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*Pathfinder & Starfinder
[PHB] Divine Favor and Righteous Might Official Spell Changes
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<blockquote data-quote="Celtavian" data-source="post: 1753387" data-attributes="member: 5834"><p>There is more stuff to cast, but not that will be particularly useful. We usually operate as an efficient team. Melees dishing damage, clerics healing melees, and magi handling extras and minor enemies or applying pressure to enhance the melees.</p><p></p><p>Average round by round combat for us:</p><p></p><p>Round 1: Engage main enemy. <em>Haste</em> party. Cleric may apply <em>Death Ward</em>, <em>resist energy</em> or <em>Freedom of Movement</em> depending on enemy. Move in behind melees to remain in healing range.</p><p></p><p>Round 2 and beyond: Melees swing weapons and absorb damage. Clerics heal. Magi cast whatever is needed. <em>Wall of Force</em> to prevent enemies from mustering their might, <em>Hold Monster</em> to immobilize the main monster or another. Preparation to counterspell other caster. <em>Greater Dispel</em> enemy buffs.</p><p></p><p>We are a fairly tactical and efficient fighting unit. We try to use people to their strengths. We are this way because we have to be. Our DM usually throws everything and the kitchen sink at us. In a recent encounter, we were attacked by three Balors and a powerful NPC at once at 17th level. Even with efficient fighting tactics and some fudging by the DM we lost two PC's and two cohorts and still only managed to kill two of the Balors. Our DM is always pushing us to the limits and in this case beyond.</p><p></p><p></p><p></p><p>Another good reason for the change. If clerics were vastly overshadowing fighters in melee, that is not too cool. All fighters do is fight. If they don't do it the best, then what is the use of playing one.</p><p></p><p></p><p></p><p></p><p>Clerics still spend alot of time healing, but definitely not as much as post 12th level. High level monsters and encounters can really dish the damage to individuals and groups.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1753387, member: 5834"] There is more stuff to cast, but not that will be particularly useful. We usually operate as an efficient team. Melees dishing damage, clerics healing melees, and magi handling extras and minor enemies or applying pressure to enhance the melees. Average round by round combat for us: Round 1: Engage main enemy. [i]Haste[/i] party. Cleric may apply [i]Death Ward[/i], [i]resist energy[/i] or [i]Freedom of Movement[/i] depending on enemy. Move in behind melees to remain in healing range. Round 2 and beyond: Melees swing weapons and absorb damage. Clerics heal. Magi cast whatever is needed. [i]Wall of Force[/i] to prevent enemies from mustering their might, [i]Hold Monster[/i] to immobilize the main monster or another. Preparation to counterspell other caster. [i]Greater Dispel[/i] enemy buffs. We are a fairly tactical and efficient fighting unit. We try to use people to their strengths. We are this way because we have to be. Our DM usually throws everything and the kitchen sink at us. In a recent encounter, we were attacked by three Balors and a powerful NPC at once at 17th level. Even with efficient fighting tactics and some fudging by the DM we lost two PC's and two cohorts and still only managed to kill two of the Balors. Our DM is always pushing us to the limits and in this case beyond. Another good reason for the change. If clerics were vastly overshadowing fighters in melee, that is not too cool. All fighters do is fight. If they don't do it the best, then what is the use of playing one. Clerics still spend alot of time healing, but definitely not as much as post 12th level. High level monsters and encounters can really dish the damage to individuals and groups. [/QUOTE]
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[PHB] Divine Favor and Righteous Might Official Spell Changes
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