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<blockquote data-quote="Aulirophile" data-source="post: 5195027" data-attributes="member: 86312"><p>Uh... huh... those seem like odd restrictions, not least because you left out a ton of builds.</p><p></p><p>Tactical Warlord - Battle Captain, Divine MC</p><p>Bard|Paladin - Hybrid Talent Virtue of Valor - War Chanter. </p><p>Human Wizard - Adroit Explorer, Divine MC</p><p>Xbow Cunning Sneak Rogue - Guildmaster Thief, Divine MC</p><p>Dragonborn Fighter - Iron Vanguard, Divine MC</p><p></p><p>Everyone gets a Holy Symbol of Victory. Once/day get an extra AP for a crit (well, technically the ally who crits gets it... but read on!). Rogue will use Knockout on his first AP to virtually guarantee that (particularly if his MC is Avenger and he uses Oath for it). Because the Rogue is a Guildmaster Thief, his allies can spend his APs, and he can spend theirs. Adroit Explorer's start with two APs per day, Warchanters can spend two APs per encounter instead of one, Guildmaster Thief can spend an ally's AP or allow any ally to spend his APs. Add other methods of gaining APs to taste. For each AP you spend you get +1/2 int mod to hit and +int mod to damage from the Taclord. Should be +3 to hit, +6 to damage at mid-Paragon. </p><p></p><p>The Bard, in addition to being an emergency leader, is extremely durable. Once/round when someone bloodies or kills an enemy, he gives them THP equal to con mod+1, and gains an equal amount of THP. This makes up nicely for the fact the Fighter is not terribly durable (in fact he has some pretty weak NADs), but he is a control and damage power house. Every attack he makes should be able to push and/or knock prone. Every time he pushes he gets str+con, every time he knocks prone he gets str+con, everytime he pushes, he slows, till epic, when he dazes. </p><p></p><p>You have three solid front liners (very solid), two of which Mark, and two Ranged who have a bunch of get out of jail free cards (Cunning Sneaks can basically perma-hide, and Wizards have a utility at nearly every level that lets them run away or shield).</p><p></p><p>EDIT: Oh! Skills. Wizard and Taclord sadly kind of overlap, but the Taclord can take History off the Wizard's shoulders, letting him pick up Wisdom based skills (Perception and Insight). Being a human means the Wizard is you Ritual Caster and general skill monkey. Rogue comes with excellent Thievery and Stealth (party scout). Boosting Perception somehow wouldn't hurt him. Bard|Paladin is "The Face" and should take every single Cha-based skill. Everyone should be able to pick up athletics, which in my experience is extremely useful. Having no wis-primary classes does hurt the highest passive perception, sadly. You could switch out an Invoker for the Wizard if this bothers you, but I don't think that is nearly as strong in combat.</p></blockquote><p></p>
[QUOTE="Aulirophile, post: 5195027, member: 86312"] Uh... huh... those seem like odd restrictions, not least because you left out a ton of builds. Tactical Warlord - Battle Captain, Divine MC Bard|Paladin - Hybrid Talent Virtue of Valor - War Chanter. Human Wizard - Adroit Explorer, Divine MC Xbow Cunning Sneak Rogue - Guildmaster Thief, Divine MC Dragonborn Fighter - Iron Vanguard, Divine MC Everyone gets a Holy Symbol of Victory. Once/day get an extra AP for a crit (well, technically the ally who crits gets it... but read on!). Rogue will use Knockout on his first AP to virtually guarantee that (particularly if his MC is Avenger and he uses Oath for it). Because the Rogue is a Guildmaster Thief, his allies can spend his APs, and he can spend theirs. Adroit Explorer's start with two APs per day, Warchanters can spend two APs per encounter instead of one, Guildmaster Thief can spend an ally's AP or allow any ally to spend his APs. Add other methods of gaining APs to taste. For each AP you spend you get +1/2 int mod to hit and +int mod to damage from the Taclord. Should be +3 to hit, +6 to damage at mid-Paragon. The Bard, in addition to being an emergency leader, is extremely durable. Once/round when someone bloodies or kills an enemy, he gives them THP equal to con mod+1, and gains an equal amount of THP. This makes up nicely for the fact the Fighter is not terribly durable (in fact he has some pretty weak NADs), but he is a control and damage power house. Every attack he makes should be able to push and/or knock prone. Every time he pushes he gets str+con, every time he knocks prone he gets str+con, everytime he pushes, he slows, till epic, when he dazes. You have three solid front liners (very solid), two of which Mark, and two Ranged who have a bunch of get out of jail free cards (Cunning Sneaks can basically perma-hide, and Wizards have a utility at nearly every level that lets them run away or shield). EDIT: Oh! Skills. Wizard and Taclord sadly kind of overlap, but the Taclord can take History off the Wizard's shoulders, letting him pick up Wisdom based skills (Perception and Insight). Being a human means the Wizard is you Ritual Caster and general skill monkey. Rogue comes with excellent Thievery and Stealth (party scout). Boosting Perception somehow wouldn't hurt him. Bard|Paladin is "The Face" and should take every single Cha-based skill. Everyone should be able to pick up athletics, which in my experience is extremely useful. Having no wis-primary classes does hurt the highest passive perception, sadly. You could switch out an Invoker for the Wizard if this bothers you, but I don't think that is nearly as strong in combat. [/QUOTE]
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