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Which PrCl would you never want in your game? (part 1 - DMG)
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<blockquote data-quote="Storm Raven" data-source="post: 2311678" data-attributes="member: 307"><p>Actually, it's more, because their casting stat bonuses are higher than yours, and the wizard has a higher caster level. To wit:</p><p></p><p>12th level Wizard (Transmuter, Necromancy and Illusion prohibited) (starting experience 72,680 to mimic your crafting antics, final experience 66,240), Human, Str 8, Int 22 (15 + 3 level bonuses + 4 headband), Wis 13 Dex 12 (10 + 2 gloves) Con 14 (12 + 2 amulet), Cha 14</p><p>Feats: Scribe Scroll (Free), Improved Initiative (1st), Spell Focus (Transmutation) (1st), Greater Spell Focus (Transmutation) (3rd), Craft Wondrous Item (5th level bonus feat), Leadership (6th), Lightning Reflexes (9th), Craft Rod (10th level bonus feat), Forge Ring (12th), Alertness (from familiar)</p><p>Skills: Better than Urge, primarily because his Intelligence bonus is higher.</p><p>AC 18 (10 + 5 robe, +2 ring, +1 Dex), BAB +6/+1, Fort +12 (+4 base +2 Con +4 robe, +2 familiar), Reflex +11 (+4 base, +1 Dex, +4 robe, +2 feat), Will +13 (+8 base, +1 Wis, +4 robe), SR 18 (robe), HP 55.5 (average), Init +5 (+1 Dex, +4 feat)</p><p>12th level caster, 14th for overcoming spell resistance, save DC 16 + spell level, 18 + spell level for transmutation spells) 0th: 4+1, 1st: 6+1, 2nd: 6+1, 3rd: 5+1, 4th: 4+1, 5th: 4+1, 6th: 3+1</p><p>Familiar (Rat): normal rat abilities and 22 hp, +6 natural armor, Int 11, improved evasion, share spells, emapthic link, deliver touch spells, speak with master, speak with other rats, spell resistance 17, Fort +4, Reflex +6, Will +9, +8 on attacks.</p><p></p><p>Equipment:</p><p>Robe of Archmagi (crafted) 37,500 gp</p><p>Headband of Intellect +4 (crafted) 8,000 gp</p><p>Gloves of Dexterity +2 (crafted) 2,000 gp</p><p>Amulet of Health +2 (crafted) 2,000 gp</p><p>Ring of Protection +2 (crafted) 4,000 gp</p><p></p><p>10th level Cleric Cohort (recruited at 4th level with 6,000 xp, since then has earned 57,600 x 0.75 = 43,200 xp for a total of 49,200 xp, final experience 48,880), Dwarf, Str 13, Int 8, Wis 22 (15 + 3 level bonus +4 periapt), Dex 12 (10 + 2 gloves), Con 16 (14 + 2 racial bonus), Cha 10 (12 - 2 racial penalty)</p><p>Feats: Improved Initiative (1st), Lightning Reflexes (3rd), Craft Magic Arms and Armor (6th), Combat Casting (9th)</p><p>Skills: Minimal due to Intelligence penalty, but at least 5 ranks of Knowledge: Religion.</p><p>AC 27 (10 + 10 armor, + 4 shield, + 2 ring, + 1 Dex), 31 against giants, BAB +7/+2, Fort +14 (+7 base +3 Con +4 cloak), Reflex +10 (+3 base, +1 Dex, +4 cloak, +2 feat), Will +17 (+7 base, +6 Wis, +4 cloak), HP 78.5 (average), Init +5 (+1 Dex, +4 feat), +2 bonus to saves against spells and spell-like effects, +2 bonus to saves against poison, stonecunning, stability, +2 skill bonus to Appraise and Craft checks related to stone or metal, +1 attack bonus against goblinoids and orcs, Earth domain, Protection domain, turn undead 3x/day at 10th level ability, +2 bonus to turn roll.</p><p>10th level caster, save DC 16 + spell level 0th: 6, 1st: 6+1, 2nd: 6+1, 3rd: 4+1, 4th: 4+1, 5th: 3+1</p><p></p><p>Equipment:</p><p>+2 Full Plate (masterwork plate when recruited, enhanced by crafting) 2,000 gp</p><p>+2 heavy steel shield (masterwork shield when recruited, ehanced by crafting) 2,000 gp</p><p>masterwork morningstar (when recruited)</p><p>Cloak of Resistance +4 (crafted) 8,000</p><p>Periapt of Wisdom +4 (crafted) 8,000 gp</p><p>Ring of Protection +2 (crafted) 4,000 gp</p><p>Gloves of Dexterity +2 (crafted) 2,000 gp</p><p></p><p>I've got 8,500 left to put into my spellbook and sundry gear, so I can have a pretty full spell book. At this point, running through the spell book and spell selections would likely be a waste of time, since the Wizard/Cohort can match you spell for spell (no metamagiced spells, but we've got higher level spells to cast, so the save DCs will be higher), plus several more spells, and higher level ones to boot. The pair is also more durable, able to cast two spells per round until they run out of spells, and has a wider selection of available spells (since the Wizard's spell book is much larger than yours). They are also both closer to leveling up than you.</p><p></p><p>Your spells are going to have a hard time doing much damage, and you are likely to go second in the round, since you are comparatively slow to react. But a head to head match up is silly, the real key is that this pair would be much more valuable to a party of other adventurers than Urge.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2311678, member: 307"] Actually, it's more, because their casting stat bonuses are higher than yours, and the wizard has a higher caster level. To wit: 12th level Wizard (Transmuter, Necromancy and Illusion prohibited) (starting experience 72,680 to mimic your crafting antics, final experience 66,240), Human, Str 8, Int 22 (15 + 3 level bonuses + 4 headband), Wis 13 Dex 12 (10 + 2 gloves) Con 14 (12 + 2 amulet), Cha 14 Feats: Scribe Scroll (Free), Improved Initiative (1st), Spell Focus (Transmutation) (1st), Greater Spell Focus (Transmutation) (3rd), Craft Wondrous Item (5th level bonus feat), Leadership (6th), Lightning Reflexes (9th), Craft Rod (10th level bonus feat), Forge Ring (12th), Alertness (from familiar) Skills: Better than Urge, primarily because his Intelligence bonus is higher. AC 18 (10 + 5 robe, +2 ring, +1 Dex), BAB +6/+1, Fort +12 (+4 base +2 Con +4 robe, +2 familiar), Reflex +11 (+4 base, +1 Dex, +4 robe, +2 feat), Will +13 (+8 base, +1 Wis, +4 robe), SR 18 (robe), HP 55.5 (average), Init +5 (+1 Dex, +4 feat) 12th level caster, 14th for overcoming spell resistance, save DC 16 + spell level, 18 + spell level for transmutation spells) 0th: 4+1, 1st: 6+1, 2nd: 6+1, 3rd: 5+1, 4th: 4+1, 5th: 4+1, 6th: 3+1 Familiar (Rat): normal rat abilities and 22 hp, +6 natural armor, Int 11, improved evasion, share spells, emapthic link, deliver touch spells, speak with master, speak with other rats, spell resistance 17, Fort +4, Reflex +6, Will +9, +8 on attacks. Equipment: Robe of Archmagi (crafted) 37,500 gp Headband of Intellect +4 (crafted) 8,000 gp Gloves of Dexterity +2 (crafted) 2,000 gp Amulet of Health +2 (crafted) 2,000 gp Ring of Protection +2 (crafted) 4,000 gp 10th level Cleric Cohort (recruited at 4th level with 6,000 xp, since then has earned 57,600 x 0.75 = 43,200 xp for a total of 49,200 xp, final experience 48,880), Dwarf, Str 13, Int 8, Wis 22 (15 + 3 level bonus +4 periapt), Dex 12 (10 + 2 gloves), Con 16 (14 + 2 racial bonus), Cha 10 (12 - 2 racial penalty) Feats: Improved Initiative (1st), Lightning Reflexes (3rd), Craft Magic Arms and Armor (6th), Combat Casting (9th) Skills: Minimal due to Intelligence penalty, but at least 5 ranks of Knowledge: Religion. AC 27 (10 + 10 armor, + 4 shield, + 2 ring, + 1 Dex), 31 against giants, BAB +7/+2, Fort +14 (+7 base +3 Con +4 cloak), Reflex +10 (+3 base, +1 Dex, +4 cloak, +2 feat), Will +17 (+7 base, +6 Wis, +4 cloak), HP 78.5 (average), Init +5 (+1 Dex, +4 feat), +2 bonus to saves against spells and spell-like effects, +2 bonus to saves against poison, stonecunning, stability, +2 skill bonus to Appraise and Craft checks related to stone or metal, +1 attack bonus against goblinoids and orcs, Earth domain, Protection domain, turn undead 3x/day at 10th level ability, +2 bonus to turn roll. 10th level caster, save DC 16 + spell level 0th: 6, 1st: 6+1, 2nd: 6+1, 3rd: 4+1, 4th: 4+1, 5th: 3+1 Equipment: +2 Full Plate (masterwork plate when recruited, enhanced by crafting) 2,000 gp +2 heavy steel shield (masterwork shield when recruited, ehanced by crafting) 2,000 gp masterwork morningstar (when recruited) Cloak of Resistance +4 (crafted) 8,000 Periapt of Wisdom +4 (crafted) 8,000 gp Ring of Protection +2 (crafted) 4,000 gp Gloves of Dexterity +2 (crafted) 2,000 gp I've got 8,500 left to put into my spellbook and sundry gear, so I can have a pretty full spell book. At this point, running through the spell book and spell selections would likely be a waste of time, since the Wizard/Cohort can match you spell for spell (no metamagiced spells, but we've got higher level spells to cast, so the save DCs will be higher), plus several more spells, and higher level ones to boot. The pair is also more durable, able to cast two spells per round until they run out of spells, and has a wider selection of available spells (since the Wizard's spell book is much larger than yours). They are also both closer to leveling up than you. Your spells are going to have a hard time doing much damage, and you are likely to go second in the round, since you are comparatively slow to react. But a head to head match up is silly, the real key is that this pair would be much more valuable to a party of other adventurers than Urge. [/QUOTE]
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