Three char level 8 group - How would you do it?

Arkhandus said:
That's not the way to do it....
- Human Bard 2/Marshal 2/Warblade 4: Run basically the same as your idea, but better.

Awesome faceman for the group, high Charisma and Diplomacy, carrying a Wand of Cure Light/Moderate/Serious (whichever he can afford) for whenever he needs to help keep the group in good condition, Master of Tactics or Over the Top minor aura to add his Charisma bonus to everyone's damage with either flanking or charging attacks, any major aura that suits his fancy whether it's offensive or defensive, plus he'll have Tactics of the Wolf or Absolute Steel Stance along with a 1st-level stance of his choice, along with Douse the Flames, Steel Wind, Iron Heart Surge, White Raven Tactics, and Lion's Roar. His saves will be pretty good, his hit points will be decent or good, he'll have a +6/+1 Base Attack Bonus, he can start out with Point Blank Shot + Precise Shot + Rapid Shot + Song of the White Raven.
You got the general idea where my build is heading, yet I prefer to take the marshal levels later and some additional warblade levels (heading for ranged weapon mastery) when you have access to the high level maneuvers. Low level survival (due to high damage output) is due to Rapid Shot with the Bow of Songs (+haste later for the big fights) and 3-4 arrows per round with ~1d8+10 damage each at more than fighter BAB to hit. Cure wand: Certainly.

Thinking right now to replace the tank build with a scout/ranger swift hunter archer... the one in my group is awesome. Greater Manyshot and perhaps a swordbow.

Looks like most people would take a druid as third possibility. Healing plus firepower plus summoning. Hmm, sounds like my good old archer druid: Firepower plus many spells if necessary. All he needs is one good bow.

Do you guys think a group of three archers (with all those nice group buffs) can survive? They have endless firepower, good healing (give the druid Healing Touch and all three can use wands), strong saves and more than average hitpoints. Trapspringing: The scout can do that. Healing: No problem. Damage output: Nothing to sneer at. All they lack are the typical save or die spells.
 

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Darklone said:
Do you guys think a group of three archers (with all those nice group buffs) can survive?

I think you need at least one character with melee capability. You're going to be giving up a lot of AoO if you don't have someone to keep the baddies away from your archers. The druid can wildshape to get some tanky goodness, or the scout/ranger can focus on TWF instead of ranged. This is where the cleric and druid combination is so potent. They can both offer powerful atack spells and melee support. Plus, if you give the cleric one level of fighter (or another martial class) you can give him any martial weapon and let him pound away in heavy armor with buffs for AC and hp.

What about a spellthief 2/wizard 6 with Master Spellthief as the thrid member? Use a crossbow for ranged sneak attack, steal spells as an 8th level spell thief, pick locks and disable traps okay, and cast fireballs as an 8th level wizard.
 

Shin Okada said:
Someone who thinks traps and walls can be simply blasted or jumped over, should never have played truly nasty dungeons such as the Tomb or Horrors. You need BOTH cleric and Rogue.
ISTR the best way to "solve" Tomb of Horrors was to basically use magic to tunnel through it. Drop the Rogue. Don't face traps on their own terms. Think outside the box, and use stone shape to make the box into a bridge.

@ Darklone: Why would you ever choose a Ranger when a Druid can do everything he can do, plus cast spells, plus turn into a bear and eat you? Seriously, the Druid comes with a free meat puppet, and starting at level 5 becomes a credible melee threat in his own right. Choose Summoning or Archery for your Druid and don't look back.

Cheers, -- N
 


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