Windsors tips and tricks (semispoilers)
Posted: Thu Oct 02, 2003 3:14 pm
A few random thoughts about character building-
-Easy 10 AC for casters (SoU): Instead of taking Combat Casting, take Expertise/Improved Expertise. You can activate the mode and gain an instant 5-10 AC and still cast spells. Its not like you're going to hit anything with that stick of yours to begin with. My necromancer at level 10 is easily pushing 30 ac, which sure as hell beats sucking sword when you cast that Fireball.
-Rogue in a bucket: Take 3 levels of rogue after level 3 and dedicate all the skill points from those levels into 3 pecific skills This is an excellent way to improve melee classes such as Fighters and give them a few skills they may not normally have access to. I work with this a lot with my "Dungeoneer" Paladin, putting the points into skills such as tumble, Search, and Disarm traps. The character also gains +2d6 damage against most critters whenever they are not facing you directly, Evasion (huzzah!), and at a paltry cost of 1 point attack bonus!
-Shapechanging Druid tiger-trap: I made a druid and played with it, taking feats to improve the forms' melee capabilities. I would suggest against this in retrospect, since you just as well be bashing your head against a brick wall if your opponents have damage resistance. Furthermore, don't plan on getting the best spellpower either, since you WILL revert to your base wisdom when shapechanging, thus inconviniently relieving you of any bonus spell slots. There is no way to improve the melee capability of shapechanged druids to compensate, since all their gear is removed (like that Belt of Inertial barrier you paid 10k for!). Nice for roleplaying, so don't bother chapechanging unless you are in a non-combat situation or are in DESPERATE need of extra hit points.
-On your knees!: Knockdown/Improved knockdown are priority melee feats if you have a will to live. Why let that mage with a near endless supply of instant-death spells and 15d6 fireballs have his way when you can just keep him on his buttocks. Also works really good against those really tough melee opponents that seem to be perma-hasted and never roll lower than a 15 on their attacks.
-Medic!-Short of having a high level cleric at your beck and call, the Heal skill is probably better than potions or spells hands down. It fixes nearly EVERYTHING. A level 7 character can easily cure 31 points (out of combat) and eliminate most diseases and poisons.. and you can fit more healing kits in that bag of yours than potions.
-"Well, NOW you tell me.": For casters: make sure you have a variety of spells based on their saving throw. All too often players can find themselves up a creek when their entire repetoire of spells primarily leans on ONE save. Also make sure that the spell effect itself is useful against the appropriate class. Alternately, you could harp on the biggest Missile fad and load up on Magic Missiles and Isaac spells.. but don't cross my path with my custom-built belt of Evocation Immunity. My necromancer is in a rut with Undead because of her large repetoir of mind affecting and negative-energy spells.. so pay attention to what you are using! ((It is also a good note that many fighters over-compensate with the Will and Reflex saves. Use this how you will))
-That icky-icky feeling that just won't go away: A lot of creatures are weak against negative energy except undead, furthermore, it is theoretically possible to kill a foe with level drain spells. Defense against negative energy is rare (most spells and items only protect against fire/cold/acid/sonic), and immunity to level drain isn't too common, although many a power player may have immunity. The level 1 spell Negative Energy Ray is a good place to start, since the Negative Energy Burst lacks any punch similar to a good ol' fireball.
-Easy 10 AC for casters (SoU): Instead of taking Combat Casting, take Expertise/Improved Expertise. You can activate the mode and gain an instant 5-10 AC and still cast spells. Its not like you're going to hit anything with that stick of yours to begin with. My necromancer at level 10 is easily pushing 30 ac, which sure as hell beats sucking sword when you cast that Fireball.
-Rogue in a bucket: Take 3 levels of rogue after level 3 and dedicate all the skill points from those levels into 3 pecific skills This is an excellent way to improve melee classes such as Fighters and give them a few skills they may not normally have access to. I work with this a lot with my "Dungeoneer" Paladin, putting the points into skills such as tumble, Search, and Disarm traps. The character also gains +2d6 damage against most critters whenever they are not facing you directly, Evasion (huzzah!), and at a paltry cost of 1 point attack bonus!
-Shapechanging Druid tiger-trap: I made a druid and played with it, taking feats to improve the forms' melee capabilities. I would suggest against this in retrospect, since you just as well be bashing your head against a brick wall if your opponents have damage resistance. Furthermore, don't plan on getting the best spellpower either, since you WILL revert to your base wisdom when shapechanging, thus inconviniently relieving you of any bonus spell slots. There is no way to improve the melee capability of shapechanged druids to compensate, since all their gear is removed (like that Belt of Inertial barrier you paid 10k for!). Nice for roleplaying, so don't bother chapechanging unless you are in a non-combat situation or are in DESPERATE need of extra hit points.
-On your knees!: Knockdown/Improved knockdown are priority melee feats if you have a will to live. Why let that mage with a near endless supply of instant-death spells and 15d6 fireballs have his way when you can just keep him on his buttocks. Also works really good against those really tough melee opponents that seem to be perma-hasted and never roll lower than a 15 on their attacks.
-Medic!-Short of having a high level cleric at your beck and call, the Heal skill is probably better than potions or spells hands down. It fixes nearly EVERYTHING. A level 7 character can easily cure 31 points (out of combat) and eliminate most diseases and poisons.. and you can fit more healing kits in that bag of yours than potions.
-"Well, NOW you tell me.": For casters: make sure you have a variety of spells based on their saving throw. All too often players can find themselves up a creek when their entire repetoire of spells primarily leans on ONE save. Also make sure that the spell effect itself is useful against the appropriate class. Alternately, you could harp on the biggest Missile fad and load up on Magic Missiles and Isaac spells.. but don't cross my path with my custom-built belt of Evocation Immunity. My necromancer is in a rut with Undead because of her large repetoir of mind affecting and negative-energy spells.. so pay attention to what you are using! ((It is also a good note that many fighters over-compensate with the Will and Reflex saves. Use this how you will))
-That icky-icky feeling that just won't go away: A lot of creatures are weak against negative energy except undead, furthermore, it is theoretically possible to kill a foe with level drain spells. Defense against negative energy is rare (most spells and items only protect against fire/cold/acid/sonic), and immunity to level drain isn't too common, although many a power player may have immunity. The level 1 spell Negative Energy Ray is a good place to start, since the Negative Energy Burst lacks any punch similar to a good ol' fireball.