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01-21-2001, 09:55 PM | #11 |
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There is one alignment (true neutral or lawful neutral) that gets the cat as its familiar. The cat can sense traps at 50%, I think. Not the best, so expect to lose some familiars as mindsweepers (get an 18 con).
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01-22-2001, 12:02 AM | #12 |
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You're thinking of the rabbit. True neutrals' familiar.
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01-23-2001, 08:41 PM | #13 |
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IMHO it's probably easiest (and most fun) to solo through with a thief kit. Swashbuckler if you like to engage in melee (or want to be a decent archer -- they can specialize in short bows); Bounty Hunter for a more mage-like strategy; Assassin if you want one-hit-one-kill type play (but N.B.: that includes you).
IMHO the most realistic solo option would be to play a bounty hunter -- they need to sleep often, but can do so in relative safety. Anyway, to your problem: any ranged-weapon player (archer, mage or thief) needs blockers. Since you eschew NPCs, that means summoned monsters. As an Archer you won't get spells to do that for quite a while, so you need items. There are three that I know of, and I'll post some minimal spoilers as to their locations (though not their natures) at the end. Summoned critters can also be used to scout for some traps, though others seem to be triggered only by (N)PCs. It's a little unfortunate that you don't play dual or multi class characters. A thief/cleric or fighter/thief (or even a thief/mage (note the pattern? the one non-fungible IMHO is the thief)) could solo every non-NPC-required quest, though some would require much care. +++++ M1LD SPOIL3RZ AH3AD!!!1! +++++ earliest: Under the graveyard, among the spiders. best: You're a Ranger. Do the Stronghold quests. Druids get one almost as nice, but they can summon Fire Elementals, so it's less of an issue for them. charge-limited: staves of can be used to summon nice elementals. there's one in h'd's prison (planar one) and one in the big sphere. recharge in the traditional ways (again, best to be a thief). There are probably more; those are what I can remember right now. |
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