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Originally posted by Nightowl2:
Mmmm....keep in mind that your fighter won't be too good at intimidation. Starting with a 6 CHA, he has a -2 penalty. Of course, over time you can overcome that with skill points.
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I'm only taking it b/c it costs only 1 skill point. I'm not worried about him being proficient in it.
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I didn't see anything in your list for Alchemy, Spellcraft, or Arcana. Alchemy is important for id'ing potions, and arcana for id'ing items.
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Sorceror will learn Identify, so I am not worried about identifing items and such.
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Don't see why you'd want armor proficiency for a sorcerer. You risk spell failure unless you waste a feat or two on armored arcana, and there are much better feats to take for this class. I've found that keeping my sorcs in the rear was good enough much of the time. What mage classes need are the mage feats like spells focuses, spell penetration (later in the game), and the ones that increase elemental damage. Also, I'd make con a little lower and dex a little higher for better AC.
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I was taking armor prof to help him out in the early stages of the game. I took the max con b/c of the concentration skill. Instead of armor prof, I'll look at maybe dodge or something that would help his AC. I was considering advancing his dex as he progresses thru the game.
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Pickpocket I never found very useful. The other rogue skills are more important.
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I like PP in this game b/c you can get something from just about everyone. I think it helps generate money in the begining of the game.
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Monks can take the power attack and cleave feats (with high enough strength). Also expertise if you want to improve armor class, but yours isn't smart enough.
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Are barehands considered melee weapons? I wasn't sure. Is expertise that good? I guess it would be for low AC characters. I was just thinking of early game when your characters are swinging 1d6 weapons. Of course getting her int up to 13 would be quite difficult.