@After5CST.
Your take on the proficiencies is perfectly sensible. Just a couple comments.
On Darts. In the majority of cases, Darts aren't the ideal pick for damage as you've noted. That's a tactical use proficiency. My characters use them to apply stun and poison and to remove Stoneskins/Mirror Images. They're well suited to those tasks, even if they do yield 2 hitpoint Criticals on a regular basis.
I'll note that players who don't mind burning consumable can get more out of Darts. The abilitiy to force an unmodified save to avoid Stun
3 times per round can be pretty devestating and the effect goes right through Stoneskins. If you are stingy with the high value Darts and just flick one or two ever now and them, the proficiency can seem like a waste.
On Speed Factor. To my mind, Grond0 has it exactly.
Grond0 wrote...
Weapon speed is less of an issue in a party, but it makes a real difference to a solo character. It opens up the possibility to defeat apparently far more powerful fighters by attacking and then retreating before they can retaliate .
I'll simply add that fast and range 1 is good. Fast and range 2 is better. That's where the Quarterstaff comes in. My character's tend to start out using Staves for that reason. A quick Quarterstaff can make even a Level 1 fighter a dangerous foe. And it makes sense: if you can control the timing of engagement and can strike both quicker and with better reach, you win.
On Alessandra's Proficiencies. Rather than picking "the best weapon" and mastering it, my characters tend to switch weapons often and choose the right one for the job. I'll comment on the jobs her current weapons do. Melee first.
The Quarterstaff: That's for melee foes with unexceptional movement rates. So long as you leverage your reach and speed advantage, you win. Aule's Staff (Martial Staff) is available early. One point in Staves, one in Two-Handed Weapons Style will let you wield it at Speed Factor 0. Range 2, Speed Factor 0, can be deadly.
The Long Sword: If you are operating at a movement rate disadvantage, the reach and speed benefits of the Quarterstaff become more difficult to leverage and it's weaker characteristics (low AC, middling damage) start becoming problematic. Under those circumstances, it can make sense to go with a higher damage, single handed Weapon that will let you carry a shield. Varscona fills that role for Alessandra. Varscona + Large Shield can also make sense when meleeing under range fire.
Unlike the Quarterstaff which will typically be used in Smack-N-Go attacks, an extra half attack can be helpful when wielding the Long Sword- hence 2 pips here even though Staff is the go-to weapon.
In a nutshell, here are her options then.
In Melee (Equal/Superior Movement Rate)-> Quarterstaff (Smack-n-Go).
In Melee (Movement Rate Disadvantage) -> Oil of Speed counter + Quarterstaff (Smack-n-Go) or Varscona + Large Shield + Potion Buffs (Toe-to-Toe).
In Melee under Ranged Fire-> Quarterstaff + Shield Amulet + Missle Weapon AC items will typically work fine. The Long Sword and Large Shield can be an option.
The Short Bow and Darts: Taking both allows Alessandra to launch the full tange of tactical use ammo. She was not at all tempted to skip the Darts and put 2 pips in Shortbows since the extra 1/2 attack isn't nearly as helpful as it sounds. In a party, perhaps, but since she's solo, she'll rarely be standing in the same place shooting arrows for an entire round. The ability to Stun selected foes efficiently is more valuable and complements the rest of her abilities better.
Anyhoo. I have to get going. I hope this was helpful. Sorry for rambling if it wasn't...

@BBMorti- I just saw your final post. Good Hunting in Amn! I hope Alessandra will be able to join you soon. Mayhaps we'll go in on a pitcher at the Copper?

@Gate70- You can't say you weren't warned...No refunds for you!
Modifié par Alesia_BH, 10 novembre 2011 - 12:02 .