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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: 2312833" data-attributes="member: 307"><p>Actually, I didn't, He posed the idea, but here goes:</p><p></p><p>1st: Enlarge Person, Grease, Identify, Magic Missile, Shield, True Strike</p><p>2nd: Cats' Grace, Fox's Cunning, Glitterdust, Pyrotechnics, Scorching Ray, See Invisibility</p><p>3rd: Blink, Dispel Magic, Fireball, Lightning Bolt, Slow</p><p>4th: Dimension Door, Lesser Globe of Invulnerability, Mass Enlarge Person, Polymorph</p><p>5th: Baleful Polymorph, Cone of Cold, Feeblemind, Telekenisis, Teleport</p><p>6th: Antimagic Field, Acid Fog, Chain Lightning, Contingency, Disintegrate, Flesh to Stone, Greater Dispel Magic.</p><p></p><p>Typical Memorization:</p><p></p><p></p><p>Wizard</p><p>1st (7): Magic Missile x3, Reduce Person, Shield x2, True Strike</p><p>2nd (7): Glitterdust x2, Pyrotechnics x2, Scorching Ray x2, See Invisibility</p><p>3rd (6): Blink, Dispel Magic, Fireball x2, Lightning Bolt, Slow</p><p>4th (5): Dimension Door x2, Mass Enlarge Person, Polymorph x2</p><p>5th (5): Cone of Cold, Baleful Polymorph x2, Feeblemind, Teleport</p><p>6th (4): Acid Fog, Chain Lightning, Disintegrate, Flesh to Stone</p><p></p><p>A couple days ago, he cast <em>Contingency</em>, linking it to <em>Lesser Globe of Invulnerability</em> with the trigger "whenever I am affected by hostile magic"</p><p></p><p>Cleric</p><p>1st (7): Bane, Bless x2, Entropic Shield, Magic Weapon, Obscuring Mist, Sanctuary (D)</p><p>2nd (7): Align Weapon, Hold Person, Lesser Restoration, Shield Other (D), Silence, Sound Burst, Spiritual Weapon</p><p>3rd (5): Blindness/Deafness, Dispel Magic, Prayer, Protection from Energy (D), Searing Light</p><p>4th (5): Dimensional Anchor, Divine Power, Freedom of Movement, Poison, Spike Stones (D)</p><p>5th (4): Flame Strike, Righteous Might, Slay Living, Spell Resistance (D)</p><p></p><p>I didn't optimize the spell selections to deal with the "arena duel" silliness that DungeonMaster seems to think is so important, but to contribute to the success of a party over the course of a day's adventuring. of course, there are several tactics that coul be used with this spell array to seriously ruin Urge's day, but that's not the point.</p><p></p><p></p><p></p><p>Leadership can be powerful, but few people have said "ban it". On the other hand, lots of people say that the comparatively weak MT class should be banned. The problem with the MT is that it is <em>slow</em>. Until he hit 12th level, and could craft his metamagic rods, Urge was really slow from round to round when casting spells (one per round, except the rare 1st level quickened spell). Basically, this level (12th) is the high point of Urge's existence, and the Wiz-Clr combination still outdoes him pretty handily.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2312833, member: 307"] Actually, I didn't, He posed the idea, but here goes: 1st: Enlarge Person, Grease, Identify, Magic Missile, Shield, True Strike 2nd: Cats' Grace, Fox's Cunning, Glitterdust, Pyrotechnics, Scorching Ray, See Invisibility 3rd: Blink, Dispel Magic, Fireball, Lightning Bolt, Slow 4th: Dimension Door, Lesser Globe of Invulnerability, Mass Enlarge Person, Polymorph 5th: Baleful Polymorph, Cone of Cold, Feeblemind, Telekenisis, Teleport 6th: Antimagic Field, Acid Fog, Chain Lightning, Contingency, Disintegrate, Flesh to Stone, Greater Dispel Magic. Typical Memorization: Wizard 1st (7): Magic Missile x3, Reduce Person, Shield x2, True Strike 2nd (7): Glitterdust x2, Pyrotechnics x2, Scorching Ray x2, See Invisibility 3rd (6): Blink, Dispel Magic, Fireball x2, Lightning Bolt, Slow 4th (5): Dimension Door x2, Mass Enlarge Person, Polymorph x2 5th (5): Cone of Cold, Baleful Polymorph x2, Feeblemind, Teleport 6th (4): Acid Fog, Chain Lightning, Disintegrate, Flesh to Stone A couple days ago, he cast [i]Contingency[/i], linking it to [i]Lesser Globe of Invulnerability[/i] with the trigger "whenever I am affected by hostile magic" Cleric 1st (7): Bane, Bless x2, Entropic Shield, Magic Weapon, Obscuring Mist, Sanctuary (D) 2nd (7): Align Weapon, Hold Person, Lesser Restoration, Shield Other (D), Silence, Sound Burst, Spiritual Weapon 3rd (5): Blindness/Deafness, Dispel Magic, Prayer, Protection from Energy (D), Searing Light 4th (5): Dimensional Anchor, Divine Power, Freedom of Movement, Poison, Spike Stones (D) 5th (4): Flame Strike, Righteous Might, Slay Living, Spell Resistance (D) I didn't optimize the spell selections to deal with the "arena duel" silliness that DungeonMaster seems to think is so important, but to contribute to the success of a party over the course of a day's adventuring. of course, there are several tactics that coul be used with this spell array to seriously ruin Urge's day, but that's not the point. [i][/i] Leadership can be powerful, but few people have said "ban it". On the other hand, lots of people say that the comparatively weak MT class should be banned. The problem with the MT is that it is [i]slow[/i]. Until he hit 12th level, and could craft his metamagic rods, Urge was really slow from round to round when casting spells (one per round, except the rare 1st level quickened spell). Basically, this level (12th) is the high point of Urge's existence, and the Wiz-Clr combination still outdoes him pretty handily. [/QUOTE]
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