What "certain someone" provides a shop with all of the goodies of craft wonderous item? I don't remember there being a shop like that anywhere. Edit: Did some searching on this, and apparently it is supposed to be some kind of "maybe you'll figure it out, maybe you won't" kind of things that nobody wants to say anything about. I think this is pretty silly - would someone please PM me the spoiled answer to getting the bizarre bazaar or whatever it's called? Thanks.
One problem with not picking up CWI is that by the time you get to where the Bazaar might open, you're pratically at the end-game. Since CWI is the first crafting feat you can pick up, that seems like a lot of time to lose waiting... Another problem is that the master of the Bazaar might not actually live long enough to ever open his shop. All in all, I would not recommend holding off on CWI just because you're waiting for the Bazaar to open. [Edit 1] Courteld - PM sent :ninja: [Edit 2] 2 more PMs sent... Hopefully Allyx won't be too upset :shame: Anyone else who asks will need someone else to let the cat out of the bag...
Erkper, can you pm me the same thing? I'll not tell the secret unless under pain of coffee-deprivation, you have my word.
My stats are high for my PCs,so OK and I made 'gauntlets of Ogre' to get +2 strength bonus,cheap cost,so OK. I found too much junk to haul around weiging me down even with the Magic Chest,so need to increase STR. I am on 20th Level limit. My PCs are straight to 10th for Spell casters then multi later,and NO xp penalty as picked Human& 1/2 elf for Cleric & Druid and Elf for Wizard. My Cleric is to be Paladin,and Druid and Wizard(Monk also???) are Rangers,about 3 levels or so. I level squat as in IWD2 so I can achieve 20th OK I feel. My Wiz will be 17th ish..or so. The Elf Bard is not suffering at all,oh contrary heh..^_^ . I max my Rogue Traps/Locks skills etc with 4th Lvl sufficient(Uncanny Dodge+Trap Sense+Evasion),and Sneak attack +2d6(if 5th @ +3d6),my Bard does Social and thieving with 5th OK(for 2nd Lvl Spells),and he gains 11th Wizard to make the 20th Lvl(not main crafter,but gains 6th lvl spells and extra feat at 10th). As he is Elf he suffers no penalty for high Wiz levels. A 1/2 Elf would be easier though in hind sight. My Wiz is secondary to main Wizard so I don't worry about 14th..I keep within 1 or 2 of the Rogue Bard for my Wiz until 4R/5B lvls(for your 14th 4/5/5 is OK for me) at 18 Dex & Int,I am safe. Stats oh...ahem...*OK I used the 18 Roll Glitch-Advanced and Basic tabs. ^_* I pick ARCHERY for the Ranger/Druid,I can also craft the HillGiant wild shape vestment for more kick.
Hmm you guys talking about my Honey...the Jade Empress?????????????????????????????????? Geee,I will have a word with her,bad girl straight to Whip Lady... ^_^ BugBear weapons and armour..oh geeeeez I did not know?? I sold the buggers,ouch...
Actually, Spell Focus(Conj) & Augment Summoning can be also very useful for a wizard specialist (conj) or a sorc if you choose mostly conj. spells.
Thanks Royal Canadian for your post... One thing...why you don't consider Combat Casting a useful feat for a melee Cleric? If you are in combat and you need an healing? A buff? A spell in general? I hate when enemies interrupts my spells...:bored:
Hi Nemesis I agree that it stinks when an enemy attack disrupts your spells. The reasons I didn't think Combat Casting was necessary, are: 1.) Your cleric automatically starts off with a Concentration Skill of 4 from his 18 Constitution 2.) Concentration is a class skill for Clerics, so any time you have an extra skill point or two, you can add it too your Concentration skill and get a one point increase in Concentration for each skill point you add to it. 3.) With an intelligence of 14, odds are quite good that you will have a few extra skill points that you can add to your Concentration skill. The only skills I regularly assign skill points to (for a cleric) are Listen, Spot, Tumble, and Concentration. Your 14 Intelligence Cleric starts with 16 skill points and gets 4 more each level thereafter. I would put 4 Each in Tumble, Spot, and Listen (giving him a skill level of 2 + the appropriate ability modifier in each skill). The remaining 4 Skill points you could then split evenly between Concentration (bringing his skill level to 6) and Spellcraft (bringing his skill level to 4). Upon reaching 2nd Level, you could either put 3 of his skillpoints into Concentration (bringing his Skill Level up to 9 ) and the other point wherever you want. By the time you are engaging in heavy combat, your cleric should have a good Concentration skill rating without you having to waste a feat on it. I have never used Combat Casting for any of my spellcasters, and I haven't had any major problems with spells getting disrupted as a result. TRC
You are right, Combat Casting is useful only at low levels...when your Concentration grow up, become useless. But i have doubts about Combat Reflexes...i have 16 DEX, then 3 attacks on a round. If i choose Spell Focus (Necromancy)? It's a good choice?
For levels: Moathouse + Town Quests: 5 Pcs,level squatting. 1st level for: Deklo Grove,Frogs,Lizard,Snake,Stirges,Bandits,Ogre(used secret door and missile from south stairs),Ghouls,Zombies,Crayfish,and Gnolls. 2nd for Bugbears,Lareth & his Spider help)and Guards. 3rd level for Zert's ambush. I got to 5th for the Nulb Im.Run and some EMeadows fun. *I restarted form scratch as I found some new things good and bad in my old game to alter. I can do 20th but with work and the new CO8 areas,like the Orc caves and Hickorey Grove? #And the REncounters seem to change based on your levels??? I get Hill Giants after my 7th level PCs before,lol. Before I was only hunting some Skeletons and Ghouls or crayfish etc. *Hmmm the Comp Long Bow..oh that one..^_^. 18Str,Holy,+1 Shocking Burst thingy???? Axiomatic next... Heh.. #Previous games I had a bi#*h of a time trying to survive the Moathouse bandits or Deklo Grove without 2nd level at least. I gain Longbows and slings for all as I know i will be webbed,and my all have ranged LongSpear or Halberd when it comes to Kobolds also,with 'combat reflexes',enemy gets hit as they approach or use their Slings close,on me(Kobolds). In tight spaces I can hit the bandits with most party without concern for 'blocking'. It helps survive more the game. Entangle and web used with range weapons and 'reach weapons'. Enemy trying to escape allows free attack from your reach weapons,killing most Lareths guards when entangled and Zert's party later also. Oh the joys of a Druid in the party-entangle & later call lightning indoors! As a long term AD&D player,one joy is to survive an encounter at the barest odds. I rested in the MHouse and was attacked by 3 large vipers,I just survived with 3 PCs,2 Unconsious. The reach weapons helped..,and at 1st my 5 players defeated the outside bandits,Gnolls and the Bandit inside (sleep and ranged weapons help),very scarey battles..not losing one PC!