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My inexperienced player(s) would like some opinions
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<blockquote data-quote="Saeviomagy" data-source="post: 764265" data-attributes="member: 5890"><p>I'm going to assume that your players are looking for raw power and correct rules here, as none of us could possibly offer much else - the players style is his own, and therefore there can't be anything 'superior' to it.</p><p></p><p>He should probably have stuck with just the one level of ranger, and concentrated on melee weapons - or else he's missing out on using those two virtual feats he got. The powergamey reason to take rogue and ranger is that twf and ambi allow you to use sneak attack an extra time.</p><p></p><p>On the fighter, hand crossbow is a really weak feat for a fighter, especially one with a high strength - throwing darts or daggers will almost always be better for those situations where you must use a small, ranged weapon. Also, hand crossbows don't get strength bonus, so unless that +3 is coming from magic, it shouldn't be there.</p><p>Diplomacy, gather information, knowledge and sense motive aren't class skills for fighters.</p><p></p><p>I'm surprised the sorceror doesn't have prestidigitation on his list. I'm assuming that the 'eschew components[virtual]' feat is a house rule? Finally, true strike is, at present, not particularly useful for him, because he doesn't have access to any weapons which do a significant amount of damage (he's pretty much guaranteed to never cast it in favour of magic missile for a long, long while). It's still a solid choice for the future, however, providing he gets either spells or magical items which require to-hit rolls.</p><p></p><p>The cleric's attack bonus for his scimitars should be +5/+5. 3 for BAB, 3 for strength and 1 for weapon focus, -2 for twf/ambidexterity.</p><p>His warhammer should be at +6 attack bonus. If he wields it solo, and doesn't use a shield, he should use it two-handed for a +4 damage bonus.</p><p>Where do the twf/ambidexterity[virtual] feats come from?</p><p>I assume that since clerics automatically know every spell on their list, that the list given are the spells which are memorised? If so - clerics can convert any memorised spell into a cure spell, so there's no point in memorising a CLW up front.</p><p></p><p>The fighter: His bastard sword damage (assuming he uses it two-handed, which he has to as he has no exotic proficiency in it) should be 1d10+8 (5 for str, 2 for str and a half, +1 for being +1). His dagger only does 1d4+5. I wouldn't mind knowing how a 3rd level character gets 21 strength. His skill ranks in intimidate seem to be wrong (he should have 6 ranks, +2 from skill focus, for a total of +8). Again, sense motive isn't a class skill for fighters, nor is intimidate.</p><p></p><p>Oh, there's another set of stats later for the same characters... oh well. the same stuff probably still applies.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 764265, member: 5890"] I'm going to assume that your players are looking for raw power and correct rules here, as none of us could possibly offer much else - the players style is his own, and therefore there can't be anything 'superior' to it. He should probably have stuck with just the one level of ranger, and concentrated on melee weapons - or else he's missing out on using those two virtual feats he got. The powergamey reason to take rogue and ranger is that twf and ambi allow you to use sneak attack an extra time. On the fighter, hand crossbow is a really weak feat for a fighter, especially one with a high strength - throwing darts or daggers will almost always be better for those situations where you must use a small, ranged weapon. Also, hand crossbows don't get strength bonus, so unless that +3 is coming from magic, it shouldn't be there. Diplomacy, gather information, knowledge and sense motive aren't class skills for fighters. I'm surprised the sorceror doesn't have prestidigitation on his list. I'm assuming that the 'eschew components[virtual]' feat is a house rule? Finally, true strike is, at present, not particularly useful for him, because he doesn't have access to any weapons which do a significant amount of damage (he's pretty much guaranteed to never cast it in favour of magic missile for a long, long while). It's still a solid choice for the future, however, providing he gets either spells or magical items which require to-hit rolls. The cleric's attack bonus for his scimitars should be +5/+5. 3 for BAB, 3 for strength and 1 for weapon focus, -2 for twf/ambidexterity. His warhammer should be at +6 attack bonus. If he wields it solo, and doesn't use a shield, he should use it two-handed for a +4 damage bonus. Where do the twf/ambidexterity[virtual] feats come from? I assume that since clerics automatically know every spell on their list, that the list given are the spells which are memorised? If so - clerics can convert any memorised spell into a cure spell, so there's no point in memorising a CLW up front. The fighter: His bastard sword damage (assuming he uses it two-handed, which he has to as he has no exotic proficiency in it) should be 1d10+8 (5 for str, 2 for str and a half, +1 for being +1). His dagger only does 1d4+5. I wouldn't mind knowing how a 3rd level character gets 21 strength. His skill ranks in intimidate seem to be wrong (he should have 6 ranks, +2 from skill focus, for a total of +8). Again, sense motive isn't a class skill for fighters, nor is intimidate. Oh, there's another set of stats later for the same characters... oh well. the same stuff probably still applies. [/QUOTE]
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