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Cerpin Taxt
 
PostPosted: Sun, Aug 03 2014, 22:31 PM 

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deathlessgrasp wrote:
help with utility based wizard/minion pm build
just looking to buff ww/controlled undead with extended low level buffs and make use of necromancy that scales with pm as wiz/pm caster build

will this be good?

19 pm/10 wiz/1 bard(skills dumps)
8 str/12 dex/16 con/18 int/8 wis/8 char

10 feats pre epic: toughness,dodge?,blind fight?,
spell focus/greater:necro,spell/greater spell
pene,extend,empower,maximize

7 epic: epic mage armor,epic spell foc: necro,
epic spell pene, great intx3,greater ruin/armor skin?

would blind fight be worth taking for a pm with high dc touches?


All your buffs will get stripped easily.
Don't need empower on a wizard.
If you're going for the touch attacks you'll need to have more strength or will have to remember to keep shapechange booked and swap into a high strength form.

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BindMind
 
PostPosted: Mon, Aug 04 2014, 3:18 AM 

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Hey guys, complete newbie here.

I don't have much experience in NWN, but I've done a metric f***tonne of reading and theorycrafting, and I thought I'd ask for you guys' advice.

Getting my feet wet on the server so I have two characters in the pipes, an evil Dragon Disciple Scythe-wielder and a good Sorc/Divine Champion spellsword.

The evil character is a human 8 Bard / 15 DD / 7 Weapon Master focusing on scythes taking 5 levels of WM and 8 levels of DD pre-epic for that fourth dice-roll. As a human he is able to take Exotic Prof and all the required feats just in time for level 16 WM.
He'll be saving his eighth Bard level for level 30 to maximize his UMD skill ranks. Feats he'll be grabbing post-epic are Heavy Armor Prof, Improved Crit, Armor Skin and Great Strength I and II.

My good character takes a bit more deliberate planning. Another human going 20 Sorc / 4 Fighter / 6 Divine Champion specializing in a Bastard Sword and Shield and automatically stilled spells.
4 Fighter and 2 DC levels are taken pre-epic so that I get as much BAB as possible and 9th level spells can be cast by level 24 (when I will start taking auto-still-spell).
Feats I'll be taking include still spell (duh), skill focus: concentration (I hear it's better than combat casting), greater spell pen., extend/empower spell, Epic WF and WS for Bastard Swords and Armor Skin at level 30.

Does the character plan look sound? I took the time to pre-plan each level if anyone wants to take a look. http://pastebin.com/QDVcAyGH

Also, should I be trying to optimize my characters for level 30 or level 29? I haven't seen this suggested anywhere, but I have a sneaking suspicion that any time you die you get reverted back to level 29. Is this the case?

Thanks for your time!


 
      
Cerpin Taxt
 
PostPosted: Mon, Aug 04 2014, 5:13 AM 

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You don't lose levels on Amia.

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Very_Svensk
 
PostPosted: Mon, Aug 04 2014, 6:07 AM 

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You also need 20+ sorc levels to qualify taking auto still spell meaning: you must FIRST reach 20 before taking those feats.

For dragon disciple the cornerstone levels are 4/5/9/10.
4 = +4 STR
5 = +1 AC
9 = wings
10 = +2 CON, CHA, 50% immunity etc

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O'Raghailligh
 
PostPosted: Mon, Aug 04 2014, 6:17 AM 

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For your Sorceror build, you'll need at least 20 charisma for epic spells, and you can't get enough spellcraft to take Epic Warding. I'd suggest Epic Mage Armour.

Also Greater Spell Focus may be more useful than Greater Spell Penetration.


 
      
BindMind
 
PostPosted: Mon, Aug 04 2014, 6:44 AM 

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Very_Svensk wrote:
You also need 20+ sorc levels to qualify taking auto still spell meaning: you must FIRST reach 20 before taking those feats.


Unless this is an Amia change, this is not true. I tested in-game, and I was able to take auto-still-spell at level 24 according to my level plan.

EDIT: This is to say, I was able to take auto-still at CL 24 and Sorc level 18. The requirement is level 9 spellcasting.

O'Raghailligh wrote:
For your Sorceror build, you'll need at least 20 charisma for epic spells, and you can't get enough spellcraft to take Epic Warding. I'd suggest Epic Mage Armour.


This is something I didn't take into account. Will definitely drop a point of STR for some CHA then, and I guess replace Armor Skin at level 30. Thanks!


 
      
Very_Svensk
 
PostPosted: Mon, Aug 04 2014, 9:15 AM 

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Arghhh... Yes! It's true. Level nine spells is the requirement.

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Opustus
 
PostPosted: Mon, Aug 04 2014, 12:00 PM 

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Deadpool: Bard is probably the smoothest mix with Shifter for the UMD, Tumble and Discipline dump it gives. Druid8/Bard4/Shifter8 pre-epic into Druid8/Bard5/Shifter17 nets the most AB due to the 3/4 pre-epic BAB progression of each of the classes in the build. Alternatively, if you want to pump up all of that Shifter juice, Druid6/Bard4/Shifter10 pre-epic into Druid6/Bard5/Shifter19 is viable with one less AB for an epic feat, AC, etc.

In fact, the latter example wins by default after I took a peep at the Shifter spreadsheet.

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Every time you clock in the morning, I feel you just want to kill
All my innocence while ignoring my purpose to persevere as a better person
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Thelongjourney
 
PostPosted: Mon, Aug 04 2014, 17:59 PM 



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Hello I am also looking for a good Shifter build. I like the format that Opustus posted. However, I am planning to take the Aasimar subrace and my concern is the best way to gain the most epic feats. I know that the Shifter receives its final epic feat at level 19, but with the sub race I will get only 18 levels.

Pre epic I will take the combination of Druid 6/Bard 4/Shifter 10. Then I will finish Druid 6/Bard 5/Shifter 18. Which class order between Shifter and Bard should I take to get the most Epic feats, once I hit Epic? My eventual goal with maximizing epic feats is to achieve Dragon Shape. I am definitely going to avoid taking Undead shape if that is what it takes to get Dragon shape. The feat progression for multiclassing always confused me.

Thanks in advance.


 
      
Opustus
 
PostPosted: Mon, Aug 04 2014, 18:27 PM 

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Save the bard for last to dump the skillzors. You only have one level of Bard and eight levels of Shifter in epic. You get a general feat every third level and a bonus feat from epic Shifter at its 13, 16 and 19 levels.

_________________
Every time you clock in the morning, I feel you just want to kill
All my innocence while ignoring my purpose to persevere as a better person
I know you heard this and probably in fear
-Kendrick Lamar, good kid


 
      
Deadpool
 
PostPosted: Mon, Aug 04 2014, 20:20 PM 



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Thanks Opuatus. As I said the general idea is for the build to be powerful shifter meaning it can tank stuff like the abyss,which means I will need as much ab/ ac / DMG as possible. I care less for its stats as a regular form he must be strong in his forma he takes.if it is possible to make him a decent fighter in his regular form that will be nice.but the top priority is being strong in his shifts. I am not really good with all the feat taking and stuff so if you can send me a pm with a character sheet with the idea and it's progress it will be much appreciated. Thanks again man


 
      
Thelongjourney
 
PostPosted: Tue, Aug 05 2014, 1:43 AM 



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Do the spell-like abilities of the Shifter require a concentration check to successfully execute them? An example being the Lizardfolk Form's Hammer of the Gods or Cure Serious Wounds.


 
      
Solvaras
 
PostPosted: Tue, Aug 05 2014, 2:46 AM 

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They're treated the same as casting the spell, so if you get hit casting it you will have to make a concentration check. The good news is the regular lizardfolk has 10 concentration on the form, and the epic has 15.


 
      
Naivatkal
 
PostPosted: Tue, Aug 05 2014, 3:24 AM 

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^

Check out this post, really helpful info on shifter stuff (especially the added AC bonuses listed in the table at the top): viewtopic.php?f=20&p=934717#p934717

This is a link to the druid/shifter shapes spreadsheet, has all the details on all the shapes you get through leveling and taking feats: http://www.amiaworld.net/files/druids&shifters_v6.xls

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Zrae'a'stra'fryn :: That which nightmares are made of
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elmmaster
 
PostPosted: Tue, Aug 12 2014, 2:27 AM 

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I found this prestige class online and was inspired to use it as the bases of a character concept. I know that a LOT of it is not possible in Amia, but a lot of it is. I was thinking of a barbarian/cleric/3rd class? build with the strength and courage domains. Some of it could even be dc requests to work towards. Any ideas as to builds would be appreciated.

The Warbringer

All around Faerun, from the vicious, biting cold of Icewind Dale to the mighty empire of Halruaa, great battles rage, and before, durring, and after those battles, almost each warrior raises their voice in a prayer to a single Dirty for protection and victory. For a great many, that dirty is Tempus, the Lord Of Battles. While Tempus' clergy is obliged to keep warfare a thing of rules, respected reputation, and professional behavior, they must also promote it. The Warbringers are an elite group of Tempus' clergy who vowed to uphold these values. They are both brave fighters and great leaders, yet a terror to their foes.

Requirements:

Alignment: any chaotic.
Feats: Leadership, Power Attack.
Skills: Concentration 10 ranks, Diplomacy 5 ranks, knowledge (war) 4 ranks.
Base Attack bonus: +5
Patron: Tempus.
Domain: Strength
Spells: Ability to cast 3rd level Devine spells.
Weapon proficiency: Battleaxe.

Class Skills:

The Warbringer's class skills (and the key ability for each) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (war)(Int), Knowledge (religion)(Int), Profession (Wis), Rode (Dex), Scry (Int, exclusive), Sense Motive (Wis), Spellcraft (Int)

Skill Points at each level: 2+ Int modifier

Class features:
The following are class features of the Warbringer prestige class.

Weapon and Armor proficiency: a warbringer gains proficiency in the longsword (if they don't already have it).

Spells per day/spells known: At each Warbringer level, the character gains new spells per day (and spells known, if applicable) as if they had also gained a level in the spell casting class to which they belonged before adding the prestige class level. They would not, however, gain any other benefits a character of that class would have gained (the Strength domain is an exception, see below). If the character had more than one spell casting class before becoming a Warbringer, the player must decide to which class to add each Warbringer level for the purpose of determining spells per day.

Tempus' Boon:

By grace of the Foehammer, Warbringers add their Warbringer levels to their cleric levels for purposes determining the benefits gained from the strength domain.

Strength spells: A Warbringer can prepare any strength domain spells as if it were on their Devine spell list. This spell uses a spell slot of an equal level.

Battle-lust (ex):
Once per day for each 4 Warbringer levels, the Warbringer can enter a frenzied battle-lust. This ability is otherwise similar the the Barbarian's rage. It can be activated as a free action.

Rally (ex):
A Warbringer who is not suffering from a fear effect can use this ability as a standard action once per day per per two warbringer levels. Allies within 60 ft who are currently suffering from a fear effect and can hear the Warbringer are allowed an immediate will saving throw against the same DC, with a moral bonus equal to the Warbringer's level.

Reputation:
The Warbringer becomes a well-known and famous leader. Add the listed value to the Warbringer's leadership score and to any Charisma based check that involves others followers of Tempus.

Fearful Aura (su): The Warbringer projects an aura of undeniable power. Any foes within the listed distance from the warbringer suffer a -4 moral penalty on saving throws against fear. In addition, once per day per 4 Warbringer levels, the Warbringer may empower the aura, thus producing an effect similar to a fear spell. The DC to resist the effect is 10+1/2 class level+Cha modifier. Enemies do not suffer the -4 penalty to the saving throw (from the aura). The Warbringer is immune to fear (magical or mundane).

Combat casting:
The Warbringer gains this feat as a bonus feat at 4th level. If they already possess the feat, the effects do not stack, but instead provide a total of +6 to cast on the defensive checks.

Bond of Battle Prowess (su):
Upon reaching 5th level, the Warbringer develops a supernatural connection to Tempus' Battleaxe, "Battle prowess". They may choose to activate this ability while using a battleaxe. It lasts one round. For a number of times per day equal to their Cha modifier +2, he may choose to apply the 'keen' effect upon his battleaxe. Activating this ability is a free action. Upon reaching 9th level the weapon becomes both 'keen' and 'chaotic'.

Weapon specialization:
A 7th level Warbringer gains the weapon specialization feat for the battleaxe or the longsword. They do not need to meet the prerequisites for the feat.

Battle Sense (sp):
Once every 2 days, the 7th level Warbringer may use this ability to determine the outcome of a certain action. This is otherwise similar to the spell 'divination' as cast by a cleric of the Warbringer's class level. Warbringers usually use this abilityto determine the outcome of an upcoming battle.

Greater Battle Sense (sp):
This ability, usable once every 5 days, allows the Warbringer to cast foresight as a spell-like ability cast by a wizard of the warbringers class level.

Champion Of Tempus:
Upon achieving 10th level, the Warbringer transcends their mortal form and becomes a direct servant of Tempus himself. Their type changes to "Outsider", which means that they are no longer affected by spells that specifically target humanoids, but they can be hedged out by a magic circle against their alignment. The Warbringer also gains damage reduction 20/+1 and darkvision with a range of 60 ft. Also, if the Warbringer had fought exceptionally well in Tempus' name he gives the character a gift (usually a magical battleaxe, longsword or Helmet, but sometimes some sort of powerfully mount to symbolize hos own mounts, Deiros and Britis). The Warbringers appearance also undergoes a minor change, such as their eyes becoming red, their muscles bulging or they seem to grow with each passing moment (has no effect).

CLASS LEVEL 1: BAB +0, FORT +2, REF +0, WILL +2, SPECIAL= Tempus' Boon, Strength Spells, Battle-Lust 1/day. SPELLS PER DAY +1 level of existing class.

CLASS LEVEL 2: BAB +1, FORT +3, REF +0, WILL +3, SPECIAL= Reputation +1, Rally. SPELLS PER DAY +1 level of existing class.

CLASS LEVEL 3: BAB +2, FORT +3, REF +1, WILL +3, SPECIAL= Fearful Aura 20 feet. SPELLS PER DAY +1 level of existing class.

CLASS LEVEL 4: BAB +3, FORT +4, REF +1, WILL +4, SPECIAL= Reputation +2, combat casting. SPELLS PER DAY +1 level of existing class.

CLASS LEVEL 5: BAB +3, FORT +4, REF +1, WILL +4, SPECIAL= Battle-Lust 2/day, Bond of Battle Prowess (keen), Fearful aura 30 feet. SPELLS PER DAY +1 level of existing class.

CLASS LEVEL 6: BAB +4, FORT +5, REF +2, WILL +5, SPECIAL= Reputation +3, Weapon Specialization. SPELLS PER DAY +1 level of existing class.

CLASS LEVEL 7: BAB +5, FORT +5, REF +2, WILL +5, SPECIAL= Battle Sense, Fearful Aura 40 feet. SPELLS PER DAY +1 level of existing class.

CLASS LEVEL 8: BAB +6, FORT +6, REF +2, WILL +6, SPECIAL= Reputation +4. SPELLS PER DAY +1 level of existing class.

CLASS LEVEL 9: BAB +6, FORT +6, REF +3, WILL +6, SPECIAL= Battle-Lust 3/day, Bond of Battle Prowess (chaotic). SPELLS PER DAY +1 level of existing class.

CLASS LEVEL 10: BAB +7, FORT +7, REF +3, WILL +7, SPECIAL= Reputation +5, Greater Battle Sense, Champion Of Tempus. SPELLS PER DAY +1 level of existing class.

PS. Since I currently have my internet shut off I typed this all up on my phone. So I apologize for any formatting, spelling or grammer errors.

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Very_Svensk
 
PostPosted: Tue, Aug 12 2014, 6:47 AM 

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I have no idea. Mixing barbarian and a Divine class is not so good.

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elmmaster
 
PostPosted: Tue, Aug 12 2014, 9:54 AM 

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It's an rp build I guess. But I'm basically just looking for a way to make this character not feel like a burden in a group but actually able to contribute while being different from my normal min/max thugs.

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EarthDreamer
 
PostPosted: Tue, Aug 12 2014, 20:46 PM 

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Trying again to build a spellsword. Think I'll go with the 24 Wiz/ 4 Ftr/ 2 Rog.
If I wanna go Str-focused, trying to figure out the Abilities and Feats. I can't stand the idea of a wiz wearing armor, so this guy's gonna just have robes, maybe use a shield.
Let me know how wrong this is:
Race: Halruaan (+2 Int, - 2 Con, -1 Wis)
Str: 16
Dex: 11
Con: 12->10
Wis: 11->10
Int: 16 ->26
Cha: 8

Pre-epic: Wiz 16/ Ftr 4

1: Silent Spell, SF: Abj
3: WF
6: Blind Fight
9: GSF: Abj
12: SF: Ench
15: Craft Potion
18: GSF: Ench

Wiz feats: Extend, Empower, Maximize
Ftr feats: KD, IKD, WS

Epic feats:
21: EWF
24: EMD
27: EMA
30: ESF: Ench

Wiz feats: Grt Int I, ESF: Abj


 
      
DerkDerkistan
 
PostPosted: Tue, Aug 12 2014, 22:16 PM 

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I would suggest Wizard 18 / Fighter 2 pre-epic so you can get Epic Weapon Specialization.

Also, 20 INT should be where you stop as a spellsword. Spent the rest of those points in your combat stat.

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EarthDreamer
 
PostPosted: Tue, Aug 12 2014, 22:35 PM 

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Thanks Derk, good to know.
What if I went with a spellsword that has 23 Wiz? I know that 24 Wiz gives immunity to Grtr Dispelling. But I read somewhere recently that it was changing to a sliding scale, so that 24 Wiz was no longer the magic number to get (can't find that thread now).

edit: Can someone provide the link to the Greater Dispelling change thread? Thanks.


Last edited by EarthDreamer on Tue, Aug 12 2014, 23:19 PM, edited 1 time in total.

 
      
DerkDerkistan
 
PostPosted: Tue, Aug 12 2014, 22:42 PM 

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I haven't looked at the Greater Dispel changes to see what's worthwhile and what's not, so I'm not much help there. If I understand correctly, the more levels you have, the less likely you are to be dispelled. If that's the case, then dropping to 23 wizard levels would increase your chances of being dispelled further.

I suppose the 23/24 option is just personal preference now.

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wolfurt
 
PostPosted: Tue, Aug 12 2014, 23:35 PM 

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The changes to dispels were reverted, as they were buggy. Assuming Terra isn't working on them (as Glim said he's the only one currently scripting), there's no telling when they'll be fixed, and live IG.

Hopefully I'm wrong. ;-;

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Naivatkal
 
PostPosted: Wed, Aug 13 2014, 0:07 AM 

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Even with the dispel changes, 24 CL still gives you immunity vs Greater Dispel cast by regular mobs. Boss mobs (and possibly DM event ones) would go by the changes. Also the changes are useable in PvP; that is, PC vs PC would go by the changes.

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
EarthDreamer
 
PostPosted: Wed, Aug 13 2014, 7:47 AM 

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I thought dispelling changes were something along those lines. Thanks for the info.

What about Spell Focus schools? If you were to pick one or two for a spellsword, which one/combo would it be? Seems like Evocation wouldn't be good cuz of low DC with just 20 INT. But what about Abjuration or Enchantment, or Necromancy? Any of them worth taking? I can't quite figure it out. And do you really have to take Epic SF to make it worthwhile?


 
      
DerkDerkistan
 
PostPosted: Wed, Aug 13 2014, 8:05 AM 

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I wouldn't bother with and spell focuses unless it would fit the character. Abjuration -may- be good for the spell buffs it gives, but I haven't looked at those in a while.

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EarthDreamer
 
PostPosted: Wed, Aug 13 2014, 8:39 AM 

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Hm, no spell foci on a spellsword? Never thought of that. Wonder what I'd do with the 4 general feats...

How vital is UMD to making a char that's easier to equip and play? Was looking at taking Monk 1 instead of 2 Rogue to for the spellsword. This nets Evasion and Tumble, but not UMD. Is there a lot of race/class/alignment restricted loot that's just too good to pass up without UMD?


 
      
Opustus
 
PostPosted: Wed, Aug 13 2014, 10:36 AM 

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Divination focuses would also be a blast, I'd imagine. At low health, when your buffs wear off, you can Power Word people like a boss. Power Word, boss, get it? And since you'll be vurry smart due to high INT from wearing the smart pointyhat, you sure as hell better have Spot and make the most of the sexed up TS and Clair/Clair (+32 Spot, oh yeah).

_________________
Every time you clock in the morning, I feel you just want to kill
All my innocence while ignoring my purpose to persevere as a better person
I know you heard this and probably in fear
-Kendrick Lamar, good kid


 
      
Very_Svensk
 
PostPosted: Wed, Aug 13 2014, 14:29 PM 

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Yeah! The sexy Finnish longhaired he-man is right! It could be a super fun concept :) divination spells rarely need a high int/wis/cha to work, and combined with IGMS and flame arrow (spells that are OP and doesn't need any dc)you'll ACTUALLY be useful!

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EarthDreamer
 
PostPosted: Thu, Aug 14 2014, 4:48 AM 

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OK, I dunno if you guys are pulling my leg about the usefulness of Abj and Div spell focus.

What feats -are- useful/would you recommend for a spellsword?

I'll have a total of 8 pre-epic general feats, 3 Wiz and 3 Ftr feats.
Here's what I see taking for sure:
General feats: Wpn Focus, Blind Fight, Craft potion, Silent Spell, ?, ?, ?, ?
Wiz feats: Extend, Empower, Maximize
Ftr feats: KD, IKD, Wpn Spec

So there are 4 unallocated feats. If not spell focus feats, then what?


 
      
EarthDreamer
 
PostPosted: Thu, Aug 14 2014, 5:58 AM 

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As an alternative to the spellsword, I want to try a Wizard build, probably something like 28 Wiz 2 Rog.. The Abilities are pretty straight forward. It's the feats I'm unsure of.

If I pick two Spell Focuses, seems like Evocation would be a good one, but what's a good second? Necromancy or Enchantment?

General pre-epic feats:
Luck of Heroes, Strong Soul, Silent spell, Brew Potion, SF/GSF: Evoc, SF/GSF: ?

Wiz feats: Extend, Empower, Maximize

Epic feats:
ESF: Evoc, EMA, EMD, ESF: ?
Wiz feats: Grt Int I, Grtr Ruin, Hellball?

Is it good to pick the saves feats like Luck of Heroes? Better choices?


 
      
TheCortroy
 
PostPosted: Thu, Aug 14 2014, 9:09 AM 

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EarthDreamer wrote:
As an alternative to the spellsword, I want to try a Wizard build, probably something like 28 Wiz 2 Rog.. The Abilities are pretty straight forward. It's the feats I'm unsure of.

If I pick two Spell Focuses, seems like Evocation would be a good one, but what's a good second? Necromancy or Enchantment?

General pre-epic feats:
Luck of Heroes, Strong Soul, Silent spell, Brew Potion, SF/GSF: Evoc, SF/GSF: ?

Wiz feats: Extend, Empower, Maximize

Epic feats:
ESF: Evoc, EMA, EMD, ESF: ?
Wiz feats: Grt Int I, Grtr Ruin, Hellball?

Is it good to pick the saves feats like Luck of Heroes? Better choices?


It depends on the type of spellsword your trying to achieve, honestly. My first suggestion would be to throw in a ranger level at epic levels, it'll net you a free epic spell focus (I think, it might be greater). The other would be fighter, for the free random feat + heavy armor + weapons

If you decide to go the heavy armor route, drop Strong Soul or Luck of Heroes and pick up still spell. (Just note you won't be able to cast 9th tier spells effectively without epic still spell III)

I've always prefered combat casting and improved combat casting, a lot of other people might argue the value, but that might be something to consider also.

As for the focuses, the -entire- enchantment category is nullified by two things, freedom and mindblank. Though the domination can come in handy sometimes, I've found a lot of mobs have immunity to mind affecting spells. In my opinion, go necromancy, but stick to whatever flavor suits the character best.

(All of this applies to a general wizard build also, but drop still spell)


Last edited by TheCortroy on Thu, Aug 14 2014, 18:38 PM, edited 1 time in total.

 
      
Hudson
 
PostPosted: Thu, Aug 14 2014, 12:29 PM 

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You can also skip the stilll spell feats and aim for 0% spell failure armor if you have the DC's or don't mind wearing lesser armor then full plate. It'll require some ic effort though to get the crafting done.

0% spell failure large shields are pretty common so at the cost of 1 ac (0% ASF towershields are very rare or even non existant perhaps) you'd have 4 feats to spend on other things (1 pre epic and 3 epics if you want to cast level 9 spells in plate.)

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Lucia Moore
 
PostPosted: Fri, Aug 15 2014, 2:27 AM 



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Halfling Fighter/Rogue treasure hunter!

Mostly a RP build, not aiming for min/max but I would definitely like to be as effective statistically as possible, as I do not wish to end up being completely left out at the end game and die in three seconds to everything I encounter.

The basic premise of the character is an infiltrator/treasure hunter. No picking pockets, no building or setting traps (she disables them, she doesn't make/place them), her "thiefly" skills revolve around being sneaky and getting into crypts and other treasure-holding places.

I would like enough rogue levels to have good sneak attack, but also have enough fighter levels to be able to hold my own in melee if necessary, at least for short periods of time.

I intend to put points into the Appraise skill, as the character must be good at wheeling and dealing to get the best prices for her acquired loot, too!

Thanks in advance for any assistance!


 
      
Very_Svensk
 
PostPosted: Fri, Aug 15 2014, 11:04 AM 

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Every build is a RP build if you have a reason for X Y Z.

*Tears hair*

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EarthDreamer
 
PostPosted: Sun, Aug 17 2014, 22:21 PM 

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Can potions be used while Tensored? I asked this elsewhere and got a couple different answers. One said that True Strike potions don't work, but other potions do.

Can anyone confirm what works with Tensors and what doesn't?

Considering taking Brew Potion as a feat for a spellsword, would be a lot more useful it potions worked while Tensored.

Thanks.


 
      
Aeqvinox
 
PostPosted: Mon, Aug 18 2014, 11:19 AM 

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Trust me on this, they do work. I tested this for you only cause i thought something might've changed while i was away, but other than that it's a default design.

All potions and feats work while experiencing any combination of the following states: 100% asf, deaf/blind/silenced, polymorphed (eg. a shifter/bard in Vampire shape can drink a Stone Bones potion and use Curse Song).

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DerkDerkistan
 
PostPosted: Mon, Aug 18 2014, 22:48 PM 

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Aeqvinox wrote:
Trust me on this, they do work. I tested this for you only cause i thought something might've changed while i was away, but other than that it's a default design.

All potions and feats work while experiencing any combination of the following states: 100% asf, deaf/blind/silenced, polymorphed (eg. a shifter/bard in Vampire shape can drink a Stone Bones potion and use Curse Song).


This -should- be incorrect. 100% ASF also affects potions, scrolls, and wands. If it currently does not, they need to fix it. The only exception was healing potions, I believe.

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Naivatkal
 
PostPosted: Tue, Aug 19 2014, 1:20 AM 

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Pretty sure potion drinking has always worked (even with 100% ASF) since far before I made my first spellsword, and that was two years ago.

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Aeqvinox
 
PostPosted: Tue, Aug 19 2014, 8:33 AM 

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Arcane Spell Failure only applies to arcane spells with a somatic component (including scrolls), casting of which is hindered by wearing armor or shield. That is the definition. Potions have nothing to do with it.

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Righteous Anger
 
PostPosted: Wed, Aug 20 2014, 3:50 AM 

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What direction would benefit a Druid 25 / Knight Commander 5 build -- Zen Archery and castery emphasis, or melee tankiness?

Also -- is there a way to capitalize on the shapeshifting forms that druids get with feats or skills of any kind?

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Kraniumbrud
 
PostPosted: Wed, Aug 20 2014, 11:36 AM 

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allways go caster with druid, too qoute a tiger...iiiiits great!

and the elemental shapes are extremely powerfull and should not be underestimated, for both pvp and pvm

feel free to ask me ingame, we knife ears should keep eachother informed hehe

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NAUX
 
PostPosted: Wed, Aug 20 2014, 13:21 PM 

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Hey, been off the forums and out of the game for a while, and I've briefly heard chatter about changes to AC among other things such as caster dispell level.

Could anyone please summarise some of the recent changes or point me to a topic that has them. I've checked the patch notes to no avail.

Thanks.

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GreatPigeon
 
PostPosted: Thu, Aug 21 2014, 1:47 AM 

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Kraniumbrud wrote:
too qoute a tiger...iiiiits great!



Too soon baboon

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Uberuce
 
PostPosted: Sat, Aug 23 2014, 12:28 PM 

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elmmaster wrote:
It's an rp build I guess. But I'm basically just looking for a way to make this character not feel like a burden in a group but actually able to contribute while being different from my normal min/max thugs.

You might get pretty good mileage from Barb20/Cleric9/Rogue1. I played a Bard20/Cleric10 earlier this year, and while the synergies there are much much better than what you're asking for, I did form the conclusion that setting 9-10 levels, 16-18CHA and 15WIS aside for Cleric is a pretty decent addition to anything else.

Barb16/Cleric4 pre-epic, timing your third and fourth priestly levels to catch Divine Might and Divine Shield at 15 and 18, tumbledumpzors at 27, don't forget Power Attack to unlock Divine Might/Shield and I heavily recommend Brew Potion because they often come out stronger than your Clerical levels can cast.

For most of your levelling and even at endgame you'll be a sub-par Barbie unless you've got all the shiny things running, but while they are you ought to be presentably burly.


 
      
Uberuce
 
PostPosted: Sun, Aug 24 2014, 7:31 AM 

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Lucia Moore wrote:
Halfling Fighter/Rogue treasure hunter!

Mostly a RP build, not aiming for min/max but I would definitely like to be as effective statistically as possible, as I do not wish to end up being completely left out at the end game and die in three seconds to everything I encounter.
Rogue19/Ftr6 with 4APR mainedhand and Improved TWF for another two offhand, Epic Dodge and Epic Weapon Specialisation is a very solid base.

The last five levels are flexible; another five Rogues is a solid choice, but you might look at Master Scout and go 'ooh shiny toys'. I still haven't played an MS past level 1, but I've liked their sonic/acid Flameweapon potions a lot.


 
      
Righteous Anger
 
PostPosted: Sun, Aug 24 2014, 7:44 AM 

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Uberuce wrote:
Lucia Moore wrote:
Halfling Fighter/Rogue treasure hunter!

Mostly a RP build, not aiming for min/max but I would definitely like to be as effective statistically as possible, as I do not wish to end up being completely left out at the end game and die in three seconds to everything I encounter.
Rogue19/Ftr6 with 4APR mainedhand and Improved TWF for another two offhand, Epic Dodge and Epic Weapon Specialisation is a very solid base.

The last five levels are flexible; another five Rogues is a solid choice, but you might look at Master Scout and go 'ooh shiny toys'. I still haven't played an MS past level 1, but I've liked their sonic/acid Flameweapon potions a lot.


Movement Speed Increase, Permanent Freedom, and +2 AB in wilderness settings - as well as gobs of tools and bonus feats - makes Master Scout one of my favorite PrCs.

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EarthDreamer
 
PostPosted: Sun, Aug 24 2014, 9:37 AM 

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Still working on feats for a Spellsword build, got the rest of it pretty much set. Recommendations of feats that are must have/optional/avoid would be helpful. Don't know how it plays in game so can't quite figure it out.

This is what I've come up with so far:

8 pre-epic feats +3 Wiz feats + 3 Ftr:

- blind fight
- weapon focus
- brew potion
- extend spell
- empower spell
- maximize spell
- wpn spec

-> 7 more:
SF/GSF (Abj or Div)?
Impv'd crit?
KD/IKD?
Disarm/Impv'd Disarm?
Craft wand?


4 epic feats + 2 Wiz feats:
- EWF
- EMA
- EMD
- EWS
- Grt Int I

-> 1 more:
ESF?
Armor skin?
Epic Fort?
Grtr Ruin?
Hellball?


 
      
Opustus
 
PostPosted: Mon, Aug 25 2014, 21:06 PM 

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Ditch the Disarms, IKD is golden, Improved Critical isn't critical but you should get it if you can afford it which you can, take Craft Wand if you want to be the most loved wizard in the neighbourhood, Abjuration and Divination foci both will spark up your fingertips as (poorly) advised above. To elaborate on the latter; I'd take both.

As for the epix, my heart says Greater Ruin, my brain says Armor Skin.

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Aeqvinox
 
PostPosted: Tue, Aug 26 2014, 13:14 PM 

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For most spellsword builds, i'd take Toughness over Improved Critical any time of the day. Few percent more damage is less valuable than the ability to take 1-2 more hits and not die.

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serbiris
 
PostPosted: Tue, Aug 26 2014, 13:43 PM 

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+10% chance to do double damage is nothing to sneeze at. With your buffs, including Endurance, Premonition, Imp Invis, getting hit and damaged is less of an issue than the advantage of increased damage output, and if spellswords lack anywhere (aside from being useless without prep time) it's there. Imp crit is pretty much essential for any melee build along with blindfight, KD and weapon focus. An extra 30 HP isn't bad but additional damage output will make it less likely that you'll need the extra health when it comes down to the wire.

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