It's definitely not everyone's cup of tea to play like that. Yeah, for all but the hardest content, you don't really need to plan ahead or anything. General melee powerhouse tips: Cleave is great, Great Cleave is also great, BUT Paladins get their own versions that share cooldowns with the regular versions so don't need to invest in the feats.
If you're not a paladin, take the feats. Two weapon fighting TWF requires a lot of Dexterity and is mostly best left for those classes that synergize well with it; rogues, rangers, and monks for the most part. Two-handed fighting THF requires a lot of Strength; it is the current darling and is very powerful in terms of raw damage per hit and being able to hit multiple enemies per swing.
Single-weapon fighting SWF is also very powerful, and less overtly stat-intensive than the others; it relies on the Balance skill instead of an ability score; while it limits you to only a single one-handed weapon with nothing or an orb, but that requires magical training in your offhand, it boosts your damage significantly and your attack speed by a ridiculous amount, which IMO makes it the most accessible combat style.
This is probably the only main thing to really plan ahead for, since some of the requirements can be a bit strict like the Str, Dex, or Balance requirements. As a couple special snowflake notes: Bastard Swords and Dwarven War Axes are exotic weapons that count as both one-handed and sorta as two-handed; when used by themselves or with a shield, they can get strikethrough the way two-handed weapons can at a lower value, and benefit from the THF feats.
If you want to go this route, going Dwarf and using Waraxes is probably the way to do it; the racial bonuses are a big deal and bastard swords are a bit more specialized I've got a bastard sword user but I did it as an iconic character taking advantage of favored weapon bonuses from Helm Other special snowflake note: Swashbuckler Bards can get access to an ability that lets them use SWF with a buckler equipped.
After some more reading, it looks like my first char is going to start with 28 points and no tomes, which don't add retroactively for e. Reincarnate, I guess? Looking over some builds, I've noticed most of them put maximum points into Use Magic Device even if off-class. Is it that good? I've also noticed some buids putting a single point into Tumble and leaving it at that. Is there a reason for this? Tumble: 1 rank allows you to tumble if your total bonus is positive.
It helps with falling damage, and allows faster movement through shallow water. UMD is extremely useful. There are plenty of scrolls that are useful to UMD and available for platinum. Even if your UMD isn't high enough for reliably casting raise dead, even a chance with plenty of scrolls is enough to get the party back up. Use potions of Heroism and Eagle's Splendor to increase the chance.
Yeah, UMD is incredibly useful. As a Paladin, you don't have a ton of useful skills to use. As Geoff Watson mentioned, 1 full rank in Tumble is useful being in Heavy Armor will mean you'll need additional bonuses from an item if you want to use it as advertised , Intimidate is handy if one of your squishy party members is getting walloped, and UMD is solid especially since Paladins naturally want a decent Charisma.
Negates the penalty to your attack roll for firing ranged weapon while moving. Shuriken Expertise. You are skilled with the use of the shuriken , and have a chance to throw an additional one per throw. Percent chance to throw an additional shuriken is equal to your Dexterity.
This is also a racial feat given to all Drow Elf at level 1, regardless of class. Simple Thrown Weapon Expertise. Alchemists may select this feat as one of their alchemist bonus feats. Zen Archery. You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons if it is higher does not apply to thrown weapons. You treat longbows and shortbows as if they were Ki weapons. Improved Bardic Music. You sing your Bardic Inspiration as if you had two more Bard levels.
Level 12 Bard 15 ranks Perform purchased. Extra Turning. Allows the character to turn undead an additional 4 times per rest period. This feat can be taken only once. Turn Undead. Improved Turning. This feat gives clerics and paladins a better chance at turning the undead. Natural Fighting. In bear form: Increase the ability score modifier to damage while using a two-handed weapon to 2.
This feat can be taken up to three times, and gives no benefit to druids in elemental forms. Level 3: Druid. Augment Summoning.
Mental Toughness. This feat Increases the character maximum spell points by 10 at level 1, and 5 spell points for each additional level.
Improved Mental Toughness. This feat increases the character maximum spell points by 10 at level 1, and 5 spell points for each additional level. Stacks with Mental Toughness. Mobile Spellcasting. A character, when casting, will normally move at half speed. This feat allows a character to move at normal speed while casting.
Spell Focus. Greater Spell Focus. This stacks with Spell Focus. Spell Penetration feat. Greater Spell Penetration. Light Armor Proficiency. You are proficient with light armor, and do not suffer the armor check penalty to attack rolls when wearing light armor. You also gain your base attack bonus in physical resistance when wearing light armor.
Medium Armor Proficiency. You are proficient with medium armor, and do not suffer the armor check penalty to attack rolls when wearing medium armor. You also gain your base attack bonus x 1.
Heavy Armor Proficiency. You are proficient with heavy armor, and do not suffer the armor check penalty to attack rolls when wearing heavy armor. You also gain 2x your base attack bonus in physical resistance when wearing heavy armor. Shield Proficiency General. This feat negates the penalties from using bucklers , and small and Large Shields.
Tower Shield Proficiency. This feat negates the extra penalties from using a tower shield while untrained. The -2 attack penalty still applies. Simple Weapon Proficiency. This feat negates the penalty from using any of the simple weapons while untrained. Martial Weapon Proficiency. This feat negates the penalty from using any of the martial weapons while untrained. This feat must be taken for separate martial weapons. Exotic Weapon Proficiency. This feat negates the -4 penalty from using any of the exotic weapons while untrained.
Bastard Sword and Dwarven Waraxe deal grazing hits as if they were a two handed weapon if they are the only weapon wielded by a proficient user. This feat must be taken for separate exotic weapons. Combat Casting. Nimble Fingers.
Level 1: Rogue. Self Sufficient. Skill Focus. This feat can only be taken once per skill. And rangers get their favoured enemy feats at 1, 5, 10, 15, and Again, those are class specific choices. Not general feats,. Class specific feats do, indeed, vary substantially by class - some are a fairly large subset of the regular feat pool, some are specific to that class and are indeed only available in those choices.
Not general feats, Favored Souls choices are a tidbit limited. True to its name, this class can assassinate an enemy while in Sneak and remain hidden to others while doing so. Mechanic : Fond of great crossbows, this tinkerer has improved trapper, magic device usage and lock-picking skills as well as in creating impressive traps and learning how to damage constructs more effectively. Thief-Acrobat : A skilled, agile and deadly quarterstaff combatant, the Acrobat is the better general fighting Rogue of the trees.
Stealth Strengths. Hide and Move Silently as class skills Most skills of any class for adapting to any occasion Low or no Armor Check Penalty Light armor only Self-sufficient with proper Use Magic Device training Fast movement speed, fast sneak speed Best sneak attack of all classes Can silently open and disable objects without breaking Sneak Can assassinate an enemy without alerting others or breaking Sneak and invisibility Pairs very well with all other classes.
A strong UMD score can help provide emergency and operations support for a stealth party. Assassinate Assassin Level 12 , Assassinate an enemy without breaking Sneak, or even invisibility if active. Sneak Attack Training: Rogues do this better than any other. Kip Up Thief-Acrobat : Immunity from most knockdown effects.
Trapmaking: Rogues can deploy noisemaking traps to lure and divert enemies, as well as damaging traps to guard a party Open Lock and Disable Device: Critical skills to silently and reliably open doors and remove traps, as well as opening chests, of course.
Provides a silent way to open bashable noisy doors. Wrack Construct Mechanic : Able to deal extra damage to Constructs.
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