill point difference. Then you've got both Int and Dex (and both Int and Str) to skills that require Str or Dex, the ability to add your Factotum level once per day to any skill you've got a point in already, and of course the ability to cast nearly any Wizard/Sorc spell, though admittedly a few spell levels behind the big boys. This can mean scouting an area while Alter Selfed into a Whispergnome or Skulk for better hide and move silently, using Autohypnosis to automatically memorize every detail you see, and then sneaking back. Or just using a divination spell. You've got such spells as Knock and Silence to help out too. And that's just the scouting aspect.
There's a reason Factotums are in Tier 3 in my system, and in fact they're pretty high in Tier 3. They've got so much innate flexibility it's obscene... unexperienced DMs thinking they're weaker could get VERY surprised but how much a Factotum can alter himself to suit a situation perfectly. Put a Factotum in a group with a Rogue and that Rogue ends up looking like dead weight plenty of the time (any time where the situation calls for one skill monkey to do something). And the Fighter? The Factotum can often outclass him too, sometimes dropping whole encounters in the surprise round and start of the first round. And he can do all of it without warning, adapting on the fly to the situation in front of him. Certainly, when I watch the one that's currently grouped with my Dread Necromancer (plus a Sorcerer, Cleric, Swordsage, and Paladin of Tyranny/Hexblade) there's no way he's the weak link.
So yeah, really potent, really flexible class that can REALLY surprise a DM.
JaronK
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Generic_PC
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« Reply #49 on: July 05, 2009, 01:43:17 AM » |
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I've played a Factotum, and it was funny stuff, because one of the other players thought it was stupid to take Font of Inspiration as my only feat. This was a weird mercenary campaign, that almost encouraged infighting, and I had bluffed my way into the leader spot, and was challenged for it. By this player and his 3 rogue buddies. He got really mad when I won initiative and pulled the exact same Cloudkill+Solid Fog trick. Next turn, all his accomplices moved 5' and took max con damage, then I cast Web and basically screwed them.
Factotum is easily one of the highest Tier 3's, because of their ability to outclass any tier 4 or 5 character handily. That factotum went on to swindle a wizard and place the blame directly on the fighters head, because 16 con damage wasn't enough.
I love 'em.
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Witty sayings? Nah, not right now. Currently playing Dwarf Fortress and League of Legends. I really recommend League of Legends.
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Lycanthromancer
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« Reply #50 on: July 05, 2009, 02:09:40 AM » |
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Factotums are awesome.
Don't forget that Initiative is a Dex check, meaning they get Int to that, too...
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Akalsaris
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« Reply #51 on: July 05, 2009, 06:50:08 AM » |
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Well, I'd check with a DM on that one. Personally, I agree that it should apply to Initiative, but I'm not so sure that it's RAI, or it would have been spelled out, especially as initiative is never defined as a Dex check so much as a unique check that includes your Dex bonus.
But yeah, Factotums = awesome. I'd love to play a whisper gnome factotum someday and use knowledge devotion (CC) along with trivial knowledge (RoS), and the gnomish quickblade (RoS) with Iajutsu. It'd be like playing a ninja, only much cooler. Though the Font of Inspiration feat really annoys me - it gets better the more times you take it, but there's so many other feats that I want to take early on, when IPs are especially lacking - and later on in the game its benefits are more lackluster.
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SorO_Lost
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« Reply #52 on: July 05, 2009, 09:16:50 AM » |
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Initiative Checks
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).
If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other.
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Tiers explained in 8 sentences. With examples!Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game. 6: Skill based. Commoner, Expert, Samurai. 5: Mundane warrior. Barbarian, Fighter, Monk. 4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif. 3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage. 2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen. 1: Elitists. Artificer, Cleric, Druid, Wizard. 0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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Gr1lledcheese
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« Reply #53 on: July 05, 2009, 10:48:29 AM » |
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Technical difficulties are preventing me from modifying the post. Technical difficulties in the form of exceeding the maximum amount of characters, and me not being smart enough to make a reserve post or two.  I've contacted a moderator, and hopefully can get it updated shortly.
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The Optimizationale: by Solo.<br /><br />Arise, ye posters, from ye slumbers!<br />Arise, ye lurkers of the forum!<br />For reason in revolt now thunders<br />A better day shall come!<br />No more falsehood\'s chains shall bind us,<br />Eager masses, arise! Arise!<br />We’ll change henceforth the old consensus<br />And spurn it\'s dust to optimize...
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Gr1lledcheese
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« Reply #54 on: July 05, 2009, 10:50:05 AM » |
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*Reserved*
Hopefully I can get this moved up.
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The Optimizationale: by Solo.<br /><br />Arise, ye posters, from ye slumbers!<br />Arise, ye lurkers of the forum!<br />For reason in revolt now thunders<br />A better day shall come!<br />No more falsehood\'s chains shall bind us,<br />Eager masses, arise! Arise!<br />We’ll change henceforth the old consensus<br />And spurn it\'s dust to optimize...
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Lycanthromancer
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« Reply #55 on: July 05, 2009, 01:38:40 PM » |
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Might want to reserve an additional 2 or 3, even.
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woodenbandman
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« Reply #56 on: July 05, 2009, 02:02:42 PM » |
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Ooh, here's one on bards: Pros: Great support outside of core in splatbooks. Feats that benefit multiclassed bards and prestige classes mean that a bard can cover any archetype of character adequately, whether it's Fighter, Tank (though illusionary defenses add up really well), sneak, face, magic user, healer, or buffer. They can even cover two of these roles at once, in many cases. Best at buffing, though (9d6 or however the hell much it is energy damage on each attack the party makes is awesome. Can make a strong case for using TWF if there's no rogue in the party already).
Very decent spell list. Some bard specific spells (Glibness, Hymn of Praise) are awesome and make any party fawn over the thought of a bard. Some spells not limited to bards only (Alter Self, Grease, Haste, Greater Blink, Greater Mirror Image) are extremely awesome anyway.
A great host of alternate class features, including songs that cause debuffs (that one that makes enemies attack each other is nice), the ability to use a fascinate effect with a DC based on a skill check (allowing you to often bypass a lot of hazards such as guards that must be snuck past), along with the ability to instill suggestions to a crowd at high levels, is awesome.
Cons: Inside core, the only real useful feat for a bard is Skill Focus. Maybe the Spring Attack chain. A bard doesn't get enough weapon proficiencies in class to make a very good meleer, the rogue out sneaks them, etc. Not an ideal replacement for any dedicated class, and are thusly relegated to the role of secondary whatever.
Also, their low hit die and medium base attack bonus means that most people will outmatch them in a straight fight.
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« Last Edit: July 05, 2009, 02:19:37 PM by woodenbandman »
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Dictum Mortuum
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« Reply #57 on: July 05, 2009, 04:26:00 PM » |
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Bard:The main problem is that bards are too spread out. They can do several things and contribute to the party, but they don't excel anywhere. Pros: They can buff, heal, speak, UMD, cast, scout, damage, summon. If there are martial characters in the group (or summoners) they're gonna love the bard, even if they don't optimize their inspire courage, as haste and displacement are equally spicy. Bardic music stacking with lingering song ftw. I love how they can cure a stupid amount of HPs using CLWs by chanting that healing hymn. I also love the half-elf substitution levels, especially coupled with deepwyrm half-drow. Actually, now that i think of it, bards have some quality alternative class features available. Take obtain/improved familiar and you have two of a character. A hasted power attacking (through heroics  ) bard who also inspires courage and wields a two handed weapon is scary -_- Also: whip proficiency, hell yeah \m/ i'm goddamn indiana jones baby! Cons: Again, spreading too much is a problem (bard's less stretched than lightning warrior unfortunately). No transmutations make me sad. Most of the songs need to be swapped for alternative ones. You just need inspire courage and inspire greatness (coupled with polymorph, yay!), really. Countersong is probably the worst class feature. Ever. No 7th and above spells (where the party starts). No spot skill is a minor detail, but it bugs me  Last but not least, the biggest con is not being respected by your own party  ("bards? meh! What, are you gonna, like, sing the monsters away?", "Nonono, i was able to hit that monster anyway, didn't need your +WTFOMFGPWND inspire courage mod")
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« Last Edit: July 05, 2009, 04:27:39 PM by Dictum Mortuum »
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Gr1lledcheese
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« Reply #58 on: July 06, 2009, 01:02:35 AM » |
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Still left in this thread:
The binder needs a description (Tier 3 post # 2)
The dread necromancer needs some pros.
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The Optimizationale: by Solo.<br /><br />Arise, ye posters, from ye slumbers!<br />Arise, ye lurkers of the forum!<br />For reason in revolt now thunders<br />A better day shall come!<br />No more falsehood\'s chains shall bind us,<br />Eager masses, arise! Arise!<br />We’ll change henceforth the old consensus<br />And spurn it\'s dust to optimize...
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The_Mad_Linguist
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« Reply #59 on: July 06, 2009, 01:08:49 AM » |
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Dread necromancer: Assuming you have half a brain and take tomb-tainted soul at first level, you get unlimited free out of combat healing. You can pull off the same rainbow servant shenanigans as the warmage, but have less incentive to do so because your class features are better. The familiar you get is actually useful in combat, and you certainly have some good fear stacking synergy with it - plus, you can use it to extend your personal buffs to other party members if you choose the ghostly visage.
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