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Why play a bard?

The bard is all about options. With careful management of feats, they can be excellent melee combatants. With judicious use of performance and diplomacy skills, they can lead an army. With careful choice in spells in conjunction with their many songs they can confound their enemies. Of course, a bard used to their greatest effect could do all of these things.

Important Choices


A bard lives on his skills, especially early game. Perform governs the effectiveness of Bard songs. Diplomacy allows you to quell and enlist others. If you're playing a human bard, choose your affinity skills carefully. Handle Device is a good choice for this. Bards benefit greatly from high rankings in Hide, Move Silently, Use Magic, Appraise (and Knowledge(Undead), and Craft. Bards receive a great many skill points and by the end of a game are often formidable in a majority of skills.


This depends greatly on your bard's stats.


Strongly consider getting the brew potion and scribe scroll feats. These can aid you greatly. It is also a good idea to raise your use magic device skill since you can increase the power of wands you find with storycraft.

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  • (Deviation from manual) Druid Wild Shape ability starts at Druid level 3 and allows the druid to transform into animals of HD up to druid's level.

Why Play a Druid?
Druids get the ability to heal themselves, the ability to summon a mount (animal compation) and the ability to walk around with a 6 tile radius ball of fog that only they and their mount can see through (the Obscurement spell - Druid1) as well as blocking even blindsight with another spell (Rainstorm - Druid2) while being able to see through this.

They can also give themselves infravision, have a good chance at befriending any animal you come across and have access to some pretty decent summon spells at low mana cost.

Effectively this combination of abilities allows you to pick your encounters and then have your army fight the encounter for you.

I thoroughly recommend learning the spell that calls your companions to you (Call Companions - Druid1), as you will have many companions and you will move faster than most of them with your mount.


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Begins with

  • Stone of channelling +2 (+40 mana)
  • 4 spellbooks, always includes [Adventurer's Arts] and [Fundamentals of Magick]

Per class level

  • Level 1 Feat:scribe scroll
  • +1 caster level
  • spell access: specialty school +1, all other schools per spell advancement chart (approx 1 level every 2 class levels)
  • Arcane Will: Spell DC increases +1 at 8th, +2 at 11th, +3 at 13th, +4 at 17th and +5 at 19th.
  • +1 competance bonus to Decipher Script, Metamagic, Spellcraft and Use Magic every level starting at 10th level
  • bonus feat chosen from either the Metamagic or Item Creation feat lists at every 5th level

Important Choices


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Why Play a Priest?

The priest is a fairly good character to start with because it will teach you about a few of the most important things you'll need to know to survive in incursion. They are well balanced and can deal with nearly every threat that you will encounter in the first couple of levels. They can heal themselves, cast an excellent selection of early game spells and turn undead. With the right feats and buffs, a priest can also perform very well in melee combat.

Important Choices

The most important decision to make when playing a priest is religion. The god you choose will determine the weapons your priest can use, the spheres they will have access to and your alignment. Asherath, Mara, and the Multitude are good starting choices because they allow you the greatest amount of freedom while rewarding you for simple acts. Mara is an especially good choice because she rewards turning of undead and allows you to quell incorporeal undead.

Every god has 5 domains. A domain contains a number of spells that your priest will gain automatically as they advance. In addition, each domain confers a special ability. Many of these domains make the priest considerably more flexible than the base class. For example, the War domain gives the priest a weapon focus in the god's chosen weapon, the heavy armor proficiency, and bonus warrior feats during the later levels.

Try to tailor your feat choices to your priest's domain abilities. If you anticipate a large amount of melee combat, armor related feats and feats from the 'Mighty Fighter' tree make a good fit. Remember, divine casters don't have to worry about armor penalties to casting!

The priest is extremely versatile in nearly every respect save for traps. Detecting and avoiding traps with a priest is quite difficult as they do not have easy access to Handle Device, Jump, or other skills that make traps a low risk issue. Assuming the priest can even spot a trap, they often have no recourse rather than to suffer the effects or try to walk around them. Slow Poison is a good early game choice for this reason, and Find Traps, Neutralize Poison, and Remove Curse are good ideas in the long run.

Recommended Reading

Domains list
The Divine spells list

Example Builds
The Divine Wrecking Ball
A priest build that takes advantage of the bonuses provided by the War and Strength domains to make for a top notch melee combatant.

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The warrior class is an excellent choice for players who are interested in exploring the feat tree. A human warrior can gain 11 bonus feats by the end of the game — this allows you to build a versatile, powerful character without needing to rely too heavily on magical effects. This is important, as warriors lack easy access to any magic at all; they lack both caster development, and the Use Magic and Decipher Script skills, making wands and scrolls difficult to use at best.

Pros: Great combat versatility, lots of feats, weapon mastery
Cons: Few skill points, cannot use magic efficiently

Building Your Warrior
Your first choice, obviously, is what race your warrior will be. Humans are a good choice, as their bonus feats help exaggerate the warrior's existing talents, and they also receive bonus skill points — these can be a huge help. Dwarves are also good; the extra Con can be very helpful to your survivability, and having Elkiazeh sponsor you from the start can speed you on your way to natural armor. Orcs and Lizardfolk can also make fair warriors; however, the Intelligence malus is really harmful for a class that already gets few skill points.

Next, you need to decide what sort of warrior you want. For starters, you may want to pick one of the "fighter" trees and start down it. With proper playing, any of them are fully viable. Some, however, are easier to play than others. I'll cover those later.

Your stat choice should follow with the choice of what sort of fighter to be. For example, a "Commanding Fighter" would want to emphasize his Charisma as much as possible, while a "Tough Fighter" would want to emphasize Constitution. However, no matter what sort of warrior you choose, your primary stats will be Constitution and Strength. You need to be able to both give and receive damage. You should almost never take a stat set with either of these two stats below 12, at a bare minimum, unless it has other redeeming features (such as excellent perks, or other useful stats at 18).

Feat Trees
It's hard to go wrong when choosing feats for a warrior, since they receive so many. However, it would be a good idea to emphasize one tree at a time, and tailor your playing style to match as much as possible.

Dual Weapon Warrior: While two-weapon combat is commonly associated with rangers, warriors can actually be far more effective at it due to the sheer quantity of feats they receive. However, fighting with two weapons is difficult early, as you will lack both the offensive power of large weapons and the defensive power of a shield. It would be a good idea to dip into either the Mighty Fighter and/or Tough Fighter trees to augment your other combat skills.

Mighty Warrior: Possibly the most useful feat in this tree is Cleave and its successor, Great Cleave. There will be many situations as you get deeper into the dungeons, where you may find yourself surrounded by weaker enemies. The ability to quickly clear them away is invaluable. Knock Prone works great with this. Master Great Blow can also save your neck in many situations, reducing the cost of dealing extra damage. A Mighty warrior may want to dip into the Tough tree for extra survivability, and the Smart tree also has feats that may be useful (Master Trip).

Agile Warrior: This is one of the more difficult trees to work with as a warrior. The nature of the abilities granted here require you to pick your fights carefully to maximize their strengths. In addition, many of the feats are only useful in very specific situations. However, the Weapon Finesse feat can be useful for almost any character that uses a qualifying weapon.

Tough Warrior: Again, a very useful tree for most characters. The first objective for a Tough warrior should be Resilience; the healing factor it grants allows you to last a lot longer between rests, and use far fewer potions. Orcs are great for this tree, as they receive Toughness as a racial feat, giving them a leg up on other races in this regard. There are also Fortitude related feats in this tree, which will help you survive poison and disease.

Smart Warrior: Another difficult tree to make effective use of, Smart warriors have to make good use of the tactical option menu, and allies. Master Trip can be great in conjunction with Knock Prone, however, and the root skill (Expertise) is also an excellent defensive feat.

Commanding Warrior: It is difficult to create an effective party-leading warrior; however, the Commanding tree has several great feats that are useful with or without allies. Soulblade alone can be worth it, if you have enough Charisma for it to be effective. In addition, Improved Demoralize can be immensely helpful with crowd control, and Terrible Mein turns your Charisma into armor.

The other feat trees are really designed for other classes; however, feel free to explore them. It takes a lot of practice to play an effective warrior, so be ready to fail a lot of times before you get it right. I've lost a lot of warriors, and I still haven't gotten there.

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