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Here's the latest from the forums:Some extra information regarding the Shapeshifter kit
BTW, I believe the arctic boar gets a chance for a gore attack that can cause a bleeding wound. The panther gets a chance for a rake attack that does a pretty healthy amount of damage.
About fighters and grandmastery
Fighters will be allowed to gain grandmastery in any weapon unless their kit denies such a possibility.
For those who weep at the thought of archers without specialization in melee weapons, remember: specialization does not grant extra attacks. Specialization gives +1 to hit, +2 to damage. A ranger without specialization in a weapon is hardly crippled.
On the question if an Archer hosuld be better with a bow than a fighter
That fighter must be pretty high level. Imagine the following scenario. You're playing a wood elf fighter. You get that sucker up to 9th level, take your big fat fifth star in bows. Man, +3 to hit and damage, +1 to critical hits, and a 10% chance to stun your enemies. You are one awesome fighter. Then Rangy McArcher sneaks past you to scout out an area. From stealth, he sees a pack of gnolls. He casts Entangle on the whole group, and then fires off a dozen called shots that do even more heinous damage -- with the exact same benefits that your fighter has.
Does that make sense? Your fighter, who gains no special abilities, no spellcasting, tracking, or stealth, the one that you made specifically to be a badass grandmaster bowman, gets outclassed by a character that did gain all of those special abilities, and uses them to devastating effect.
A response to the thought that a +1 bonus every five levels not being so big
It can be. Every five levels is not too bad, but every four, or, as previously listed, every three, is even more excessive. An 11th level archer with bow mastery and +1/+1 every five levels would get three attacks at +16/+11/+6, doing 1d6+5 damage with each shot -- assuming that the character has no other bonuses to hit or damage. In a likely scenario, a wood elf ranger with a 20 dex, bow +2 and +2 arrows would get three attacks at +25/+20/+15, doing 1d6+9 damage per shot. Ugh. They don't need an extra +1/+1 to be very effective.
Should halflings be paladins?
I think it makes just as much sense (if not more) for halflings to be paladins as humans. Halfling culture is very community oriented. Yondalla and Arvoreen are both LG deities. In fact, there are no evil halfling deities in the FR. The closest they get is Urogalan, the halfling god of death and the earth. He's LN.
The effect of INT on weapon proficeiencies
If I remember correctly, it follows this pattern:
5 or less: -2
6-9: -1
12-15: +1
16 or more: +2
Often mages can start the game with most of their WP's filled. Of course, they still have d4 hit points, so it's not like they're going to send the fighter to the unemployment line.
The effect of CON on a fighter
A fighter with a low Con would lose possible bonuses to his or her fortitude save. Wisdom modifies will saves.
WARNING TO PLAYERS: If/when you play IWD2, do not be tempted to, oh, I don't know... make a party of six gold dwarf fighters with average wisdom. Man, it's pretty funny to watch parties like that mow through melee-heavy battles only to flop around like a fish in the desert when big caster battles come up.
One of the QA guys actually made a party of six gold dwarf fighters. It's like feast or famine with them. When there are few casters to be seen, they cut through enemies like harvest wheat. It's sick.
But then you see the party come up a group of wizards with bodyguards and... forget it. The whole party gets held, dominated, or confused in the first two rounds of combat.
About thieves
Thieves are awesome in IWD2. Their only shortcomings are low hit points, so-so AC, and poopy will/fort saves. Good BAB, high reflex saves, evasion, sneak attack, crippling strike, and use magic device make them terrific characters -- single-classed or multi-. |
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