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General Tabletop Discussion
*Pathfinder & Starfinder
Obtaining permanent spell resistance
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<blockquote data-quote="Axel" data-source="post: 5373165" data-attributes="member: 93196"><p>Party makeup is pretty simple. Most are straight classes as follows:</p><p>- Cleric (Setup as a healer)</p><p>- Barbarian</p><p>- Rogue</p><p>- Fighter</p><p>- Sorceror (Every spell known seems to be a direct damage spell of some variation)</p><p>- Warblade/Cleric (My character, no intention to progress Warblade past level 2. Spell selection revolves around combat buffs.)</p><p> </p><p>We're allowed any of the core classes, plus the Complete books and Tome of Battle. The general feel of the group is to minimise the amount of twinkery and excessive optimisation (play a character, not a miniature wargame).</p><p> </p><p>We were forced into a tight formation by the terrain (natural tunnel/cavern). There were also some delightful sniper perches up high for the crossbow wielding rogues to rain arrows on the sorceror. It was clearly setup as a deliberate ambush attempt, and it worked pretty well. We were well and truly ambushed, and thoroughly bloodied by the end of it. To be honest, the dice gods were elsewhere that night too - the first 4 attack rolls against my character were 3 threats and 2 criticals...</p><p> </p><p>The party is weak in ranged combat, I'm quite prepared to admit that. We have discussed it before, after copping a beating from Gnolls with bows, but seem to have done nothing out of inertia. I'm going to build my character towards being more effective with a bow, but it takes time (see previous thread I made re: Cleric Archers).</p><p> </p><p><em>Mass Resist Energy</em> (and its single target cousin) is a great spell, but out of our reach for now. It'll be on the list as soon as it becomes available. In the meantime, I am hoping to "armour up" against damage spells once we return to town. I had hoped to find a sirelatively cheap item that gives me a SR of 15+, until we can get access to the Mass Resist spells. At the very least, it gives me a chance of escaping scot free. A chance (even 1 in 5) is better than no chance.</p><p> </p><p>The <em>Spell Resistance</em> spell is pointless, from what I read of it. SR 12 + caster level (so minimum SR21for a level 9 Cleric) is not worth the level 5 spell slot. It MIGHT be useful as a domain spell, but that's really it. It competes with <em>Flame Strike</em>, 'nuff said.</p></blockquote><p></p>
[QUOTE="Axel, post: 5373165, member: 93196"] Party makeup is pretty simple. Most are straight classes as follows: - Cleric (Setup as a healer) - Barbarian - Rogue - Fighter - Sorceror (Every spell known seems to be a direct damage spell of some variation) - Warblade/Cleric (My character, no intention to progress Warblade past level 2. Spell selection revolves around combat buffs.) We're allowed any of the core classes, plus the Complete books and Tome of Battle. The general feel of the group is to minimise the amount of twinkery and excessive optimisation (play a character, not a miniature wargame). We were forced into a tight formation by the terrain (natural tunnel/cavern). There were also some delightful sniper perches up high for the crossbow wielding rogues to rain arrows on the sorceror. It was clearly setup as a deliberate ambush attempt, and it worked pretty well. We were well and truly ambushed, and thoroughly bloodied by the end of it. To be honest, the dice gods were elsewhere that night too - the first 4 attack rolls against my character were 3 threats and 2 criticals... The party is weak in ranged combat, I'm quite prepared to admit that. We have discussed it before, after copping a beating from Gnolls with bows, but seem to have done nothing out of inertia. I'm going to build my character towards being more effective with a bow, but it takes time (see previous thread I made re: Cleric Archers). [I]Mass Resist Energy[/I] (and its single target cousin) is a great spell, but out of our reach for now. It'll be on the list as soon as it becomes available. In the meantime, I am hoping to "armour up" against damage spells once we return to town. I had hoped to find a sirelatively cheap item that gives me a SR of 15+, until we can get access to the Mass Resist spells. At the very least, it gives me a chance of escaping scot free. A chance (even 1 in 5) is better than no chance. The [I]Spell Resistance[/I] spell is pointless, from what I read of it. SR 12 + caster level (so minimum SR21for a level 9 Cleric) is not worth the level 5 spell slot. It MIGHT be useful as a domain spell, but that's really it. It competes with [I]Flame Strike[/I], 'nuff said. [/QUOTE]
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Obtaining permanent spell resistance
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