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Since: Oct 10, 2005 Posts: 147
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(Msg. 1) Posted: Tue Jul 11, 2006 12:28 am
Post subject: suggestions for non -combat cleric Archived from groups: rec>games>frp>dnd (more info?)
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hello everybody
- current campaign - my "non - melee" cleric - now 5th level - mucho
fighting undead -
I have enough gp's to make some scrolls, or potions etc.....
Any suggestions ? obviuosly no wands of "command" because of the low
save issue.
I have been doing a lot with "shield other" on our fighter, then
summoning badgers.....
(seriously). It seems to work quite well.
Thinking of going for the extented "sanctuary" and other non attack
spells....
suggestions for what else works well?
PS
Last night, I casted an extended "summon celestial badger" just as the
main foe fell to a huge critical hit... so I had a badger for 10 rounds
with nothing to do.
So I got the bard to play a jig.. "dance, dance, dance badger!"
then "Moonwalk badger!" and finally "Walk like an egyptian dance
badger!" >> Stay informed about: suggestions for non -combat cleric |
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Since: Feb 26, 2005 Posts: 503
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(Msg. 2) Posted: Tue Jul 11, 2006 1:24 am
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Jasin Zujovic wrote:
> In article <1152602931.018722.302960.DeleteThis@m73g2000cwd.googlegroups.com>,
> rob_murfin.DeleteThis@hotmail.com says...
>
> > hello everybody
> >
> > - current campaign - my "non - melee" cleric -
>
> DOES NOT COMPUTE!
>
> > now 5th level - mucho fighting undead -
Improved Turning at 6th?
> > I have enough gp's to make some scrolls, or potions etc.....
> >
> > Any suggestions ? obviuosly no wands of "command" because of the low
> > save issue.
Wand of "Detect Undead" or "Prot. from Evil" maybe better.
> > I have been doing a lot with "shield other" on our fighter, then
> > summoning badgers.....
> > (seriously). It seems to work quite well.
Good use for the many hp if you're not into melee, I think.
> > Thinking of going for the extented "sanctuary" and other non attack
> > spells....
> > suggestions for what else works well?
>
> There's that feat in Complete Divine which lets you convert spells into
> summon nature's ally spells, like a druid. I think that's pretty good,
> since summon nature's ally mostly seems way better than summon monster
> for general purposes.
>
> There's also Augment Summoning. (And the prerequisite, Spell Focus
> (conjuration) help with casting heal on those undead!)
Good point, although touching undead isn't very high up
on the prio list usually.
> What are your domains?
>
> > PS
> > Last night, I casted an extended "summon celestial badger" just as the
> > main foe fell to a huge critical hit... so I had a badger for 10 rounds
> > with nothing to do.
> >
> > So I got the bard to play a jig.. "dance, dance, dance badger!"
> > then "Moonwalk badger!" and finally "Walk like an egyptian dance
> > badger!"
Please don't post the lyrics.
> Heh. That's pretty neat, but don't you have to speak Badger to be able
> to do this? We tend to ignore it too, but I think that you cannot
> command you minions if you don't speak their language, and if you don't,
> all they do is attack apparent enemies.
I bet he's a gnome.
LL >> Stay informed about: suggestions for non -combat cleric |
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Since: Feb 26, 2005 Posts: 503
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(Msg. 3) Posted: Tue Jul 11, 2006 1:31 am
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Some Guy wrote:
> Jasin Zujovic wrote:
> > In article <1152602931.018722.302960.TakeThisOut@m73g2000cwd.googlegroups.com>,
> > rob_murfin.TakeThisOut@hotmail.com says...
> >
> >
> >>hello everybody
> >>
> >>- current campaign - my "non - melee" cleric -
> >
> >
> > DOES NOT COMPUTE!
> >
> >
> >>now 5th level - mucho fighting undead -
> >>
> >>I have enough gp's to make some scrolls, or potions etc.....
> >>
> >>Any suggestions ? obviuosly no wands of "command" because of the low
> >>save issue.
> >>
> >>I have been doing a lot with "shield other" on our fighter, then
> >>summoning badgers.....
> >>(seriously). It seems to work quite well.
> >>Thinking of going for the extented "sanctuary" and other non attack
> >>spells....
> >>suggestions for what else works well?
> >
> >
> > There's that feat in Complete Divine which lets you convert spells into
> > summon nature's ally spells, like a druid. I think that's pretty good,
> > since summon nature's ally mostly seems way better than summon monster
> > for general purposes.
> >
> > There's also Augment Summoning. (And the prerequisite, Spell Focus
> > (conjuration) help with casting heal on those undead!)
> >
> > What are your domains?
> >
> >
> >>PS
> >>Last night, I casted an extended "summon celestial badger" just as the
> >>main foe fell to a huge critical hit... so I had a badger for 10 rounds
> >>with nothing to do.
> >>
> >>So I got the bard to play a jig.. "dance, dance, dance badger!"
> >>then "Moonwalk badger!" and finally "Walk like an egyptian dance
> >>badger!"
> >
> >
> > Heh. That's pretty neat, but don't you have to speak Badger to be able
> > to do this? We tend to ignore it too, but I think that you cannot
> > command you minions if you don't speak their language, and if you don't,
> > all they do is attack apparent enemies.
> >
> >
>
> You are correct, sir. You need "Speak With Animals" or something
> similar to pull that off.
I need zilch if the badgers understand common.
LL >> Stay informed about: suggestions for non -combat cleric |
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Since: Oct 10, 2005 Posts: 147
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(Msg. 4) Posted: Tue Jul 11, 2006 2:27 am
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Thanks for ideas, and sorry for badgering you all...
I currently have the following feats (including ones paid for by taking
traits like "non combative etc")
scribe scroll
extra turning
extend spell (for longer badgers)
augment summoning (for fatter badgers)
I know I dont have the prereq for augmnet summoning, but I have a kind
DM
I'm working towards the "Radiant Servant" PrC -
My domains are sun and healing
I'm 6th level next - which feat??? >> Stay informed about: suggestions for non -combat cleric |
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Since: Aug 21, 2004 Posts: 1923
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(Msg. 5) Posted: Tue Jul 11, 2006 4:55 am
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <1152602931.018722.302960 RemoveThis @m73g2000cwd.googlegroups.com>,
rob_murfin RemoveThis @hotmail.com says...
> hello everybody
>
> - current campaign - my "non - melee" cleric -
DOES NOT COMPUTE!
> now 5th level - mucho fighting undead -
>
> I have enough gp's to make some scrolls, or potions etc.....
>
> Any suggestions ? obviuosly no wands of "command" because of the low
> save issue.
>
> I have been doing a lot with "shield other" on our fighter, then
> summoning badgers.....
> (seriously). It seems to work quite well.
> Thinking of going for the extented "sanctuary" and other non attack
> spells....
> suggestions for what else works well?
There's that feat in Complete Divine which lets you convert spells into
summon nature's ally spells, like a druid. I think that's pretty good,
since summon nature's ally mostly seems way better than summon monster
for general purposes.
There's also Augment Summoning. (And the prerequisite, Spell Focus
(conjuration) help with casting heal on those undead!)
What are your domains?
> PS
> Last night, I casted an extended "summon celestial badger" just as the
> main foe fell to a huge critical hit... so I had a badger for 10 rounds
> with nothing to do.
>
> So I got the bard to play a jig.. "dance, dance, dance badger!"
> then "Moonwalk badger!" and finally "Walk like an egyptian dance
> badger!"
Heh. That's pretty neat, but don't you have to speak Badger to be able
to do this? We tend to ignore it too, but I think that you cannot
command you minions if you don't speak their language, and if you don't,
all they do is attack apparent enemies.
--
Jasin Zujovic >> Stay informed about: suggestions for non -combat cleric |
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Since: Jan 16, 2006 Posts: 1124
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(Msg. 6) Posted: Tue Jul 11, 2006 4:55 am
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Jasin Zujovic wrote:
> In article <1152602931.018722.302960 RemoveThis @m73g2000cwd.googlegroups.com>,
> rob_murfin RemoveThis @hotmail.com says...
>
>
>>hello everybody
>>
>>- current campaign - my "non - melee" cleric -
>
>
> DOES NOT COMPUTE!
>
>
>>now 5th level - mucho fighting undead -
>>
>>I have enough gp's to make some scrolls, or potions etc.....
>>
>>Any suggestions ? obviuosly no wands of "command" because of the low
>>save issue.
>>
>>I have been doing a lot with "shield other" on our fighter, then
>>summoning badgers.....
>>(seriously). It seems to work quite well.
>>Thinking of going for the extented "sanctuary" and other non attack
>>spells....
>>suggestions for what else works well?
>
>
> There's that feat in Complete Divine which lets you convert spells into
> summon nature's ally spells, like a druid. I think that's pretty good,
> since summon nature's ally mostly seems way better than summon monster
> for general purposes.
>
> There's also Augment Summoning. (And the prerequisite, Spell Focus
> (conjuration) help with casting heal on those undead!)
>
> What are your domains?
>
>
>>PS
>>Last night, I casted an extended "summon celestial badger" just as the
>>main foe fell to a huge critical hit... so I had a badger for 10 rounds
>>with nothing to do.
>>
>>So I got the bard to play a jig.. "dance, dance, dance badger!"
>>then "Moonwalk badger!" and finally "Walk like an egyptian dance
>>badger!"
>
>
> Heh. That's pretty neat, but don't you have to speak Badger to be able
> to do this? We tend to ignore it too, but I think that you cannot
> command you minions if you don't speak their language, and if you don't,
> all they do is attack apparent enemies.
>
>
You are correct, sir. You need "Speak With Animals" or something
similar to pull that off. >> Stay informed about: suggestions for non -combat cleric |
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Since: Jun 08, 2005 Posts: 1864
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(Msg. 7) Posted: Tue Jul 11, 2006 10:59 am
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Lorenz.Lang.RemoveThis@gmx.de wrote:
> Some Guy wrote:
> > Jasin Zujovic wrote:
> > > In article <1152602931.018722.302960.RemoveThis@m73g2000cwd.googlegroups.com>,
> > > rob_murfin.RemoveThis@hotmail.com says...
> > >
> > >
> > >>hello everybody
> > >>
> > >>- current campaign - my "non - melee" cleric -
> > >
> > >
> > > DOES NOT COMPUTE!
> > >
> > >
> > >>now 5th level - mucho fighting undead -
> > >>
> > >>I have enough gp's to make some scrolls, or potions etc.....
> > >>
> > >>Any suggestions ? obviuosly no wands of "command" because of the low
> > >>save issue.
> > >>
> > >>I have been doing a lot with "shield other" on our fighter, then
> > >>summoning badgers.....
> > >>(seriously). It seems to work quite well.
> > >>Thinking of going for the extented "sanctuary" and other non attack
> > >>spells....
> > >>suggestions for what else works well?
> > >
> > >
> > > There's that feat in Complete Divine which lets you convert spells into
> > > summon nature's ally spells, like a druid. I think that's pretty good,
> > > since summon nature's ally mostly seems way better than summon monster
> > > for general purposes.
> > >
> > > There's also Augment Summoning. (And the prerequisite, Spell Focus
> > > (conjuration) help with casting heal on those undead!)
> > >
> > > What are your domains?
> > >
> > >
> > >>PS
> > >>Last night, I casted an extended "summon celestial badger" just as the
> > >>main foe fell to a huge critical hit... so I had a badger for 10 rounds
> > >>with nothing to do.
> > >>
> > >>So I got the bard to play a jig.. "dance, dance, dance badger!"
> > >>then "Moonwalk badger!" and finally "Walk like an egyptian dance
> > >>badger!"
> > >
> > >
> > > Heh. That's pretty neat, but don't you have to speak Badger to be able
> > > to do this? We tend to ignore it too, but I think that you cannot
> > > command you minions if you don't speak their language, and if you don't,
> > > all they do is attack apparent enemies.
> > >
> > >
> >
> > You are correct, sir. You need "Speak With Animals" or something
> > similar to pull that off.
>
> I need zilch if the badgers understand common.
I thought there was a thread about this awhile ago. The Celestial (and
fiendish) templtates makes them have an Int of at least 3, which means
they get a language, and that language is always Common if not
otherwise specified.
Therefore celestial badgers both speak and understand common.
I haven't actually checked through all of this to be sure, beyond that
they do indeed get the 3 int.
- Justisaur >> Stay informed about: suggestions for non -combat cleric |
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Since: Feb 26, 2005 Posts: 503
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(Msg. 8) Posted: Tue Jul 11, 2006 1:05 pm
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Justisaur wrote:
> Lorenz.Lang DeleteThis @gmx.de wrote:
> > Some Guy wrote:
> > > Jasin Zujovic wrote:
> > > > In article <1152602931.018722.302960 DeleteThis @m73g2000cwd.googlegroups.com>,
> > > > rob_murfin DeleteThis @hotmail.com says...
> > > >
> > > >
> > > >>hello everybody
> > > >>
> > > >>- current campaign - my "non - melee" cleric -
> > > >
> > > >
> > > > DOES NOT COMPUTE!
> > > >
> > > >
> > > >>now 5th level - mucho fighting undead -
> > > >>
> > > >>I have enough gp's to make some scrolls, or potions etc.....
> > > >>
> > > >>Any suggestions ? obviuosly no wands of "command" because of the low
> > > >>save issue.
> > > >>
> > > >>I have been doing a lot with "shield other" on our fighter, then
> > > >>summoning badgers.....
> > > >>(seriously). It seems to work quite well.
> > > >>Thinking of going for the extented "sanctuary" and other non attack
> > > >>spells....
> > > >>suggestions for what else works well?
> > > >
> > > >
> > > > There's that feat in Complete Divine which lets you convert spells into
> > > > summon nature's ally spells, like a druid. I think that's pretty good,
> > > > since summon nature's ally mostly seems way better than summon monster
> > > > for general purposes.
> > > >
> > > > There's also Augment Summoning. (And the prerequisite, Spell Focus
> > > > (conjuration) help with casting heal on those undead!)
> > > >
> > > > What are your domains?
> > > >
> > > >
> > > >>PS
> > > >>Last night, I casted an extended "summon celestial badger" just as the
> > > >>main foe fell to a huge critical hit... so I had a badger for 10 rounds
> > > >>with nothing to do.
> > > >>
> > > >>So I got the bard to play a jig.. "dance, dance, dance badger!"
> > > >>then "Moonwalk badger!" and finally "Walk like an egyptian dance
> > > >>badger!"
> > > >
> > > >
> > > > Heh. That's pretty neat, but don't you have to speak Badger to be able
> > > > to do this? We tend to ignore it too, but I think that you cannot
> > > > command you minions if you don't speak their language, and if you don't,
> > > > all they do is attack apparent enemies.
> > > >
> > > >
> > >
> > > You are correct, sir. You need "Speak With Animals" or something
> > > similar to pull that off.
> >
> > I need zilch if the badgers understand common.
>
> I thought there was a thread about this awhile ago. The Celestial (and
> fiendish) templtates makes them have an Int of at least 3, which means
> they get a language, and that language is always Common if not
> otherwise specified.
>
> Therefore celestial badgers both speak and understand common.
>
> I haven't actually checked through all of this to be sure, beyond that
> they do indeed get the 3 int.
Just guessing, but shouldn't celestial badgers speak Celestial ? o_O
LL >> Stay informed about: suggestions for non -combat cleric |
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Since: Oct 10, 2005 Posts: 147
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(Msg. 9) Posted: Tue Jul 11, 2006 1:39 pm
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> > Therefore celestial badgers both speak and understand common.
> >
>
> Just guessing, but shouldn't celestial badgers speak Celestial ? o_O
The badgers look at me and understand - my langs choices are Common and
Celestial !
hence - for complex instructions I use common
"Badgers, lovely badgers, build me a harpsicord!"
But for secret chats - celestial
"Badgers, look, but don't be obvious, that mage standing to the left
has a big nose" >> Stay informed about: suggestions for non -combat cleric |
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Since: Jan 16, 2006 Posts: 1124
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(Msg. 10) Posted: Tue Jul 11, 2006 4:51 pm
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Lorenz.Lang RemoveThis @gmx.de wrote:
> Some Guy wrote:
>
>>Jasin Zujovic wrote:
>>
>>>In article <1152602931.018722.302960 RemoveThis @m73g2000cwd.googlegroups.com>,
>>>rob_murfin@hotmail.com says...
>>>
>>>
>>>
>>>>hello everybody
>>>>
>>>>- current campaign - my "non - melee" cleric -
>>>
>>>
>>>DOES NOT COMPUTE!
>>>
>>>
>>>
>>>>now 5th level - mucho fighting undead -
>>>>
>>>>I have enough gp's to make some scrolls, or potions etc.....
>>>>
>>>>Any suggestions ? obviuosly no wands of "command" because of the low
>>>>save issue.
>>>>
>>>>I have been doing a lot with "shield other" on our fighter, then
>>>>summoning badgers.....
>>>>(seriously). It seems to work quite well.
>>>>Thinking of going for the extented "sanctuary" and other non attack
>>>>spells....
>>>>suggestions for what else works well?
>>>
>>>
>>>There's that feat in Complete Divine which lets you convert spells into
>>>summon nature's ally spells, like a druid. I think that's pretty good,
>>>since summon nature's ally mostly seems way better than summon monster
>>>for general purposes.
>>>
>>>There's also Augment Summoning. (And the prerequisite, Spell Focus
>>>(conjuration) help with casting heal on those undead!)
>>>
>>>What are your domains?
>>>
>>>
>>>
>>>>PS
>>>>Last night, I casted an extended "summon celestial badger" just as the
>>>>main foe fell to a huge critical hit... so I had a badger for 10 rounds
>>>>with nothing to do.
>>>>
>>>>So I got the bard to play a jig.. "dance, dance, dance badger!"
>>>>then "Moonwalk badger!" and finally "Walk like an egyptian dance
>>>>badger!"
>>>
>>>
>>>Heh. That's pretty neat, but don't you have to speak Badger to be able
>>>to do this? We tend to ignore it too, but I think that you cannot
>>>command you minions if you don't speak their language, and if you don't,
>>>all they do is attack apparent enemies.
>>>
>>>
>>
>>You are correct, sir. You need "Speak With Animals" or something
>>similar to pull that off.
>
>
> I need zilch if the badgers understand common.
>
> LL
>
Do celestial badgers understand Common? I didn't see that in the
template description.
However, even celestial badgers are burrowing mammals, so a gnome could
still talk to them for a minute. >> Stay informed about: suggestions for non -combat cleric |
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Since: Jan 16, 2006 Posts: 1124
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(Msg. 11) Posted: Tue Jul 11, 2006 6:07 pm
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Lorenz.Lang.DeleteThis@gmx.de wrote:
> Justisaur wrote:
>
>>Lorenz.Lang@gmx.de wrote:
>>
>>>Some Guy wrote:
>>>
>>>>Jasin Zujovic wrote:
>>>>
>>>>>In article <1152602931.018722.302960.DeleteThis@m73g2000cwd.googlegroups.com>,
>>>>>rob_murfin@hotmail.com says...
>>>>>
>>>>>
>>>>>
>>>>>>hello everybody
>>>>>>
>>>>>>- current campaign - my "non - melee" cleric -
>>>>>
>>>>>
>>>>>DOES NOT COMPUTE!
>>>>>
>>>>>
>>>>>
>>>>>>now 5th level - mucho fighting undead -
>>>>>>
>>>>>>I have enough gp's to make some scrolls, or potions etc.....
>>>>>>
>>>>>>Any suggestions ? obviuosly no wands of "command" because of the low
>>>>>>save issue.
>>>>>>
>>>>>>I have been doing a lot with "shield other" on our fighter, then
>>>>>>summoning badgers.....
>>>>>>(seriously). It seems to work quite well.
>>>>>>Thinking of going for the extented "sanctuary" and other non attack
>>>>>>spells....
>>>>>>suggestions for what else works well?
>>>>>
>>>>>
>>>>>There's that feat in Complete Divine which lets you convert spells into
>>>>>summon nature's ally spells, like a druid. I think that's pretty good,
>>>>>since summon nature's ally mostly seems way better than summon monster
>>>>>for general purposes.
>>>>>
>>>>>There's also Augment Summoning. (And the prerequisite, Spell Focus
>>>>>(conjuration) help with casting heal on those undead!)
>>>>>
>>>>>What are your domains?
>>>>>
>>>>>
>>>>>
>>>>>>PS
>>>>>>Last night, I casted an extended "summon celestial badger" just as the
>>>>>>main foe fell to a huge critical hit... so I had a badger for 10 rounds
>>>>>>with nothing to do.
>>>>>>
>>>>>>So I got the bard to play a jig.. "dance, dance, dance badger!"
>>>>>>then "Moonwalk badger!" and finally "Walk like an egyptian dance
>>>>>>badger!"
>>>>>
>>>>>
>>>>>Heh. That's pretty neat, but don't you have to speak Badger to be able
>>>>>to do this? We tend to ignore it too, but I think that you cannot
>>>>>command you minions if you don't speak their language, and if you don't,
>>>>>all they do is attack apparent enemies.
>>>>>
>>>>>
>>>>
>>>>You are correct, sir. You need "Speak With Animals" or something
>>>>similar to pull that off.
>>>
>>>I need zilch if the badgers understand common.
>>
>>I thought there was a thread about this awhile ago. The Celestial (and
>>fiendish) templtates makes them have an Int of at least 3, which means
>>they get a language, and that language is always Common if not
>>otherwise specified.
>>
>>Therefore celestial badgers both speak and understand common.
>>
>>I haven't actually checked through all of this to be sure, beyond that
>>they do indeed get the 3 int.
>
>
> Just guessing, but shouldn't celestial badgers speak Celestial ? o_O
>
> LL
>
That would make sense, particularly since none of the four celestial
races in MM even speaks Common. BTB, however, celestial badgers
understand Common and that's it. Maybe they have to because their
purpose is to come to Aerth/Earth/Irth/Oerth/Urth/etc. and help out the
natives in doing good deeds.
When they go home to the Upper Planes, they just sort of mill around
together. Since they can't speak, I guess they just emote or something. >> Stay informed about: suggestions for non -combat cleric |
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Since: Jan 16, 2006 Posts: 1124
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(Msg. 12) Posted: Tue Jul 11, 2006 6:08 pm
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
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Justisaur wrote:
> Lorenz.Lang RemoveThis @gmx.de wrote:
>
>>Some Guy wrote:
>>
>>>Jasin Zujovic wrote:
>>>
>>>>In article <1152602931.018722.302960 RemoveThis @m73g2000cwd.googlegroups.com>,
>>>>rob_murfin@hotmail.com says...
>>>>
>>>>
>>>>
>>>>>hello everybody
>>>>>
>>>>>- current campaign - my "non - melee" cleric -
>>>>
>>>>
>>>>DOES NOT COMPUTE!
>>>>
>>>>
>>>>
>>>>>now 5th level - mucho fighting undead -
>>>>>
>>>>>I have enough gp's to make some scrolls, or potions etc.....
>>>>>
>>>>>Any suggestions ? obviuosly no wands of "command" because of the low
>>>>>save issue.
>>>>>
>>>>>I have been doing a lot with "shield other" on our fighter, then
>>>>>summoning badgers.....
>>>>>(seriously). It seems to work quite well.
>>>>>Thinking of going for the extented "sanctuary" and other non attack
>>>>>spells....
>>>>>suggestions for what else works well?
>>>>
>>>>
>>>>There's that feat in Complete Divine which lets you convert spells into
>>>>summon nature's ally spells, like a druid. I think that's pretty good,
>>>>since summon nature's ally mostly seems way better than summon monster
>>>>for general purposes.
>>>>
>>>>There's also Augment Summoning. (And the prerequisite, Spell Focus
>>>>(conjuration) help with casting heal on those undead!)
>>>>
>>>>What are your domains?
>>>>
>>>>
>>>>
>>>>>PS
>>>>>Last night, I casted an extended "summon celestial badger" just as the
>>>>>main foe fell to a huge critical hit... so I had a badger for 10 rounds
>>>>>with nothing to do.
>>>>>
>>>>>So I got the bard to play a jig.. "dance, dance, dance badger!"
>>>>>then "Moonwalk badger!" and finally "Walk like an egyptian dance
>>>>>badger!"
>>>>
>>>>
>>>>Heh. That's pretty neat, but don't you have to speak Badger to be able
>>>>to do this? We tend to ignore it too, but I think that you cannot
>>>>command you minions if you don't speak their language, and if you don't,
>>>>all they do is attack apparent enemies.
>>>>
>>>>
>>>
>>>You are correct, sir. You need "Speak With Animals" or something
>>>similar to pull that off.
>>
>>I need zilch if the badgers understand common.
>
>
> I thought there was a thread about this awhile ago. The Celestial (and
> fiendish) templtates makes them have an Int of at least 3, which means
> they get a language, and that language is always Common if not
> otherwise specified.
>
> Therefore celestial badgers both speak and understand common.
>
> I haven't actually checked through all of this to be sure, beyond that
> they do indeed get the 3 int.
>
> - Justisaur
>
I'll have to root around and see if I can find a reference to that.
Ah, here we are: page 7, MM. Yep, Common. That would be HRed to
Celestial in my games, for the obvious reason. >> Stay informed about: suggestions for non -combat cleric |
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Since: Oct 10, 2005 Posts: 147
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(Msg. 13) Posted: Wed Jul 12, 2006 1:50 am
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> When they go home to the Upper Planes, they just sort of mill around
> together. Since they can't speak, I guess they just emote or something.
I believe that
"My celestial badgers emoting on the upper planes"
is a 22 minute track by "Yes" on their album "Tales from Topographic
Oceans" >> Stay informed about: suggestions for non -combat cleric |
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Since: Aug 21, 2004 Posts: 1923
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(Msg. 14) Posted: Wed Jul 12, 2006 6:55 am
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <1152694242.455338.95780 RemoveThis @i42g2000cwa.googlegroups.com>,
rob_murfin RemoveThis @hotmail.com says...
> > When they go home to the Upper Planes, they just sort of mill around
> > together. Since they can't speak, I guess they just emote or something.
>
> I believe that
> "My celestial badgers emoting on the upper planes"
> is a 22 minute track by "Yes" on their album "Tales from Topographic
> Oceans"
SUBSCIRBE!1
--
Jasin Zujovic >> Stay informed about: suggestions for non -combat cleric |
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Since: Jan 16, 2006 Posts: 1124
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(Msg. 15) Posted: Wed Jul 12, 2006 5:43 pm
Post subject: Re: suggestions for non -combat cleric [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Gas Spore Paladin wrote:
>>When they go home to the Upper Planes, they just sort of mill around
>>together. Since they can't speak, I guess they just emote or something.
>
>
>
> I believe that
> "My celestial badgers emoting on the upper planes"
> is a 22 minute track by "Yes" on their album "Tales from Topographic
> Oceans"
>
Actually, I think that was "Relayer," but yeah. >> Stay informed about: suggestions for non -combat cleric |
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