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Old 06-29-2005, 11:09 AM   #8
Marty4
Symbol of Cyric
 

Join Date: August 31, 2004
Location: VA
Age: 34
Posts: 1,127
Quote:
Originally posted by Bozos of Bones:
Drow: 11+character level of magic resistance
Ranger: Dual wielding for free, favored enemy, better BAB and fort save than mage. What's teh problem with Weapon Finesse, ofcourse you'll need it, why not take it?
Rogue: 1d6 backstab, a huge number of skill points, especially if you start the character as a rogue. Further levels of rogue are unnecesary if you are aiming for Imp Evasion, see next
Paladin 2: Better BAB and saves than mage, fear immunity, useable Holy Avenger for extra 15 spell resistance. More levels will enable the Heroic Inspiration feat, which is good, but not worth further diluting the mage.
Mage: Power
I'd give him proficiency in longsword and shortblade, and give him Holy Avenger and Brilliant SS +5. I have heard of a bug that when you do something, you get brilliant on both weapons, but I dunno how to do it, and I don't care. This char will have no XP penalty and oodles of power.

Oh, and about the pit traps, you don't have to wade through them. Actually, they are there to help you, not to kill you. And you can get out if it activates, just have to have patience, and healing spells or a lot of hp and not move.
Perfectly said on why the ranger1/paladin2/rogue1/mage works. Stole the words right out of my mouth

About the pit traps, do you mean they stop after a while? I never spent a lot of time in them, so I wouldn't know if they eventually ended.
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