McQ
2011-08-11, 01:58 AM
These are some first time Players. The feats and skills help some, but are more to accentuate fluff than helping in power. Limiting EXP gain to lengthen time spent on one level. This means spending quite a bit of time in lower ECLs, but also that I'll need to get all I can out of what is available to each character. This will likely mean a lot of down time to regain abilities and heal.
Could use some help on improving these PCs to have endurance in combat. Suggestions on wondrous magical items would be helpful too. I don't want to give them anything too powerful, but many small magic items to ease mundane burdens (bag of holding, boat comma folding, portable shack).
This is the Rogue of the party; stealth, infiltration, subterfuge, mechanic.
ROYWYN CR 1
Female Gnome, Steam Clockwork Harlequinn Rogue 1
CG Small Humanoid
Init +8; Senses Low-Light Vision; Listen +4, Spot +4
Languages Common, Dwarven, Giant, Gnome, Steamer
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AC 17, touch 15, flat-footed 13
. . (+1 size, +4 Dex, +2 armor)
hp 8 (1d6+2)
Fort +2, Ref +6, Will +1
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Speed 20ft.
Melee weapon Dagger +2 (1d3+1) and
. . Unarmed Strike +2 (1d2+1)
Ranged weapon Clockwork Crossbow +5 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -3
Atk Options Sneak Attack +1d6
Combat Gear Bolts, Crossbow, Clockwork Crossbow, Dagger, Leather, Unarmed Strike
Spell-Like Abilities:
. . 1/day-Electic Jolt (1/day)
. . 1/day-Flare (1/day)
. . 1/day-Repair Minor Damage (1/day)
. . 1/day-Speak with Mechanoid (1/day)
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Abilities Str 12 Dex 18 Con 14 Int 16 Wis 12 Cha 18
SQ +1 to attack rolls vs Constructs, +2 to saves vs electricity, Clockwork Harlequinn, Evocation spell save DC +1, Lucky Catch, Sly Fortune, Trapfinding
Feats Agile Athlete, Armor Proficiency (Light), Improved Initiative, Lucky Catch, Rogue Weapon Proficiencies, Simple Weapon Proficiency - All, Sly Fortune
Skills Appraise +5, Balance +6, Bluff +6, Climb +8, Diplomacy +6, Disable Device +8, Disguise +8, Engineer: Mechanikal +7, Escape Artist +6, Forgery +4, Gather Information +6, Hide +10, Jack Handling +6, Jump +4, Listen +4, Move Silently +8, Open Lock +8, Search +4, Sense Motive +4, Sleight of Hand +5, Spot +4, Tumble +5, Use Rope +6
Possessions combat gear plus Artisan's outfit, Artisan's tools, Backpack (empty), Bedroll, Binoculars, Standard, Climber's kit, Climbers Companion, Dress, Exquisite, Earrings, Copper (Fine), Flashlight, Penlight, Gnomish Courtier's Outfit, Jester's Kit, Mess Kit, Money, Rolling Eye, Rope, silk (50 ft.), Thieves' tools, Traveller's Outfit (Free), Trunk (empty)
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+1 to attack rolls vs Constructs +1 racial bonus to attacks against Constructs.
+2 to saves vs electricity +2 racial bonus to saves against electricity.
+4 dodge bonus to AC vs Giants +4 dodge bonus to AC against monsters of the Giant type.
Clockwork Harlequinn Gives bonus feats Agile Athlete, Lucky Catch and Sly Fortune.
+2 to Appraise, Disguise, Disable Device, Open Lock checks.
+4 to Engineer (Mechanika) checks.
Electic Jolt (1/day) With Charisma 10+, cast Ghost Sound once per day.
Evocation spell save DC +1 +1 to the save DC of all evocation spells you cast.
Flare (1/day) With Charisma 10+, cast Dancing Lights once per day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lucky Catch Imm, use 1 luck to reroll Balance, Climb, or Jump check.
Repair Minor Damage (1/day) With Charisma 10+, cast Dancing Lights once per day.
Sly Fortune Imm, use 1 luck to reroll Hide, Move Silently, or Tumble check.
Sneak Attack +1d6 Deal extra damage when your target is flat-footed or flanked by you.
Speak with Mechanoid (1/day) Speak with Mechanoid (lasts 1 minute) 1/day.
Trapfinding You can find and disarm traps with a DC > 20.
The Cleric of the party; healer, scroll user, herbalist, melee defense.
MAGDALENA CR 1
Female Human Observant Devout Cleric 1
LG Medium Humanoid
Init +2; Listen +5, Spot +3
Languages Archaic, Celestial, Common, Draconic
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AC 17, touch 12, flat-footed 15
. . (+2 Dex, +4 armor, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5
---------------------
Speed 30ft.
Melee weapon Mace, Light +3 (1d6+3) and
. . Maul +3 (1d10+4) and
. . Unarmed Strike +3 (1d3+3)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +3
Combat Gear Chain Shirt, Mace, Light, Maul, Shield, Light Steel, Unarmed Strike
Observant Devout Cleric Spells Prepared (CL 1, +3 melee touch, +2 ranged touch):
1 (DC 14, 2/day) - Cure Light Wounds, Nimbus of Light, Cure Light Wounds
0 (DC 13, 4/day) - Amaneunsis, Cure Minor Wounds, Light, Read Magic
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Abilities Str 16 Dex 14 Con 14 Int 16 Wis 16 Cha 14
SQ Aura (Ex), Cast Healing spells at +1 caster level, Cast Healing spells at +1 caster level, Greater Turning (1/day), Healing, Imbued Healing, Observant Devout, Restoration, Sacred Healing, Sacred Purification, Spontaneous Casting, Sun, Turn Undead (Su)
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Imbued Healing, Sacred Healing, Sacred Purification, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency - All
Skills Balance -1, Climb +0, Concentration +4, Craft: Alchemy +6, Decipher Script +7, Diplomacy +4, Escape Artist -1, Heal +9, Hide -1, Jump +0, Knowledge: Nature +7, Knowledge: Religion +6, Listen +5, Move Silently +3, Prof: Herbalist +4, Sense Motive +4, Spellcraft +6, Swim -3
Possessions combat gear plus Backpack (empty), Basil (Herb), Betony, Wood (Herb), Candle, Candlemaking Kit, Case, map or scroll (empty), Chalk, 1 piece, Cleric's vestments, Dobhran (Herb), Healer's kit, Holy symbol, silver, Holy Text, Ink (1 oz. vial, black), Ink (1 oz. vial, colored), Inkpen, Money, Nightshirt, Silk, Parchment (sheet), Pestle and Mortar, Pouch, belt (empty), Robe, Alchemist's (empty), Scholar's Outfit (Free), Slate Board, Soap (per), Tallquill (Herb), Tindertwig, Torch, Traveler's outfit
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cast Healing spells at +1 caster level You cast Healing spells at +1 caster level.
Cast Healing spells at +1 caster level You cast Healing spells at +1 caster level.
Greater Turning (1/day) You can perform a Greater Turning against Undead once per day.
Healing You cast healing spells at +1 caster level.
Imbued Healing Add bonus effects based on domains to healing spells.
Observant Devout Gives bonus feats Scribe Scroll, Imbued Healing and Sun Domain.
+2 to Knowledge (Nature), Knowledge (Religion), Craft (Alchemy), Decipher Script checks.
+4 to Heal checks.
Restoration Dieties: None (Mystic Only)
Granted Power: You cast healing spells at +1 caster level.
Restoration Domain Spells
1 Remove fear
2 Lesser restoration
3 Remove disease
4 Restoration
5 Raise dead
6 Heal
7 Greater restoration
8 Resurrection
9 True resurrection
Sacred Healing Swift, use 1 turn, +5 to Heal & +2/die bon on healing spells until end of turn.
Sacred Purification Swift, use 1 turn, 1d8+X healing to all living in 60 ft, undead in area take equal dam.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Turn Undead (Su) A good cleric can turn undead; an evil cleric can rebuke undead.
The sorcerer of the party; poison user, ranged attacker, animal affinity, wilderness survival.
TABYRRA CR 1
Female Human Black Water Sorcerer 1
CG Medium Humanoid
Init +2; Listen +4, Spot +4
Languages Aquan, Common, Draconic, Swamp Speak
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AC 12, touch 12, flat-footed 10
. . (+2 Dex)
hp 5 (1d4+1)
Fort +1, Ref +2, Will +3
---------------------
Speed 20ft.
Melee weapon Net +1 () and
. . Scourge +1 (1d8+1) and
. . Unarmed Strike +1 (1d3+1)
Ranged weapon Blowgun (DMG) +2 (1+1)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +1
Combat Gear Blowgun (DMG), Dart, Blowgun, Net, Scourge, Unarmed Strike
Black Water Sorcerer Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (DC 14, 4/day) - Ice Dagger, Magic Missile
0 (DC 13, 6/day) - Daze, Detect Poison, Ghost Sound, Launch Item
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Abilities Str 13 Dex 15 Con 13 Int 16 Wis 17 Cha 16
SQ Aquatic Spellcasting, Black Water Sorcerer, Delay Potion, Eschew Materials, Poison Spell, Retributive Spell
Feats Aquatic Spellcasting, Delay Potion, Eschew Materials, Poison Spell, Retributive Spell, Simple Weapon Proficiency - All
Skills Balance -1, Bluff +6, Climb -2, Concentration +3, Craft: Poisonmaking +9, Escape Artist -1, Hide +0, Jump -8, Knowledge: Arcana +6, Listen +4, Move Silently +0, Prof: Divination +4, Sense Motive +4, Spellcraft +4, Spot +4, Survival +5
Possessions combat gear plus Antitoxin (vial), Backpack (empty), Bell, Book, Candle, Candle, Insectbane, Candlemaking Kit, Dress, Average, Explorer's Outfit (Free), Fishing net, 25 sq. ft., Fishing Tackle, Flint and steel, Glowmould Fuel, Glowmould Lantern, Bullseye, Hammock, Ink (1 oz. vial, black), Inkpen, Lantern, hooded, Mill, Hand, Money, Nightshirt, Silk, Oil of taggit (Poison), Otterskin, Percolator, Pestle and Mortar, Pot, iron, Pouch, belt (empty), Roach Paste (Poison), Rope, hempen (50 ft.), Sack (empty), Sealing wax, Sewing needle, Signal whistle, Small centipede poison (Poison), Swimmer's Kit, Tea Leaves (Drink), Tent, Elven Tree, Twine, Roll (50 ft.), Vial, ink or potion, Waterskin, Wine (Fine, bottle), Yaksa (Poison)
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Aquatic Spellcasting Water never grants cover/blocks line of effect, & no spellcraft chk for fire spells.
Black Water Sorcerer Gives bonus feats Aquatic Spellcasting, Delay Potion, and Poison Spell.
+2 to Handle Animal, Knowledge (Arcana), Swim, Survival checks.
+4 to Craft (Poisonmaking) checks.
Delay Potion Drink potion and delay for up to X hrs, activate as a swift action.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Poison Spell Add contact/injury poison as M comp to melee touch spl. Hurt foe is exposed.
Retributive Spell Cast spell, if hit in melee use imm action to affect that foe. +1 Level.
So there's a cleric that crafts herbal remedies, takes the brunt of the damage in close combat, and uses divine scrolls to bolster the strength of the party.
The rogue sneaks in combat to quickly close in on a target, strike, and get out of threat range; uses mechanical devices with acrobatic ability to break in, and adept at espionage.
The sorcerer uses long ranged mundane and magical attacks, crafts poisons (and possibly potions), and has skill/knowledge of wilderness terrain.
I want to ensure combat efficiency using Class abilities, and use magical means to uphold the importance of the themes. Will this make a well rounded party able to survive most encounters?
Could use some help on improving these PCs to have endurance in combat. Suggestions on wondrous magical items would be helpful too. I don't want to give them anything too powerful, but many small magic items to ease mundane burdens (bag of holding, boat comma folding, portable shack).
This is the Rogue of the party; stealth, infiltration, subterfuge, mechanic.
ROYWYN CR 1
Female Gnome, Steam Clockwork Harlequinn Rogue 1
CG Small Humanoid
Init +8; Senses Low-Light Vision; Listen +4, Spot +4
Languages Common, Dwarven, Giant, Gnome, Steamer
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AC 17, touch 15, flat-footed 13
. . (+1 size, +4 Dex, +2 armor)
hp 8 (1d6+2)
Fort +2, Ref +6, Will +1
---------------------
Speed 20ft.
Melee weapon Dagger +2 (1d3+1) and
. . Unarmed Strike +2 (1d2+1)
Ranged weapon Clockwork Crossbow +5 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -3
Atk Options Sneak Attack +1d6
Combat Gear Bolts, Crossbow, Clockwork Crossbow, Dagger, Leather, Unarmed Strike
Spell-Like Abilities:
. . 1/day-Electic Jolt (1/day)
. . 1/day-Flare (1/day)
. . 1/day-Repair Minor Damage (1/day)
. . 1/day-Speak with Mechanoid (1/day)
---------------------
Abilities Str 12 Dex 18 Con 14 Int 16 Wis 12 Cha 18
SQ +1 to attack rolls vs Constructs, +2 to saves vs electricity, Clockwork Harlequinn, Evocation spell save DC +1, Lucky Catch, Sly Fortune, Trapfinding
Feats Agile Athlete, Armor Proficiency (Light), Improved Initiative, Lucky Catch, Rogue Weapon Proficiencies, Simple Weapon Proficiency - All, Sly Fortune
Skills Appraise +5, Balance +6, Bluff +6, Climb +8, Diplomacy +6, Disable Device +8, Disguise +8, Engineer: Mechanikal +7, Escape Artist +6, Forgery +4, Gather Information +6, Hide +10, Jack Handling +6, Jump +4, Listen +4, Move Silently +8, Open Lock +8, Search +4, Sense Motive +4, Sleight of Hand +5, Spot +4, Tumble +5, Use Rope +6
Possessions combat gear plus Artisan's outfit, Artisan's tools, Backpack (empty), Bedroll, Binoculars, Standard, Climber's kit, Climbers Companion, Dress, Exquisite, Earrings, Copper (Fine), Flashlight, Penlight, Gnomish Courtier's Outfit, Jester's Kit, Mess Kit, Money, Rolling Eye, Rope, silk (50 ft.), Thieves' tools, Traveller's Outfit (Free), Trunk (empty)
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+1 to attack rolls vs Constructs +1 racial bonus to attacks against Constructs.
+2 to saves vs electricity +2 racial bonus to saves against electricity.
+4 dodge bonus to AC vs Giants +4 dodge bonus to AC against monsters of the Giant type.
Clockwork Harlequinn Gives bonus feats Agile Athlete, Lucky Catch and Sly Fortune.
+2 to Appraise, Disguise, Disable Device, Open Lock checks.
+4 to Engineer (Mechanika) checks.
Electic Jolt (1/day) With Charisma 10+, cast Ghost Sound once per day.
Evocation spell save DC +1 +1 to the save DC of all evocation spells you cast.
Flare (1/day) With Charisma 10+, cast Dancing Lights once per day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lucky Catch Imm, use 1 luck to reroll Balance, Climb, or Jump check.
Repair Minor Damage (1/day) With Charisma 10+, cast Dancing Lights once per day.
Sly Fortune Imm, use 1 luck to reroll Hide, Move Silently, or Tumble check.
Sneak Attack +1d6 Deal extra damage when your target is flat-footed or flanked by you.
Speak with Mechanoid (1/day) Speak with Mechanoid (lasts 1 minute) 1/day.
Trapfinding You can find and disarm traps with a DC > 20.
The Cleric of the party; healer, scroll user, herbalist, melee defense.
MAGDALENA CR 1
Female Human Observant Devout Cleric 1
LG Medium Humanoid
Init +2; Listen +5, Spot +3
Languages Archaic, Celestial, Common, Draconic
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AC 17, touch 12, flat-footed 15
. . (+2 Dex, +4 armor, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5
---------------------
Speed 30ft.
Melee weapon Mace, Light +3 (1d6+3) and
. . Maul +3 (1d10+4) and
. . Unarmed Strike +3 (1d3+3)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +3
Combat Gear Chain Shirt, Mace, Light, Maul, Shield, Light Steel, Unarmed Strike
Observant Devout Cleric Spells Prepared (CL 1, +3 melee touch, +2 ranged touch):
1 (DC 14, 2/day) - Cure Light Wounds, Nimbus of Light, Cure Light Wounds
0 (DC 13, 4/day) - Amaneunsis, Cure Minor Wounds, Light, Read Magic
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Abilities Str 16 Dex 14 Con 14 Int 16 Wis 16 Cha 14
SQ Aura (Ex), Cast Healing spells at +1 caster level, Cast Healing spells at +1 caster level, Greater Turning (1/day), Healing, Imbued Healing, Observant Devout, Restoration, Sacred Healing, Sacred Purification, Spontaneous Casting, Sun, Turn Undead (Su)
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Imbued Healing, Sacred Healing, Sacred Purification, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency - All
Skills Balance -1, Climb +0, Concentration +4, Craft: Alchemy +6, Decipher Script +7, Diplomacy +4, Escape Artist -1, Heal +9, Hide -1, Jump +0, Knowledge: Nature +7, Knowledge: Religion +6, Listen +5, Move Silently +3, Prof: Herbalist +4, Sense Motive +4, Spellcraft +6, Swim -3
Possessions combat gear plus Backpack (empty), Basil (Herb), Betony, Wood (Herb), Candle, Candlemaking Kit, Case, map or scroll (empty), Chalk, 1 piece, Cleric's vestments, Dobhran (Herb), Healer's kit, Holy symbol, silver, Holy Text, Ink (1 oz. vial, black), Ink (1 oz. vial, colored), Inkpen, Money, Nightshirt, Silk, Parchment (sheet), Pestle and Mortar, Pouch, belt (empty), Robe, Alchemist's (empty), Scholar's Outfit (Free), Slate Board, Soap (per), Tallquill (Herb), Tindertwig, Torch, Traveler's outfit
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cast Healing spells at +1 caster level You cast Healing spells at +1 caster level.
Cast Healing spells at +1 caster level You cast Healing spells at +1 caster level.
Greater Turning (1/day) You can perform a Greater Turning against Undead once per day.
Healing You cast healing spells at +1 caster level.
Imbued Healing Add bonus effects based on domains to healing spells.
Observant Devout Gives bonus feats Scribe Scroll, Imbued Healing and Sun Domain.
+2 to Knowledge (Nature), Knowledge (Religion), Craft (Alchemy), Decipher Script checks.
+4 to Heal checks.
Restoration Dieties: None (Mystic Only)
Granted Power: You cast healing spells at +1 caster level.
Restoration Domain Spells
1 Remove fear
2 Lesser restoration
3 Remove disease
4 Restoration
5 Raise dead
6 Heal
7 Greater restoration
8 Resurrection
9 True resurrection
Sacred Healing Swift, use 1 turn, +5 to Heal & +2/die bon on healing spells until end of turn.
Sacred Purification Swift, use 1 turn, 1d8+X healing to all living in 60 ft, undead in area take equal dam.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Turn Undead (Su) A good cleric can turn undead; an evil cleric can rebuke undead.
The sorcerer of the party; poison user, ranged attacker, animal affinity, wilderness survival.
TABYRRA CR 1
Female Human Black Water Sorcerer 1
CG Medium Humanoid
Init +2; Listen +4, Spot +4
Languages Aquan, Common, Draconic, Swamp Speak
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AC 12, touch 12, flat-footed 10
. . (+2 Dex)
hp 5 (1d4+1)
Fort +1, Ref +2, Will +3
---------------------
Speed 20ft.
Melee weapon Net +1 () and
. . Scourge +1 (1d8+1) and
. . Unarmed Strike +1 (1d3+1)
Ranged weapon Blowgun (DMG) +2 (1+1)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +1
Combat Gear Blowgun (DMG), Dart, Blowgun, Net, Scourge, Unarmed Strike
Black Water Sorcerer Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (DC 14, 4/day) - Ice Dagger, Magic Missile
0 (DC 13, 6/day) - Daze, Detect Poison, Ghost Sound, Launch Item
---------------------
Abilities Str 13 Dex 15 Con 13 Int 16 Wis 17 Cha 16
SQ Aquatic Spellcasting, Black Water Sorcerer, Delay Potion, Eschew Materials, Poison Spell, Retributive Spell
Feats Aquatic Spellcasting, Delay Potion, Eschew Materials, Poison Spell, Retributive Spell, Simple Weapon Proficiency - All
Skills Balance -1, Bluff +6, Climb -2, Concentration +3, Craft: Poisonmaking +9, Escape Artist -1, Hide +0, Jump -8, Knowledge: Arcana +6, Listen +4, Move Silently +0, Prof: Divination +4, Sense Motive +4, Spellcraft +4, Spot +4, Survival +5
Possessions combat gear plus Antitoxin (vial), Backpack (empty), Bell, Book, Candle, Candle, Insectbane, Candlemaking Kit, Dress, Average, Explorer's Outfit (Free), Fishing net, 25 sq. ft., Fishing Tackle, Flint and steel, Glowmould Fuel, Glowmould Lantern, Bullseye, Hammock, Ink (1 oz. vial, black), Inkpen, Lantern, hooded, Mill, Hand, Money, Nightshirt, Silk, Oil of taggit (Poison), Otterskin, Percolator, Pestle and Mortar, Pot, iron, Pouch, belt (empty), Roach Paste (Poison), Rope, hempen (50 ft.), Sack (empty), Sealing wax, Sewing needle, Signal whistle, Small centipede poison (Poison), Swimmer's Kit, Tea Leaves (Drink), Tent, Elven Tree, Twine, Roll (50 ft.), Vial, ink or potion, Waterskin, Wine (Fine, bottle), Yaksa (Poison)
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Aquatic Spellcasting Water never grants cover/blocks line of effect, & no spellcraft chk for fire spells.
Black Water Sorcerer Gives bonus feats Aquatic Spellcasting, Delay Potion, and Poison Spell.
+2 to Handle Animal, Knowledge (Arcana), Swim, Survival checks.
+4 to Craft (Poisonmaking) checks.
Delay Potion Drink potion and delay for up to X hrs, activate as a swift action.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Poison Spell Add contact/injury poison as M comp to melee touch spl. Hurt foe is exposed.
Retributive Spell Cast spell, if hit in melee use imm action to affect that foe. +1 Level.
So there's a cleric that crafts herbal remedies, takes the brunt of the damage in close combat, and uses divine scrolls to bolster the strength of the party.
The rogue sneaks in combat to quickly close in on a target, strike, and get out of threat range; uses mechanical devices with acrobatic ability to break in, and adept at espionage.
The sorcerer uses long ranged mundane and magical attacks, crafts poisons (and possibly potions), and has skill/knowledge of wilderness terrain.
I want to ensure combat efficiency using Class abilities, and use magical means to uphold the importance of the themes. Will this make a well rounded party able to survive most encounters?