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OOC 3.5 Savage Tide


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Well considering that most party roles are best covered by casters:

1. Primary healer - caster
2. Primary buffer - caster
3. Primary disabler/battlefield control - caster
4. Primary debuffer - caster
5. Primary AOE - caster (but useless at later levels)
6. Primary save-or-die - caster
7. Primary utility (scrying, flight, teleportation, identification, crafting) - caster
8. Primary meatsield - tie between BSF (big stupid fighter) or summoner caster
9. Primery skillmonkey - could be a dedicated rogue type char or something with cater levels
10. Primary melee damage - sort of useless, but tie between melee char with ToB and a buffed up Cleric or a buffed up Gish.
 

Using the list to show competence (and incompetence) of my character:

1. Primary healer - summon something with healing SLA
2. Primary buffer - :(
3. Primary disabler/battlefield control - enough devils can control a battlefield, some can cast nice wall, too.
4. Primary debuffer - (got only dispel magic)
5. Primary AOE - summon something with AOE
6. Primary save-or-die - :(
7. Primary utility (scrying, flight, teleportation, identification, crafting) - demons / devils can carry and teleport others
8. Primary meatsield - "summoner caster" :D
9. Primery skillmonkey - :(, only for bluff.
10. Primary melee damage - some interesting choices on the summoning list.
 

Think of my character as less mage (though every ability he has is Supernatural). All my abilities can change on a whim, more or less, and I'm set up to do anything. So my character can work on the front fighting, call lightning from the sky, use a save-or-die ability, make a mounted charge... The point of my Binder is variety. :)
 

My character is going to be focused on two shticks - mass healing (via feats from Complete Divine and Complete Mage) and ranged combat (via my Eldritch Blast). I can wear light armor and use all simple weapons, plus rapier and short sword (and hand crossbow), so I won't be adverse to stepping up if needs be; my low-ish HP (8d6+4d8) means I won't be taking on Big Bads in melee but may be able to help with multiple weaker foes.

Feats I've chosen?
Touch of Healing (reserve feat): I can auto-heal everyone up to half their HP for free outside of combat.
Sacred Healing: gives everyone fast healing 3 for a bunch of rounds with a Turn (Turn Undead) burn.
Extra Turning: more Turn burnin'
Reach Spell: cast healing and other touch spells on anyone within 30' without needing to touch them.
Precise Shot: no -4 for shooting into melee for me (even with Touch attacks, -4 is gross; I get Point Blank Shot for free with the Elf domain).

And, as I mentioned before, I can Turn burn to convert my EB into a 5d6 healing ray.

Comments, suggestions?
 
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Seems pretty good to me. I can also do a little healing support if I swap vestiges to Buer (1d8+10 every 5 rounds). I'd prefer to do that when we're winding down each day, but it is a possibility.

You might want to look at Divine Ward, also (from PHB2). Burn a Turn to cast the spell at range, rather than upping the level.
 


Ah, but we do. There is never a reason not to have a Druid. We seem to be low on front-liners, and a Druid could do that masterfully.

Also, I can't help but think of this 8-person group as two teams of 4. 3e has warped my world view, but their modules are warped by the same world view.

I've always like the idea of a Warforged Druid as a Master of Many forms... he's a Robot In Disguise! :)
 
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I agree HB, two 4 person groups would work out better, now that I think about it, if you guys want to divide into groups yourselves that would be great, or I can split you myself.
 

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