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Dragon Shaman (and other "aura" / buff classes)

Just to clarify: I don't think these classes are weak, most of the the other players in my current game simply aren't showing any appreciation for their abilities. Same goes for buffing spells, I've played several Sorcerers that did very well without either Fireball or Lightning Bolt (or any other 3rd lvl dps), because Haste is just that good. I've had plenty of players who did appreciate buffs, but not right now in my current game. There is a general feeling that if you aren't dealing damage (and you can pretty much add "every round" to that), you aren't pulling your weight. Even their arcane casters tend to suffer from too many direct-damage spells and nothing in the way of buffs, movement, battlefield control, etc. The only character who "gets away with" non-damaging actions is the Favored Soul, who's favorite tricks are casting Doom and making trip attempts with her whip.

I've already pointed the Dragon Shaman at the Draconomicon; the character is just turning 6th level, so we'll see what he does. Unfortunately, there's already a Dragonfire Adept in the party, and a blaster Wizard, and he seems to feel that he needs to not merely equal their effectiveness, but surpass them in order for his character to be useful.

The auras he has so far are Energy Shield, Presence, Resistance, Senses, and Vigor. He nearly always has Vigor up, and frankly I think it's awesome. Actually, I think it's going to get the party TKP'ed, since they now eschew normal healing and start every fight at 1/2 max hit points... And, yet, there are still disparaging comments, and the party still spreads out so that the aura can't cover them all. (It certainly doesn't help that they seem to always drag several encounters onto one-another...) In fact, the Dragon Shaman is often forced to choose between covering as many characters as possible (or at least those that need to be stabilized) or reaching melee himself. I am seriously worried that he will never get the chance to use his breath weapon without frying one or more other party-members, simply because they just cannot coordinate.

I am seriously considering telling this player to just ignore the rest of the party if they won't appreciate what he can do. If they insist on charging 100' away from the rest of the group and getting dropped to -1, they can roll to stabilize themselves; if they won't move when his breath weapon comes on-line, fry them. This is pretty much an evil campaign, but that just means that the rest of the group is that much more likely to respond with attacks... And one other issue is that the player has already been going rather passive-aggressive (switching to Presence during a fight because he wanted to go a different way and was outvoted, frex), so some of the other players may be a bit upset at him to start with.

Bleh... I didn't want to turn this into another rant. Yes, these are player problems, not class-related, but I wanted to be (more) sure that I wasn't screwing this guy out of his fun (given that I don't like this type of class much, myself). I'm dealing with the situation (which is probably more complicated than I'm making it out to be here) at the next session, tomorrow. Wish me luck... I guess I just need to find some way to convince the rest of the party that they can't get along (at least the way they have been) without the Dragon Shaman. Thanx for all the advice.
 

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I love bards. I just hate poofy minstrels.

The big thing about buffer classes is that you have to have the right mindset. I'll talk about bards because I know them the best. Most players prefer a PC that deals the damage directly. They want to be stars. Bards, however, and somewhat ironically, aren't the stars. They're the managers.

If the party were an all-star basketball team, the bard would be the coach.

You also have to remember to use the jack-of-all-trades aspect of the bard as well. The bard should be always asking, "What does the party need now?" Melee support? Join the fray. A big, tough fighter? Buff the barbarian. Stealth? Cloak the rogue. Knowledge? You're a one-stop shop. The next adventure? Work the taverns.

Bards are best as managers of the team. They should figure out what the team needs to help them through whatever situation they're in, and help right there.

The job can, at times, be surprisingly unsexy. So, yeah, if you're a poofy minstrel, you're not going to be as effective as you could be. But music isn't some flowery thing in the way trying to woo the ladies. Music is the air around you. It is the mood. It changes from moment to moment. It cannot be carried, it cannot be held, it can only be allowed to suffuse the space and influence you and everyone around you. When you find that extra strength from the sounds in the air, when people gather and cease being just a gaggle of individuals but a swarm of conviction, that is where the power of music is found.

A poofy minstrel plays music. A bard is music. And done correctly, it is whatever the party needs at that time.
 

You might want to play up the non-buff nature of the classes.

For instance, with the Bard, you have a knowledgable rake and a charismatic frontman. Use Perform checks to win over passing nobles, use Bardic Knowledge to reveal things that other skill checks can't, use the high Charisma to make him a true leader.

"No, I don't want to talk to you, what about that charming young man behind you?"

With the DS, playing up the dragon aspect can be a lot of fun. When the party meets dragons, the dragons may bow respectfully. Or perhaps even lizards can sense his aura of power, giving him a respectful distance.

Of course, that's if you can't make them appreciate the buffs. Maybe they're just not into it, but it's pretty easy to see that the bigger the number, the better. :)
 

A lot of times with buff aura classes it depends on the right combination of buffs. Take for example a high level divine mind with the attack aura and energy aura up, the entire party is going to be doing a lot of damage in combat.

Also there's going to be a lot of situations where someone with 3/4 BAB is not going to hit something unless they get a bunch of buffs to help. And when those with medium attack bonuses hit, it makes the party at least twice as good in fight.
 

Great timing on this thread. I've just generated a Dracha (from Arcana Evolved) Dragon Shaman, and I'm dying to play him next game. Thanks for the tips about the feats in the Draconomicon. I'll take a look at those.

As regards Bards, I've never liked the purple double-and-hose wearing pansies, so redesigned them in When is a Bard not a Bard on my wikiblog.

That might coax a few more fans to their cause :)
 

Victim said:
Similarly, Bards are free to attack once they boot up their song, so they can take advantage of the effects themselves.

Bards are also free to use their spells, since the song lasts for five rounds after you start singing, you can sing for one round and then stop singing and then start casting spells--Summon Monster, Glitterdust, Suggestion, Charm Person, Grease, Pyrotechnics, Sound Burst, Slow, etc.
 

Marshals really lose steam after 4th level or so, but their auras are nice. Honestly, you might never miss full BAB when you can walk around with constant buffs, buffing everyone else. Marshals do excel in one regard; they are an excellent choice for a negotiator, as they get Skill Focus (Diplomacy) at 1st and are Cha based in some respects. Combined with fighter, they can make a really sweet base for a buffing PrC such as Purple Dragon Knight.
 

I've always wanted to play a Gestalt Marshal/Dragon Shaman. I made one up a few weeks ago, and he was AWESOME.
 

It sounds like your players just want to do their own thing and blow stuff up...which is fine, but it does make it hard for the buffer to do his thing. I think the most important aspect for the character is to take the pressure off, make sure he doesn't feel like he has to be held responsible for the party's mistakes. If they want to run off, fine, but if he wants to use his breath weapon while you run ahead and get yourself killed, that's how it goes sometimes.

Also, point him to the perception and energy shield auras. Perception is the default precombat aura imo...it gives bonuses to INITIATIVE!!!!

Energy aura is the best combat aura imo for any combat with melee opponents. They attack, they take damage every time they swing.
 

I guess the big thing about these classes is that they are somewhat lacking in a schtick, that is, something they are really good at. That is intentional though. These classes are meant to be support classes. They work well in small parties and big parties alike because of their ability to fill many roles adequately and their ability to do things no one else can do to make everyone better.

The player has to be comfortable with it though. Usually this is the same type of player who is satisfied playing a cleric who spends most of his spells on healing. As long as the player focuses on playing support, he will be a valuable member of the team. It is difficult to consider them a "vital" member of the team, true, but that doesn't mean there is a problem with the class. The four archetypes are already taken by wizard, fighter, cleric, and rogue after all.
 

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