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Rangers already get enough nature magic without multiclassing into Druid, and Druids will want to be single classed (or almost entirely single classed) to get higher level spells. So you're making your character worse by trying to do both.
My thinking had been the two classes would compliment each other but I do see the logic.
Again, thanks for the help.
As for other advice, I recommend that you keep the Perception skill maxxed (in terms of skill points) for everyone in the traveling fighting party. The way the game rolls the dice for hidden doors, treasure troves, etc is that it gives everyone in the party (pets included, I believe) a separate Perception check to find each hidden thing. Turns out, having 6 party members plus two pets with a 30% chance of finding a hidden object gives better odds (94%) than having one person with a 90% chance and 7 others with zero chance.
Good to know stuff. Thanks.
I do have high perception on just about everyone. I kind of foresaw that importance. Appreciate it.
Also, other than the obvious archer related feats and boon companion mentioned above any feat suggestions would be welcome.
2. If you're not against the idea of doing a fresh restart, from the beginning, I recommend doing that and making some custom mercs with Anoriel Eight-Eyes at Oleg's, including a custom merc Cleric of Erastil with Animal and Community as their domains. The two schmucks they saddle you with for clerics are really crappy, though they make decent advisors, but for a combat party Cleric, you want somebody who is, like, actually built for clerical work, and I don't mean bureaucratic red tape. You should do this as a level 1 character before you make your level 2 level up official. Let me explain. Merc custom characters cost more money as you gain levels, because the merc is always created at the same level as the main character, with the minimum amount of XP needed to be that level. Anoriel Eight-Eyes says he charges 500GP for a level 1 merc, but he only actually charges 100GP when you make the guy. So if you clean out Jamandi Aldori's mansion in the prologue, including the two hidden treasure rooms that you access by solving the armor sword puzzle, plus you grab just about everything that isn't nailed down and bring it with you to Oleg's (you might want to leave the 20lb 1 GP leather armors alone tho), you might end up at Oleg's with like 1400GP by the time all's said and done. That can buy you a ton of level 1 mercs, if you want to mess around a little bit with different builds. You'll have like ~2500XP by the time you're done with Jamandi and have arrived at Oleg's and dealt with the bandits etc. At that point you can stop and take a breather, then what you want to do is go upstairs, loot the stuff in the bedroom, sell off all the junk you have, then go to sleep. When you wake up the following morning, you'll talk to the Guardian of the Grove etc, then you can go downstairs and talk to Anoriel and make a bunch of mercs before eventually doing your level up to level 2 on yourself, Amiri, Linzi, etc. The mercs will be permanently ~2500XP behind your main, so they'll be a level behind for a while, but by level 10, the 2500XP difference will be a very small percentage of the XP you need to level up and you won't notice the difference anymore. All of this assumes you have XP set to "shared".
3. When you get your kindgdom up and running, a bunch of different artisans will come calling and ask you if they can set up shop in your kingdom. You should say yes to all of them. They all have a short storyline to do which amounts to a few errands to run for them, which you should do, and they make you free magic items for the duration of the game, some of which can fetch a good bit of money. You also have to build them each a work shop in one of your towns. The one that makes bows is named Kimo Tavon, iirc.
Blind fighting, yes, great feat. Usually took that in the D&D 3rd edition games I have. I don't really want to restart this play through but will try the mercenary advice on my next one.
Thanks again!
EDIT: I started a 2nd character with the intent of making some mercenaries. That was great advice. Worked like a charm. I was initially turned off at the idea because Anoriel wanted 2000 apiece since I was 2nd level when I asked in my first game. I wondered how I would fare against the Stag Lord's mob but no problem. Anoriel asked for 500 but she only took 100 just as you said.
1. Human putting the +2 on wisdom.
or
2. Aasimar, which grants +2 wisdom and +2 charisma and no negative stats.
If you're going to do the Cleric of Erastil with Animal and Community as the domains which I mentioned above, there's a guy on YouTube that did a build video for that. I forget his name. With the Animal Domain, you get an animal companion, and I'd take the Smilodon, or the Wolf, the Smilkodon gets more attacks, and can take a full attack action at the end of a charge, the Wolf get a free Trip attempt every round, I think. I'd give the Cleric the Boon Companion Feat as soon as you can. Since the animal is going to be significantly better than the cleric in melee, you can give the cleric a Strength of like 8 if you want to and just not expect a lot of contributions from him in combat, though some people prefer not to go under 10 Str. Higher Dex is good, up to a point, as is Constitution, and I think you want to have an Int high enough that you can get at least 2 skill points per level, so that you can keep Perception and Lore Religion maxxed. If you're planning on using this guy for other skills, like Lore Nature, then you need more Int probably. But the main thing is to have maxxed Wisdom, and a Cha of at least 13 so you can take the Selective Channel Feat. I would also make the assumption that you're going to hit at least level 18 eventually, and that you're going to put your level up points in Wisdom every time you get one, so whatever other stats you have at character creation, they probably aren't going up without magic items, but that said, there will be magic items. Oh and the animal companion's strength counts towards carry capacity, so with this guy and Ekundayo, you'll be able to haul a round a ton of stuff, even of the Cleric is not so strong.
If it were me, I'd do the Dex/Wis Aasimar. Dex for Initiative, ranged (spell) attack rolls, and AC. Mostly Initiative for getting spells/buffs out asap.
But there's really no right or wrong, you could make a good argument for any of them. So in a case like this, I'd say to let your roleplaying concept or personal preference or intuition guide your decision. It's not going to make or break your game, so you should go with what you like the best. That's important in a game that lasts 100+ hours, I think.