Multiclassing

Discussion in 'The Temple of Elemental Evil' started by WinstonShnozwick, Dec 23, 2011.

Remove all ads!
  1. The Royal Canadian

    The Royal Canadian Established Member

    Joined:
    Oct 29, 2005
    Messages:
    741
    Likes Received:
    4
    Hi
    IIRC what you have to keep in mind when using that "exploit" though, is that any spells cast from the scrolls are cast at the casters level. Yeah it might be nice to have a 1st level Wizard casting Fireballs left and right from scrolls, but the 1D6 of damage per casting isn't going to help you much.
    The Royal Canadian
     
  2. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    I know the spells used for battle wouldn't be very useful. I meant it more for having a crafter that can do many things. Such as a cleric of good and law domain that takes a level of wizard to get all of the other crafting abilities (frosting, shocking, the many spells needed for various wonderous items) as well as the ones provided by having access to the many cleric spells.
     
  3. LionXavier

    LionXavier Werelion Monk

    Joined:
    Mar 23, 2008
    Messages:
    14
    Likes Received:
    0
    Actually, you can, albeit it's a bit unintuitive: you just have to select in the radial menu the single attack option and then open again the radial menu and select trip. In the same manner, you can make a trip as part of a full-round attack, simply selecting a full-round attack and then openning the radial menu and picking the trip option each time you want your next attack to be a trip. This way, you not only can make a move action aftar a trip attack, but also make as many trip attempts as attacks you have in a full-round action (just imagine a hastened and enlarged dual-longsword wielder half-orc fighter/barbarian with combat reflexes spreading chaos and mahyem around him :evilgrin:)

    Also, this technique is essential for other combat strategies, like chosing to make a 5-foot step in the middle of a full-round attack to relocate yourself because you've run out of reachable foes to hit; or selecting throw weapon for each attack, being this the only way to make a full-round throwing attack action (just try a ranger specialized in dual-wielding daggers: you trade the ammo stacking commodites of the ranged weapons for carftable, limitles (in that they're recoverable) projectiles, with one more attack than a ranged weapon with rapid shot feat at full BAB and with all the benefits from them being also melee weapons; you need to take the quick draw feat to make this viable, though.)

    As an advice, I recomend the use of assigned quick-keys (ctrl+key) in order to make the use of this technique more confortable: press quick-key for full-attack, then press quick key for trip, 5-foot step, throw weapon... etc, then choose target.


    Speaking of this, there was a bug in vanilla ToEE that allowed you to make a monk one of the best damage-dealers tanks without losing anything in the to-hit department (SPOILER ALERT):

    Just take the power attack feat, set it as high as your BAB allows and fight unarmed: you not only make 2 points of damage per point of BAB as if your unarmed attack were a two-handed weapon, but also you don't take ANY attack bonus penalty by doing so!

    It also work for a fighter fighting unarmed and for a druid in wild-shape, but only if you select for them the improved unarmed strike feat (but taking a level of monk, which grants flurry of blows, 1d6 unarmed damage and Wisdom AC bonus for druids in addition to the improved unarmed strike feat for free, is consideraly better)

    Anyway, this was obviously broken, and fortunately the Co8 mod fixes it.
     
    Last edited: Jan 15, 2012
  4. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    I think I understand now what you guys meant about monks. It took a long time alright, but it paid off. Now, my monk is at 12th level and finally became good. He can do nice damage and those monk abilities are dang nice. Diamond body or something gave him spell resistance of 23, and theres many other goodies.

    So I'm wondering. Rogues and Monks both seem to be the same scaling up. They are bad at lower levels but when they get to around 10, they become uber good suddenly. Contrasting against the ones that are good from the start like fighter and barb. Would a rogue/monk be any good?
     
  5. General Ghoul

    General Ghoul Established Member

    Joined:
    Dec 18, 2008
    Messages:
    953
    Likes Received:
    6
    Unbelievable well. I did a rogue5/monkX (ended up at 13th level), I went with 5 levels of rogue, whixh gets you 3d6 sneak attack damage, but I really went this high so the rogue skills were high enough to handle some locks and traps (Smythe's chest). Then the rest of the way as monk duel wielding Holy kamas to use Flurry of Blows. Not the single high damage a raging halforc barbarian does, but the total damage is great. He could take out a single temple bugbear in one round, and then cleave over to hurt another one.
     
  6. Badger-ude

    Badger-ude The nonPnP gamer PoV

    Joined:
    Mar 11, 2006
    Messages:
    83
    Likes Received:
    0
    I'm currntly running a Barb 6/Rogue 1 as my parties 'face'.
    Her stats aren't amazing and her Str 9 is a pain in the ass for melee combat. Even with weapon finesse (dex 16) and a masterwork shortsword she still sucked at melee, so the single level in rogue was handy in boosting her combat capabilities (she still suffers from 1 or 2 damage melee attacks though - frustrating!)

    I always prefer single-class characters, even when there are no downsides. I'm a bit of a mix between a RP purist and a powergamer in terms of equipment, but when it comes for classes I refuse to give every character a level in rogue (for my bard it fitted her backstory)
     
  7. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    I've noticed from my Ranger's progress in the game, that rangers primary attacks really increase fast. Most of my party right now (at level 15) has 15 primary. My ranger with a crossbow has 25 primary. It's pretty great. His arrows do about 25 damage each.

    Another question; I had a ranger/fighter half orc in a past save, and he wielded a longsword and shortsword. Now, usually dual wielding makes you have less primary stats, and it was true, but compared to say, wielding 2 longswords, wielding a shortsword in the secondary hand near the longsword actually made it better. How come having a shortsword along a longsword makes dual wielding better? Are there any other weapons that work together like this?
     
  8. The Royal Canadian

    The Royal Canadian Established Member

    Joined:
    Oct 29, 2005
    Messages:
    741
    Likes Received:
    4
    Hi Winston
    If you use a light weapon (Short Sword, Rapier, Dagger, etc...) in the "off hand" your penalties are reduced (http://www.d20srd.org/srd/combat/specialAttacks.htm#twoWeaponFighting)
    The Royal Canadian
     
  9. erkper

    erkper Bugbear Monk Supporter

    Joined:
    Jun 3, 2006
    Messages:
    1,201
    Likes Received:
    7
  10. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    What are all light weapons in the game?

    I'm thinking on my next playthrough:

    -Paladin w/ Halbard
    -Sorcerer (Necromancer)
    -Ranger/??? dual wielding

    Need some advice now. What would be a good class to pair with ranger, and how should I distribute the levels? I've done fighter/ranger before and it was quite good, ranger rogue wasn't very good, ranger/barbarian was ok. Any other classes?

    edit: I want to have a bard in the party for this next playthrough, since I'm thinking of using a small party. With a main spellcaster (sorcerer), main tank unit (paladin), and supporting unit to help both (bard). Would bard/ranger be any good or should I do straight bard?
     
  11. sirchet

    sirchet Force for Goodness Moderator Supporter

    Joined:
    Dec 6, 2003
    Messages:
    3,721
    Likes Received:
    49
    My current play-through I have a bard in the party and she is almost useless, at least with my way of approaching things.

    She has a few levels of rouge, but she fails at both roles. I'd get rid of her but she's been through a lot with us ... and she still owes me for drinks at the Welcome Wench. ;)
     
  12. cezmail

    cezmail Gorboth's Rider

    Joined:
    Dec 28, 2007
    Messages:
    1,029
    Likes Received:
    0
    Well the old adage of not multiclassing a spellcsster I think comes to play. When you add another class, you impede your spell levels and progressing. For a bard, IF you must multiclass, then maybe add a few levels of Paladin (for BaB, Save bonus's, and maybe fear immunity) Or rogue if you want abilty to disarm traps and locks better.
     
  13. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    Do the bard's perform songs help very much? I read in the manual of ToEE that upon reaching more levels, a bard can use fascinate on more than one monsters at a time, but I've only been able to select one. Is that broken? (I hope not)
     
  14. cezmail

    cezmail Gorboth's Rider

    Joined:
    Dec 28, 2007
    Messages:
    1,029
    Likes Received:
    0
    That I could not say, as I use my bards songs for the extra Bab and Damage, as well as his healing. Others may be able to tell you about the other song traits working or not.
     
  15. Ank

    Ank Established Member

    Joined:
    Aug 29, 2010
    Messages:
    103
    Likes Received:
    0
    Bards are great .... perfect party face , able to use inspire courage to increase the entire party's to hit&damage; boast theyr resistance to fear and charm ,use the countersong to disrupt sound based spells (like command) and use fascinate to instantly get a particulary troublesome enemy out of play. Also the perfect tool to use in order to boost some skill up a few points (ex cant get the lock to open ??/cant get dialog option x to show up in conversation ? ; look no further then inspire competence)
    Secondary use : mediocre crafter can craft nice things like +dex gloves (excellent items for ranged chars/wpn finesse users) and to make improvements to wpns/armors basically sharing the xp loss strain with the primary crafter(usualy clerik/druid/wizz)
    Third use above aveg bowman : just plant a composite short bow(str 14) and give :point blank shot+precise shot + rapid shot (if human bard u can get all 3 feats by lvl 3 ) and it will do plenty dmg (it can finish off wounded units/sting units headed toward the back of the party or simply have it ready against spell' )
    In itself as a class the bard its mediocre at best ,how ever the amount of support it provides yr party along the way its priceless (the always full purse of gold u carry around?? would be empty without the bards appraise skill,remember that locked chest? it would still be locked if the bard hadn't used inspire competence to help it open , remember that gruesome battle in witch yr entire party almost got turned to rags ?, it was the bard's fascinate that kept that mean killer machine/dreadfull clerik/mage from turning some party members into bugbear stew; or maybe those dreadfull fear spells that should of worked on yr party but got resisted or maybe that critical hit that did some extra damage changing from a serious poke into a killer strike ?)
    Not sure about others but for me the bard is the soul' of a party, after all no particular party member is perfect but with the bard's aid it can be closer to perfection. ;)
     
Our Host!