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  1. - Top - End - #1
    Halfling in the Playground
     
    BarbarianGuy

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    Default [3.5] need 6th member for this party

    Okay I was wondering should I play a rogue or a wizard in this party:
    1.Dwarf Paladin
    2.Human Cleric
    3.Human Monk
    4.Elf scout
    5.Elf ranger
    It's a low magic world, which is really the only reason I'm questioning Wizard.
    I have no experience with either class. Apparently around mid-level we're going to start encountering more magic, though. The theme varies between wilderness, urban, and dungeon.

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    herrhauptmann's Avatar

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    Default Re: [3.5] need 6th member for this party

    If you're in a low magic world, I guess the DM would come down heavily on a god or batman wizard, right?
    How about playing a basic gish instead of a full wizard? Ftr/wiz/abjurant champion. Which is very simple, possibly even underpowered gish build.

    I'd say a wizard would probably benefit the team more. You've got a paladin, and a cleric, so that's your melee and divine. You've got a ranger and a scout, so depending on their builds, that's most of the sneaky stuff, and more melee.
    What you have absolutely none of, is arcane.

    And you've got a monk, so that's your mobile difficult terrain :)

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    mucat's Avatar

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    Default Re: [3.5] need 6th member for this party

    In a large party like that, a bard would work well. The more friends a bard has to manipulateempower, the more powerful he/she is.

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    Default Re: [3.5] need 6th member for this party

    Quote Originally Posted by mucat View Post
    In a large party like that, a bard would work well. The more friends a bard has to manipulateempower, the more powerful he/she is.
    True, and bard is sort of like a combination between an arcanist and a rogue, which are the two archtypes you're looking to fill.

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    true_shinken's Avatar

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    Default Re: [3.5] need 6th member for this party

    Bard/Marshall for great justice.

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    SwashbucklerGuy

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    Default Re: [3.5] need 6th member for this party

    Beguiler (PHBII) could also work - sneaky Int-based arcane caster with Trapfinding and 6 + Int skillpoints (enough so you can play face *and* trapspringer if needed). They cast off a list of mostly illusion/enchantment effects with some other good stuff thrown in (Haste is nice, though your DM may at Glitterdust).

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    dspeyer's Avatar

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    Default Re: [3.5] need 6th member for this party

    5 melee team members really calls for mass-buffs. Bard is the obvious choice, and fills in some missing arcane power while fitting into a low-magic world. Dragon Shaman, Marshall and White-Raven-focused crusader are also options.

    The party also seems to be short on social skills, which points to bard again.

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    Default Re: [3.5] need 6th member for this party

    I'd recommend bard/sublime chord if the game gets to high lvls. Wizard is a better choice than a rogue if you ask me.

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    Default Re: [3.5] need 6th member for this party

    In that party, I'd vote against straight rogue:

    1.You have tons of melee(or archers, but still....)

    2.The scout already has most of the trapmonkey skills, and probably counts on that being a place his character can shine. Since trapmonkey is really a 1-man job, don't steal his thunder.

    3.That part is totally arcane-less.

    Personally, I'd take that party as an invitation to test out a DFI Bard, since with 5 melee-capable party members, it'll go quite far. Other choices:

    Arcane rogue - My fav build is Rogue 1/Wizard 4/Dagerspell Mage 10/Arcane Trickster or Unseen Seer to finish. Be a human with Able Learner, and you're set for skills, and prepared for if/when the scout dies and the group needs a new trap-monkey.

    Dragonfire Adept - A 'lesser' caster, with plenty of blasty-death, a cool debuff in the entagling exhalation feat, and best of all, no friendly fire issues.

    Factotum - Factotums excel at "filling in gaps". 'Nuff said.

    Any ToB/Binder/MoI/Psionic, just to get some variation on a seemingly core only group.
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    Default Re: [3.5] need 6th member for this party

    I'll add my voice to the Bard. Use some of the bard options and I'd look at feats from Complete Arcane and Complete mage.

    In particular something like Melodic Casting and Somatic Weaponry.
    So you can sing your buffs, cast spells and fight in melee all without any problems.

    Make him a "wizardish" type bard, but with 3l1t3 swashbuckling-party-buffing abilities whereever you can.

    Bard 6/Lyric Thaumaturge 4/Sublime Chord 10 would allow you be pretty nasty with magic, getting all the way to level 9 arcane spells, chosing some spells from the sorcerer/wizard list. But your melee would still be passable and you would still have a large number of bardic music songs and bardic music uses.

    Even better is that the only feat required for those prestige classes is Melodic Casting, which is awesome for bards focusing on their music and magic. Freeing all of your other feat slots for bardic music/metamagic/melee feats.
    Last edited by Gaiyamato; 2010-11-10 at 03:35 AM.
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    BarbarianGuy

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    Default Re: [3.5] need 6th member for this party

    Thanks everybody!

    I didn't know scouts were trap-monkeys but the guy who's playing scout just told me he's got plenty of ranks in all those trap monkey skills so I'm going to go with wizard. Thanks again everybody for all the help though.

    Some of those builds sound pretty interesting I'm going to have to look into those for another time...
    Last edited by Frenchy147; 2010-11-10 at 05:08 PM.

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    Zombie

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    Default Re: [3.5] need 6th member for this party

    Quote Originally Posted by Frenchy147 View Post
    Thanks everybody!

    I didn't know scouts were trap-monkeys but the guy who's playing scout just told me he's got plenty of ranks in all those trap monkey skills so I'm going to go with wizard. Thanks again everybody for all the help though.

    Some of those builds sound pretty interesting I'm going to have to look into those for another time...
    They uh, aren't trap monkeys.
    They don't have Disable Device/Open Lock on their skill list. It doesn't make a whole lot of sense, ask your dm to houserule it (it looks like it already has been)

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    Godskook's Avatar

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    Default Re: [3.5] need 6th member for this party

    Quote Originally Posted by Last Laugh View Post
    They uh, aren't trap monkeys.
    They don't have Disable Device/Open Lock on their skill list. It doesn't make a whole lot of sense, ask your dm to houserule it (it looks like it already has been)
    Errata gives them Disable Device, but not open lock.
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    BarbarianGuy

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    Default Re: [3.5] need 6th member for this party

    Oh, I guess our DM housruled it then.

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    Jack_Simth's Avatar

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    Default Re: [3.5] need 6th member for this party

    Quote Originally Posted by Frenchy147 View Post
    Okay I was wondering should I play a rogue or a wizard in this party:
    1.Dwarf Paladin
    2.Human Cleric
    3.Human Monk
    4.Elf scout
    5.Elf ranger
    It's a low magic world, which is really the only reason I'm questioning Wizard.
    I have no experience with either class. Apparently around mid-level we're going to start encountering more magic, though. The theme varies between wilderness, urban, and dungeon.
    The Scout gets trapfinding, they've already got two melee, and a healer - so they do need an Arcanist.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

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    Zombie

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    Default Re: [3.5] need 6th member for this party

    Quote Originally Posted by Nyarai View Post
    Beguiler (PHBII) could also work - sneaky Int-based arcane caster with Trapfinding and 6 + Int skillpoints (enough so you can play face *and* trapspringer if needed). They cast off a list of mostly illusion/enchantment effects with some other good stuff thrown in (Haste is nice, though your DM may at Glitterdust).
    the beguiler needs glitterdust tho, what else will he do against golems? (Legion of Sentinels-.-)

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    Dr.Epic's Avatar

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    Default Re: [3.5] need 6th member for this party

    You got a ranger, scout, and monk, so yeah, go wizard.

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    GreataxeFighterGirl

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    Default Re: [3.5] need 6th member for this party

    Low-magic, huh? Hmm... Well, how about a bard? While the DM might not let a wizard join the group--which is likely--he probably wouldn't mind a bard, considering he's allowing that cleric; enchantment spells and illusions tend to be a little more subtle, and appropriate for a low-magic kind of place. Also, if the paladin's not going to be the party face, then a bard will be a natural choice.
    Last edited by Callista; 2010-11-13 at 04:49 PM.

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    Dr.Epic's Avatar

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    Default Re: [3.5] need 6th member for this party

    Quote Originally Posted by Callista View Post
    Low-magic, huh? Hmm... Well, how about a bard? While the DM might not let a wizard join the group--which is likely--he probably wouldn't mind a bard, considering he's allowing that cleric; enchantment spells and illusions tend to be a little more subtle, and appropriate for a low-magic kind of place. Also, if the paladin's not going to be the party face, then a bard will be a natural choice.
    Yeah, bard might actually be better: it's sort of a combination of the two, and it's just a ton of fun to play.

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    FMArthur's Avatar

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    Default Re: [3.5] need 6th member for this party

    Make absolutely sure to take the Collegiate Wizard feat (Complete Arcane p181) if you're playing a Wizard in a low-magic campaign. Normal Wizards sort of depend on (well, benefit enormously from) scrolls and other Wizards being available for them to learn more spells off of. A Collegiate Wizard learns twice as many spells on level-up, which is enough spells to mean you aren't affected by the absence of these things. It's a great feat even in a regular campaign because it's nice to feel independent and you don't have to waste time or gold or any other resources acquiring spells. In a low-magic campaign you get to stay a real Wizard using this feat, instead of just being a Sorceror who is a couple levels ahead.
    • Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
    • Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.

  21. - Top - End - #21
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    Lizardfolk

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    Default Re: [3.5] need 6th member for this party

    Spell Thief. Your a weaker spell caster then a Wizard, but you get Rogue abilities and skill points. Also you are quite effective at fighting enemy mages. Essentially your an arcane trickster that focus's on the trickster instead of the arcane.

    The only other one that I could see meeting both your criteria would be to actually play and Arcane Trickster, but it would be higher magic.

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    BarbarianGuy

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    Default Re: [3.5] need 6th member for this party

    Quote Originally Posted by FMArthur View Post
    Make absolutely sure to take the Collegiate Wizard feat (Complete Arcane p181) if you're playing a Wizard in a low-magic campaign. Normal Wizards sort of depend on (well, benefit enormously from) scrolls and other Wizards being available for them to learn more spells off of. :
    That sounds like a really interesting feat. I'll have to check it out. I don't have Complete Arcane , but my DM usually lets us use stuff from other books as long as we can find thi information from some other source.
    Last edited by Frenchy147; 2010-11-14 at 06:16 PM.

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    Leon's Avatar

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    Default Re: [3.5] need 6th member for this party

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    Lizardfolk

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    Default Re: [3.5] need 6th member for this party

    No one likes the Spell Thief? You already have a scout and a ranger, go with the mage-killer.
    Last edited by Tvtyrant; 2010-11-15 at 03:15 AM.

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