Help choosing favored soul spells

focuses mainly on buffing himself into a tank for the party.

My instinct would be to focus on buffing the party instead. That moves the DMPC into the background and helps the fighter/wizard and rogue/wizard make up for the BAB they're losing.
 

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My instinct would be to focus on buffing the party instead. That moves the DMPC into the background and helps the fighter/wizard and rogue/wizard make up for the BAB they're losing.

Ditto this.

IMO DM NPCs should be just that "supporting characters" and not fall into a role where they could dominate the situation - sort of ruins it for the actual players, IMO.

I have played games where the DM ran an NPC (because of the limited number of players) but ran one that completely dominated the game so the real players were left watching the DM play with himself (pun inteneded).
 

Most of the other characters are mainly focused on stealth or archery except the fighter/wizard but he is focused on artillery/combat spells (i.e. acid splash, magic missile, ray of frost and shocking grasp). He also rolled an 18 for Str so coupled with his levels and feats he has a +8 to hit with his longsword not terrible in my opinion for a Ftr2/Wiz2.

The Rog/Wiz has Weapon Finesse and a 20 Dex and pretty much always manages to flank so she usually has a +8 to hit as well, crafty sister. The ranger has two shots a round at +6 both with Rapid Shot.

But I do see your point, I do cast buff spells as needed on the party, so far I have only been casting Divine Favor and Shield of Faith on myself which this early on dosn't make me too out of line with the rest of the party. If at anytime I see my gut outshining the party I do plan to step back and focus on buffing the party instead.

Funny thing all three of them have mage armor. So my casting shield of faith on them is not really needed, I took that mainly for myself. Bless of course effects everyone not in melee combat (or I am thinking of 1st-2nd edition at the moment?) and deific vengeance allows me to actually blast monsters with some good old fashion magic damage.

I am going to swap out the Spontaneous Healer for the Touch of Healing as it is far less ambigious on how it works and dosnt take up slots. Also does that stack with Augment Healing as well?

What would be good future spells and feats to take from the PHB and CD in order to buff myself and the party while also providing healing?
 


Most of the other characters are mainly focused on stealth or archery except the fighter/wizard but he is focused on artillery/combat spells (i.e. acid splash, magic missile, ray of frost and shocking grasp). He also rolled an 18 for Str so coupled with his levels and feats he has a +8 to hit with his longsword not terrible in my opinion for a Ftr2/Wiz2.

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What would be good future spells and feats to take from the PHB and CD in order to buff myself and the party while also providing healing?

Given the good advice about the DMPCs and the nature of your party, you might want to rethink things just a bit more.

You have a party full of snipers & howitzers, not a party for made for duking it out toe-to-toe with your enemies. You might want to mold your equipment and spells to emphasize the effectiveness of long range or hit & run tactics. You want to be able to choose how and when your party engages the enemy...because you really don't want to engage the enemy!

So:

  1. Make sure you have things like tanglefoot bags, alchemist's fire, caltrops, marbles and so forth in your mundane equipment.
  2. Cat's Grace may be a better spell for your party than Bull's Strength. You'll boost your partymembers' ability to get higher init rolls, ref saves, AC and, of course, the probability that they'll hit with their ranged attacks.
  3. Spells that enhance mobility or create barriers- even living barriers like summoned creatures- will help keep your foes at a distance so your ranged attacks can continue being effective. Stone Shape can be a poor man's Wall spell...for a time.
  4. Spells that create perceptual barriers- Darkness, Obscuring Mist- will let you disengage when your ranged attacks are not dropping foes quickly enough.
 
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