PDA

View Full Version : Potential dangers for our party?



Rossebay
2011-08-11, 12:58 PM
So, we have a party of 4, possibly 3.
First is a Raptoran Barbarian 1 / Egoist 1. Will gain access to Life Mantle and ability to Manifest while raging. Can act as healbot, also party's main source of damage. Con 14, but Reckless Rage makes up for that... For short periods.

Second is a Human generalized Wizard 2. Collegiate Wizard as a feat, so he's all set on spells known, but his Spells per day (even with Int 18) are really lacking right now. He's really the party utility belt when my psionics can't handle something.

Third is an Elf Rogue 2, acts as secondary scout, though my Psicrystal acts as lead scout and cartographer. He's trapmonkey, and also the secondary source of damage. He's also gotten us out of a few scrapes already. (Bears are hard at level 1.)

Fourth is a Spellscale Bard, and while he has a weak ability to cast Cure spells, his buffing abilities make up for it. He's not been present lately, but he ought to come back soon.


So, what are we missing? The Barbarian, while strong, will lose out on his ability to take all of the damage, this I know.


And, the main focus, what should we look out for? What's going to be our bane?

Yorrin
2011-08-11, 01:07 PM
Needs moar melee Cleric. There are very few parties that don't benefit from having a melee Cleric added on. It'll provide another frontline man, he can swap his spells out for healing if needed, and trading in for Travel Devotion and Knowledge Devotion makes him a pretty powerful combatant despite the Cloistered BAB (you ARE making him cloistered, of course).

Rossebay
2011-08-11, 01:18 PM
More melee, and a healer. Alright, I'll see what I can do.

What are we going to be weak against or unprepared for?

Yorrin
2011-08-11, 01:26 PM
I suggested melee+healing not because it's necessarily what you particularly need, but because it's what's beneficial to all low level parties. And a Cleric happens to be good at both.

As for what you're unprepared for/etc., that's highly dependent on what types of spells/powers your party uses and what equipment you have available. For example, I'd make sure your melee guys get a silvered and cold iron weapons asap (even daggers in the right metals are usually better than a big beatstick that can't overcome something's DR). Your casters should try to prepare spells that target a mix of saves and/or touch AC so as to be prepared for as many types of foes as possible, etc.

Fouredged Sword
2011-08-11, 01:33 PM
Get the expansion power for the Raptorian Egoist - expanded knowledge that if you have to. Think big and angry flying bird.

Sustainability is likely to be your bane. Very low staying power with that set of characters. Focus on recovery and sustainability. Give everyone a non-resorce way to contribute to the fight every round, even if it's just a sling and some stones.

The wizard preping some summons to help you out on the front line and will help and synergize with the bard's songs and buffs.

You can also use powerstones with your own PP without loseing them. Look into selecting only combat powers and having all non combat utility powers you don't mind takeing 3 turns to cast with powerstones.

You can't go wrong with a cleric though. Failing that get everyone a healing belt Asap. They are cheap healing that refreshes every day. The bard can use a wand of CLWs for any healing that spills over what your belts can handle.

Rossebay
2011-08-11, 02:02 PM
I suggested melee+healing not because it's necessarily what you particularly need, but because it's what's beneficial to all low level parties. And a Cleric happens to be good at both.

As for what you're unprepared for/etc., that's highly dependent on what types of spells/powers your party uses and what equipment you have available. For example, I'd make sure your melee guys get a silvered and cold iron weapons asap (even daggers in the right metals are usually better than a big beatstick that can't overcome something's DR). Your casters should try to prepare spells that target a mix of saves and/or touch AC so as to be prepared for as many types of foes as possible, etc.

As far as powers/Spells go, I'm focusing on utility (Control Light for blinding, Disable, and Entangling Ectoplasm) as well as Healing (Touch of Health). Oh, and Vigor looked nice.

Now, the Wizard tries to prepare a good mix with his limited spell slots. Last time, it was Ray of Enfeeblement (which, with a dazzle from my Control Light and being entangled from the ecto-power, provided a total of -7 on a minotaur's hit rolls), Burning Hands, and Mage Armor.

And I have no clue with the bard, but he's going to focus on support and buffing, with minor healing.

When we hit 5th level, as long as I have Power Points, everyone in the party will always be at at LEAST 1 health, but that won't last long. Long dungeon crawls will leave me PP starved, and the wizard spell-dry. I've always got Barbarian Rage and the Psionic Weapon feat, so I have reliable damage, as does the rogue. I'll look into getting the Bard Snowflake Wardance so he can add to combat, and the Wizard will need a crossbow or something.


Edit: Belt of Healing?

Fouredged Sword
2011-08-11, 02:08 PM
Magic item compendium. Heals something like 1d8+1 damage 3 times per day. Wands and reuseable items should be what you are healing with. Useing PP or spell slot slows you down greatly and shortens the parties stamina.

Yorrin
2011-08-11, 02:09 PM
Honestly, it sounds like you guys are doing fine. If you can get an extra Cleric in the party, great, but don't stress it too much.

Belt of Healing is actually Healing Belt, in Magic Item Compendium. Costs 750gp, has a few charges per day that can be used for healing. It's pretty good advice if you guys can get your hands on a few.

Rossebay
2011-08-11, 02:38 PM
Alright, thanks. Healing items, away!

Retech
2011-08-11, 02:49 PM
Why generalist, if I may ask?

A specialist will probably end up being more versatile, since banning a few schools of magic does not actually seem to dampen versatility and the extra spells are always good.

Big Fau
2011-08-11, 02:57 PM
Why generalist, if I may ask?

A specialist will probably end up being more versatile, since banning a few schools of magic does not actually seem to dampen versatility and the extra spells are always good.

Actually, it varies based on the specialization. Specializing in Enchantment and banning Transmutation and Conjuration means you lose out on a massive amount of versatility, but banning Enchantment and Evocation usually costs nothing in the means of versatility, especially if you use Planar Binding to get a Teifling Wizard minion.

Rossebay
2011-08-12, 01:03 PM
Why generalist, if I may ask?

A specialist will probably end up being more versatile, since banning a few schools of magic does not actually seem to dampen versatility and the extra spells are always good.

Party is lower OP, more choice is always acceptable.

tyckspoon
2011-08-12, 01:17 PM
Now, the Wizard tries to prepare a good mix with his limited spell slots. Last time, it was Ray of Enfeeblement (which, with a dazzle from my Control Light and being entangled from the ecto-power, provided a total of -7 on a minotaur's hit rolls), Burning Hands, and Mage Armor.


You have a fairly well laid out party already- a full divine caster would be handy, but careful acquisition of magic items can cover most of that. I just wanted to comment on the minotaur bit.. if that's a normal fight for you, your party's biggest danger is that your GM is seriously out for blood. CR +2 for a low-level party is a good way to kill characters and has pretty good chances for a TPK.

BlueInc
2011-08-12, 03:24 PM
Consider a Crusader; he'll be a nice tank for you and give you heals to boot!

klemdakherzbag
2011-08-12, 08:51 PM
Since you have a psicrystal and mentioned Vigor, may I suggest manifesting share pain and vigor on both you and your psicrystal. It is a bit intensive pp-wise but will see you through your early levels