pawsplay
Hero
Any plan that involves provoking additional attacks of opportunity in order to cast spells cannot be a good one.
I agree.
Any plan that involves provoking additional attacks of opportunity in order to cast spells cannot be a good one.
The melee options feel unexciting. The most interesting I could come up with is a human Ranger 3 / Fighter 1 / Barbarian 1 / Horizon Walker 1, with the plan to take HW up to 6 for dimension door. Good skills for a nautical campaign (Profession Sailor, Survival, Knowledge Geography). Add Leadership and he's a captain.
Druid has a great feel with wild shape aquatic forms (giant octopus at level 8 for lots of grappling actions). Probably go the Spell Focus: Conjuration, Augment Summoning and Natural Spell route, though I've been tempted to go 1 Monk/5 Druid for Improved Grapple, Flurry of Blows and +AC since wilding clasp is not permitted.
You have no idea.I will buck the trend. At level 6 the quadratic wizard does not yet outpace the linear warrior.
You have no idea.
12th or 13th level.How high level do you expect the campaign to get?
Yo StreamOfTheSky, I'm really happy for you, I'm going to let you finish, but wizards are more powerful than fighters at level 6.Nah, I agree with him. IME, level 6 they're just starting to pull even. They get some save or lose spells before then, but the enemies usually seem to make the save, and a lot of people might find it less satisfying to win like that. Aside from those big moments, before level 6 you often don't have enough spells to cast all day, do equal or less damage than the fighters, and do not yet have the money to spend on utility spells to make the rogue feel worthless.