Low will save problems

We had a pure fighter (and some multiclass combos) group once... since there were 6 of us, our offensive damage potential was usually huge enough to kill anything before too many were incapacitated.
 

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An item that boosts only a single save should be (bonus/2)² x 1000 gp, available as resistance bonus +2, +4, and +6, I think.

Bye
Thanee
 

1) Play a dwarf
2) Your cloak slot is for cloak of resistance, do not let the other cloaks fool you.
3) Periapt of wisdow is your friend unless you are spell caster. Then you want an amulet of health.
4) If your a fighter, you have feats to burn, BURN THEM !
5) 1 level in Sorcerer (take TS and some other non somatic spell) and take any familiar that give a bonus on your saves !

My current 13th level character has the followin saves BEFORE dwarven bonus:
Fort +18 Ref +17 Will +19

Muah ! (Though I still need a luck stone dern it)

Majere
 


Thanee said:
I'll never understand the point of True Strike for a fighter. ;)

Bye
Thanee
Not? You mean, except for Full Power Attack Charges? And it's sooo nice to take down an enemy wizard with displacement 50%.
 


Darklone said:
Not? You mean, except for Full Power Attack Charges? And it's sooo nice to take down an enemy wizard with displacement 50%.

That's a nice tactic in some situations, but it's not all that it's cracked up to be.

Let's take a few examples with the basic array used for Regdar: Str 15, Dex 12, Con 14, Int 10, Wis 8, Cha 13

Ftr 4/Sor 1: Attack: +9 greatsword 2d6+7 (+1 greatsword)
Ftr 8/Sor 1: Atk: +16/+11 greatsword 2d6+10 (+2 greatsword, gauntlets of ogre power)
Ftr 12/Sor 1: Atk+22/+17/+12 greatsword 2d6+15+1d6 (+2 flaming greatsword, belt of giant strength +4)

Charge+full attack vs. true strike +charge
AC 10 15 20 25 30
lvl 5 norm 35.2 25.7 15.4 8.4 2.2
TS+PA 20.9 20.9 20.9 20.9 19.8
lvl 9 norm 71.25 60 45 31.65 15.3
TS+PA 31.35 31.35 31.35 31.35 31.35
lvl 13 norm 157 135.85 104.1 76.525 49.725
TS+PA 47.025 47.025 47.025 47.025 47.025

These numbers have a guestimated power attack included in the normal figures and don't include crits (which would probably exaggerate the differences across the board). However, I think they're fairly informative on the subject:
True Strike+Power attack is only generally worthwhile against ACs that you have a 50% or lower chance of hitting to begin with. Otherwise, even for a fighter/sorceror, the tactic is suboptimal.

What these figures don't show is that there is a range from about the 60% chance of hitting on a non-charging attack to the 75% chance where the True Strike+power attack figure is roughly similar to what the charge+full attack figure would be without using any power attack at all. For instance, the lvl 5 character vs. AC 15 is only very marginally ahead of the True Strike+power attacker until he starts power attacking. Similarly, the lvl 9 character vs. AC 25 is actually slightly behind the True Strike+power attacker
until he cranks his power attack up to somewhere around the optimal level.

There are three other things the figures don't show: First, the True Strike+Power Attack character can crank his AC by fighting defensively and/or using combat expertise without changing his chance to hit in most cases. Second, True Strike+Power Attack is a slow tactic and that reduces the tactical value of its damage. Damage in round 1 is more valuable than damage in round 2 and damage in round 3 is more valuable than damage in round 4 because the early damage may well reduce the enemy's effectiveness--either by taking out a foe who would otherwise attack, by forcing the enemy to spend time healing rather than attacking, or by simply forcing a more cautious attack. Thirdly, and finally, the true strike+power attack character is vulnerable to exploitation by foes who can recognize his tactic and exploit it by forcing opposed attack rolls to "waste" the TS bonus, provoking AoOs to make the attack occur before the Ftr/Sor starts power attacking, or using magic to make the character lose his next action. A character charged up with True Strike is a prime target for Daze, Color Spray, Soundburst, etc effects. (Alternatively, foes could use magic like ray of enfeeblement or ray of exhaustion to reduce the character's strength to a point where he can no longer use power attack).

As I said, it's often a good tactic, but a character who uses it constantly will put himself at a disadvantage.
 

The point about a levle in sorcerer wasnt for the spells, it was for the +4 on saves.
Shield isnt bad, gives you +4 on your ac against touch incoporeal touch attacks. Truestrike isnt a tactic I would ever used, but I might as well pick a spell that might someday have a use.

Majere
 

A lot of good suggestions above. If you have Savage Species, take a look at Cumbrous Will, which lets you get +6 on a will save but makes you shaken until the end of the encounter. It does have Iron Will as a prereq, so if you're hard up on feats you might not want to go this route.
 

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