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Fighting from the second line.
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<blockquote data-quote="babomb" data-source="post: 1648612" data-attributes="member: 1316"><p>And your party's cleric had already expended all of his 3 + CHA mod turning attempts for the day? Let me refresh your memory on how helpful turning would be in this situation, assuming these were normal, 1-HD skeletons:</p><p></p><p>First, the cleric has to be within 60 feet of the skeletons. That's not hard. Then, a turning check. If the level-3 cleric has a 10 CHA, he only needs a 4 or higher (see table 8-9, p.159). Then, turning damage: 2d6 + level + CHA mod. With a mere 10 CHA, a minimum of 5 HD (and therefore, 5 1-HD skeletons) would be affected up to a maximum of 15. On average, 10 HD would be affected, which means all of the skeletons and then some.</p><p></p><p>So what happens to the skeletons? Your cleric has 3 HD; the skeletons have 1. So, on average rolls, all 9 skeletons are destroyed. Miss the turning check? Don't destroy 'em all? Try again!</p><p></p><p>Even if the skeletons had 2 or 3 HD, chances are some of them would have been affected. They wouldn't have been destroyed, but for 10 rounds (essentially, the entire combat), they would have either run away or cowered, meaning there'd be fewer undead to deal with at a time. Allies can attack the undead without dispelling the turning, and the cleric can use ranged attacks (from at least 10 feet away) without dispelling the turning.</p><p></p><p>And don't forget, starting at level 4, your paladin can turn undead at his level - 3. And your paladin's high CHA makes him very good at it.</p><p></p><p>Always, ALWAYS turn undead, epsecially large groups of low-level undead. That'll give your cleric's player something to do.</p><p></p><p>For more general advice:</p><p></p><p>Your druid can spontaneously <em>Summon Nature's Ally</em>, and your cleric can prep <em>Summon Monster</em>. You didn't say your rogue/sorceror and wizard were having trouble finding things to do, but they can <em>Summon Monster</em> as well. This is a great option, because the summoned creature can give flanking to your front-line fighters (and, more importantly, the rogue). Plus, your cleric's/druid's can direct this creature's attacks, giving him something to do.</p><p></p><p>Don't forget the druid's animal companion (or the ranger's at 4th level and higher, or the paladin's mount at 5th and higher). Don't forget the familiars either, especially since they can deliver touch spells. The animals also make great scouts because they look just like normal animals.</p><p></p><p>Spells. Buff and cure spells are going to be the mainstays of your cleric and druid at low levels. But don't underestimate the power of a well-timed <em>hold person</em>, <em>command</em>, or <em>entangle</em>. Try to cast spells with Will saves on fighter-types. Also, the best buff spells are the ones that affect multiple creatures. Check out the 1st-level <em>bless</em> and <em>bane</em> and the 3rd-level <em>Prayer</em>, for example. Finally, your druid can cast <em>spider climb</em> on himself or the cleric. The target can then run along the wall or ceiling and get behind the enemy or even stay on the wall/ceiling and clear make ranged attacks!</p><p></p><p>Ranged attacks. Okay, there's a -4 if the enemy is in melee, and another -4 if an ally gives it cover (which is likely, given the size of your group). If the character has nothing else to do, though, you might as well roll it and hope for a 20.</p><p></p><p>Aid Another. Yeah, it's pretty boring, but if there's absolutely nothing else to do, a +2 to attack or AC can be a big help.</p><p></p><p>Once you hit 5th level, there should be no problem at all. That's when your cleric and druid get 3rd-level spells. <em>Searing light</em> and <em>call lightning</em> are pretty cool.</p></blockquote><p></p>
[QUOTE="babomb, post: 1648612, member: 1316"] And your party's cleric had already expended all of his 3 + CHA mod turning attempts for the day? Let me refresh your memory on how helpful turning would be in this situation, assuming these were normal, 1-HD skeletons: First, the cleric has to be within 60 feet of the skeletons. That's not hard. Then, a turning check. If the level-3 cleric has a 10 CHA, he only needs a 4 or higher (see table 8-9, p.159). Then, turning damage: 2d6 + level + CHA mod. With a mere 10 CHA, a minimum of 5 HD (and therefore, 5 1-HD skeletons) would be affected up to a maximum of 15. On average, 10 HD would be affected, which means all of the skeletons and then some. So what happens to the skeletons? Your cleric has 3 HD; the skeletons have 1. So, on average rolls, all 9 skeletons are destroyed. Miss the turning check? Don't destroy 'em all? Try again! Even if the skeletons had 2 or 3 HD, chances are some of them would have been affected. They wouldn't have been destroyed, but for 10 rounds (essentially, the entire combat), they would have either run away or cowered, meaning there'd be fewer undead to deal with at a time. Allies can attack the undead without dispelling the turning, and the cleric can use ranged attacks (from at least 10 feet away) without dispelling the turning. And don't forget, starting at level 4, your paladin can turn undead at his level - 3. And your paladin's high CHA makes him very good at it. Always, ALWAYS turn undead, epsecially large groups of low-level undead. That'll give your cleric's player something to do. For more general advice: Your druid can spontaneously [i]Summon Nature's Ally[/i], and your cleric can prep [i]Summon Monster[/i]. You didn't say your rogue/sorceror and wizard were having trouble finding things to do, but they can [i]Summon Monster[/i] as well. This is a great option, because the summoned creature can give flanking to your front-line fighters (and, more importantly, the rogue). Plus, your cleric's/druid's can direct this creature's attacks, giving him something to do. Don't forget the druid's animal companion (or the ranger's at 4th level and higher, or the paladin's mount at 5th and higher). Don't forget the familiars either, especially since they can deliver touch spells. The animals also make great scouts because they look just like normal animals. Spells. Buff and cure spells are going to be the mainstays of your cleric and druid at low levels. But don't underestimate the power of a well-timed [i]hold person[/i], [i]command[/i], or [i]entangle[/i]. Try to cast spells with Will saves on fighter-types. Also, the best buff spells are the ones that affect multiple creatures. Check out the 1st-level [i]bless[/i] and [i]bane[/i] and the 3rd-level [i]Prayer[/i], for example. Finally, your druid can cast [i]spider climb[/i] on himself or the cleric. The target can then run along the wall or ceiling and get behind the enemy or even stay on the wall/ceiling and clear make ranged attacks! Ranged attacks. Okay, there's a -4 if the enemy is in melee, and another -4 if an ally gives it cover (which is likely, given the size of your group). If the character has nothing else to do, though, you might as well roll it and hope for a 20. Aid Another. Yeah, it's pretty boring, but if there's absolutely nothing else to do, a +2 to attack or AC can be a big help. Once you hit 5th level, there should be no problem at all. That's when your cleric and druid get 3rd-level spells. [i]Searing light[/i] and [i]call lightning[/i] are pretty cool. [/QUOTE]
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