View Full Version : My new party (still boring though)


Bahir the Red
Sat, 21st Aug '04, 8:30am
Bard 11/fighter 4/paladin x Dualwielding carsomyr or whatever that paladin sword was called, with maximized long sword skill (from fighter levels) and it can sing that good bard song at 11th level


Druid x cool spellcaster and shapeshifter


monk 1/ cleric x dualwielding axes, cool spellcaster (added this char later, not sure if I wanna keep it)


Fighter 4/diviner x Arcane archer with lots of spells, I leave the summoning magics to the druid and priest


Thoughs? Comments? Does it suck?

Enagonios
Sat, 21st Aug '04, 9:00am
why monk/cleric? if you equip him with armor and weapons and only have 1 level of monk, it wont really do much will it?

Takara
Sat, 21st Aug '04, 10:53am
yeah, monk is only worthwhile if you are going to use him as one. 1 level of monk is worthless, because you lose any real bonuses by equiping with weapons and armour.

Bahir the Red
Sat, 21st Aug '04, 12:33pm
I use weapons but not armor. That way I still have the wis bonus to armor class, and I can use cool monk items that gives nice bonuses.

Menion Leah
Sat, 21st Aug '04, 1:59pm
And a monk level gives Evasion (I think).

Alphidius
Sat, 21st Aug '04, 2:50pm
And a monk level gives Evasion (I think).Correct, that's also a Rogue ability at 2nd level.

Monks Features & Restrictions
- Cannot use two-handed weapons
- Gain additional point in AC for every five levels of experience
- Monks who succeed at a Reflex saving throw avoid all damage
- Lose many of their special abilities if they wear armor or carry a shield
- Feats: Martial Weapon Proficiency: Axe
- Feats: Simple Weapon Proficiency: All
- Must be Lawful alignment
- 1-8 hit points per level

Monks Level Benefits
1st: gain Evasion and Stunning Blow ability
2nd: gain the Deflect Arrows feat
3rd: get +2 saves against enchantment spells & move faster than other characters (by 2 units)
4th: do 1-8(1d8) points of damage with their bare hands
5th: immune to disease
6th: increase foot speed (by 2 units), gain additional speed increases every 3 levels beyond sixth
7th: heal up to twice their level in hit points on themselves everyday
8th: do 1-10(1d10) points of damage with their bare hands
9th: take only half damage when they fail a Reflex saving throw (Improved Evasion feat)
10th: can strike creatures that are only affected by magical weapons (+1 enchantment attack)
11th: are immune to poison
12th: do 1-12(1d12) points of damage when unarmed
13th: gain spell resistance of 10 + Monk level
14th: no change
15th: gain the Quivering Palm ability; victim must make a Fortitude saving throw or immediately die
16th: do 1-20(1d20) points of damage when unarmed, can strike creatures only affected by +3 or better magical weapons
17th: immune to fatigue
18th: no change
19th: ability to become ethereal for 2 rounds a number of times per day equal to level/2
20th: damage reduction of 20/+1 (negates first 20 points of damage unless a +1 weapon is used)

Alittle lengthy. Got it from my manual and Prima guide book, hope this helps :)

[ August 21, 2004, 15:41: Message edited by: Alphidius ]

Bahir the Red
Sat, 21st Aug '04, 10:35pm
Thinking of a solo later: Bard 11/figher 4/paladin 1/monk x


kinda cool

Xyfiel
Sun, 22nd Aug '04, 4:02am
Bards and paladins have conflicting alignments. Are you using the ease of use mod to bypass alignment issues?

Heres some ideas I just came up with
Bard11/sorc18/pal1
For caster with some melee, I suggest aasimar

Bard11/sorc12/fighter4/pal3
Aasimar 18/18/16/3/5/20
Then you can buff pretty well and use tensers. You will have a ton of low level buffs. You could trade 1 pal level for monk if you have to have evasion, but exp penalty will go to 40%.