Hey All!
Great session everyone! Are we on for next Tuesday? I'm gonna cut around some stuff and find a way to finish the story next week.
Also, Here's a bit of advice for how to play some of the classes. Go to Player's Handbook and then Character Classes to get more info:
Warrior/Fighter - You're made for battle and can take lots of damage. You get bonuses through spells cast on you, potions you drink, going berserk, and circumstantial adjustments. You can also recruit tons of followers and have them help you.
Wizard/Mage (I'll use spellcasting times next time, forgot this time) - You have spells and there's a wide variety of what you can do. You can buff characters, including giving them extra attacks; you can cast defensive spells (usually necessary because you have low hit points); you can cast spells outside of battle to search areas, travel, and get information. You can almost always use the spell ESP to get information. Pretty much no one is immune to it and you can just cast it multiple times if you have someone captured. If there's a wizard who has this spell, you never have to torture, negotiate, or make threats to gain information. Charm spells also make for really interesting plot devices as you can use spells like Quest or Geas to make NPCs go elaborate lengths to do your bidding.
Priest/Cleric - You have spells that do damage and heal people and you're great in combat, but that's not what makes a Cleric interesting. Clerics can talk to gods and usually have the strongest network around. If you find a branch of your god in an area, they're always willing to help and many will lend you soldiers. There are also many spells that feed off of the number of priests in an area. Chant is incredibly powerful with multiple Clerics, as is Uplift for raising spellcasting abilities. 7th level spells are pretty nuts and you pretty much have the power to bend time and space. You can even merge with other priests DBZ-style to become an avatar of their god.
Also, I found this stupidly overpowered combat spell:
Rogue/Thief - You're not made for combat, though you can do some serious damage if executed properly. This is mainly through backstabbing, where you get large multipliers to your damage and bonuses to attacking as well. You can also read some magical scrolls, though you could read them wrong and have the spell backfire. You can also recruit followers to help with thieving and combat. The thief's strength is the ability to use all of the skills at their disposal. However, you can't use any of them passively. They're great characters if you want to climb a tree to scout ahead, pick pockets to see if other characters have anything important, pick locks to gain entrance to areas, listen and look to see if people are following them at any time, detect and disable traps, read languages, and hide in shadows. In combat, a thief will usually find a way to backstab and then retreat. You can retreat by going invisible, or having some sort of distracting and then going away to hide in the shadows.