PHB2 only adventuring party

Cam Banks said:
I wonder if that could be taken care of with an NPC to supply potions?
Potions are nice and all, but get costly in both GP and 'combat actions'.

Can only 5' adjust in the round to get out a potion if you intend to drink it that round.

The AoO from drinking the potion has a "free sunder the potion" built in.
 

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Cam Banks said:
I figure the dragon shaman, with its breath weapon and ability to serve as front line melee next to the knight and duskblade, helps to make up for the lack of BOOM.

I'm playing a red dragon shaman half-orc in an Eberron pick-up game at the moment. I only have 2 skills, but he's one of the toughest SOB characters I've ever had.

One thing I'll be taking care to note is where the party is weak, and make sure I don't play that side too strongly in the opposition to avoid making the players frustrated. I've already figured out that undead, for instance, are not a good thing to toss at this group.

Cheers,
Cam
The problem with having the dragon shaman be the boomstick is that he relies on a single energy type for it.

With this group, I'd shy away from using undead and large groups of creatures. They fare better against single monsters (or pairs or threes).
 

Undead and healing are the major problems until 6th level when the Dragon Shaman kicks in with more healing options and ability to remove conditions, diseases, poisons, etc.

I'm currently playing in a newly started Shackled City campaign with a 5 person party consisting of a Dragon Shaman, Beguiler, Warblade (from Tome of Battle), Warmage (Complete Arcane), and a plain fighter. (The first three characters are mine, the other two are played by two of my sons.)

In our first big fight we got our butts kicked several times in the same battle and getting captured then escaping.

Some advice for the Dragon Shaman- use the energy aura first to dish out damage to the enemies attacking the party early in the fight before switching to the healing aura later to keep people standing or coming back after they've fallen below 0 hp's. This works alot better once you get to 2nd level where there are enough hp's to last for more than one good hit.
 

Dragon Shaman actually does a pretty good job at healing, especially at lower levels (and at higher levels, the beguiler can take up the healing mantle, thanks to his high use magic device). Our dragon shaman, up until about 4th level, made it a point to use his healing aura to keep the group at half health. And his DR aura meant that the group suffered less damage during combat.

In our Savage Tide game, the dragon shaman (at 2nd level) was responsible for the group getting through a dungeon in one straight siege, as opposed to making multiple forays in.

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The beguiler is definately weak in combat, but with a clever player, it can be a lot of fun. Our Goliath Fighter really wants his character to die so he can play a half-elven beguiler. Unfortunately, the beguiler lacks the "bang" that can come from sneak attack damage. A rogue + a fighter can inflict a lot of damage in a short amount of time that a beguiler and a fighter can't cover. So there's a niche that isn't filled.

I haven't actually seen a beguiler in play, though. Something tells me they'll get creamed in a fight, what with their abysmal AC's and very little in the way of defensive powers.

***

Duskblades were one of those classes that I ignored at first, but seem DAMN AWESOME now that I've actually made a few. They aren't really arcane, and they aren't really melee. I think they'd be good with the knight in the group - the duskblade could come in and deal some damage.

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Don't like knights, though. THey are the one class I really don't wanna see anyone in my group play. Can't help you there.

***

From a glance, the biggest niche that isn't filled has nothing to do with healing potential (it's pretty easy to come across healing... our group has a paladin and a dragon shaman, and healing has NEVER been a problem) but rather with buffing. That knight, for all his great defensive potential, is nothing compared to a fighter with one or two buffs on him.
 

Cam Banks said:
What's missing in terms of abilities and niche coverage? What are the ideal races for these four individuals? I'm thinking of working them up as 1st level pregens for a short term campaign and wonder if folks who've used them already have some input.

Cheers,
Cam
Hey Cam :)

Well, I'll try a swipe at races here... assuming only PHB races here are my opionions:

Knight: The point of the Knight class is to be a tank; ie take *and* receive damage. Since Cha is also a big factor, you are kinda limited here. While Half-orc and Dwarf stick out for both of their +2 Str and +2 Con (respectively) the -2 Cha they both receive are a kick in the shorts on another level. The Gold Dwarf (ala FRCS), which has +2 Con, -2 Dex is one way of getting around this, and the Desert Half-Orc (+2 Con, -2 Int) is another. With other races, humans are an obvious choice, since the Knight lags far behind the fighter in regards to feats. Half-elves could potentually help out a more diplomatically-minded Knight, with little draw-backs in race choice other than the general under-poweredness inhereant (sp?) in the half-elve. Elves and halflings are about the opposite of what you want for a race with the knight class, with both receive penalties in all the wrong places (other than a halflings' decent AC). The one outside contender might be the gnome. With -2 Str, but +2 Con, a gnome would be a slightly-underpowered (with weapon damage decreases as well) but interesting choice for a "Gnight"; however the background for that would be too silly, so a Gold Dwarf, Desert Half-Orc, Human or Half-elf would all be far more obvious choices.

Duskblade: The obvious choice here is Elf, despite this class relying on heavier armours (thus restricting Dex and needing Con), for flavour reasons if nothing else. Half-elves also make a themeatically appropriate choice. However, I'd honestly say humans take the cake with this one. The bonus feats and skill points really help out, and make this combo almost over-the-top, combined with full BAB, spells, 2 goods saves and plenty of goodies. With that high Int and Str, you'll have plenty of skills, spells and swordplay to keep you busy. Half-orcs, with an Int Penalty, are really going to hurt here - the Int penalty will take away far more than the Str bonus can bring up. Gnomes are largely useless as well, with all of their bonuses focusing on illusions and whatnot. Dwarves, however, come up as a solid choice here - surprizingly, they are even mechanically superior to elves in the Duskblade department. Heavy armour doesn't effect speed, +2 Con and a -2 to Cha (who needs that anyway?), immediate prficiency in the Waraxe, +2 vs. spells and poisons, you can really tank it out as a Dwarven Duskblade. Halflings are again almost left out in the cold, with their smaller weapons and -2 Str really working against them.

Beguiler: AH, finally a class with some real potential for many races. Halflings, I've always kept, amek for some of the best spellcasters, emchanically speaking, as well as some of the best sneaks (although elves are also heavy contenders in that area). In any case, with a Halflings Beguiler, you can have you cake and eat it too! Spells! Sneaking! Subtefuge! Your AC will love you with +1 from size and +1 from your dex (which will also help those sneaky and subtefuge skills we were talking about) and you can use that short bow or hand crossbow with a lot of skill. Weapon Finesse might even be a good idea in the cards. Elves also benefit in amny of the same ways that halflings do, althoguh their larger size and -2 Con (rather than the negliable Str) will hinder more than help. Half-elves help out the diplomacy bit, and would be a decent choice on a themeatic level as well. Half-orcs are just plain ill-suited to the job, and humans really are only contributing a bonus feat to this well-skills, high-Int class. But, who could forget the race which contends with Halflings? GNOMES! While halflings really fill in the sneaky part, gnomes help out in the spells department threefold. With good AC, good HP, and bonuses to illusion spells, gnomes are a trip-threat waiting to happen with the Beguiler. A very soild choice.

Dragon Shaman: Well, it's a bit of an off-beat class, to be sure. With it's (very) limited Cha-based healing coming in at level 6, avoid any race with a Cha penalty like the devil - that said, if you do swallow the Cha penalty, dwarves come out very strong, with +2 Con and that unaffected movement really helping out; likewise half-orcs make decent choices as well, with their superior Str helping out their melee domience - plus a good background story. Humans make for a decent choice here, actually, with the bonus feat potentially really helping filling in any gaps. Elves, with a Con penalty (which weakens not only their melee presence but their blasting breathe ability) really are not up to par witht his race. Half-elves would not see through with any meaningful contributions to a party if it;s class choice were DS. Halflings are likewise ill-suited to the role mechanically. Gnomes, despite a Str Penalty and smaller weapons, come out as a possible choice, with a descent Con to boost melee presence, an okay AC to boot. However, they are hardly optimal. Deep dwarves or Desert half-orcs would make decent choices, as with the Knight.

Here are my picks:
  • Knight: Human, with second place going to Half-elves.
  • Dusblade: Dwarf, surprizingly enough, with second place going to Humans. Honourable Mention to Elves and their half-brethren.
  • Beguiler: Depends. If you want a spellcaster, go with the Gnome, for sure. More sneaking and slightly more combat? Go halfling. Honourable Mention to Elves (and, to a lesser extent, Half-elves).
  • Dragon Shaman: Human, with Honourable Mentions going out to the Half-orc, Dwarf and Gnome (in that order).

Likely, I'd probably make the party as follows: Half-elven Knight , Human Duskblade, Gnome Beguiler and Half-orc Dragon Shaman, which would be a pretty balanced party, IMO (sans healing, of course)

Anyway, hope that was of help :)

cheers,
--N
 

Definitely missing the the proverbial AOE effects and probably ranged combat as well. Advanced Learning and Shadow Evocation/Shadow Conjuration can take care of that for a Beguiler.

I would also be concerned about the lack of the traditional remedy/preventive spells...ala Death Ward. I have not seen a Dragon Shaman at high levels...but there CHA based healing strikes me as bit limited. Count how many hit points a Cleric of Favoured Soul can cure and you will see what I mean.

I would also say the power of the Heal spell is necessary for high level play. Sometimes you have to remove blindness, cure ability damage, and cure hit points all with one standard action. In the same vein, I would also say the lack of a caster for specific Spell Compendium spells like Delay Death, or Close Wounds will hurt. Of course if you do not use the SC, ignore that. If you have a 5th character, a Bard would fit in well.

The Beguiler will be pressed into Use Magic Device support duty for wands. I also see that no character has Identify on their spell list, so some DM hand waving will be involved.

It will be a decent Melee Party, as the Dragon Shaman is a decent melee combatant, and depending upon which Dragon Totem he/or she choses effective in other ways. A Dragon Shaman/Assassin is a viable build.

Racewise:

Dragon Shaman: Kobold with the Dragonwrought (feat from Races of the Dragon) for flavor and the ability to chose Metabreath feats or Assimar. The bonus to CHA and the free Martial Weapons Proficiency the Sage recently said Native Outsiders receive is nice. Any race I think will work for the DS, as long as CHA is around a 14. Dex/Int are the dump stats.

Knight: Human is probably the best race for the feat and skill bonus. Elf would be interesting especially if you went for Champion of Correlion as a PrC. The CHA hit of a Wood Elf might be worth it for the STR bonus. The d12 HD actually mitigates the CON penalty of elves. Dwarf works well to. CHA again I think needs to be around a 14.

Duskblade: Any race with a Two Handed Weapon, Power Attack and the willingness to blow their spells by channeling them can make this a pretty good damage dealer. INT only really needs to be as high to be able to cast the spells, as I suspect many of your spell slots will power Arcane Strike and Channeling.

Human for the feat and extra skill point is probably the best. Any other race works fine, except maybe half orc. The 'small races' work fine in this roll as well, the size bonus to hit, and ac means less wasted attacks, more power attack goodness, and helps out if the party goes the sneaky route, which is a definite possibility given its make up.

Beguiler: Tiefling or Gnome if you allow the Shadow Crafter PrC from Races of Stone. Any race but half orc will really work for this class. The LA from Tiefling hurts, but thematically it works well together. I can see a suave manipulative spawn of Devils, using his silver tongue to get his way, and in return being immune to the person spells.

Half Orc is not a good fit, any other race can make the class work, as the skill list is broad enough to support many different roles.
If you use Complete Scoundrel this class calls out for Skill Tricks. Also if you use Complete Scoundrel, I would strongly recommend a level of Spell Thief and the Master Spell Thief Feat. The 1d6 sneak attack gives the class options for selecting PrCs, and being able to count Spell Thief and Beguiler levels to determine what level of spells you can steal is a no brainer.
 

If I were to make a PHB2 oriented campaign, I would probably just limit to the classes contained there, or allow multi-classed characters (with the PHB or other books) but they must keep their phb2 class within 2 levels of their highest level class - or something along those lines. A little more flexibility there for the players to play what they want while still exploring the new classes.
 

Excellent suggestions, all. I am unlikely to want any races with a level adjustment, but I do like the idea of a dwarf duskblade. That's really interesting. I suppose I could open the races up to the PHB and any variants from UA, which would make the desert half-orc an option, along with various halfling or elf variants. More food for thought!

I'm considering the option of ruling out multiclassing altogether, or requiring that levels in the PHB2 class must account for half or more of the total character levels. It's about showcasing these classes, really, so it wouldn't really work if the beguiler ended up a beguiler 2/rogue 10 or something.

I'm also considering starting the characters off at 3rd or 4th level. Not sure about that yet. Short-term balls to the wall campaigns like the one I'm thinking about would make more sense if they weren't from the very beginning in some ways.

Cheers,
Cam
 

I'm also playing a Beguiler in Savage Tide. 1st-3rd so far.

Race: I went Human for all the usual reasons, but I'm regretting not chosing Whisper Gnome. Go on, be nice, make the character a Whisper Gnome (Races of Stone, p.94). :)

Combat: You're absolutely right about being pummelled in combat. Not only do the spells not affect Constructs, Oozes, Plants, Undead and Vermin, which you see a lot, but most of the Enchantment spells are all or nothing. And when they're nothing then that leaves the rest of the party with a big problem. I would advise having enough Strength to wear Light Armour, maxing out Escape Artist for pesky grapplers and thinking of something clever to do when the spells are of no use. We were thinking a backpack full of Tanglefoot Bags, though we haven't yet tried that out. I'm not sure that turning a Beguiler into a second-rate archer is really a useful thing to do, but at least it gives them something to do...

Otherwise the Beguiler makes an excellent Rogue replacement, and you can either go for social skills with Enchantment to back you up or sneaky skills with Illusion in support.

Finally, we had a Dragon Shaman for one or two sessions and while I'm a fan of the healing aura in theory, in practise starting a fight with everyone in the party on half hit points is not so great. You need some more healing.
 

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