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late game dragonblood sorcerers make excellent tanks, im currently playing a game where each person has to play 2 chars, 1 in each group and each group is attempting to make there way to the center of a dungeon first. ive managed to solo packs of trolls, a couple beholders and a few other heavy hitting beasties. got even easier once i got my form of dragons.
The **** you say. A person that can heal themselves every round to max health while wearing a Breastplate and using a steel shield will actually do better than most fighters, because the ****** is actually dangerous. That's the problem with most tanks; you can just outright ignore them if you want to. But a cleric is ****** dangerous, because it is more or less a heavily armored wizard that goes to mass on sundays.
#16 to #15
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postalmate (10/10/2015) [-]
Lol, I see that you have no idea how warpriests work buddy...
#44 to #17
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galacticpumpkin (10/11/2015) [-]
I CONSIDER THIS A CHALLENGE
I WILL BUILD ONE
Prepare your anus.
I WILL BUILD ONE
Prepare your anus.
Clerics cant have their spellcasting removed with dispel magic. Their buffs can be removed, but their buffs are also easily replaced with potions. I always roll alchemy on clerics because it's cheap and allows for rebuffing during combat. However, you're right about the damage part. They cant do quite as much as fighters, most of the time.
Why use potions instead of scrolls? Just curious, since scrolls are cheaper and do not require a UMD check if the spell is a class spell. Plus I really like the idea of a scholarly cleric who carries around a ton of scrolls covered in religious symbols and text.
#24 to #12
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anon (10/10/2015) [-]
No not their spellcasting, though that does bring up another thing that really fcks them over, namely silence. Stick it on the biggest baddie youve got and send him at the cleric...or the wizard, either works wonders.
Replacing buffs with potions doesnt see effective at all, since even with magical item assistance like the haversack, its a full round to drink one, provoking unless a five foot step is enough to get you out of reach of enemies (usually isnt with either large enemies or even just two lesser enemies flanking)
Clerics DO have the potential to out do fighters, but we are talking level 6 spells and 3-4 buffs for that to happen.
Replacing buffs with potions doesnt see effective at all, since even with magical item assistance like the haversack, its a full round to drink one, provoking unless a five foot step is enough to get you out of reach of enemies (usually isnt with either large enemies or even just two lesser enemies flanking)
Clerics DO have the potential to out do fighters, but we are talking level 6 spells and 3-4 buffs for that to happen.
I play with different rules. If you are drinking more than one potion in a round, you can do that in the same action. Mainly just cause it doesnt make sense otherwise. As for silence, that's just laughable. Your realize how easy the DC to beat that spell is, right? and it's immobile. You cant attach it to a person and then send them into a group of casters.
#26 to #25
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anon (10/10/2015) [-]
Youd still have to retrieve all those potions before chugging them in one go. Not sure how it doesnt make sense to need 3-4 seconds to drink the contents of a vial, but house rules are house rules.
As for silence:
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
As for silence:
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
then again it's only 1 round / lvl duration as well as 1 round to cast. As in: the bad guy does nothing but cast for a full round and the spell happens at the start of his next turn. This gives the party plenty of time to force some concentration checks on the caster, or to disable the intended target. Hell, they could just cast any number of battlefield control spells like obscuring mist and simply wait for a few rounds if they can't come up with anything better.