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8th Level Druid
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<blockquote data-quote="Jack Simth" data-source="post: 4497654" data-attributes="member: 29252"><p>Trick:</p><p>You don't min/max <em>your character</em>, you min/max <em>your party</em>.</p><p></p><p>If you can be a melee machine... you're one character (two, as a Druid).</p><p></p><p>If you can make the party Rogue match up in melee with a "normal" fighter, while getting the Fighter up a few notches, and giving the Wizard a lot more survivability ... you're doing more as a coherent party than you are as a well-built individual.</p><p></p><p>For instance... suppose you blow most of that 27k on Nightsticks (Libris Mortis, 7.5k each - three of them cost 22,500 gp - rest (4,500) goes into masterwork fullplate (1,650), a masterwork heavy steel shield (170 gp), ). You play a human cleric, take two flaws; you're feats look like:</p><p>1) Extend Spell, Persistent Spell, Divine Metamagic(Persistent Spell), Extra Turning</p><p>3) Extra Turning</p><p>6) Extra Turning</p><p>Note: If you can get the Planning and Undeath domains, you get two more Extra Turnings in (Planning gives you Extend Spell as a Domain Power, freeing up that slot, while Undeath gives you Extra Turning as a bonus feat).</p><p>You now have 27 turning attempts with a Charisma of 10 (35, if you can squeeze in both domains). Casting Eagle's Splendor on yourself gets you up to 29 (or 37, for eight minutes), enough for four (five) uses of Divine Metamagic(Persistent Spell).</p><p></p><p>Now it's just an exercise in going through the Spell Compendium and picking out the spells that meet the following criteria:</p><p>1) Qualify for Persistent Spell</p><p>2) Affect the entire party</p><p>3) Are useful</p><p></p><p>My personal recommendations:</p><p>1) Mass Lesser Vigor (Cleric-3, Spell Compendium; Fast Healing 1 for the entire party all day - now nobody needs to stop and get wands of Cure Light Wounds)</p><p>2) Recitation (Cleric-4, spell Compendium; +2 Luck to attack rolls, saving throws, and AC; +3, if they worship the same diety as you)</p><p>3) Elation (Cleric-2, Book of Exalted Deeds; +2 Morale to Strength, Dex, and +5 foot speed)</p><p>4) Bless (Cleric-1, PHB; +1 Morale to Attack rolls and saves vs. Fear) (trade for Rightreous Wrath of the Faithful at 9th - Spell Compendium, 5th level, +3 Morale on Melee attack and damage rolls, +1 attack on a full attack [which doesn't stack with similar stuff, such as haste]).</p><p>(5) Divine Power)</p><p></p><p>Now, what's that get?</p><p>Assuming everyone follows the same god you do (Collusion in character creation), that means....</p><p>Fast Healing 1</p><p>+3 Luck to AC, Attack, saves</p><p>+2 Morale to Strength, Dex (+1 Attack/damage, +1 AC, +1 Reflex saves)</p><p>+1 Attack (Morale), +1 Will saves. vs. Fear (+3 Morale to attack/damage at 9th)</p><p></p><p>You've put everyone at +5 to their attack rolls, +4 to their AC, +3 to most saves (and +4 to some), and +1 damage. Plus they've got Fast Healing 1 so they can keep it up all day, with just a few minutes rest between encounters. With this set of buffs, the party WIZARD will hit nearly as often as a Fighter without this set of buffs. At 9th, that goes up to +7 on their attack rolls, +4 to their AC, +3 to most saves, and +4 damage. The Wizard-9 has a BAB of +4 and one attack; the Fighter-9 has a BAB of 9 and two attacks ... and they still get Fast Healing 1. </p><p></p><p>Mind you, this works a lot better in a party of multiple clerics pulling the same thing - each takes one or two of the spells, and everyone also Persists Divine Favor (luck to attack overlaps, but the bonus to damage stacks) and Divine Power. If you've got enough clerics that each only needs to take one of the above spells, they all drop an Extra Turning for Power Attack.</p><p></p><p>You also make use of the hour/level buffs a cleric can get - Greater Magic Weapon and Magic Vestments (they're +2 Enhancement, at this level), of course (or have the Wizard take Greater Magic Weapon, and you just deal with the Magic Vestments). </p><p></p><p>Hmm... Two Clerics, a Rogue, and Wizard would do quite well.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4497654, member: 29252"] Trick: You don't min/max [i]your character[/i], you min/max [i]your party[/i]. If you can be a melee machine... you're one character (two, as a Druid). If you can make the party Rogue match up in melee with a "normal" fighter, while getting the Fighter up a few notches, and giving the Wizard a lot more survivability ... you're doing more as a coherent party than you are as a well-built individual. For instance... suppose you blow most of that 27k on Nightsticks (Libris Mortis, 7.5k each - three of them cost 22,500 gp - rest (4,500) goes into masterwork fullplate (1,650), a masterwork heavy steel shield (170 gp), ). You play a human cleric, take two flaws; you're feats look like: 1) Extend Spell, Persistent Spell, Divine Metamagic(Persistent Spell), Extra Turning 3) Extra Turning 6) Extra Turning Note: If you can get the Planning and Undeath domains, you get two more Extra Turnings in (Planning gives you Extend Spell as a Domain Power, freeing up that slot, while Undeath gives you Extra Turning as a bonus feat). You now have 27 turning attempts with a Charisma of 10 (35, if you can squeeze in both domains). Casting Eagle's Splendor on yourself gets you up to 29 (or 37, for eight minutes), enough for four (five) uses of Divine Metamagic(Persistent Spell). Now it's just an exercise in going through the Spell Compendium and picking out the spells that meet the following criteria: 1) Qualify for Persistent Spell 2) Affect the entire party 3) Are useful My personal recommendations: 1) Mass Lesser Vigor (Cleric-3, Spell Compendium; Fast Healing 1 for the entire party all day - now nobody needs to stop and get wands of Cure Light Wounds) 2) Recitation (Cleric-4, spell Compendium; +2 Luck to attack rolls, saving throws, and AC; +3, if they worship the same diety as you) 3) Elation (Cleric-2, Book of Exalted Deeds; +2 Morale to Strength, Dex, and +5 foot speed) 4) Bless (Cleric-1, PHB; +1 Morale to Attack rolls and saves vs. Fear) (trade for Rightreous Wrath of the Faithful at 9th - Spell Compendium, 5th level, +3 Morale on Melee attack and damage rolls, +1 attack on a full attack [which doesn't stack with similar stuff, such as haste]). (5) Divine Power) Now, what's that get? Assuming everyone follows the same god you do (Collusion in character creation), that means.... Fast Healing 1 +3 Luck to AC, Attack, saves +2 Morale to Strength, Dex (+1 Attack/damage, +1 AC, +1 Reflex saves) +1 Attack (Morale), +1 Will saves. vs. Fear (+3 Morale to attack/damage at 9th) You've put everyone at +5 to their attack rolls, +4 to their AC, +3 to most saves (and +4 to some), and +1 damage. Plus they've got Fast Healing 1 so they can keep it up all day, with just a few minutes rest between encounters. With this set of buffs, the party WIZARD will hit nearly as often as a Fighter without this set of buffs. At 9th, that goes up to +7 on their attack rolls, +4 to their AC, +3 to most saves, and +4 damage. The Wizard-9 has a BAB of +4 and one attack; the Fighter-9 has a BAB of 9 and two attacks ... and they still get Fast Healing 1. Mind you, this works a lot better in a party of multiple clerics pulling the same thing - each takes one or two of the spells, and everyone also Persists Divine Favor (luck to attack overlaps, but the bonus to damage stacks) and Divine Power. If you've got enough clerics that each only needs to take one of the above spells, they all drop an Extra Turning for Power Attack. You also make use of the hour/level buffs a cleric can get - Greater Magic Weapon and Magic Vestments (they're +2 Enhancement, at this level), of course (or have the Wizard take Greater Magic Weapon, and you just deal with the Magic Vestments). Hmm... Two Clerics, a Rogue, and Wizard would do quite well. [/QUOTE]
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