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Spring Attacking Barbarians and Other Combos
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<blockquote data-quote="Starfox" data-source="post: 41201" data-attributes="member: 2303"><p>We are still only level four, so this isn't a problem yet. But yes, it will be. But we still have other close-combat fighters in the group that enemies cannot ignore. We also play Return to the Temple of Elemental Evil, where most of the opposition so far has been rather dumb monsters.</p><p></p><p>I'm playing the paladin. I can't wait till level 6, where I get my unicorn and my second attack, maybe this will let me shine a bit next to our barbarian.</p><p></p><p>Ah, yes, a unicorn. Another nice combo is a unicorn and Spirited Charge. </p><p></p><p>A paladin can get it at level 6 [Defenders of the Faith], and it starts out with 6HD, +13 attack bonus, does double damage on a charge, has reach, can cast 5d8+20 points of cure spells and neutralize poison, has a continous magic circle against evil, and finally has a +3 magic horn. To top it all off, it is also much more agile than a horse. With goat-hooves, it can negotiate most stairways and tunnels that humans can take. So it can come along into a dungeon. In any open space, I can charge for lance damage x3 (multiplying bonus damage from Smite Evil), while he does horn damage x2 (with his +3 horn).</p><p></p><p>I'm thinking of bying a caster level 5 wand of shrink for our sorcerer, so that he can shrink the unicorn past any tight turns.</p><p></p><p>[edited glaring spelling errors]</p></blockquote><p></p>
[QUOTE="Starfox, post: 41201, member: 2303"] We are still only level four, so this isn't a problem yet. But yes, it will be. But we still have other close-combat fighters in the group that enemies cannot ignore. We also play Return to the Temple of Elemental Evil, where most of the opposition so far has been rather dumb monsters. I'm playing the paladin. I can't wait till level 6, where I get my unicorn and my second attack, maybe this will let me shine a bit next to our barbarian. Ah, yes, a unicorn. Another nice combo is a unicorn and Spirited Charge. A paladin can get it at level 6 [Defenders of the Faith], and it starts out with 6HD, +13 attack bonus, does double damage on a charge, has reach, can cast 5d8+20 points of cure spells and neutralize poison, has a continous magic circle against evil, and finally has a +3 magic horn. To top it all off, it is also much more agile than a horse. With goat-hooves, it can negotiate most stairways and tunnels that humans can take. So it can come along into a dungeon. In any open space, I can charge for lance damage x3 (multiplying bonus damage from Smite Evil), while he does horn damage x2 (with his +3 horn). I'm thinking of bying a caster level 5 wand of shrink for our sorcerer, so that he can shrink the unicorn past any tight turns. [edited glaring spelling errors] [/QUOTE]
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