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Old 01-23-2001, 05:08 PM   #11
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I've got a dwarf fighter up front (appropriately named Poynt) who's a Grand Master in axe -- virtual regenerating tankdude, with couple points in flail for the bonefolks (or go mace or hammer, but I've found better flails). Lot's of great axes in the game, one & two handed, not the least of which is the +2 throwing axe, with which he can soften up (and often take out) any approaching enemies. And it comes back to you! No need to clutter the inventory with ammo. When they get too close, if you've got no summoneded minions as a buffer, he can switch to a melee weapon and finish them off, if they get that far, what with all the missles and spells pouring over his shoulder, right?

For an elven fighter, bow and longsword, naturally. Which brings me to another point: why can't I give more than three points to any ranged weapon-- bow, crossbow, missile? Drives me nuts. I always like to have one or two or three grand masters in a party; makes things go so much smoother, heh. Another good reason for going for axes in IWD. The throwing axe still get the mastery bonuses, which at max, + 3 to hit, +5 damage, is awesome. Your foes will fall before you like blades of grass before the scythe. There will be much wailing and gnashing of teeth.

By the time your Paladin finds Pale Justice in Lower Dorns', every Paladins' best longsword buddy, he or she will be proficient in a bunch of weapons, so feel free to spread those points around, two each in two slots to start.
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