Optimize a Party of Werebears!

Still down about the armor?

Try Rings & Cloaks of Protection, Bracers of Armor and, most nuanced, magic weapons with the Defending enchantment.

Get H's H. Haversacks all around, and have (mundane) armor built for your bear forms stored within each PC's sack.

Lol, yup. Armor is still a problem, but I've decided to look past it; it doesn't really matter how high you get your AC, if the DM wants to hit you, you'll get hit. Besides, I don't want to spend all of my starting gold on the Big Six.

I think I will focus on methods of becoming more durable. If I can't wear armor, then I should try to max my hp, somehow increase my DR, etc.
 

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Here's my take on it...

Stat allocation will matter to your party moreso than in most campaigns, and that means you might make atypical allocation of your stat points in order to maximize survivability. (I'm not talking about "casting stats"- you'd do that anyway.)

Of your physical stats, I'd maximize Str and Dex before Con.

Why?

Max Str lets you do your best Brb impression by taking down foes before they take you down.

Max Dex improves a save, your AC, Initiative, and Ranged attack rolls...and if you take Combat Reflexes, your #AoOs. It will also offset your size increase AC penalty under most circumstances.

Con, while it contributes to both certain saves and HP, is an ablative bonus in combat. That is to say that your HP bonus is constantly eroding.

In contrast, AC rarely erodes. Generally speaking, a PC ends the day with the same AC (or better!) he started with. Its far better not to be hit than to be able to take a hit. (Admittedly, though, both is better.)
 





Lol, yup. Armor is still a problem, but I've decided to look past it; it doesn't really matter how high you get your AC, if the DM wants to hit you, you'll get hit. Besides, I don't want to spend all of my starting gold on the Big Six.

I think I will focus on methods of becoming more durable. If I can't wear armor, then I should try to max my hp, somehow increase my DR, etc.

When get enough money Cloaks of Minor Displacement grants continous 20% miss chance: almost like increasing AC by 20% more (better as it blocks even Nat 20s).

You can stack cloaks effects in same item (second ability cost 50% more though) if you need Cloak of Resist still. Although Complete Divine has Shirts of Resistance (same as cloaks but different spot).
 

When get enough money Cloaks of Minor Displacement grants continous 20% miss chance: almost like increasing AC by 20% more (better as it blocks even Nat 20s).

You can stack cloaks effects in same item (second ability cost 50% more though) if you need Cloak of Resist still. Although Complete Divine has Shirts of Resistance (same as cloaks but different spot).

That would be a handy item to have! 20% miss chance would be a big help to big lumbering man-bears. I wish we had enough money to start out with that item; I'm gonna save up for that.
 

Lol, yup. Armor is still a problem, but I've decided to look past it; it doesn't really matter how high you get your AC, if the DM wants to hit you, you'll get hit. Besides, I don't want to spend all of my starting gold on the Big Six.

I think I will focus on methods of becoming more durable. If I can't wear armor, then I should try to max my hp, somehow increase my DR, etc.

Wilding clasp, from Masters of the Wild. 4000g, attaches to a piece of armor or other gear, prevents it from melding into your new form when shapechanging. I seem to recall using some sort of 'wilding' item enhancement, but I don't recall now whether it came from a book somewhere or if we were just pricing the items as though they had a wilding clasp built in.
 

Wilding clasp, from Masters of the Wild. 4000g, attaches to a piece of armor or other gear, prevents it from melding into your new form when shapechanging. I seem to recall using some sort of 'wilding' item enhancement, but I don't recall now whether it came from a book somewhere or if we were just pricing the items as though they had a wilding clasp built in.

All the wildling clasp would do is allow to item to stay unmelded, it would allow the item to grow. So basically normal sized armor would burst. Heh, the clasp was the first thing I thought of.
 

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