The Crossbow Apprentice
Crossbow Apprentice, Dwarf wizard, age 20
ST 12, DX 11, IQ 9, MA 10 Talents: Crossbow, Literacy, Missile Weapons Spells: Aid, Fire, Staff Languages: Common, Dwarvish Weapon: Staff holly maul (1d+2/1d), light steel crossbow (2d) Attacks and Damage: Punch (1d-2) Equipment: 20 silver quarrels, belt pouch, middle class robes, backpack, 2 waterskins, 7 days rations, brand, 3 healing potions, $84 in coins Can carry up to 96 pounds without slowing down, current load is 29 pounds, so can carry 67 pounds of loot in the backpack without complaint. Would you keep the Missile Weapons talent (for long range fire, once xp flips into dx), or take two spells instead? What other changes would you make? |
Re: The Crossbow Apprentice
Nice character.
Why the emphasis on "steel" crossbow? Or did you mean to say something else? You picked silver bolts (so as not to interfere with spell casting) but then carrying anything iron based negates that advantage. Now a crossbow mechanism made from bronze would work perfectly (the ancient Chinese bronze crossbow proved that) and bronze bolts would sure be a lot cheaper, with neither interfering with magic. |
Re: The Crossbow Apprentice
Any crossbow in hand negates any ability to cast spells (at IQ 9) so drop it when casting and pick it up after the fight.
If you suddenly need to cast then you don't have the available movement points to put it away, but dropping an item in hand is free. The only case where steel in the crossbow is a disadvantage is when you are traveling with staff in hand and crossbow on the back and suddenly need to cast a spell. Hence no reason to lose a point of damage with a bronze crossbow, or spend an extra $450 for a silver crossbow. Archer Apprentice, Dwarf wizard, age 20 ST 11, DX 12, IQ 9, MA 10 Talents: Bow, Literacy Spells: Aid, Fire, Staff Languages: Common, Dwarvish Weapon: Staff holly maul (1d+2/1d), longbow (1d+2) Attacks and Damage: Punch (1d-2) Equipment: 20 silver arrows, belt pouch, middle class robes, backpack, 2 waterskins, 7 days rations, brand, 3 healing potions, $96 in coins Can carry up to 88 pounds without slowing down, current load is 27 pounds, so can carry 61 pounds of loot in the backpack without complaint. Without Missile Weapons (or the memory points for it), this version loses long range high damage missile power. I wouldn't advise giving up a healing potion for an untalented silver dagger for either version as dwarves hit hard enough without a blade. By ITL 60 either version is available for rent from the Wizards' Guild for $100/week, which is cheaper than buying a mule. |
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I remember in our Classic TFT days, we had a wizard character with a crossbow. He was eventually rich enough for a silver one with a silver arrow and a quiver of replenishment. It was a good character build.
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Re: The Crossbow Apprentice
Sounds like fun... funny but for all the years my group played I cannot once remember any wizard taking a bow, which sounds like a no-brainer now. Even if you only allowed wooden staffs, a longbow (or smaller to start) would make a perfect staff. Always something ready for when spell-casting ST was getting too low, and you could pretend to not be a wizard as you traveled until you unleashed a spell.
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Our wizards didn't tend to wield staves because they didn't provide much advantage in classic TFT. |
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For Dwarf Wizard V1, might consider taking Magic Fist in place of Fire since as a missile spell, it will gain the +1 DX of the Missile Weapon talent.
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It;s not a character that showed up on any of the game literature back in the early 80's. |
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