Replaying SoA and ToB...
Posted: Mon Sep 13, 2004 7:03 pm
After all these years and I still love these two games. Go figure. But since I've gone through the game TWICE now (once as the ubiquitous Kensai-Mage and once as a pure Archer) I've decided I'm through of regular vanilla SoA and ToB, now I've installed (collective gasp here) a MOD! OH NO! What'll come next? Powergaming for Opal? Oh wait, he HAS done that too (in Morrowind, right now actually). Well anyhow...
The mod's a teeny tiny one, and one I really love (at least, I WILL love if it lives up to my expectations). It's the Sharpshooter Thief Kit pack, which is basically a thiefish archer. The Sharpshooter does not get the damage bonuses the Archer gets (quite a pity) but he DOES get a called shot (all this information is available here). The important thing is, called shot is (as far as I can tell) cumulative, so the -1 to spell resistance will stack. (If I'm wrong, half the reason I got the Sharpshooter will vanish. Poof! So please tell me!) The idea was something I read here in the forums (I forgot who said it), basically:
Timestop
Twang
Twang
Twang
Feeblemind
Now, the party I had in mind for this excursion is the party that I ALWAYS seem to end up with:
Minsc
Keldorn
Anomen
Viconia
Yoshimo (later Imoen)
Me
Sometimes I might replace Viconia with Cernd, or perhaps Aerie, but it seems Minsc + Keldorn is a bit redundant. Keldorn, especially, is hardly useful for ANYTHING except Casomyr. Well that and Truesight. Oh and we can't forget Dispel Magic. OK, OK, he's damn useful. But he's SO bland! And I just don't have the heart to kick out Minsc, plus he's super funny! I guess, then, that I've only got one slot open (please don't tell me to kick out Immy. I may be learning to powergame but my roleplaying instincts are still strong). Maybe I should try out Jan. I hear he's hilarious, but that in order to get the best conversations you need Korgan and/or Viconia in your party, and I really don't want either (replace the great Minsc and Boo with bloodthirsty Korgan? Why??). Anyway, any suggestions as to who to put in the party?
By the way, for the lazy, here's the Kit I downloaded:
SHARPSHOOTER: This sort of thief tends to be a stealthy character, preferring to engage their target from afar with bolt or arrow rather than face them in dangerous melee combat. Unlike the ranger, they use their skills to aid their dubious activities involving the property and lives of others rather than the protection of the great outdoors.
Although well - versed in the use of many missile weapons, the sharpshooter is not as resilient as a true warrior and the propensity for missile attacks over melee means that they lack the opportunism of other thieves when it comes to backstabbing. They tend not to see this as a disadvantage, instead striking from the shadows with a well - aimed projectile, or setting a deadly trap for those who would follow, when necessary.
Advantages:
- Can attain Mastery in any missile weapon a Thief can use, and place 2 points in Two Handed Weapon Fighting Style
- Can make a Called Shot once per day per 5 levels. When he activates this ability, any shot made within the next 10 seconds is augmented in the following manner (according to the level of the Sharpshooter):
4th level: -1 to THAC0 of target
8th level: -1 to save vs magic of target
12th level: -1 to strength of target
16th level: +2 bonus to damage
Disadvantages:
- Cannot be of Lawful Good alignment.
- Backstab multiplier capped at x2.
Imagine THAT dualed over at level 12 to a Mage! Stay behind, snipe them to death, AND be able to cast devestating spells as well!
The mod's a teeny tiny one, and one I really love (at least, I WILL love if it lives up to my expectations). It's the Sharpshooter Thief Kit pack, which is basically a thiefish archer. The Sharpshooter does not get the damage bonuses the Archer gets (quite a pity) but he DOES get a called shot (all this information is available here). The important thing is, called shot is (as far as I can tell) cumulative, so the -1 to spell resistance will stack. (If I'm wrong, half the reason I got the Sharpshooter will vanish. Poof! So please tell me!) The idea was something I read here in the forums (I forgot who said it), basically:
Timestop
Twang
Twang
Twang
Feeblemind
Now, the party I had in mind for this excursion is the party that I ALWAYS seem to end up with:
Minsc
Keldorn
Anomen
Viconia
Yoshimo (later Imoen)
Me
Sometimes I might replace Viconia with Cernd, or perhaps Aerie, but it seems Minsc + Keldorn is a bit redundant. Keldorn, especially, is hardly useful for ANYTHING except Casomyr. Well that and Truesight. Oh and we can't forget Dispel Magic. OK, OK, he's damn useful. But he's SO bland! And I just don't have the heart to kick out Minsc, plus he's super funny! I guess, then, that I've only got one slot open (please don't tell me to kick out Immy. I may be learning to powergame but my roleplaying instincts are still strong). Maybe I should try out Jan. I hear he's hilarious, but that in order to get the best conversations you need Korgan and/or Viconia in your party, and I really don't want either (replace the great Minsc and Boo with bloodthirsty Korgan? Why??). Anyway, any suggestions as to who to put in the party?
By the way, for the lazy, here's the Kit I downloaded:
SHARPSHOOTER: This sort of thief tends to be a stealthy character, preferring to engage their target from afar with bolt or arrow rather than face them in dangerous melee combat. Unlike the ranger, they use their skills to aid their dubious activities involving the property and lives of others rather than the protection of the great outdoors.
Although well - versed in the use of many missile weapons, the sharpshooter is not as resilient as a true warrior and the propensity for missile attacks over melee means that they lack the opportunism of other thieves when it comes to backstabbing. They tend not to see this as a disadvantage, instead striking from the shadows with a well - aimed projectile, or setting a deadly trap for those who would follow, when necessary.
Advantages:
- Can attain Mastery in any missile weapon a Thief can use, and place 2 points in Two Handed Weapon Fighting Style
- Can make a Called Shot once per day per 5 levels. When he activates this ability, any shot made within the next 10 seconds is augmented in the following manner (according to the level of the Sharpshooter):
4th level: -1 to THAC0 of target
8th level: -1 to save vs magic of target
12th level: -1 to strength of target
16th level: +2 bonus to damage
Disadvantages:
- Cannot be of Lawful Good alignment.
- Backstab multiplier capped at x2.
Imagine THAT dualed over at level 12 to a Mage! Stay behind, snipe them to death, AND be able to cast devestating spells as well!