MANoob wrote...
I'll take a cleric over a favored soul any day. I find it more flexible and it's spellcasting advances faster. Plus if I use Kaedrin's class Pack, I can take Holy Warrior feat.
That may be what you prefer, but actually fs can afford all the spells a battle cleric needs (since both forgo offensive spellcasting with the exception of a few spells) and eventually will become a better healer and melee combatant than a cleric (more spell slots, spontaneous casting of heal/regenerate, easy EDM, spontaneous mantles vs spells etc.). Kaedrin's pack is another story alltogether, it adds too many new things to account for, but I think that divine casters are no longer kings of melee in it.
I'm not aware of any modules where I'd rather play
NTB's Helmite Champion instead of
Silvio of Silvanus. I'd rather play
Correllon Jr. or a Wood Elf version of Silvio instead of Silvio. The Helmite Champion is one level behind Silvio in spellcasting and two behind Correllon Jr. I've played that difference and I didn't like it. Too slow.
As you'll notice their is no more than a 1 point AB difference between any of them. My version of Helmite Champion gets a direct 2 point melee damage advantage over Silvio and a 3 point advantage over Correllon Jr. But, Silvio surpasses my Helmite Champion's 2 point damage advantage with his Dino Companion, plus he gets stone skin. Besides, Silvio could trade in his Warhammer for a Bastard Sword too, narrowng the advantage down to 1. The +4 AC Correllon Jr. gets from Mage Armor is godly until level 16, plus, it's fun for the whole party. Correllon Jr. can craft magic items. That's a good deal in some modules.
So, I'm not sure in which module an FS is guaranteed an advantage over a cleric or if the advantage is worth the wait.
MANoob wrote...
As a matter of preference, some people do not prefer to play a PC that sacrifices low level power for high level power. Most of the game takes place at lower levels so that's where I prefer to concentrate.
Depends on the environment, and besides you hardly sacrifice anything if you aim for divine feats as a cha caster, A cleric aiming for EDM would struggle early on, yes.
One or three EDM a day does not cut it. It's a flash in the pan. But a
cleric/RDD would have an easier time getting EDM PLUS many turn undead per day. Similar builds for paladin exist and a
pure paladin will work too.
MANoob wrote...
The Concentration DC when using Defensive casting is 15 + Spell level. Combat casting gives +4 when Defensive Casting and Devout gives +1 all the time.
Casting cures, heals, restorations, etc. in combat is what divine casters do. It's part of what makes them powerful.
By the time you get really good healing spells worth casting in combat (e. g. heal) you probably would have enough concentration to cast it devensively anyway. Gloves of concentration would help as well, if available. In any case, if you're so worried about concentration checks you'd better take SF(Concentration) because it works for checks against damage too, while adding only 1 skillpoint less. Or just boost your CON a bit. Seriously, a dwarf with 10 CON?
The only reason not to be in Defensive Casting Mode is because you
have a better chance of passing the check out of Defensive Casting mode
rather than in it, or, you have a good reason to use another mode.
The concentration spell check DC in Defensive
Casting mode is 15 + Spell Level. Therefore it ranges from 16 to 24 without bonuses, less with, and
it's one check per round.
Without Defensive Casting, the caster risks an AoO
per opponent surrounding him. Each of those AoOs always has a chance to
hit and rarely a 0% chance of not scoring a crit. The AoOs give extra damage if they hit regardless of whether they interupt the spell or not. The interupt chances and potential extra damage go up as
one gets surrounded. Plus, the DCs can be much larger than 24.
Maxing concentration but without bonuses, you can always beat DC 16, i.e. the DC for a level 1 spell in Defensive Casting mode, at level 12, when a FS get's 6th level spells. The earlier you get concentration bonuses, the earlier you can reliably cast cures and heals in combat.
If you take Devout and Combat Casting, have a 12 con and Bear's Endurance, and Gloves of Concentration or Skill Focus Concentration you will have a +11 concentration spell check bonus in Defensive Casting mode. From 3rd level on, if you have the above scenario, you will be able to cast any of your spells in combat without interuption and without the possibility of any extra damage.
I have played modules where it was neccesary to cure in combat and there were no gloves of concentration, not even a hat or helm with +1 concentration, available at level 8 .
There is an advantage to taking Skill Focus Concetration over Combat Casting, if you had to make the choice. Potions cause AoOs even when in Defensive Casting and Combat Casting does not apply then. Hmm, maybe I should take both feats. It'll also give me spare points for heal.
Modifié par nicethugbert, 14 septembre 2010 - 03:21 .