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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: 2320217" data-attributes="member: 307"><p>It isn't the odd levels. It's that <em>the MT sucks until he reaches at least 11th level</em>.</p><p></p><p></p><p></p><p>Your leadership score is wrong, so we can't figure out if your cohort is built correctly.</p><p></p><p></p><p></p><p>You didn't buy one.</p><p></p><p></p><p></p><p>No, he just used <em>mage armor</em> to provide defense. It isn't that important though, as you will see below.</p><p></p><p></p><p></p><p>Given how clueless you are, I think so.</p><p></p><p></p><p></p><p>(1) It's not my fault you completely fail to understand the rules concerning cohorts. The fact that you persist in making such a fundamental rules mistake really doesn't help your cause.</p><p>(2) I paid for the spells using standard rules from the Core Rules. Cry me a river.</p><p></p><p>In any event, just to lay this silliness to rest, here is a <em>single classed wizard</em>, 12th level, matched up to your original Urge build (leaving aside the cohorts, since they will essentially offset one another). You should recognize the equipment array:</p><p></p><p>Wizard 12 (Evoker, Necromancy and Illusion prohibited)</p><p><strong>Str</strong> 10, <strong>Int</strong> 22 (15 + 3 level bonus +4 headband), <strong>Wis</strong> 16 (14 + 2 periapt), <strong>Dex</strong> 15 (13 + 2 gloves), <strong>Con</strong> 14 (12 + 2 ioun stone), <strong>Cha</strong> 8</p><p><strong>AC</strong> 20 (10 + 4 mage armor + 4 belt + 2 Dex), <strong>Touch AC</strong> 16, <strong>Flat-Footed AC</strong> 14, <strong>HP</strong> 55.5, <strong>Init</strong> +6 (+2 Dex, +4 feat), <strong>Fort</strong> +12 (4 + 2 Con +1 luck +3 cloak +2 feat), <strong>Reflex</strong> +12 (4 +2 Dex +1 luck +3 cloak +2 familiar), <strong>Will</strong> +15 (8 +3 Wis +3 cloak +1 luck)</p><p><strong>Skills:</strong> Concentration +18, Decipher Script +22, Knowledge: Arcana +22, Listen +6, Spellcraft +24, Spot +6</p><p><strong>Feats:</strong> Alertness (familiar), Scribe Scroll (Bonus), Improved Initiative (1st), Great Fortitude (1st), Craft Wondrous Item (3rd), Empower Spell (5th), Spell Penetration (6th), Maximize Spell (9th), Quicken Spell (10th), Craft Rod (12th)</p><p></p><p><strong>Gear (78,200 spent out of 88,000 total, 9,650 gp left to add spells to spell book)</strong></p><p>Metamagic Rod of Lesser Maximize: 8,000 gp (crafted)</p><p>Metamagic Rod of Lesser Quicken: 17,500 gp (crafted)</p><p>Headband of Intellect: 8,000 gp (crafted)</p><p>Periapt of Wisdom +2: 2,000 gp (crafted)</p><p>Gloves of Dexterity +2: 2,000 gp (crafted)</p><p>Monk’s Belt: 6,500 gp (crafted)</p><p>Orange Ioun Stone: 15,000 gp (crafted)</p><p>Luckstone: 10,100 gp (crafted)</p><p>Pink Ioun Stone: 4,000 gp (crafted)</p><p>Cloak of Resistance +3: 4,500 gp (crafted)</p><p>Weasel Familiar (100)</p><p></p><p>A couple days ago he cast <em>Contingency</em>, and linked it to a <em>Lesser Globe of Invulnerability</em>, with the trigger "if I am targeted or affected by hostile magic.</p><p></p><p><strong>Spell Slots (caster level 13)</strong></p><p>0th: 4+1, 1st: 6+1, 2nd: 6+1, 3rd: 5+1, 4th: 5+1, 5th: 4+1, 6th: 3+1, 7th:1+1</p><p></p><p><strong>Sample Spell Book:</strong></p><p>1st level: Burning Hands, Enlarge Person, Identify, Mage Armor, Magic Missile, Shield, True-Strike</p><p>2nd Level: Scorching Ray, Fox’s Cunning, Glitterdust (350 gp), Gust of Wind, Cat’s Grace, Owl’s Wisdom (350 gp)</p><p>3rd Level: Dispel Magic, Fireball, Lightning Bolt, Stinking Cloud</p><p>4th Level: Black Tentacles, Lesser Globe of Invulnerability, Wall of Ice, Wall of Fire</p><p>5th Level: Cone of Cold, Feeblemind, Wall of Force, Teleport</p><p>6th Level: Chain Lightning, Contingency, Flesh to Stone, Greater Dispel Magic</p><p>7th Level: Limited Wish, Prismatic Spray</p><p></p><p><strong>Spell Selection (DC 16 + spell level, caster level 15 to overcome SR)</strong></p><p>1st Level: Magic Missile x4, Mage Armor, True Strike, Shield</p><p>2nd Level: Scorching Ray x3, Glitterdust x2, Gust of Wind, Owl’s Wisdom</p><p>3rd Level: Fireball x2, Lightning Bolt, Empowered Magic Missile, Stinking Cloud, Dispel Magic</p><p>4th Level: Black Tentacles x2, Empowered Scorching Ray, Lesser Globe of Invulnerability, Wall of Ice, Wall of Fire</p><p>5th Level: Cone of Cold, Feeblemind, Empowered Fireball x2, Teleport</p><p>6th Level: Chain Lightning, Flesh to Stone x2, Greater Dispel Magic</p><p>7th Level: Prismatic Spray, Empowered Cone of Cold</p><p></p><p>So, let's compare, head to head.</p><p></p><p>AC: Urge wins. By two. Exciting!</p><p>HP: Urge wins. By 8. Exciting!</p><p>Initiative: Urge loses. By 4.</p><p>Fort Saves: Tie. Aren't his cleric levels supposed to help him here?</p><p>Reflex saves: Tie.</p><p>Will saves: Urge wins. By 5. Not too shabby.</p><p>Feats: Urge loses. Wizard has everything Urge has, plus Improved Initiative and Great Fortitude.</p><p>Gear: Virtually identical. The only change was to drop the <em>ring of counterspells</em>, and lower the <em>periapt of wisdom</em> to +2 in order to leave cash for his spell book.</p><p>Save DCs: Urge loses. By 1.</p><p>Spell Slots: Urge loses. By a lot. Even combining his cleric and wizard spell slots, he's behind in usefulness. Compare spells by spells level -</p><p></p><p>Urge</p><p>1st: 10, 2nd: 10, 3rd: 8, 4th: 6, 5th: 4</p><p></p><p>Wizard</p><p>1st: 7, 2nd: 7, 3rd: 6, 4th: 6, 5th: 5, 6th: 4, 7th: 2</p><p></p><p>So, Urge has three more 1st and 2nd level spells, and two more 3rd level spells. However, Wizard has 1 more 5th level slot, 4 more 6th level slots, and 2 more 7th level slots. Urge has <em>one more net spell slot than Wizard</em>, and the "difference" is that Wizard has spells two levels higher than Urge can cast.</p><p></p><p>Special abilities: Urge wins by a little. He can turn undead, very badly. He can reroll one roll per day, which is nifty. He can use <em>freedom of movement</em> for three rounds per day, which is also kinda nifty. His familiar is comparatively worthless, and quite vulnerable (as he is lacking in the high level familiar abilities).</p><p></p><p>Wizard could add several spells to his spell book, but I don't need to for this comparison, since, as a spell caster, Wizard just totally outclasses Urge every way that counts. Of course, there is also the fact that Wizard didn't go through the "dead" period between 4th and 11th level, where he was a huge burden to his party due to his lousy capabilities.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2320217, member: 307"] It isn't the odd levels. It's that [i]the MT sucks until he reaches at least 11th level[/i]. Your leadership score is wrong, so we can't figure out if your cohort is built correctly. [i][/i] You didn't buy one. [i][/i] No, he just used [i]mage armor[/i] to provide defense. It isn't that important though, as you will see below. [i][/i] Given how clueless you are, I think so. [i][/i] (1) It's not my fault you completely fail to understand the rules concerning cohorts. The fact that you persist in making such a fundamental rules mistake really doesn't help your cause. (2) I paid for the spells using standard rules from the Core Rules. Cry me a river. In any event, just to lay this silliness to rest, here is a [i]single classed wizard[/i], 12th level, matched up to your original Urge build (leaving aside the cohorts, since they will essentially offset one another). You should recognize the equipment array: Wizard 12 (Evoker, Necromancy and Illusion prohibited) [b]Str[/b] 10, [b]Int[/b] 22 (15 + 3 level bonus +4 headband), [b]Wis[/b] 16 (14 + 2 periapt), [b]Dex[/b] 15 (13 + 2 gloves), [b]Con[/b] 14 (12 + 2 ioun stone), [b]Cha[/b] 8 [b]AC[/b] 20 (10 + 4 mage armor + 4 belt + 2 Dex), [b]Touch AC[/b] 16, [b]Flat-Footed AC[/b] 14, [b]HP[/b] 55.5, [b]Init[/b] +6 (+2 Dex, +4 feat), [b]Fort[/b] +12 (4 + 2 Con +1 luck +3 cloak +2 feat), [b]Reflex[/b] +12 (4 +2 Dex +1 luck +3 cloak +2 familiar), [b]Will[/b] +15 (8 +3 Wis +3 cloak +1 luck) [b]Skills:[/b] Concentration +18, Decipher Script +22, Knowledge: Arcana +22, Listen +6, Spellcraft +24, Spot +6 [b]Feats:[/b] Alertness (familiar), Scribe Scroll (Bonus), Improved Initiative (1st), Great Fortitude (1st), Craft Wondrous Item (3rd), Empower Spell (5th), Spell Penetration (6th), Maximize Spell (9th), Quicken Spell (10th), Craft Rod (12th) [b]Gear (78,200 spent out of 88,000 total, 9,650 gp left to add spells to spell book)[/b] Metamagic Rod of Lesser Maximize: 8,000 gp (crafted) Metamagic Rod of Lesser Quicken: 17,500 gp (crafted) Headband of Intellect: 8,000 gp (crafted) Periapt of Wisdom +2: 2,000 gp (crafted) Gloves of Dexterity +2: 2,000 gp (crafted) Monk’s Belt: 6,500 gp (crafted) Orange Ioun Stone: 15,000 gp (crafted) Luckstone: 10,100 gp (crafted) Pink Ioun Stone: 4,000 gp (crafted) Cloak of Resistance +3: 4,500 gp (crafted) Weasel Familiar (100) A couple days ago he cast [i]Contingency[/i], and linked it to a [i]Lesser Globe of Invulnerability[/i], with the trigger "if I am targeted or affected by hostile magic. [b]Spell Slots (caster level 13)[/b] 0th: 4+1, 1st: 6+1, 2nd: 6+1, 3rd: 5+1, 4th: 5+1, 5th: 4+1, 6th: 3+1, 7th:1+1 [b]Sample Spell Book:[/b] 1st level: Burning Hands, Enlarge Person, Identify, Mage Armor, Magic Missile, Shield, True-Strike 2nd Level: Scorching Ray, Fox’s Cunning, Glitterdust (350 gp), Gust of Wind, Cat’s Grace, Owl’s Wisdom (350 gp) 3rd Level: Dispel Magic, Fireball, Lightning Bolt, Stinking Cloud 4th Level: Black Tentacles, Lesser Globe of Invulnerability, Wall of Ice, Wall of Fire 5th Level: Cone of Cold, Feeblemind, Wall of Force, Teleport 6th Level: Chain Lightning, Contingency, Flesh to Stone, Greater Dispel Magic 7th Level: Limited Wish, Prismatic Spray [b]Spell Selection (DC 16 + spell level, caster level 15 to overcome SR)[/b] 1st Level: Magic Missile x4, Mage Armor, True Strike, Shield 2nd Level: Scorching Ray x3, Glitterdust x2, Gust of Wind, Owl’s Wisdom 3rd Level: Fireball x2, Lightning Bolt, Empowered Magic Missile, Stinking Cloud, Dispel Magic 4th Level: Black Tentacles x2, Empowered Scorching Ray, Lesser Globe of Invulnerability, Wall of Ice, Wall of Fire 5th Level: Cone of Cold, Feeblemind, Empowered Fireball x2, Teleport 6th Level: Chain Lightning, Flesh to Stone x2, Greater Dispel Magic 7th Level: Prismatic Spray, Empowered Cone of Cold So, let's compare, head to head. AC: Urge wins. By two. Exciting! HP: Urge wins. By 8. Exciting! Initiative: Urge loses. By 4. Fort Saves: Tie. Aren't his cleric levels supposed to help him here? Reflex saves: Tie. Will saves: Urge wins. By 5. Not too shabby. Feats: Urge loses. Wizard has everything Urge has, plus Improved Initiative and Great Fortitude. Gear: Virtually identical. The only change was to drop the [i]ring of counterspells[/i], and lower the [i]periapt of wisdom[/i] to +2 in order to leave cash for his spell book. Save DCs: Urge loses. By 1. Spell Slots: Urge loses. By a lot. Even combining his cleric and wizard spell slots, he's behind in usefulness. Compare spells by spells level - Urge 1st: 10, 2nd: 10, 3rd: 8, 4th: 6, 5th: 4 Wizard 1st: 7, 2nd: 7, 3rd: 6, 4th: 6, 5th: 5, 6th: 4, 7th: 2 So, Urge has three more 1st and 2nd level spells, and two more 3rd level spells. However, Wizard has 1 more 5th level slot, 4 more 6th level slots, and 2 more 7th level slots. Urge has [i]one more net spell slot than Wizard[/i], and the "difference" is that Wizard has spells two levels higher than Urge can cast. Special abilities: Urge wins by a little. He can turn undead, very badly. He can reroll one roll per day, which is nifty. He can use [i]freedom of movement[/i] for three rounds per day, which is also kinda nifty. His familiar is comparatively worthless, and quite vulnerable (as he is lacking in the high level familiar abilities). Wizard could add several spells to his spell book, but I don't need to for this comparison, since, as a spell caster, Wizard just totally outclasses Urge every way that counts. Of course, there is also the fact that Wizard didn't go through the "dead" period between 4th and 11th level, where he was a huge burden to his party due to his lousy capabilities. [/QUOTE]
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