glitterbaby
2016-01-08, 12:39 PM
So in one of my RL group's long running campaigns, our battle strategy has mostly evolved into buffing up our one melee to the point where he's able to stomp most of the enemies we face while not being able to be touched by most enemy's abilities. That being said, he isn't completely unstoppable. Anyone want to help me out in fixing that?
The rest of the party consists of my wizard, a cleric, and a druid. I'm 17th level and everyone else is 18th level (I had to cast a Wish to get the cleric's body back after she died :smallannoyed:) but I have 9ths so I'm not upset. The campaign is "core only" but we're allowed to request spells which are usually allowed. Half of us have homebrew classes and a researched spell or two, nothing that has any impact on this exercise though. My question is as follows: what specific spells and strategies from all of 3.5 (and even some of PF) can a cleric, a druid, and a wizard employ to make our melee nigh unstoppable?
Tortoise Shell
Freedom of Movement
Shield of Faith
(Status)
Delay Death
Recitation
Righteous Wrath of the Faithful
Superior Resistance
Shield of Warding
Magic Vestment x2 (shield and armor)
Heroism (Tower Shield Proficiency for his Animate Variable Shield)
Heroism (Improved Critical)
Energy Absorption
Originally was a Human but was Reincarnated as an Arctic Orc. We then used Surge of Fortune to make him a Half-Clay Golem from Monster Manual II. This granted him some number bonuses but also Immunity to all Slashing and Piercing damage as well as DR 10/Silver and a racial Rage-type feature (Berserk) whenever he takes damage. So his racial abilities make him a rather tanky brute of a guy. Oh yeah, and Magic Immunity. The guy has infinite SR which he can lower as an immediate action, thanks to a feat he took, so that's nice.
For his class, he has 13 levels in Jiriku's Dawnblade and then 5 levels in a homebrew class that advances his Dawnblade smiting, divine boosts, and auras and also gives him things to advance abilities that have to do with his particular Order. He also has Battle Blessing to make all his Dawnblade spells swift actions. Putting it all together, he has an enormous amount of damage and some survivability and utility out of his class levels.
So what else can we give the guy? I've noticed a few things in combat that are still affecting him. Direct damage things such as breath weapons hurt, especially when we get gargantuan red dragons that can catch us in the blast like 50 feet away. We'll occasionally get caught with our pants down and be unable to put all our buffs on him and so when he doesn't have Freedom of Movement he can be grapple by monsters fairly easily (any melee monster worthwhile at these levels is going to be Gargantuan or Colossal with a ton of HD and strength) Spells that are SR: No still hurt as well. The Orbs aren't friends of ours if the enemy can throw enough out to drop his HP down significantly. Ring of Universal Energy Resistance? That's rather expensive but if it's the only thing, it's the best thing.
So yeah, any ideas?
Edit: I did forget to mention his buffs that he gives himself for most fights. It should be under "In-House Abilities" but I'm going to keep it here in the Edit, sorry if it looks a little lengthy.
Righteous Fury
Draconic Might
Favor of the Martyr
Death Ward
Righteous Might
And he has 20% Miss Chance from a Cloak of Minor Displacement
The rest of the party consists of my wizard, a cleric, and a druid. I'm 17th level and everyone else is 18th level (I had to cast a Wish to get the cleric's body back after she died :smallannoyed:) but I have 9ths so I'm not upset. The campaign is "core only" but we're allowed to request spells which are usually allowed. Half of us have homebrew classes and a researched spell or two, nothing that has any impact on this exercise though. My question is as follows: what specific spells and strategies from all of 3.5 (and even some of PF) can a cleric, a druid, and a wizard employ to make our melee nigh unstoppable?
Tortoise Shell
Freedom of Movement
Shield of Faith
(Status)
Delay Death
Recitation
Righteous Wrath of the Faithful
Superior Resistance
Shield of Warding
Magic Vestment x2 (shield and armor)
Heroism (Tower Shield Proficiency for his Animate Variable Shield)
Heroism (Improved Critical)
Energy Absorption
Originally was a Human but was Reincarnated as an Arctic Orc. We then used Surge of Fortune to make him a Half-Clay Golem from Monster Manual II. This granted him some number bonuses but also Immunity to all Slashing and Piercing damage as well as DR 10/Silver and a racial Rage-type feature (Berserk) whenever he takes damage. So his racial abilities make him a rather tanky brute of a guy. Oh yeah, and Magic Immunity. The guy has infinite SR which he can lower as an immediate action, thanks to a feat he took, so that's nice.
For his class, he has 13 levels in Jiriku's Dawnblade and then 5 levels in a homebrew class that advances his Dawnblade smiting, divine boosts, and auras and also gives him things to advance abilities that have to do with his particular Order. He also has Battle Blessing to make all his Dawnblade spells swift actions. Putting it all together, he has an enormous amount of damage and some survivability and utility out of his class levels.
So what else can we give the guy? I've noticed a few things in combat that are still affecting him. Direct damage things such as breath weapons hurt, especially when we get gargantuan red dragons that can catch us in the blast like 50 feet away. We'll occasionally get caught with our pants down and be unable to put all our buffs on him and so when he doesn't have Freedom of Movement he can be grapple by monsters fairly easily (any melee monster worthwhile at these levels is going to be Gargantuan or Colossal with a ton of HD and strength) Spells that are SR: No still hurt as well. The Orbs aren't friends of ours if the enemy can throw enough out to drop his HP down significantly. Ring of Universal Energy Resistance? That's rather expensive but if it's the only thing, it's the best thing.
So yeah, any ideas?
Edit: I did forget to mention his buffs that he gives himself for most fights. It should be under "In-House Abilities" but I'm going to keep it here in the Edit, sorry if it looks a little lengthy.
Righteous Fury
Draconic Might
Favor of the Martyr
Death Ward
Righteous Might
And he has 20% Miss Chance from a Cloak of Minor Displacement