|
|
|
#4 |
|
Join Date: Aug 2004
Location: Pacheco, California
|
Just as Thrown Weapons is the advanced combat talent (ACT) for dim-witted Reptile Men (with their primitive tribal unusual weapons), Missile Weapons is the ACT for the dim and clumsy dwarves.
Halbmondbucht, Dwarf, age 20 ST 10, DX 13, IQ 9, MA 10 Talents include: Bow, Knife, Missile Weapons III, Shield, Sword Languages: Common, Dwarvish Weapons: dagger (1d-1), saber (2d-2), horse bow (1d) Attacks and Damage: Punch (1d-3) Armor: Small shield stops 1 hit As an alternative drop starting DX to 12, increase IQ to 10 and gain Shield Expertise instead of the third level of Missile Weapons. Two shots per turn then has to wait for xp to flip into two points of dx, but your defense is greatly increased, especially if cloth or leather armor is taken as well. (Further delaying two shots per turn.) A fine saber is just barely within the $1k starting budget, but dwarves get the nerf shafted ST 10 to 11 alternatives to swords. Consider also if you can squeeze in two memory points for Silent Movement. As the party's mule you'll be carrying all the treasure so you might as well make your own way home after the adventure.
__________________
-HJC |
|
|
|
| Tags |
| bonuses, characters, combat, experience points, weapons |
|
|