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What would you play in this party?
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<blockquote data-quote="schnee" data-source="post: 7121681" data-attributes="member: 16728"><p>If it were me, I'd go one of three ways, in this order. </p><p></p><p>I'm repeating what others have said for the most part.</p><p></p><p>Option 1: Circle of the Land Druid. You'd be able to fill all kinds of interesting fun niches - scouting, stealth, infiltration, area control magic, healing, and since the 'normal' stuff is covered, you could pick lots of flavorful spells that often get overlooked by optimizers.</p><p></p><p>Option 2: Wild Mage Sorcerer. Evoker blaster, with all sorts of interesting mechanics to explore with the meta magic. Charisma based skills round the party out really well. Just for fun, I'd choose Variant Human and go with the Luck feat to double-down on the Chaos/Luck aspect, and Criminal background - I'd be very good at cheating with dice and charming my way out of trouble.</p><p></p><p>Option 3: Monk. My speed and movement let me put myself where I want, when I want, to can cause all sorts of mischief. If the fighter/rogue has put his expertise into skills, then I'd go Shadowstep and be a ridiculously slippery scout. If they've gone the stealth route, then I'd go Way of the Four Elements to be a battlefield controller, and use Thunder Wave and Water Whip frequently.</p><p></p><p>--</p><p></p><p>Basically, option 1 and 3 offer ways to support other characters in the party - with intelligence, utility magic, mobility, and/or battlefield control. You won't cause a lot of direct damage, but you will set up the rest of the team to do a hell of a lot, and prevent enemies from doing much to you.</p><p></p><p>Option 2 directly slots into two niches they don't have much of now - direct HP damage at range, and charisma skills. You'll roll a lot of dice in combat (always fun) and will have fun role play as the party face outside of it.</p></blockquote><p></p>
[QUOTE="schnee, post: 7121681, member: 16728"] If it were me, I'd go one of three ways, in this order. I'm repeating what others have said for the most part. Option 1: Circle of the Land Druid. You'd be able to fill all kinds of interesting fun niches - scouting, stealth, infiltration, area control magic, healing, and since the 'normal' stuff is covered, you could pick lots of flavorful spells that often get overlooked by optimizers. Option 2: Wild Mage Sorcerer. Evoker blaster, with all sorts of interesting mechanics to explore with the meta magic. Charisma based skills round the party out really well. Just for fun, I'd choose Variant Human and go with the Luck feat to double-down on the Chaos/Luck aspect, and Criminal background - I'd be very good at cheating with dice and charming my way out of trouble. Option 3: Monk. My speed and movement let me put myself where I want, when I want, to can cause all sorts of mischief. If the fighter/rogue has put his expertise into skills, then I'd go Shadowstep and be a ridiculously slippery scout. If they've gone the stealth route, then I'd go Way of the Four Elements to be a battlefield controller, and use Thunder Wave and Water Whip frequently. -- Basically, option 1 and 3 offer ways to support other characters in the party - with intelligence, utility magic, mobility, and/or battlefield control. You won't cause a lot of direct damage, but you will set up the rest of the team to do a hell of a lot, and prevent enemies from doing much to you. Option 2 directly slots into two niches they don't have much of now - direct HP damage at range, and charisma skills. You'll roll a lot of dice in combat (always fun) and will have fun role play as the party face outside of it. [/QUOTE]
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