Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-Uses only Sacred Flame Cantrip to attack because it invokes no AOO from adjacent melee enemies, does a damage that is not resisted at present, and eventually hits pretty hard. I set her up in front, enemies surround, and she dodges or sacred-flames as needed.
Healer and Rogue: Sylvan Elf Cleric of Arun (Lightning) with Lowlife Background with 20 dex, 18 wisdom, wearing light armor, shield, longsword (wardenblade when possible)
-The domain spells of misty step and fly allow me to stealth in and out everywhere. I take Lockpick feat, I can beat any trap or lock with advantage most of the time. Also a decent tank because while not good at dealing damage, I have channel powers that can stun most enemies, a high AC that lets me avoid getting hit, and I can easily get out of sticky spots with misty step and fly, so I can draw enemies away, then just leave them behind.
Damage-Dealer: Half-Elf Fighter (Spellblade) with Academic Background with 15 str, 14 dex, 13 con 18 Int. Uses medium armor, shield, one-hand melee
-Basically, my knowledge master (has prof in Hist, Religion, Nature, and Arcana) plus athletics. For ranged battle, I use firebolt cantrip. In melee, well, I hit them. Very versatile.
Ranged Attack and Some Control: Half-Elf Sorcerer (Gold Dragon Heritage) with Spy Background. 7 Str, 19 Dex, 7 Con, 18 Int, 18, 7 Wis, 20 Charisma.
-Basically, an absent-minded flame-spewing glass-cannon that makes things burn a lot.
Together, I have a tank with no strength but amazing AC and HP, a fire-spewing girl that can be knocked out by a single good hit from many enemies, a cleric that is more capable of stealth, trap-disarming, and lockpicking than any rogue, with handy magic to move around and confuse enemies, and the fighter is more about striking with cantrips than their sword. Together, they are amazing versatile as long as I am careful with placement.
On my first play through so went with the basic:
1. Snow dwarf protection paladin taking the fire based skills at level 3
2. Human cleric of Maraike
3. Halfling rogue taking thief kit
4. High Elf Wizard with shock skills at level 3
The early soraks were a nightmare, used up all the revivify scrills, but lots of fun after that.
Oswald Wintersbane, Paladin of Arun - Oath of Judgement - Greatsword user.
Leanna Sunbringer, Cleric of Arun, Sun Domain - All light-causing spells. Unofficial Tank.
Antonia Silversting, Shadowcaster, devotee of Arun. Believes good can be achieved through killing bad.
Tristan 'The Spider' Brightcloud, Loremaster. Spy. Has infiltrated the temple of Arun, and using his honeyed tongue and mastery of acid/poison both arcane and biological, he seeks to rise within the temple to assassinate the people at the top. Picks acid, poison and debuff spells.
1. Typical Battle Cleric, half-orc, lowlife, great sword, heavy crossbow, Follow up strike
2. Court Mage Tank, snow dwarf, sellsword, longsword/shield, cantrips, Iron legion
3. Hunter Ranger-archery, sylvan elf, spy, longbow, dual battleaxe, Ambidextrous
4. Draconic Sorcerer-fire, marsh halfling, aristocrat, shield only, Raise shield
Judgement Pally - haste
Battle Cleric - haste
Weapon Smith Tinkerer - haste
Red Witch - CC
3x very tanky martials with 2 base attacks, a 3rd attack from the feat, and a 4th from self haste, and +5 damage per attack when standing together (weaponsmith gets +3 more at level 9). Weaponsmith is the ranged alternate when required, the other 2 are sword and board + great weapon. 60 sustainable bonus damage per round is no joke.
Red Witch handles all the control, and thus has most of her spell slots remaining for nukes. she can pause applying curses at any point for an opportune nuke, then get right back to cursing. Very resource efficient. And with the 3 martials all being self hasters and self healers, her concentration is free to do with as she pleases. Thats what makes her work as a non sorceror arcane (no twin cast haste) in a 3 martial party.
Battle cleric - Sylvan elf with strength
Battle cleric - Sylvan elf with dexterity
Battle cleric - Sylvan elf with charisma
Court mage - High elf Lowlife with Arcana and Investigation
Everyone takes the concentration feat first. After that, the Con prof feat is good, AC or heavy armor feat if you can't get AC buff from Dex, any other prof feat if you're off by one in a stat, or just points.
Gave the mage warden blade so that everyone can run spirit guardians. Always max the cast up to level 5. Your level 6 slot is for Heal.
The temp hit points are crazy. Don't overlook that battle cleric ability. Use right after resting, and you get a free hit buffer for the day.
Most fights are just dodge/end turn until everything is dead. S Elf is useful for extra speed chasing down archers to get them in the aura. Longstrider the whole party for even more.
This would work with any cleric type if you want to switch it up, but battle is obviously the most overpowered.
I ran Temple with the standard party: 4x Halfling battle clerics
Rerolling 1s with Solasta's RNG is equivalent to rerolling 1/4 of the time. I once attacked, rolled a 1, rerolled a 1, and then rolled another 1 for spiritual weapon.
Plus, it's funny to have your whole party be small and cute. Moving through enemies is quite nice sometimes too.