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Agree. However this is of curse DnD though. Choosing the right spell for the right occasion and, especially in big encounters, aiming it where it can do most damage is also "disposing of forces in combat". And is often not obvious. It is like deciding where your artillery should fire.
Actually it's easy. Allow fighter level only to 10, then fighters would learn caster levels. That makes things more realistic even with high level parties.
Since you get 6 characters, there's no need for hybrids in general. You can use the specialized classes and really specialize them in their core strengths. By the end your casters will have so many spell slots they'll be hammering out spells every turn and don't need any combat capability, while your pure fighters have the job of wading into the enemy lines and taking out high priority targets (or grappling them).
Fighter is my favorite martial class because of extra feats (if you play with the two feats per level option you can get pretty much EVERY feat by the end, if you play by normal D&D rules you can still get pretty much every feat that's useful) and because of Wade In, which is a feat you get later on that allows you to use your full attack after moving. This is insanely valuable, especially when dual wielding, since it means ANY enemy within walking distance will receive the full 10 or more attacks.
Wizard is top tier, especially lategame when you equip her with robe of the archmage and crown of the archmage, which give +1 spell slot for ALL spells level 1-9. You can use your massive fuckoff nukes every turn in the hard lategame battles which is very important. The wizard gets a bunch of spells that are useful from start to finish. Grease will be your early to midgame workhorse and is a level 1 spell. The level 2 spell web is amazing mid-game. The level 3 spell stinking cloud is the best spell in the game imo because it only relies on a fortitude save for anyone caught within it; spell resistance does NOT negate its effect. Anyone who gets nauseous loses all actions. At level 8 you get a spell that lets you cast spells as a movement action rather than a full action, and then you can fire two nukes per turn. Level 9 spells contain some absolute nukes that can kill or disable entire mobs of enemies in one go.
Psionic is another top dog. Power points mean maximum flexibility compared to spell slots. Low level spells scale upward in power by investing additional power points into casting them. A low level spell that usually costs 1 PP to cast can have 20 PP invested in it to increase its effect massively. The level 1 spell stomp is another workhorse that stays useful till the end, knocking down enemies caught in the cone and damaging them in the process. Has a healing spell at level 2 that is personal but can be used on other characters with a feat, and scales with PP investment. Only the cleric's Heal spell heals more HP than this one. Like the wizard, gets a spell that lets you cast as a movement action at level 8 which means two nukes per turn as long as you don't move. Has some delicious nukes at high levels, not as many as the wizard but still good. And even the top tier nukes can be improved by investing more PP into the cast. Decerebrate is an awesome single-target spell that can permanently remove a strong enemy from the battlefield by turning them into a useless retard who can't act at all ever again unless a cleric uses a top tier healing spell on him.
Druid is decent and has more utility than the Cleric overall. Quicksand is a level 2 workhorse spell that, again, stays useful until the end. Mid-level druid spells are mostly underwhelming tbh, except for the summons which serve as good meatshields and baleful polymorph which is especially useful to deactivate enemy wizards by turning them into toads. Lategame spells are pretty good, including fun stuff like a whirlwind that deals damage and has a chance to stun and earthquake which has a MASSIVE AoE. Gets access to Cleric healing spells and is generally more useful than the Cleric, but I ran with both of them anyway.
Also which class is best as a grappler? Monk seems to have some benefits as a grappler but I'm not sure I like the idea of a STR monk, probably other classes are better at it
At the moment this is what I'm considering as a party:
I could use some suggestions on domain powers for my cleric... Banishment and Disruption seem pretty good. Flux seems amazing for healing, also could be combined with the power that maximises Harm/Inflict spells.
Also which class is best as a grappler? Monk seems to have some benefits as a grappler but I'm not sure I like the idea of a STR monk, probably other classes are better at it
I could use some suggestions on domain powers for my cleric... Banishment and Disruption seem pretty good. Flux seems amazing for healing, also could be combined with the power that maximises Harm/Inflict spells.
I think any class with access to Strength Focus can work as a grappler. I used a gladiator, but fighters and barbarians should would just as well. The important part is to have him be a half-giant, and later get him the belt that increases his size even further for ultimate grapplage. Some source of permanent true seeing is also handy to pin down all the blurry and mirrored assholes, of which there are plenty.
As for domains, I've not experimented with too many of them, but I can tell you that Life is ass, and Trickery is pretty good. Many a time a clutch automatic long-distance trip with a glaive helped me out.
I also wouldn't get a druid unless you're planning on not using NPCs, because the game throws a pretty good and hard to miss druid NPC at you really early.
Also which class is best as a grappler? Monk seems to have some benefits as a grappler but I'm not sure I like the idea of a STR monk, probably other classes are better at it
At the moment this is what I'm considering as a party:
I could use some suggestions on domain powers for my cleric... Banishment and Disruption seem pretty good. Flux seems amazing for healing, also could be combined with the power that maximises Harm/Inflict spells.
For a grappler, regardless of class, Half-Giant is the best race because he has +4 because of size that no other race has. As of classes, in theory
Gladiator: +1 from additional str, starts with improved grapple and of curse has str focus. And generally is a good.
or
Barbarian, he can boost str through the roof with feats and rage.
Barbarians are certainly potential "damage dealers". Since Barbarians have a +10 bonus to speed they are a good candidate to be a Half-Giant wich increases the damage even more. And it makes them - in raw numbers* at least - the best grappler.
There is a Half-Giant Barbarian companion early on to recruit IF you choose so. In fact you will run into him in the first few minutes of the game.
*At least i thin this is the case
Domains? If you plan on playing on Archmage then Mystic (i think it was it) is in my opinion very good. Three feats that you will want anyway but can hardly afford and a good bonus: Bless +2 instead of +1 as a move action. Less good on normal but still nice.
Agree. However this is of curse DnD though. Choosing the right spell for the right occasion and, especially in big encounters, aiming it where it can do most damage is also "disposing of forces in combat". And is often not obvious. It is like deciding where your artillery should fire.
Actually it's easy. Allow fighter level only to 10, then fighters would learn caster levels. That makes things more realistic even with high level parties.
most of the ways to make non-casters not suck aren't OGL stuff but came after in splatbooks and similar
kotc2 doesn't have anywhere near the options you have actually playing 3.5e with all the licensed books at your disposal, not like you can blame kotc2 for that, 3.5e had an insane amount of splatbooks
Martial classes are great in this game until you have to start worrying about them getting in the way of your caster's non-shaped AoE spell. They're still useful in the late game in my experience, but earthquake and prismatic void and stuff.
pretty decent to round up a role that your initial party doesn't have. You can get to 8 party member from them.
The barbarian is good and has 20 STR thus help you get pass cheks. The druids can do druid thing, the water one is Mantis so you can go ham with him making a hybrid. Paladin has a lot of unique interaction packaged into one class.
Also which class is best as a grappler? Monk seems to have some benefits as a grappler but I'm not sure I like the idea of a STR monk, probably other classes are better at it
At the moment this is what I'm considering as a party:
I could use some suggestions on domain powers for my cleric... Banishment and Disruption seem pretty good. Flux seems amazing for healing, also could be combined with the power that maximises Harm/Inflict spells.
Asharazelle is pretty good for grappling the Spider Queen because of self buffs, if you add an enlarge to that, grappling chances are over the charts and you have enough time to pre-buff and get into position.
Other than that, I don't grapple much and even then, I usually try to go true sight to kill her without grappling instead.
Your party is a classic, works perfectly.
Almost every domain is good if you specialize your Cleric/Bishop accordingly.
I also wouldn't get a druid unless you're planning on not using NPCs, because the game throws a pretty good and hard to miss druid NPC at you really early.
It's a water druid, geomancers and aeromancers is where it's at.
You want to improve your best spells which are quicksand, earthquake (earth), sirocco and whirlwind (air).
There's 7 companions as far as I know, my favorites being the Barbarian, The Warlock and the Storm Warrior.
There's a Barbarian, A Water Elemental Storm Warrior, A Water Druid, A Kobold Sorcerer, a Succubus Paladin, a Human Warlock and A Vrock Fighter (meatshield)
pretty decent to round up a role that your initial party doesn't have. You can get to 8 party member from them.
The barbarian is good and has 20 STR thus help you get pass cheks. The druids can do druid thing, the water one is Mantis so you can go ham with him making a hybrid. Paladin has a lot of unique interaction packaged into one class.
Also which class is best as a grappler? Monk seems to have some benefits as a grappler but I'm not sure I like the idea of a STR monk, probably other classes are better at it
At the moment this is what I'm considering as a party:
I could use some suggestions on domain powers for my cleric... Banishment and Disruption seem pretty good. Flux seems amazing for healing, also could be combined with the power that maximises Harm/Inflict spells.
Asharazelle is pretty good for grappling the Spider Queen because of self buffs, if you add an enlarge to that, grappling chances are over the charts and you have enough time to pre-buff and get into position.
Other than that, I don't grapple much and even then, I usually try to go true sight to kill her without grappling instead.
Your party is a classic, works perfectly.
Almost every domain is good if you specialize your Cleric/Bishop accordingly.
I also wouldn't get a druid unless you're planning on not using NPCs, because the game throws a pretty good and hard to miss druid NPC at you really early.
It's a water druid, geomancers and aeromancers is where it's at.
You want to improve your best spells which are quicksand, earthquake (earth), sirocco and whirlwind (air).
There's 7 companions as far as I know, my favorites being the Barbarian, The Warlock and the Storm Warrior.
There's a Barbarian, A Water Elemental Storm Warrior, A Water Druid, A Kobold Sorcerer, a Succubus Paladin, a Human Warlock and A Vrock Fighter (meatshield)
I think I will use the half-giant barbarian companion since that's basically what I was going for with my grappler, unless you think that companion is bad?
What other companion would you recommend aside from the barbarian, if you don't recommend that Druid?
I could always have two druids I suppose, I am willing to sacrifice some optimization in favour of having good companions, my aim is for my party to be mostly Lawful Good if that helps
I think I will use the half-giant barbarian companion since that's basically what I was going for with my grappler, unless you think that companion is bad?
What other companion would you recommend aside from the barbarian, if you don't recommend that Druid?
I could always have two druids I suppose, I am willing to sacrifice some optimization in favour of having good companions, my aim is for my party to be mostly Lawful Good if that helps
She's one of the companion, if you can afford to spend a lot of elemental gems to get her.
I don't think she's really worth it now with the 3 extra companions.
The Barbarian companion is just great.
Depends on your party, if you need more muscle, the Storm Warrior is just great and can cast quicksand as well.
Otherwise, Pizarra for extra nuking but you only get her in early chapter 3, so in the meantime, you could pick someone else.
If you don't have a druid, the water druid is fine, I guess, or the Storm warrior...
I don't remember what's necessary to help the monk, maybe a cleric with healing domain but I'm not bringing one.
Did anyone helped the monk from the tavern, is he recruitable?