DreadArchon
First Post
Y'know, even with a "free" +2 Cha, I'd still play a Human or Star Elf Sorc or Bard over a Half-Elf in most point buy situations.
You hit it with Wild Empathy. It's a darn useful class feature.Thondor said:How does the Ranger benefit? his spellcasting is Wis not Cha and I don't see anything else . . . wild empathy but that's just like any other skill.
Brazeku said:Charisma benefits: sorcerors, bards and paladins strongly; clerics, rangers and rogues weakly, everyone else not much at all
Quartz said:Umm... You should put Clerics in the Strongly column for Turn Undead, and Cha is good for everyone where the Leadership feat is concerned. And, of course, it's a prime stat for confidence-based rogues. And the Knight's abilities work off Cha.
That's silly. +2 Int would give you extra skill points to put into Diplomacy. I'd be more inclined towards +1 per two levels than a I would a single +1 ever--and that's assuming that I didn't just decide to put the points elsewhere, which I probably would, making it even more useful (as compared to +2 Cha). Or, hey, do both--2 points in Diplomacy at level 1, immediately making Int better than Cha here, and that bonus skill point elsewhere at future levels.Quartz said:You hit it with Wild Empathy. It's a darn useful class feature.
Rystil Arden said:Gnomes are size small. That is enough of a penalty that I would say they are not clearly the best illusionists.
Or sometimes, you are the group's ranged combat expert and you are jumped by a flying Grell, or attacked from above by a Choker (with Quickness for extra death goodness) or an Assassin Vine, or pulled underwater by a tentacled creature that lives underwater, or otherwise attacked by something that isn't easily accessible to the rest of the party. Most typical groups tend not to have an archery fan (some do, but more than half don't), in which case the grappled caster tends to be the ranged specialist, and at the lowest levels, that means everyone else has at most a longbow and a crossbow if you're lucky. I have seen this happen. There's nothing more frustrating than being grappled by a flying Grell in the air while the 16 Strength (20 in Rage) 12 Dex Barbarian tries her best to shoot 1d8 arrows instead of 2d6+7 Greatsword attacks, the Rogue can't even think about Sneak Attacks out of 30 feet, and the Cleric can't get up there to heal you and didn't buy a ranged weapon because he splurged on the best armour he could find.Old Gumphrey said:LOL!!!
Wow, no seriously, I laughed really hard when I saw that. Honestly if you're a gnome illusionist and you get grappled, it's your fault. Why the hell don't you look like a buff human dude with a bow, or maybe a full-plated dwarf? That's deterrant enough right there. Plus why is your party just standing around letting you get grappled? Sounds like a group/tactics problem a lot more than an actual penalty. Any time I send grapplers after a spellcaster, that grappler dies with pain 1-2 rounds later because the party understands that the grappler loses his dex bonus to AC against them. Rogues full attack sneak attack. Warriors beat them down, or grapple them back. Etc.
"Here is free attack bonus and AC. Your penalty is more hit points, +1 illusion DCs, less strength, and low grapple checks. Now your staff only does 1d4-2."
*chuckle*
Most typical groups tend not to have an archery fan (some do, but more than half don't)
hunthunthunthunthunthuntEATEATEATEATEATEATEAT
As for swallow whole...if I'm a purple worm, I'm going to eat the biggest thing in a party, not the smallest. When my thought process goes something like
-Freedom of Movement, Dimension Door/Teleport (this option effectively makes you immune to grappling)
-Prepare Stilled spells and use Eschew Materials--this combo borders on broken when using a sorcerer, grappling means nothing to you except some damage
-Take ranks in Escape Artist
-Enlarge Person
-Wide variety of illusion spells that will make you appear as though you are large and powerful and not small and tasty
-Carry the material components for Suggestion in your hand at all times (only works on things with a language)