I've been meaning to put together something on this for a long time, so that I can refer to it at need.
First off let me set some ground rules. This is not about roleplaying, because everyone has their own ideas about what is OK, e.g. yesterday I saw a roleplaying build (according to the author) that mixed Shadow Thief of Amn and Harper's Agent classes. This is merely about making a character that is good mechanically.
Secondly, it's not going to give specific advice, not about the Campaigns (because it is impossible to do so without being a spoiler), but rather say how things work in general, nor for any module or PW. PWs are growing increasingly different to the base rules, and you will need to factor in these differences. However most of the advice I give here will be in a generic way that is applicable to most, if not all, of them.
Thirdly, I am not going to go into great detail where the information is available on the Wiki, which I suggest everyone bookmarks. And fourthly, I'm going to ignore Kaedrin's Pack as that adds too many classes to cover. So let's kick this off:
- Rule 1: plan ahead. Even if you might change something later, failure to plan is likely to see you miss key Feats or Skills necessary to make your concept work. A good example is Arcane Archer, which won't be available if you didn't choose Elf (or Half-Elf) at creation.
- Pure class builds are always inferior to a good build that mixes classes, even if it's only a 1 level 'splash'. There are several reasons for this:
- The Practiced Spellcaster bug, which means that a second class can get you a higher DC;
- That the last normal Epic Feat comes at level 29, and few classes get a free Feat at level 30; but
- Mostly, that other classes open up abilities and skills the original class does not offer.
- There are two types of classes: Base and Prestige. Base classes can be taken at any time, providing you meet the aligment restrictions. However just mixing them willy nilly is likely to end in an XP Penalty. There are ways to mitigate against this:
- Choose a Race that has one of the classes as a Favored class (and that includes Human, which takes its highest class as favored); and/or
- Keeping the base classes within one step of each other, e.g. Ranger 11/Fighter 12 would not be getting an XP Penalty, no matter what the Race.
- Prestige classes do not cause an XP Penalty, however they are restricted to 10 levels and each one has a number of pre-requisites. Always check out what these are, and how you can meet them.
- The rough order of power in base classes by level 30 is as follows:
- Sorceror & Wizard
- Warlock
- Cleric & Favored Soul
- Bard & Druid
- Spirit Shaman
- Rogue (but see below)
- Monk
- Fighter, Swashbuckler & Ranger
- Paladin & Barbarian
- Hide in Plain Sight (HiPS for short) is an absolutely vital skill for any sneaker (e.g. Rogues and Assassins), because it allows you to land your sneak attack damage. You should always look to get it into a sneak build as soon as possible. Without it you are weaker than even a Fighter.
- In very early levels Fighters are very powerful - they can wear all the armors, use all the weapons, they get +1 to hit and a free Feat on the first two levels, but as time goes on they get overtaken, by just about every other class, with the exception of the other melee classes (Barbarian, Paladin, Ranger, Swashbuckler).
- Barbarians are seen as very weak - most of their best abilities don't come until late, and they lose out on a lot to get them. Paladins are rarely taken beyond 5 levels - their best abilities come early on. Swashbuckler is usually taken to level 3, for the same reason.
- Ranger gets free Feats all the way to level 21, where it not only gets a Free Feat at the top of its combat chain, but also access to the Bane of Enemies Feat. It also gets good access to skills, unlike Fighter/Barbarian/Paladin.
- Monk also gets free Feats all the way up, but it gets a lot with just one level, so Monk is probably the most popular base class splash.
- Spirit Shaman is generally a weak version of Druid, simply because Druid uses only Wisdom for Spells (and that has a nice synergy with Monk), while Spirit Shaman needs both Charisma & Wisdom (you can ignore the latter on some builds, but that loses the Monk synergy).
- Druids are generally not as strong as Clerics/Favored Souls because their buffs are more defensive and less offensive, and other casters can protect themselves from the Druids Spells.
- Bards are an interesting and powerful class, but they fall short of the sheer power of the top two groups.
- Clerics & Favored Souls are usually highly buffed melee warriors (who will easily outfight any Fighter), but they can also be played as Zen Archers and in the case of Clerics as offensive casters.
- At the very top of the tree are Sorcerors and Wizards who have access to the most powerful spells in the game. They can also make quite capable melee warriors with the Eldritch Knight Prestige class, when they are known as Gishes.
- Races also have their own hierarchy, but here things are complicated by the ECL rating. What this means is that the race is given an XP "handicap" in exchange for the additional powers at its disposal. Providing you can advance to level 30, it is usually advisable to use one of the more powerful Races and accept the penalty. The wiki has details of the Races, their additional powers, and their ECL Penalty (if any).
- Here is a quick list of some considerations:
- Three Races have Spell Resistance (SR). This can be overcome by powerful spellcasters, but it's a useful extra line of defense, and mediocre casters would have to stick to spells that ignore SR.
- Where a Race has an increase in the prime stat of its Favored class, this makes it especially useful, e.g. Sun Elf & Wizard, Earth Genasi & Fighter.
- Some Prestige classes can only be unlocked by certain Races, e.g. Dwarven Defender.
- Some Races get free Feats, e.g. Yuan Ti get Blind Fight & Alertness, which can be very useful, depending on what you're trying to achieve.
- Now let's talk about Ability Scores, also known as Stats. Each Base class has certain ability scores that it needs to be successful. On top of that they cannot ignore Con(stitution), because of its effect on Hit Points (HP), and Int(elligence), because it determines how many skill points you get (particularly important on low Skillpoint classes). Dex(terity) may also be important due to its effect on Armor class (AC). In addition, certain Feats need you to reach a certain score in the Stat. Make sure that your plan achieves these.
- It should also be noted that because of how Point Buy works, if you need to achieve scores above 14 (before Racial modifications) in more than one Stat, you generally want to take all those Stats to 15/16 before you take any to 17/18.
- That said, here's a list of what Stats are important to which base classes:
- Barbarian: Strength & Constitution
- Paladin: Strength & Charisma
- Fighter: Strength OR Dexterity (if you are going to take Weapon Finesse Feat)
- Ranger: Strength OR Dexterity (you need Wisdom score to cast Spells, but this can come via items)
- Swashbuckler: Dexterity & Intelligence (although the latter doesn't have to be that high you are getting extra benefit from it)
- Monk: Strength OR Dexterity (and even if you are not taking Weapon Finesse you cannot ignore Dexterity as Monks do not wear Armor), Wisdom. Monks suffer from Multiple Ability Dependency (MAD) because they also need a decent Con.
- Rogue: Dexterity & to a lesser extent Intelligence.
- Spirit Shaman: Charisma & either Wisdom, Strength or Dexterity.
- Druid: Wisdom
- Bard: Charisma, Strength OR Dexterity (generally Strength is superior)
- Cleric: Strength and Wisdom (and Charisma if going the Divine Might route)
- Favored Soul: Strength and Charisma
- Warlock: Charisma and Dexterity
- Wizard: Intelligence
- Sorceror: Charisma
That's it for this post. Futher posts will discuss Prestige classes in detail, achieving synergies and how to cover weaknesses. If others could refrain from posting in this thread until they are posted I would be grateful. If a moderator could fix the formatting I'd be even more grateful - I have no idea why it shifts to the right every time I create a new bullet.
Modifié par Thorsson64, 06 mars 2015 - 07:36 .





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