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Suggestions on Barbarian/Sorc going to Dragon Disciple
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<blockquote data-quote="bret" data-source="post: 95915" data-attributes="member: 713"><p>Thanks for the feedback.</p><p></p><p></p><p>I've never heard of a Rage Mage, Archer. What book is that from? Getting to cast spells as character level would be a huge advantage.</p><p></p><p>Elder-Basilisk, there are a couple of reasons I didn't take Shield at first level.</p><p></p><p>I plan on fighting in armor. The shield spell has a somantic component, so it would suffer Arcane Failure. With the short duration, I didn't think it was worth it.</p><p></p><p>The other reason is I thought that I would see how common the GM made Magic Missles. If they don't come up a lot, I can get most of the advantage of shield from firing from partial cover.</p><p></p><p>The reason for Endure Elements is the very long duration and it is enough protection to avoid most environmental damage. It is only a slight aid against elemental attacks, but I think it should work really well against hypothermia and such. Cast it at the beginning of the day, then put your armour one.</p><p></p><p>The reason for True Strike / Power Attack should be obvious. Make the first strike hit and hit hard.</p><p></p><p></p><p>It does bring up the whole question of what the spell selection for this character should be.</p><p></p><p>Very tenative plans would be (by caster level):</p><p></p><p>Sorc 1</p><p>0: Detect Magic, Read Magic, Prestigitation, Mage Hand</p><p>1: True Strike, Endure Elements</p><p></p><p>Sorc 2</p><p>0: Mending</p><p></p><p>Sorc 3</p><p>1: Shield</p><p></p><p>Sorc 4</p><p>0: Light</p><p>2: Alter Self</p><p></p><p>Not sure I would take the character beyond this in spellcasting. If I did, here is probably what I would go for.</p><p></p><p>Sorc 5</p><p>1: Lesser Acid Orb (mostly to finish off regenerating creatures)</p><p>2: Bull's Strength</p><p></p><p>Sorc 6</p><p>0: Resistance</p><p>3: Water Breathing.</p><p></p><p></p><p>The Mage Hand and Mending spells are to help him do carpentry work on the boat. Should at very least give a circumstance bonus I figure.</p><p></p><p>Alter Self is so I could grow gills or wings when needed.</p><p></p><p>Water Breathing is so I could bring others underwater with me.</p><p></p><p></p><p>I figure that the character would mix in Barbarian levels when the hit points started drifting too low to be an effective fighter. I would most likely have him wear armor his whole career, which makes taking 3 levels of the Spellblade PrC very tempting. Main disadvantage would be 'wasting' a feat on Heavy Armour proficiency.</p><p></p><p>For character reasons, I would probably eventually take the Eschew Materials feat. If he went Dragon Disciple at 5th or 6th level, probably take it then explaining how I learned how to cast spells like a Dragon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Any additional feedback welcome.</p></blockquote><p></p>
[QUOTE="bret, post: 95915, member: 713"] Thanks for the feedback. I've never heard of a Rage Mage, Archer. What book is that from? Getting to cast spells as character level would be a huge advantage. Elder-Basilisk, there are a couple of reasons I didn't take Shield at first level. I plan on fighting in armor. The shield spell has a somantic component, so it would suffer Arcane Failure. With the short duration, I didn't think it was worth it. The other reason is I thought that I would see how common the GM made Magic Missles. If they don't come up a lot, I can get most of the advantage of shield from firing from partial cover. The reason for Endure Elements is the very long duration and it is enough protection to avoid most environmental damage. It is only a slight aid against elemental attacks, but I think it should work really well against hypothermia and such. Cast it at the beginning of the day, then put your armour one. The reason for True Strike / Power Attack should be obvious. Make the first strike hit and hit hard. It does bring up the whole question of what the spell selection for this character should be. Very tenative plans would be (by caster level): Sorc 1 0: Detect Magic, Read Magic, Prestigitation, Mage Hand 1: True Strike, Endure Elements Sorc 2 0: Mending Sorc 3 1: Shield Sorc 4 0: Light 2: Alter Self Not sure I would take the character beyond this in spellcasting. If I did, here is probably what I would go for. Sorc 5 1: Lesser Acid Orb (mostly to finish off regenerating creatures) 2: Bull's Strength Sorc 6 0: Resistance 3: Water Breathing. The Mage Hand and Mending spells are to help him do carpentry work on the boat. Should at very least give a circumstance bonus I figure. Alter Self is so I could grow gills or wings when needed. Water Breathing is so I could bring others underwater with me. I figure that the character would mix in Barbarian levels when the hit points started drifting too low to be an effective fighter. I would most likely have him wear armor his whole career, which makes taking 3 levels of the Spellblade PrC very tempting. Main disadvantage would be 'wasting' a feat on Heavy Armour proficiency. For character reasons, I would probably eventually take the Eschew Materials feat. If he went Dragon Disciple at 5th or 6th level, probably take it then explaining how I learned how to cast spells like a Dragon. :) Any additional feedback welcome. [/QUOTE]
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