Cerlis
2011-03-11, 01:33 AM
So doing a module for level 7 (temple of the yuan ti i believe) with 3 pcs and a DM pc (whooopy) I believe through most of it the Warlock will provide consistent damage (not awesome dmg like a wizard but consistant) and some tactical strategy. THe rogue is definately well made if i know my player right. WIll have maxed skills, every mundane item imaginable. Hes getting a little high on himself thinking he will get off a two weapon fighting sneak attack round but the stars would have to align for that. 3rd player still doesnt know what he wants but i'd hate to make him feel like he has to pick a role, so i decided to see if i could make a tank healer.
I was figuring crusader 1/cleric 6. what few manuvers id get would give in combat healing while i hit stuff and then i'll be able to max hp with a wand (of vigor is it?) afterwards. I'll probably have 1 of each healerbuff spell prepared (break enchantment, neutralize poison ect) in case things go wrong and i run out of scrolls ( i dont want to baby the group enough to waste all my npcs money on "Scrolls of My-Players-Suck") 2 or so scrolls of those same spells. have half my remaining spells for situational tactical spells , and the rest as buffs (i guess divine doesnt have haste but good buffs like those, i hear haste sucks compared to what it used to be but i'm sure the rogue being able to feignt and full attack in the same round will help)
oh and i figured he might pick one or two reserve feats and one or two devotion feats. I suppose there is divine metamagic but i dont want to steal the show and i'd probably have to use most feats on those anyways.
anything i'm missing (i'm aware of the lack of a true caster but dont know if that is a huge mistake or not)? Just thought i'd ask for input
fyi. standard gold (19,000 each i think), one well optimized munchkinesc player, one total noob , one moderate dnd player ( i think hes done many RPGs but little dnd) . when i talk about the rogue munchkin, i mean optimized insofar as within reason, no obscure feats or loop holes. He just has really good luck and knows how to increase his skill checks and attack and damage well.
not campaign specific , anything goes within reason. 3.5
I was figuring crusader 1/cleric 6. what few manuvers id get would give in combat healing while i hit stuff and then i'll be able to max hp with a wand (of vigor is it?) afterwards. I'll probably have 1 of each healerbuff spell prepared (break enchantment, neutralize poison ect) in case things go wrong and i run out of scrolls ( i dont want to baby the group enough to waste all my npcs money on "Scrolls of My-Players-Suck") 2 or so scrolls of those same spells. have half my remaining spells for situational tactical spells , and the rest as buffs (i guess divine doesnt have haste but good buffs like those, i hear haste sucks compared to what it used to be but i'm sure the rogue being able to feignt and full attack in the same round will help)
oh and i figured he might pick one or two reserve feats and one or two devotion feats. I suppose there is divine metamagic but i dont want to steal the show and i'd probably have to use most feats on those anyways.
anything i'm missing (i'm aware of the lack of a true caster but dont know if that is a huge mistake or not)? Just thought i'd ask for input
fyi. standard gold (19,000 each i think), one well optimized munchkinesc player, one total noob , one moderate dnd player ( i think hes done many RPGs but little dnd) . when i talk about the rogue munchkin, i mean optimized insofar as within reason, no obscure feats or loop holes. He just has really good luck and knows how to increase his skill checks and attack and damage well.
not campaign specific , anything goes within reason. 3.5