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<blockquote data-quote="Gilrion" data-source="post: 43190" data-attributes="member: 1141"><p>Sneak attack is the only option in which the damage output from TWF is clearly better than two-handed. The ranger should use that to his advantage. From a tactical POV, the arrows are quite good; but once the enemy hits your lines he should drop the bow and go for the extra SA damage.</p><p>In general, it is a good idea to hit before enemies are close to you. My Ranger (whose background includes being an ex-military type) would much like his group to do this. But nooooo, the barbarian charges the full 200 feet between himself and the enemy, taking several rounds, then ends up taking a beating. Granted, the character is a true and well-played barbarian, but this only leads to my ranger whipping out his swords and charging sighing: "Every man for himself..."</p><p></p><p></p><p></p><p></p><p>You could try to get a fighter hireling or even cohort (is anyone thinking of taking Leadership?). The Monk can be a good character, but I agree that you need frontline power. A tank will serve you well.</p><p></p><p></p><p></p><p></p><p>Careful, the wolf is ok for now, but later on he will likely die, especially since he uses such an effective combat maneuver. Maybe upgrade the animal (he can be advanced, like an extra couple of hit dice, I think he'll even grow to Large) or try a Dire Wolf (6HD if I'm not mistaken) which is already quite potent. A viper up your arm is also not bad for defense, but it may not fit your character.</p><p></p><p></p><p></p><p></p><p>The cleric (with his spontaneous cure casting) should be the main healer. As a druid you have lots of good spells of 1st and 2nd level. Never travel without Goodberry. Use Flame Blade in combat (wonderful spell, works great until you get Wildshape to do combat). Check out your spell list, there is some other neat stuff in there. Memorize a couple of CLWs at least, but IMHO the main healing should go for the cleric. Maybe one of you could get Brew Potion or Craft Wand (or one each) to help in this department?</p><p></p><p></p><p></p><p></p><p>A level 3 sorcerer has few other options, so this is fine for now. He should be careful which spells he picks later on, though, whatever it is he'll be stuck with it.</p><p></p><p></p><p></p><p></p><p>I think the characters would discuss this IC. They want to live, right?</p><p>About moves like trip, disarm, etc, they are not always most advantageous. Trip, for instance, <em>always</em> provoked an AoO (even with the feat). The Monk should use it if he is raised when he reaches the level, however. Most of these moves are for Fighters, though, and you don't have one. Takes a lot of feats to get them, and that0s the Fighter's turf.</p></blockquote><p></p>
[QUOTE="Gilrion, post: 43190, member: 1141"] Sneak attack is the only option in which the damage output from TWF is clearly better than two-handed. The ranger should use that to his advantage. From a tactical POV, the arrows are quite good; but once the enemy hits your lines he should drop the bow and go for the extra SA damage. In general, it is a good idea to hit before enemies are close to you. My Ranger (whose background includes being an ex-military type) would much like his group to do this. But nooooo, the barbarian charges the full 200 feet between himself and the enemy, taking several rounds, then ends up taking a beating. Granted, the character is a true and well-played barbarian, but this only leads to my ranger whipping out his swords and charging sighing: "Every man for himself..." You could try to get a fighter hireling or even cohort (is anyone thinking of taking Leadership?). The Monk can be a good character, but I agree that you need frontline power. A tank will serve you well. Careful, the wolf is ok for now, but later on he will likely die, especially since he uses such an effective combat maneuver. Maybe upgrade the animal (he can be advanced, like an extra couple of hit dice, I think he'll even grow to Large) or try a Dire Wolf (6HD if I'm not mistaken) which is already quite potent. A viper up your arm is also not bad for defense, but it may not fit your character. The cleric (with his spontaneous cure casting) should be the main healer. As a druid you have lots of good spells of 1st and 2nd level. Never travel without Goodberry. Use Flame Blade in combat (wonderful spell, works great until you get Wildshape to do combat). Check out your spell list, there is some other neat stuff in there. Memorize a couple of CLWs at least, but IMHO the main healing should go for the cleric. Maybe one of you could get Brew Potion or Craft Wand (or one each) to help in this department? A level 3 sorcerer has few other options, so this is fine for now. He should be careful which spells he picks later on, though, whatever it is he'll be stuck with it. I think the characters would discuss this IC. They want to live, right? About moves like trip, disarm, etc, they are not always most advantageous. Trip, for instance, [i]always[/i] provoked an AoO (even with the feat). The Monk should use it if he is raised when he reaches the level, however. Most of these moves are for Fighters, though, and you don't have one. Takes a lot of feats to get them, and that0s the Fighter's turf. [/QUOTE]
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