Author Topic: Optimizing NPC Classes  (Read 5962 times)

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The_Mad_Linguist

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Re: Optimizing NPC Classes
« Reply #40 on: January 26, 2011, 05:36:00 AM »
You're on the run anyway, correct?   

Three cubic feet of cloth is actually quite a lot, and each otherwise-useless commoner3 gets it for six hours.  Normally housing all these people for the night would take a lot of time setting up and tearing down shelter.  Similarly, repair your wagons, light fires (3 cubic feet of vegetable oil is a lot; something like 20 gallons) build rope bridges, snare animals, make sterile bandages, disinfect wounds with shortlived wood alcohol, et cetera.  Tracking you will get harder when much of the evidence vanishes on its own. 

Sure, it isn't the most practical in combat (though you can make some javelins or wooden armor out of it if desperate), but when you're traveling light the ability to say "yeah, we have that" cannot be underestimated.
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awaken DM golem

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Re: Optimizing NPC Classes
« Reply #41 on: January 26, 2011, 08:00:14 PM »
2nd-ing 

... with the possible MoI recharge set-up
= infinite chocolate that "dispels" before you can get fat.
Two (more) feats and a 1pp Cog Crystal. Do-able.
Needs Azuran(human) or flaws or Adept w/sub to work ok.