Phlebas said:Ihaving said that we're going through wands of cure lights like they're going out of fashion
Don't remind me. :\Squire James said:Hmm... I'm rather partial toward a Cleric/Fighter packing a heavy flail. Very effective - but I guess you know that!
I'd dump the rogue for a druid.Mustrum_Ridcully said:In our Shackled City Campaign, we had a Bard, a Fighter, a Ranger (Archery) and later on, a Cleric.
Talk about suboptimal combination. We had going for us: One extra bonus feat, 2 extra class skills and 2 extra skill points. 25 Point Buy.
I played the Fighter, and concentrated on "tactical options" - trip, disarm, grapple, sunder and so on. Trip (with Defensive Throw) proved pretty useful. It was our best chance to keep our enemies from dealing too much damage. Being able to fight unarmed proved useful, too.
I eventually designed a PrC fitting my Fighters combat style:
http://www.gweb.de/ttt/news/news.php?exns=1&xnsmid=7
I think you will fare best with a standard party. Cleric, Rogue, Wizard and Fighter are definitely very useful. If there are more players, I might add in melee or archery focused character and a bard (Bard is best used with many people making attack rolls.)
Rechan said:I get it, I get it, Cleric.
But of the off chance that the Other Guy plays a Cleric - what should I do then?
No, that would make traps to annoying. And I think there were a few of them in Shackled City. And IIRC, it wasn't too undead infested that Rogues wouldn't get enough sneak attack opportunities...Warren Okuma said:I'd dump the rogue for a druid.
I find that a bag of tricks works fine to cover the trap problem, the Druid is more useful in battlefield control, and the Druid still has the diplomacy skill.Mustrum_Ridcully said:No, that would make traps to annoying. And I think there were a few of them in Shackled City. And IIRC, it wasn't too undead infested that Rogues wouldn't get enough sneak attack opportunities...