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JUST MAKING CHILI
Feb 14, 2008
I'm less concerned with optimizing it since even a poorly made full caster will outshine all the melee characters in my group. What I'm really looking for is a flavorful and easy entry into the class, from a divine perspective. Our DM is playing and our Ranger is going to take over, the DM will be playing a Sorcerer. We've got no source of divine casting, so I'm working on some character profiles to run by the new DM to help balance out the group. Oh and a Psion for fun because it looks like an awesome class.

I'll be bringing in my new character at the end of this module (two to four more sessions) and depending on how goes we'll be 8th or 9th level. Here's some of the idea's I've worked up so far:

Spirit Shaman who everyone thinks is crazy and always talking to ghosts.
Malconvoker (Cloistered Cleric or Archivist entry) who is obsessed with his pursuit of knowledge and makes deals with literal devils for more power/knowledge.
Divine Oracle (undecided entry) who is a snobbish "prophet" and "always knew this was going to happen" after the fact.
Seer Psion (oddball of the group) for scrying abilities and general blow poo poo uppness.

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Eikre
May 2, 2009

The Mandingo posted:

What I'm really looking for is a flavorful and easy entry into the class

What... What the gently caress do you even mean? Are you taking the piss?

This class has three requirements:

-Eight ranks of Knowledge: Religion
-Skill focus: Knowledge Religion
-Two divination spells.

Was there something in that short list that you suppose we should be using as a thematic hook? Is there something in that list that is giving you difficulty? I mean... Look, just... gently caress, here's a build:

quote:

Father Mandingo
Human [literally any full divine caster] 5
Max ranks in Know Religion. Also skill focus in same.

Character backstory: Father Mandingo is a priest. Due to this, he has read the bible lots of times, and sometimes angels tell him the future.

JUST MAKING CHILI
Feb 14, 2008
Cool. I've never played a cleric, ever. Thanks for the help!

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


The Mandingo posted:

Cool. I've never played a cleric, ever. Thanks for the help!

you do realize the above statement means something entirely different than

The Mandingo posted:

I like the flavor of the Divine Oracle PrC (Complete Divine) but there's not a lot of good information on the internet about it. Anyone have experience with it?

which was then followed by several people telling you that the class is more or less nothing to write home about because it's hard to improve on something that (mostly) requires you to be a full caster in the first place. being a full caster is already the "I win" button, so yeah this PrC might have more or fewer bells and whistles than another, but it's not one of the more popular PrCs that people love to use in their charop stuff.

if you've never played a cleric ever, there's likely gigabytes of information you can read, all about being a 3.X cleric, if you just do some google keystrokes.

edit: and if there's not a lot of good information about a 3.X PrC on the internet, that's pretty much your answer right there. people have typed documents longer than War & Peace dissecting every minute aspect of 3.X, so if something didn't get much attention, it's likely not very useful / impactful. keep in mind, this is only significant if you're a super-duper charop whore. if you just want to make a priest who can tell the future, go hog wild!

Freaking Crumbum fucked around with this message at 19:34 on Sep 6, 2016

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
What is the recharge mechanic for a Crown of the White Ravens?

I put it on for 24 hours, attune to it, I learn Douse the Flames ... and then how often can I use Douse the Flames?
Once per encounter?
Once per day?
Once per encounter but I can use one of the ToB-class options for spending a standard action to recharge it as a prepared maneuver?

JUST MAKING CHILI
Feb 14, 2008
If you take a martial maneuver through the Martial Study feat and you aren't a ToB class with a recharge ability, you can use the maneuver 1/encounter in combat and 1/minute out of combat.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
That's for the feat though. Doesn't the White Raven crown get you maneuver use all by itself?

JUST MAKING CHILI
Feb 14, 2008
I don't think you can learn a recovery method without taking a level of a martial adept class, but then again the Crown's text just says you can use the maneuver, no restrictions given.

Yawgmoth
Sep 10, 2003

This post is cursed!

gradenko_2000 posted:

That's for the feat though. Doesn't the White Raven crown get you maneuver use all by itself?
That's also for the item, and for PrCs, and any other manner of learning martial techs without first taking a class that gives a recharge method. 1/encounter is still drat good.

JUST MAKING CHILI
Feb 14, 2008
Augment Summoning: "Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it."

That will advance hit points, chance to hit, melee damage, saves, and STR/CON skill checks with summoned monsters just the same as with a player character, right?

Roadie
Jun 30, 2013

The Mandingo posted:

Augment Summoning: "Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it."

That will advance hit points, chance to hit, melee damage, saves, and STR/CON skill checks with summoned monsters just the same as with a player character, right?

Yes. Stat out the effects ahead of time for things you plan to summon so that people don't murder you to death for trying to do in the middle of a game session.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

gradenko_2000 posted:

What is the recharge mechanic for a Crown of the White Ravens?

I put it on for 24 hours, attune to it, I learn Douse the Flames ... and then how often can I use Douse the Flames?
Once per encounter?
Once per day?
Once per encounter but I can use one of the ToB-class options for spending a standard action to recharge it as a prepared maneuver?

On page 37 and 38 of the ToB it states that you can normally use each of your readied maneuvers once per encounter. Page 40 goes into more detail. There seems to be no specific exception built into the Crown (although I will note you must still have the maneuver's prerequisites, which means if you don't already have maneuvers you're limited in your selection).

If you do have a ToB class you can recharge using your class-specific method. Again, there doesn't seem to be any exception built into the item.

Pastry Mistakes
Apr 6, 2009

This may sound dumb, but do negative modifiers impact saving throws? I have a -1 Dex mod and was wondering if that will lower my Reflex save or if I just count it as having a 0.

Yawgmoth
Sep 10, 2003

This post is cursed!

Apeshit Sixfingers posted:

This may sound dumb, but do negative modifiers impact saving throws? I have a -1 Dex mod and was wondering if that will lower my Reflex save or if I just count it as having a 0.

Yes, you apply whatever the modifier is whether it's a bonus or penalty. The only exception is if you have a non-stat, e.g. if you're undead you add/subtract 0 to your fort save despite not having a con score.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Is there a point to the Aristocrat class, mechanically speaking?

The Commoner is the bad-at-everything NPC

The Warrior is the full BAB fighting class, sans the Fighter's bonus feats and a small Hit Die

The Adept is the spellcaster class, with a very limited spell list and spell progression that only goes up to spell level 5

The Expert is the skill-monkey class, since it has the most skill points out of the NPC classes (but not as many as the Rogue) and can designate any ten skills to be class skills. It still doesn't have the trapfinding, evasion and sneak attack abilities of an actual Rogue.

Which leaves us with the Aristocrat as having the same 3/4'ths BAB as the Expert, same save progression, but less skill points and a set class skill list. The only other difference is that its hit die is larger.

So while there are narrative reasons to use it, there's no point in being an Aristocrat beyond that, yes? (and setting aside UA's generic classes)

Nihilarian
Oct 2, 2013


There's no point to any of the NPC classes. I guess Adept might see some use in low power/low magic campaigns? Everything else is outclassed.

The Aristocrat does get proficiency with all martial weapons, armor and shields, though. It's supposed to be the midpoint between Warrior and Expert, I suppose.

Nihilarian fucked around with this message at 04:34 on Sep 18, 2016

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

gradenko_2000 posted:

Is there a point to the Aristocrat class, mechanically speaking?

The Commoner is the bad-at-everything NPC

The Warrior is the full BAB fighting class, sans the Fighter's bonus feats and a small Hit Die

The Adept is the spellcaster class, with a very limited spell list and spell progression that only goes up to spell level 5

The Expert is the skill-monkey class, since it has the most skill points out of the NPC classes (but not as many as the Rogue) and can designate any ten skills to be class skills. It still doesn't have the trapfinding, evasion and sneak attack abilities of an actual Rogue.

Which leaves us with the Aristocrat as having the same 3/4'ths BAB as the Expert, same save progression, but less skill points and a set class skill list. The only other difference is that its hit die is larger.

So while there are narrative reasons to use it, there's no point in being an Aristocrat beyond that, yes? (and setting aside UA's generic classes)

It's got the highest starting gold value of any class!

Pastry Mistakes
Apr 6, 2009

So summoned creatures typically go immediately after your turn. On the following turn, could you switch the order of attack of summons with your character? Say if you summoned two apes, could you have the apes go before your PC for tactical advantage?

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

gradenko_2000 posted:

The Warrior is the full BAB fighting class, sans the Fighter's bonus feats and a small Hit Die

Out of curiousity (and since I don't have these materials handy) which Hit Die does the Warrior use?

Nihilarian
Oct 2, 2013


P.d0t posted:

Out of curiousity (and since I don't have these materials handy) which Hit Die does the Warrior use?
D8

Madmarker
Jan 7, 2007

Nihilarian posted:

There's no point to any of the NPC classes. I guess Adept might see some use in low power/low magic campaigns? Everything else is outclassed.

The Aristocrat does get proficiency with all martial weapons, armor and shields, though. It's supposed to be the midpoint between Warrior and Expert, I suppose.

Commoner with Chicken infested is always good for a first level if you want to break the game by making infinite chickens.

hangedman1984
Jul 25, 2012

Apeshit Sixfingers posted:

So summoned creatures typically go immediately after your turn. On the following turn, could you switch the order of attack of summons with your character? Say if you summoned two apes, could you have the apes go before your PC for tactical advantage?

Just "hold your turn" until after the apes go.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

P.d0t posted:

Out of curiousity (and since I don't have these materials handy) which Hit Die does the Warrior use?

The Warrior NPC class uses a d8

The core PHB Fighter uses a d10

Unearthed Arcana's generic Warrior class uses a d10. One quirk I did recently pick up on this class specifically is that apparently you can pick any feat for their Bonus Feat rather than just Fighter/Combat feats, but I'm sure that's far less exciting than I imagine it would be.

Yawgmoth
Sep 10, 2003

This post is cursed!

gradenko_2000 posted:

One quirk I did recently pick up on this class specifically is that apparently you can pick any feat for their Bonus Feat rather than just Fighter/Combat feats, but I'm sure that's far less exciting than I imagine it would be.
It's pretty loving amazing if you're in a gestalt game. :v:

But yeah getting a huge bucket of feats and nothing else is pretty lackluster.

Madmarker
Jan 7, 2007

So the campaign I'm in is the Shackled City adventure path, and dear lord, the erinyes fight almost TPK'd us.


So we are a 4 player party...but in order to beef up our overall power level we are all gestalted.

Our party is well

Me-Human-Cleric|Crusader (I Persist Buffs on myself and smash)
A Gnome-Wizard|Factotum (Conjuration Master Specialist)
A Half-elf Druid|Ranger (least experienced player, has used their wild shape ability exactly once, prefers to have her pet attack and shoot arrows from afar)
and a Human Binder|something ( I really don't know what)

spoiled for people who may be in this campaign or may want to play it at some point

So we walk into the room with the big statue of Blibdoolpoolp with 4 of her clerics praising her and some Kua-Toan Rogues. The room is multi tiered. I am Law Neutral Cleric with Tomb-Tainted Soul and can spontaneously cast inflict spells. I am doing DMM Persist and currently have Divine Power, Lesser Holy Transformation on myself and Blessing of the Righteous on the party. I had thought we were going to fight a chromatic dragon, due to events before we got there, so I had readied Mass Energy Resist. Upon my initiative I cast Mass Energy Resist, Electricity on the party and then fly over to the Kua-Toan Clerics, taking a few pot shots from the Rogues above me that glance off my armor. I land in squares so I threaten all 4 of the clerics.

Our Wizard then casts Evard's Black Tentacles on the Clerics. From there it was a bit of a slog, the Binder/druid took on the rogues and the Wizard Summoned some creature to help the binder and Druid while I beat up on the clerics. I eventually had to cast Heroism on myself (thank you Pride Domain) in order to hit the clerics because of their high AC, even though they were grappled. But after a couple rounds we had eliminated the threats and began stripping the bodies to take them back to my Skeletal Deinonychi that we are using as porters.

Then all of a sudden, BOOM, out pops The Erinyes. My character attempted to talk with her, but was met only with an insult and flaming arrows. So then for the next 10 rounds or so, I was charging around the map trying to hit her, and failing miserably rollings 1's and 3's on my attack die while she made full attacks on everyone in the party with her flaming arrows. The wizard attempts to debuff her with Glitterdust, and fails. Eventually we get her underneath a platform, and everyone in the party is heavily injured, the wizard casts web.....boom, she's stuck. I remember crowing excitedly, Her turn next and Bamf, she's gone. We all fail our spellcraft checks, so we have no idea of what the hell just happened. So after about a minute, we begin moving the bodies and trying to get out of the room so we can rest inside a rope trick. We figure that her summoned duration most of let off, when again, as if from nowhere she pops out and unleashes a full attack on the druid, making her fall over. My character rushes in and is able to hit the Erinyes with a Revitalizing strike, allowing me to heal the downed druid. She pops away again. At this point, we notice the doors, and hear a click behind a door beside the statute of Blibdoolpoolp. I fly down and ready to use Mountain Hammer on the next thing that opens the door. In the next moment the door opens, and it is a Cleric in much more ornate armor than the other Kua-Toans with a strange pincer weapon. MY mountain Hammer goes down and hits for a large chunk of damage. At this point our wizard is out of spells for the day, and I am practically out of all my spell slots except for 2 level 2 spells. We try fighting for longer, and I am able to do some more damage to the Erinyes before she disappears and the enemy cleric disappears into the back room. The druid's fleshraker and myself go to enter the room, at which point I am hit with a dispel magic. I lose my Blessing of the Righteous, my Divine Power, my Energy Resistance and Heroism buffs. However, I still have my holy transformation, lesser up. The cleric is able to get a good portion of the party with an Unholy Blight, which knocked out our binder and nearly knocked out our Wizard. Since I am neutral the unholy blight did less damage, and I succeed on my will save. Unable to fight back in hand to hand at this point, and needing cover, I used my cloak of arachnidia to cast web, trapping the opposing cleric and making it very difficult for him to cast or attack. OUr wizard responded in kind by using the last spell on his list a cloud of bewilderment, which somehow the Erinyes did not manage to save against. I am able to get to the Erinyes while she was nauseated and deliver a killing blow by rolling near max damage on a mountain hammer (the erinyes had to land to get a shot off on us). At this point we still had the cleric to deal with, but our druids Fleshraker had waded into the webbing and was directly in front of him, preventing him from using his reach weapon to attack, however, he was a fanatic and we had to beat him down.



At this point we called it for the night, as the fight had taken a good 2.5-3 hrs of irl time. I finished the fight with no spells other than lvl 0s lefts, as did the Wizard. The druid had used some of her spells, but was mostly tapped out, and couldn't hit the broad side of a barn with her bow in this fight. The binder had been useful, as he had taken on a vestige that let him call down lighting at will. It was an awesome fight, and I can't wait to see where the campaign goes from here.


Oh and after this fight our DM informed us we had just reached level 8.

Madmarker fucked around with this message at 15:51 on Sep 20, 2016

JUST MAKING CHILI
Feb 14, 2008
I understand the math behind this, but wanted to get HOT TAEKS from everyone on something -

DM says that for my summoner heavy build I can either take the average HP from my summoned monster stat blocks, or roll it every time. This is with augment summoning, so I'll add 2 HP per HD from the increased CON score.

Which would you take?

fool of sound
Oct 10, 2012
Take the stat block value and add 2xHD so you Dm doesn't murder you

Nihilarian
Oct 2, 2013


Dear god, take the average, the alternative would be a huge pain in the rear end.

Madmarker
Jan 7, 2007

The Mandingo posted:

I understand the math behind this, but wanted to get HOT TAEKS from everyone on something -

DM says that for my summoner heavy build I can either take the average HP from my summoned monster stat blocks, or roll it every time. This is with augment summoning, so I'll add 2 HP per HD from the increased CON score.

Which would you take?

Stat Block man.....As a PC I would murder you if you did random hp for your summoned monsters every drat time.

Yawgmoth
Sep 10, 2003

This post is cursed!

The Mandingo posted:

I understand the math behind this, but wanted to get HOT TAEKS from everyone on something -

DM says that for my summoner heavy build I can either take the average HP from my summoned monster stat blocks, or roll it every time. This is with augment summoning, so I'll add 2 HP per HD from the increased CON score.

Which would you take?
Rolling it every time will not only be a goatse-level pain in the rear end but will also leave you with less useful summons half the time. Murphy's Law dictates that it will be the "boss encounter" half as well.

You're already rolling more than the rest of the party combined, why in god's name would you want to add yet more rolls to that?

Nihilarian
Oct 2, 2013


If you are playing a summoner, you should be aiming to streamline the process as much as possible.

OutsideAngel
May 4, 2008
Roll HP for all your summons in ONE encounter just to illustrate to the DM how bad an idea it is.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I think I might have asked this before, but anyone have any experience using the injury/wound-track variant rules?

Pastry Mistakes
Apr 6, 2009

Necromantic cleric, any recommended feats that aren't obvious?

Madmarker
Jan 7, 2007

Apeshit Sixfingers posted:

Necromantic cleric, any recommended feats that aren't obvious?

Tomb-Tainted Soul lets you heal yourself with inflict spells. So you can spontaneously heal yourself or hurt your enemies. Other than that, are you going to be doing a lot of re-animating the dead?...if so you might want to look at the corpsecrafter feats. Undead Leadership is also a cool one, depending on how your DM handles the leadership feat you can get some powerful allies.

JUST MAKING CHILI
Feb 14, 2008
Lord of the Uttercold seems like fun for a necromancer.

Pastry Mistakes
Apr 6, 2009

Yeah, the corpse crafter line is decent, and the uttercold feat is required for a few specific builds. I like fel conspiracy for flavor/tactics, and fel animate if you can get it to work. Seems though that you can't create a viable build focusing solely around animate dead at higher levels though. For my current character I just want to build humongous gently caress off mindless skeletons and zombies, and the current HD caps really limit what can be resurrected.

Might just have to homebrew something.

Pastry Mistakes fucked around with this message at 21:19 on Sep 23, 2016

Name Change
Oct 9, 2005


Apeshit Sixfingers posted:

Necromantic cleric, any recommended feats that aren't obvious?

I think Libris Mortis has ways to change out your turn undead attempts for weird stuff, and I don't think it's paladin-specific.

JUST MAKING CHILI
Feb 14, 2008
What's everyone's favorite mass party buffs and battlefield control spells? Can be anything on any divine caster list, and up to 5th level spell slots.

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Bouquet
Jul 14, 2001

The Mandingo posted:

What's everyone's favorite mass party buffs and battlefield control spells? Can be anything on any divine caster list, and up to 5th level spell slots.

Still working on this, but figured I'd post what I've got in case it takes a while to get back to it. I'm all the way through Cleric spells, although I was not paying close attention to Cleric battlefield control along the way.

Mass Buffs

Always Relevant
pre:
Mass Conviction		Cleric 3		**	Morale bonus to saves
Haste			Time 3 Celerity 4		Go fast/attack an extra time
Recitation		Cleric 4 Purification 3		Luck bonus to saves/attacks/AC
Mass Shield of Faith	Cleric 4		**	Deflection bonus to AC
Frequently Relevant
pre:
Blessing of the Righteous	Cleric 4	*	Holy weapons for everyone
Mass Camouflage			Druid 2		*	+10 circumstance to Hide
Magic Circle Against Evil	Cleric 3	*	Hedge out summons, AC bonus
Mass Resist Energy		Cleric 3	**	Scaling resistance to energy
Mass Snake's Swiftness		Druid 2		*	Everyone gets to attack again once
Rarely Relevant but a Big Deal When it Is
pre:
Mass Align Weapon	Cleric 3		*	vs. various annoying damage reduction
Antidragon Aura		Cleric 3		**	vs. dragons
Antiplant Shell		Druid 4			**	vs. plants
Aura of Evasion		Cleric 5		*	vs. breath weapons
Blessed Aim		Cleric 1		*	Mass combat
Mass Burrow		Ranger 3, Druid 4		Get into almost anywhere
Cloak of Bravery	Paladin 2, Cleric 3	**	vs. fear
Mass Darkvision		Ranger 4			vs. darkness
Hide from Animals	Druid 1			**	vs. animals
Hide from Undead	Cleric 1		**	vs. undead
Iron Silence		Cleric 2			Sneaking with heavy armor
Legion's Magic Weapon	Cleric 2			Mass combat
Pass Without Trace	Druid 1				vs. tracking
Mass Snowshoes		Cleric 3			Traveling on snow
Soldiers of Sanctity	Cleric 3		**	vs. Undead
Mass Swim		Druid 4				Swimming
Waste Strider		Druid 1				Desert and waste movement
* Make excellent scrolls/wands, as Caster Level has no or a very minor impact on effectiveness.
** Decent scrolls/wands; Caster Level is useful but the base CL is still useful.

Noteworthy Single Target Buffs
pre:
Body/Soul Ward		Cleric/Druid 2		vs. ability damage
Cloak of Shade		Cleric/Druid 1		vs. sun/heat exposure
Cloak of the Sea	Druid 5		**	vs. most underwater penalties
Dawn Shroud 		Cleric 5		vs. hordes of oozes/undead. (Plenty of anti-undead stuff but not that many anti-ooze tools)
Devil's Eye		Cleric 3		vs. magical darkness
Earthen Grace		Druid 2		**	vs. natural earth/stone weapons, elementals, etc
Earthfast		Druid 2		**	Buff your castle
Ease of Breath		Cleric/Druid 1	**	vs. altitude sickness
Ebon Eyes		Cleric 1	**	vs. magical darkness
Endure Elements		Everything 1	*	vs. hot/cold environment (24 hour duration, excellent Eternal Wand candidate if your DM cares about travel/weather conditions)
Eyes of the Avoral	Everything 1	**	Racial Spot bonus
Freedom of Breath	Cleric/Druid 2	**	vs. suffocation
Gaze Screen		Cleric/Druid 2	**	vs. gaze weapons
Grace			Cleric 3		Swift action, sacred bonus to Dex, untyped bonus to speed, good-aligned weapons
Investiture of the Bearded, Chain, Harvester, Orthon, and Steel Devil
		Evil Cleric various levels	Various useful buffs for melee
Ironguts		Everything 1		+5 alchemical to saves vs. poison
Kuo-Toa Skin		Druid 1		**	vs. natural/magical webs, Escape Artist bonus
Life's Grace		Cleric 5		vs. all annoying undead abilities
Master's Touch		Cleric 2		Immediate action to give insight bonus to any skill check
Nightshield		Cleric 1		vs. magic missile specialist
Owl's Insight		Druid 5		**	Insight bonus to Wisdom
Prot fm Winged Flyers	Cleric 1		vs. neutral or multiple alignment group of flyers
Reachwalker's Wariness	Druid 2		**	vs. invisible abberations
Resounding Voice	Cleric 2		Make your bard's song affect the entire mass battle
Rock Catch		Cleric 2		vs. giants/catapults
Scent			Rgr 1 Drd 2	**	Grants Scent
Sea Legs		Cleric 1		vs. sloped surfaces and slightly slippery conditions, ship's decks
Sheltered Vitality	Cleric/Druid 4	**	Immunity to fatigue, exhaustion, and ability damage or ability drain regardless of the source.
Snowsight		Druid 1		**	vs. winter-related vision problems
Spiderskin		Druid 3		**	Enh to natural AC, racial to Hide/poison saves
Stalwart Pact		Cleric 5	**	Permanent until triggered
Tern's Persistance	Rgr 1 Drd 2	*	Travel longer each day
Trans. of the Deeps	Druid 5		**	Explore the Marianas Trench
Traveler's Mount	Druid 1			Long distance mounted travel
Walk Mountain's Path	Druid 3		**	Climbing/jumping/balancing
Battlefield Control
pre:
Blockade (Druid 1)
Entangle (Druid 1)
Haboob
Spike Stones (Druid 4) *
Vortex of Teeth (Druid 4) * This is my favorite spell in D&D. It is only good in very limited circumstances though.
Zone of Revelation (Cleric 5)

Bouquet fucked around with this message at 21:02 on Oct 3, 2016

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