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New player, new character: Looking for advice
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4734199" data-attributes="member: 19675"><p>1) Well, the Warlock <em>is </em>sort of a one-trick pony, but its a pretty decent trick. That ranged touch attack 1d6 or so is pretty dependable. Typically, a Warlock can be plinking away while the Wizard or Sorcerer is hoarding a big spell for later use, and wondering where, exactly, his dagger or crossbow is...</p><p></p><p>Besides the Rogue MC option, levels of Warlock coupled with a Ranger or Fighter, you'll quickly gain the feats to let you fire into combat without fear of nailing your partymates. There are other options besides...</p><p></p><p>2) Your analysis of the Druid is pretty good- they <em>are </em>among the most flexible of classes.</p><p></p><p>3) Combining arcane prowess with combat skill is a bit complex in D&D. There are MANY options, including simple multiclassing (simple or convoluted), the WarMage (CompArc), Duskblade (PHB2), and the Battle Sorcerer (Unearthed Arcana/SRD) base classes, and PrCls like the Spellsword (CompWar). Then there are feats like Ascetic Mage (CompAdv) which lets you multiclass Monk and Sorcerer or Arcane Strike (CompWar) which lets you channel spell energy into your weapon attacks.</p><p></p><p>Other options include taking Still Spell, using only spells that have no somatic components, or going <em>really</em> weird like a "Mage-Brute" (who uses the Heritage Feats- specifically Draconic in my case- to channel spell energy into breath weapons and the like, becoming a spellcaster who doesn't cast spells).</p><p></p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/239192-forked-thread-mage-brute-revisited.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/239192-forked-thread-mage-brute-revisited.html</a></p><p></p><p>The advantage of the "Mage-Brute" is that the Heritage abilities are supernatural and aren't affected by arcane spell failure induced by wearing armor. The disadvantage is that, ultimately, you're sacrificing arcane power because spell potency scales up much better than the abilities granted by the Heritage feats.</p><p></p><p>(They're still loads of fun, though!)</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4734199, member: 19675"] 1) Well, the Warlock [I]is [/I]sort of a one-trick pony, but its a pretty decent trick. That ranged touch attack 1d6 or so is pretty dependable. Typically, a Warlock can be plinking away while the Wizard or Sorcerer is hoarding a big spell for later use, and wondering where, exactly, his dagger or crossbow is... Besides the Rogue MC option, levels of Warlock coupled with a Ranger or Fighter, you'll quickly gain the feats to let you fire into combat without fear of nailing your partymates. There are other options besides... 2) Your analysis of the Druid is pretty good- they [I]are [/I]among the most flexible of classes. 3) Combining arcane prowess with combat skill is a bit complex in D&D. There are MANY options, including simple multiclassing (simple or convoluted), the WarMage (CompArc), Duskblade (PHB2), and the Battle Sorcerer (Unearthed Arcana/SRD) base classes, and PrCls like the Spellsword (CompWar). Then there are feats like Ascetic Mage (CompAdv) which lets you multiclass Monk and Sorcerer or Arcane Strike (CompWar) which lets you channel spell energy into your weapon attacks. Other options include taking Still Spell, using only spells that have no somatic components, or going [I]really[/I] weird like a "Mage-Brute" (who uses the Heritage Feats- specifically Draconic in my case- to channel spell energy into breath weapons and the like, becoming a spellcaster who doesn't cast spells). [url]http://www.enworld.org/forum/general-rpg-discussion/239192-forked-thread-mage-brute-revisited.html[/url] The advantage of the "Mage-Brute" is that the Heritage abilities are supernatural and aren't affected by arcane spell failure induced by wearing armor. The disadvantage is that, ultimately, you're sacrificing arcane power because spell potency scales up much better than the abilities granted by the Heritage feats. (They're still loads of fun, though!) [/QUOTE]
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