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An all-mage party
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<blockquote data-quote="NightMask" data-source="post: 2891556" data-attributes="member: 21359"><p><strong>Two wizards and a sorceror (and later a rogue)</strong></p><p></p><p>My current Forgotten Realms campaign began with an elven wizard, a hathran (FR) wizard, and a human sorceror. From first to fourth level, their respective familiars provided the front line of defense. Anticipating combat problems, I fudged and allowed the group to use high grade dogs as familiars (from Claudio Pozas' <em>Good Boy!</em> writeup about dogs as pets and familiars). There were some close calls for caster and familiar alike, but the higher grade dogs served their purpose and kept the casters alive.</p><p></p><p>At the mid-levels (5-9), ranged and energy spells began to dominate. The dog familiars continued to play an active role in the delivery of touch spells and scouting. Defense spells were applied equally to caster and familiar in order for them to perform separate activities. The rogue joined at the latter end of this range as a stealth rogue.</p><p></p><p>Two real years later, the group average level is 12th and only one of the original dog familiars remains. Because encounters at this level can be lethal, the dog must remain faithfully at the camp or at the very rear of the group. The stealth rogue became the combat juggernaut for the group.</p><p></p><p>I guess the point of this little ramble is make sure that the combat is covered by something NPC that will not take the limelight away from the PC casters. The dogs helped sufficiently with the search, spot, and listen checks, and I avoided introducing complex traps and locks until the rogue joined. Healing was provided by itinerant clerics, potions and updated armor of healing (from an old Dragon issue).</p></blockquote><p></p>
[QUOTE="NightMask, post: 2891556, member: 21359"] [b]Two wizards and a sorceror (and later a rogue)[/b] My current Forgotten Realms campaign began with an elven wizard, a hathran (FR) wizard, and a human sorceror. From first to fourth level, their respective familiars provided the front line of defense. Anticipating combat problems, I fudged and allowed the group to use high grade dogs as familiars (from Claudio Pozas' [I]Good Boy![/I] writeup about dogs as pets and familiars). There were some close calls for caster and familiar alike, but the higher grade dogs served their purpose and kept the casters alive. At the mid-levels (5-9), ranged and energy spells began to dominate. The dog familiars continued to play an active role in the delivery of touch spells and scouting. Defense spells were applied equally to caster and familiar in order for them to perform separate activities. The rogue joined at the latter end of this range as a stealth rogue. Two real years later, the group average level is 12th and only one of the original dog familiars remains. Because encounters at this level can be lethal, the dog must remain faithfully at the camp or at the very rear of the group. The stealth rogue became the combat juggernaut for the group. I guess the point of this little ramble is make sure that the combat is covered by something NPC that will not take the limelight away from the PC casters. The dogs helped sufficiently with the search, spot, and listen checks, and I avoided introducing complex traps and locks until the rogue joined. Healing was provided by itinerant clerics, potions and updated armor of healing (from an old Dragon issue). [/QUOTE]
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