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<blockquote data-quote="Zaruthustran" data-source="post: 1153557" data-attributes="member: 1457"><p>Yeah, that confused me too. Curugul, do you mean you're using the Savage Species rules for treating monster ECLs as a character class?</p><p></p><p>Ignoring the high ECL race options, I suggest playing a gnome illusionist. This would be your best option for hit-and-run fighting since you can use your illusions to set up ambushes, "block" pursuers, turn your party invisible, and (at high levels) kill your foes. And since you lack melee combatants, use illusions to create illusory foot soldiers--your foes will waste time attacking these guys or trying to get around them without provoking an aoo. And as a gnome you get +1 to-hit, +4 Hide, low-light vision, and the ability to gain intel on the lay of the land by speaking with local animals--all useful abilities for a guerilla fighter.</p><p></p><p>Go Wizard so you can scribe scrolls and tailor your spells to the target. Specialize in either Illusion or Necromancy; give up Evocation (not good for stealthy attacks) and Enchantment (instead use Illusions like Color Spray, Hypnotic Pattern, Phantasmal Killer to take out low-will-save foes). Take spell focus: illusion and your illusion spells will have a total of +2 to their DCs. Use Conjuration spells to zip in and out (dimension door and teleport) and isolate foes (evard's tentacles, glitterdust, grease, clouds). As a last resort you can pitch in with direct damage (acid spells) but for the most part your role is to confound foes with saving-throw spells.</p><p></p><p>Since your spells depend on saves make sure your cleric is liberal with Doom, Prayer, and Bestow Curse. And you can help yourself with Touch of Idiocy delivered via a spectral hand. </p><p></p><p>For a familiar take a Bat. You get a Listen bonus (useful for knowing when the enemy is coming) and its blind sense will aid in detecting/fighting invisible or sneaky foes. Plus it can fly, making it a good scout.</p><p></p><p>Hope this helps,</p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1153557, member: 1457"] Yeah, that confused me too. Curugul, do you mean you're using the Savage Species rules for treating monster ECLs as a character class? Ignoring the high ECL race options, I suggest playing a gnome illusionist. This would be your best option for hit-and-run fighting since you can use your illusions to set up ambushes, "block" pursuers, turn your party invisible, and (at high levels) kill your foes. And since you lack melee combatants, use illusions to create illusory foot soldiers--your foes will waste time attacking these guys or trying to get around them without provoking an aoo. And as a gnome you get +1 to-hit, +4 Hide, low-light vision, and the ability to gain intel on the lay of the land by speaking with local animals--all useful abilities for a guerilla fighter. Go Wizard so you can scribe scrolls and tailor your spells to the target. Specialize in either Illusion or Necromancy; give up Evocation (not good for stealthy attacks) and Enchantment (instead use Illusions like Color Spray, Hypnotic Pattern, Phantasmal Killer to take out low-will-save foes). Take spell focus: illusion and your illusion spells will have a total of +2 to their DCs. Use Conjuration spells to zip in and out (dimension door and teleport) and isolate foes (evard's tentacles, glitterdust, grease, clouds). As a last resort you can pitch in with direct damage (acid spells) but for the most part your role is to confound foes with saving-throw spells. Since your spells depend on saves make sure your cleric is liberal with Doom, Prayer, and Bestow Curse. And you can help yourself with Touch of Idiocy delivered via a spectral hand. For a familiar take a Bat. You get a Listen bonus (useful for knowing when the enemy is coming) and its blind sense will aid in detecting/fighting invisible or sneaky foes. Plus it can fly, making it a good scout. Hope this helps, -z [/QUOTE]
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