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Tricky Cleric/Mage
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<blockquote data-quote="Zaruthustran" data-source="post: 360050" data-attributes="member: 1457"><p>The order in which you listed your stats identifies you as an old-school player. Well met!</p><p></p><p>Anyway, here's what I suggest:</p><p></p><p>1. It seems like the only reason you want to take Wiz or Sor is so you can get the Toad familiar. It ain't worth it. </p><p></p><p>2. Your character has few hps. The best way to prolong your character's life is to avoid getting hit. That means staying out of fights. Or, if a fight starts, maximizing AC and staying out of melee, under cover. </p><p></p><p>3. If you really want to get Arcane spells, pick up a couple levels of Bard instead of Wiz/Soc. You boost your stealth skills, social skills, weapon list, and spell repertoire, and you get 3 HPs/level instead of 2. </p><p></p><p>4. For Bard spells, take Shield, Blur, Invis, Charm Person, Silent Image, and other spells that will either prevent combat or aid your survivability in combat. Remember that a Silent Image of a brick wall in front of you gives you 100% concealment.</p><p></p><p>5. The Bard skills will help you talk your way out of encounters. You're not in danger of dieing if no one's swinging.</p><p></p><p>6. But I say stick to Cleric. Shield of Faith, Doom, Obscuring Mist, Blindness, Aid, Endurance, and other spells will make you last long by boosting hps/ac or by giving Attack penalties to your foes. Plus, clerics get 5 hp/level (4 hp/level for you).</p><p></p><p>7. Get a + Con magic item, or just keep yourself juiced on Endurance. For every 2 points of Con, you get +1/level hps.</p><p></p><p>8. When the arrows start flying, make use of that Free action to drop prone. They'll be at -4 to hit you. Plus, you can return fire (with a crossbow) while prone at no penalty.</p><p></p><p>9. Carry a tower shield. You're not strong, so this might not be an option for you. But if you can manage it, it's a wonderful thing. You can hide behind the shield, casting Bless and Bane (and other untargeted mass-affect spells), darting out to heal when needed. When darting out: cast your Heal spell first and hold the charge, then on your next turn dart out and touch (move action+free action) then retreat back to cover (another move action). </p><p></p><p>10. Consider picking up the Divine Shield feat. It grants + (Cha bonus) to your shield for (Cha bonus) rounds, at the cost of one turning attempt. </p><p></p><p>11. If you find yourself in melee, flee. If you can't flee, use the Total Defense action. You're not going to hit (or, if you do, you'll hit for little damage), so you might as well take advantage of the +4 AC bonus for total defense.</p><p></p><p>12. Always look for cover. Few fights take place in barren fields. Usually there are tables, chairs, bushes, crates, fences, walls, dead monsters, doorways, or other places to hide. Use the terrain! Even ducking within a simple shrub will make that Dragon with a +30 Attack bonus miss 10% of the time.</p><p></p><p>13. Don't let them get to you. If you don't mind your fight attracting attention, you can use oil to create a line of fire in front of you. Or just scatter a bag of caltrops. Or carry a longspear. The threat of Attacks of Opportunity from this weapon will keep most intelligent foes from charging you (wear loose robes so they can't see how weak you are). If you're truly nuts, protect yourself with Resist Elements: Fire then douse yourself in oil and light. Now you're (safely) a human torch, and no sane person or beast will want to get anywhere near you, let alone attack you.</p><p></p><p>Hope this helps. Looks like you're ideal for the role of non-fighting combat medic, a welcome and valued addition to any party. And that's the best protection of all!</p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 360050, member: 1457"] The order in which you listed your stats identifies you as an old-school player. Well met! Anyway, here's what I suggest: 1. It seems like the only reason you want to take Wiz or Sor is so you can get the Toad familiar. It ain't worth it. 2. Your character has few hps. The best way to prolong your character's life is to avoid getting hit. That means staying out of fights. Or, if a fight starts, maximizing AC and staying out of melee, under cover. 3. If you really want to get Arcane spells, pick up a couple levels of Bard instead of Wiz/Soc. You boost your stealth skills, social skills, weapon list, and spell repertoire, and you get 3 HPs/level instead of 2. 4. For Bard spells, take Shield, Blur, Invis, Charm Person, Silent Image, and other spells that will either prevent combat or aid your survivability in combat. Remember that a Silent Image of a brick wall in front of you gives you 100% concealment. 5. The Bard skills will help you talk your way out of encounters. You're not in danger of dieing if no one's swinging. 6. But I say stick to Cleric. Shield of Faith, Doom, Obscuring Mist, Blindness, Aid, Endurance, and other spells will make you last long by boosting hps/ac or by giving Attack penalties to your foes. Plus, clerics get 5 hp/level (4 hp/level for you). 7. Get a + Con magic item, or just keep yourself juiced on Endurance. For every 2 points of Con, you get +1/level hps. 8. When the arrows start flying, make use of that Free action to drop prone. They'll be at -4 to hit you. Plus, you can return fire (with a crossbow) while prone at no penalty. 9. Carry a tower shield. You're not strong, so this might not be an option for you. But if you can manage it, it's a wonderful thing. You can hide behind the shield, casting Bless and Bane (and other untargeted mass-affect spells), darting out to heal when needed. When darting out: cast your Heal spell first and hold the charge, then on your next turn dart out and touch (move action+free action) then retreat back to cover (another move action). 10. Consider picking up the Divine Shield feat. It grants + (Cha bonus) to your shield for (Cha bonus) rounds, at the cost of one turning attempt. 11. If you find yourself in melee, flee. If you can't flee, use the Total Defense action. You're not going to hit (or, if you do, you'll hit for little damage), so you might as well take advantage of the +4 AC bonus for total defense. 12. Always look for cover. Few fights take place in barren fields. Usually there are tables, chairs, bushes, crates, fences, walls, dead monsters, doorways, or other places to hide. Use the terrain! Even ducking within a simple shrub will make that Dragon with a +30 Attack bonus miss 10% of the time. 13. Don't let them get to you. If you don't mind your fight attracting attention, you can use oil to create a line of fire in front of you. Or just scatter a bag of caltrops. Or carry a longspear. The threat of Attacks of Opportunity from this weapon will keep most intelligent foes from charging you (wear loose robes so they can't see how weak you are). If you're truly nuts, protect yourself with Resist Elements: Fire then douse yourself in oil and light. Now you're (safely) a human torch, and no sane person or beast will want to get anywhere near you, let alone attack you. Hope this helps. Looks like you're ideal for the role of non-fighting combat medic, a welcome and valued addition to any party. And that's the best protection of all! -z [/QUOTE]
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