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Mobile_Svensk
 
PostPosted: Tue, Aug 17 2010, 13:08 PM 

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45 If you're setting them in/out of combat with skill mastery
and 45 if you're setting them out of combat without skill mastery.

= 45 + 20 = Success if you're Out of combat

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Uncle-Opustus
 
PostPosted: Tue, Aug 17 2010, 14:48 PM 

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If you have to take Blind fight in epic levels, you're most likely doing something wrong. Listen AND Spot is very silly, just pick one. If you really can't get Blind fight pre-epic, take it! It's perhaps the most important feat for a melee sneaker.

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Uberuce
 
PostPosted: Tue, Aug 17 2010, 17:49 PM 

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It's the dualwield feats that bump Blindfight to epic even if you go Rogue13/Ftr10/WM7, which I wouldn't.

The prime scumbag powergamer option is to use handaxes or daggers since there are ones in the module with Ambi+TWF on them. In second place is the gloves with the same, which means two slots wasted when you need the shield, although in practise you tend to know when it's needed in time to change mittens. Both options let you go Rogue17/Ftr6/WM7, which bags joyous Sneak dice and better epic feats.


 
      
Glyph
 
PostPosted: Tue, Aug 17 2010, 18:14 PM 

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can't say I agree with not spot -and- listen but I do agree once you have maxed them you don't really need to get more of both, focus on...listen I would cause of invisible things =) or maybe spot...

why, do you want a tank rouge? also i'd go 6 fgt 7wp 17 rouge in that order, or get the rest of the fighter levels last.

also what is your int because theres no point having a low int rouge.


 
      
Mobile_Svensk
 
PostPosted: Tue, Aug 17 2010, 18:17 PM 

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NWNWIKI wrote:
A creature can use hearing to find an invisible creature. A character can make a listen check for this purpose as a free action each round. A listen check result at least equal to the invisible creature's move silently check result reveals its presence. (A creature with no ranks in move silently makes a move silently check as a dexterity check to which an armor check penalty applies.) A successful check lets a character hear an invisible creature "over there somewhere". It is practically impossible to pinpoint the location of an invisible creature. A listen check that beats the DC by 20 pinpoints the invisible creature's location.



But Listen only ticks once every round, While spot ticks 4 times every round.

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Herr Delta Houdini
 
PostPosted: Tue, Aug 17 2010, 18:26 PM 

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AFAIK, NWN doesn't actually allow listen to detect invisible creatures.

Quote:
can't say I agree with not spot -and- listen


From my experience, you don't need both, just one or the other. On my first sneak I got both and have regretted it since, wish I used the points on something else like Appraise or crafting skills, which I plan to when and if I rebuild.

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Uberuce
 
PostPosted: Tue, Aug 17 2010, 19:30 PM 

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Glyph wrote:
can't say I agree with not spot -and- listen but I do agree once you have maxed them you don't really need to get more of both, focus on...listen I would cause of invisible things =) or maybe spot...

why, do you want a tank rouge? also i'd go 6 fgt 7wp 17 rouge in that order, or get the rest of the fighter levels last.

also what is your int because theres no point having a low int rouge.
Why not one or the other? Sharp sight and keen hearing are independent properties; ask any bat.

This build is the same in playstyle as a pure Rogue. In party both can run ahead into spawns and not-get-hit-much until the cannons arrive. When solo, both get so much more DPS from Sneaks that they KD/Darkness spam constantly. In PvP, both are cornersneaks. All the Ftr/WM does is bump up the non-Sneak damage so it's better at straight Arena duels, and against the Sneak/crit proof, but you still fight them the same way too.

You need to go Ftr5/WM7/Rogue12 to keep BAB maximised and still have a Ftr level in epic left to take Epic Weapon Spec.

His INT can't be any less than 13 because WM prerequisites need that.


 
      
Mobile_Svensk
 
PostPosted: Tue, Aug 17 2010, 20:13 PM 

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30 Rogue!

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Xaviera
 
PostPosted: Tue, Aug 17 2010, 20:46 PM 

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I'm contemplating a dexer human assassin / ranger build, probably 9-11 ranger and the other 18-20 assassin. Favoured enemy I don't see much use for - the main draw is multiple attacks with a decent AB and probably dual-wielding shortswords or some other light weapon (kukris?) with weapon finesse. Apparently thug, blooded and the other initiative-granting feats are critical for an assassin the way death attack works. I'd use the DA for party work, paralyzing the enemy and then dicing them up a leisure, but I see a need for decent fighter levels overall to solo mid-level areas at least. It would be nice to take an SD level for HiPS but then there'd be a multiclass penalty (only 10% for humans?). If triple class, I'd think 5 Ranger then 2 Assassin then 1 SD, but I have no clue beyond that. Would be nice to be heavy in both hide and spot/listen, but I expect the rest of the build would be pretty much a loss if I went that route. The ranger aspect would be urban south Cordor guttersnipe sort of thing (probably a rat for a companion), though I'd probably work out of Wiltun just to spend time on Bmia.

Thoughts?

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TormakSaber
 
PostPosted: Tue, Aug 17 2010, 20:58 PM 

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5 rogue/6 fighter/19 Assassin.

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Uncle-Opustus
 
PostPosted: Tue, Aug 17 2010, 21:22 PM 

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Ranger9/SD10/Assassin11 or Ranger10/SD10/Assassin10 or Ranger5/SD10/Assassin15 or Ranger1/SD10/Assassin19 with the Ranger/Assassin/SD template.

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TormakSaber
 
PostPosted: Tue, Aug 17 2010, 21:31 PM 

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When you figure out how to roll a ranger 1/SD 10/Assassin 19, do let me know. That sounds fun.

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Xaviera
 
PostPosted: Tue, Aug 17 2010, 21:56 PM 

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Uncle-Opustus wrote:
Ranger9/SD10/Assassin11 or Ranger10/SD10/Assassin10 or Ranger5/SD10/Assassin15 or Ranger1/SD10/Assassin19 with the Ranger/Assassin/SD template.

Why 10 SD? As far as I can tell, the death attack is effectively a sneak attack unless the opponent is not in combat, in which case it also has the added fort save vs paralysis based on Assassin level. So there's no need for SD sneak attacks, and since I'm not looking for any other SD feats apart from HiPS, what is the benefit of the additional SD levels?

11 ranger gives 3 attacks, 18 Assassin gives a bonus feat, and 1 level for SD.

And a level progression chart would be nice if anyone could help out with that.

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Glyph
 
PostPosted: Tue, Aug 17 2010, 21:58 PM 

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Quote:
why 10 sd?


shops and RP. shadowdancer made me rethink my build to a 10 10 10 =O

also free improved evasion or something which you need for epic dodge.


Last edited by Glyph on Tue, Aug 17 2010, 21:59 PM, edited 1 time in total.

 
      
-Cloak-and-Dagger-
 
PostPosted: Tue, Aug 17 2010, 21:58 PM 

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10 Shadowdancer levels opens up Epic Dodge, which is all kinds of awesome.


 
      
billytheid
 
PostPosted: Tue, Aug 17 2010, 22:13 PM 

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Uberuce wrote:

You need to go Ftr5/WM7/Rogue12 to keep BAB maximised and still have a Ftr level in epic left to take Epic Weapon Spec.

His INT can't be any less than 13 because WM prerequisites need that.


Int is 14

Why Ftr5/wm7/rogue 12? I'll miss out on Disc then won't I?

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Glyph
 
PostPosted: Tue, Aug 17 2010, 22:15 PM 

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I have one question.

will cleric 27 / palemaster 3 bag me a winterwright at level 29? and is it possible as a...half....or full elf?

I has not played elves before >_>


 
      
Mobile_Svensk
 
PostPosted: Tue, Aug 17 2010, 22:19 PM 

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Quote:
To qualify as a pale master, a character must fulfill all of the following criteria:

Alignment: any non-good

Arcane spellcasting: level 3 or higher


= At least 3 Levels of Wizard

And on the second question - No. It does not give you winterwight, But for 27Cleric levels you could get a Nifty Death domain.

Quote:
Death Domain Summons

Level 1 - 7 [Duration: Fixed length 24 Hours]
• Deathless Fighter [Good/Neutral]
• Zombie [Evil]

Level 8 - 11 [Duration: Fixed length 24 Hours]

• Deathless Warrior [Good/Neutral]
• Ghast Servitor [Evil]

Level 12 - 17 [Duration: Fixed length 24 Hours]
• Deathless Soldier [Good/Neutral]
• Ghoul Fleshrender [Evil]

Level 18 - 21 [Duration: Fixed length 24 Hours]
• Deathless Squire [Good/Neutral]
• Revenant Bride [Evil]

Level 22 - 26 [Duration: Fixed length 24 Hours]
• Deathless Knight [Good/Neutral]
• Vampire Viscount [Evil]

Level 27+ [Duration: Fixed length 24 Hours]
• Deathless Judge [Good/Neutral]
• Undead Paragon [Evil]

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Glyph
 
PostPosted: Tue, Aug 17 2010, 22:32 PM 

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yes I noticed that one...well, damn, thats my 3 something else idea out the window...time to think harder.


 
      
Mobile_Svensk
 
PostPosted: Tue, Aug 17 2010, 22:32 PM 

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Elf you say?

Could alternatively go Cleric 26/Sorc or Wizard or bard 1/AA 3.
Then Grab a decent Epic summon and Let it do the tanking for you, while you dish out hundreds of damage each round.

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Uberuce
 
PostPosted: Tue, Aug 17 2010, 23:21 PM 

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billytheid wrote:
Why Ftr5/wm7/rogue 12? I'll miss out on Disc then won't I?
That's only the first 20 levels, mind. Ftr5/WM7/Rogue12 isn't the levelling order either; it's just the mix you need by level 20, although I can see why you'd think it was the former.


 
      
billytheid
 
PostPosted: Tue, Aug 17 2010, 23:30 PM 

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Uberuce wrote:
billytheid wrote:
Why Ftr5/wm7/rogue 12? I'll miss out on Disc then won't I?
That's only the first 20 levels, mind. Ftr5/WM7/Rogue12 isn't the levelling order either; it's just the mix you need by level 20, although I can see why you'd think it was the former.


I still miss out on Discipline though don't I?

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Glyph
 
PostPosted: Wed, Aug 18 2010, 0:04 AM 

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going for cleric 1 then 3 ranger then the rest cleric =P zen freaking archery. I think I have found a nice new build.


 
      
GreatPigeon
 
PostPosted: Wed, Aug 18 2010, 0:08 AM 

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it would have 27 levels of cleric of course its good. Ranger pre-epic does nothing for your zen archery cleric like that.


So... its a cleric its nice... No you did not make soemthing sexy.

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Mobile_Svensk
 
PostPosted: Wed, Aug 18 2010, 5:44 AM 

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Slap me in the face and call me a pigeon.
Does AA Levels stack with GMW In terms of Reduction Penetration?

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DerkDerkistan
 
PostPosted: Wed, Aug 18 2010, 6:47 AM 

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No, but it helps your AB. And either GMW or your 9+ AA levels will defeat DR.

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Mobile_Svensk
 
PostPosted: Wed, Aug 18 2010, 7:04 AM 

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You're saying no, But writing that it does?

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Uncle-Opustus
 
PostPosted: Wed, Aug 18 2010, 7:45 AM 

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Xaviera wrote:
Why 10 SD? As far as I can tell, the death attack is effectively a sneak attack unless the opponent is not in combat, in which case it also has the added fort save vs paralysis based on Assassin level. So there's no need for SD sneak attacks, and since I'm not looking for any other SD feats apart from HiPS, what is the benefit of the additional SD levels?

11 ranger gives 3 attacks, 18 Assassin gives a bonus feat, and 1 level for SD.

And a level progression chart would be nice if anyone could help out with that.


I assume you're going DEX-based. SD10 nets you Epic Dodge which is sweeter than the unholy sweet sweet sweet. Oh, lulz, phale me hard, Ranger1/SD10/Assassin19 isn't possible. Anyway, depending on which you pick, the pre-epic should go: Ranger4/SD8/Assassin8 or Ranger8/SD4/Assassin8.

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TormakSaber
 
PostPosted: Wed, Aug 18 2010, 8:19 AM 

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Very_Svensk wrote:
You're saying no, But writing that it does?


Readinig comprehension.

No. It doesn't stack for DR penetration.
Yes, it still syacks and gives you more AB.

www.nwnwiki.com, Svensk, seriously now.

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Uberuce
 
PostPosted: Wed, Aug 18 2010, 9:00 AM 

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billytheid wrote:
I still miss out on Discipline though don't I?
In the gap between Ftr5 and Ftr6 you do, yus. Since Ftr5 is basically useless, I'm pretty certain I put it off until level 20, and being a perfectionist I would have left Ftr6 until level 30 to maximise Discipline. Build ends at Ftr6/WM7/Rogue17.


 
      
DerkDerkistan
 
PostPosted: Wed, Aug 18 2010, 9:07 AM 

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Very_Svensk wrote:
You're saying no, But writing that it does?


Like Tormak said. I wrote "either, or", not "both, and".

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MoshingChris
 
PostPosted: Wed, Aug 18 2010, 10:00 AM 

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TormakSaber wrote:

http://www.nwnwiki.com, Svensk, seriously now.


QFE Svensk.

You really should go there.

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Xaviera
 
PostPosted: Wed, Aug 18 2010, 15:03 PM 

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Uncle-Opustus wrote:
I assume you're going DEX-based. SD10 nets you Epic Dodge which is sweeter than the unholy sweet sweet sweet.

So you're basically saying that it's not worth wasting 10 levels for a 30 DC death attack as opposed to a 20 DC death attack? That there's really no point in taking more than 10 levels of assassin? I'm getting from this that one should only really bother trying to assassinate low level beasties (probably because the high-level mobs have such high fort saves that there's no point?).

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Uncle-Opustus
 
PostPosted: Wed, Aug 18 2010, 15:26 PM 

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Yarp. And actually I'm telling you to go SD10 to get Epic Dodge. You already intend to go SD6, would be a pity if you missed it by only four levels. There's point in taking more than 10 Assassin levels, but if the alternative is Epic Dodge, I'd grab that. Mind, SD10 gets you plenty of huggable items and other things, too.

Assassin is on the tweak list anyway. I'd personally wait for possible changes to happen, though I haven't got the foggiest idea when that will be.

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Mobile_Svensk
 
PostPosted: Wed, Aug 18 2010, 17:16 PM 

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No Questions are stupid! It's the way to greater knowledge; And sometimes you need to ask twice. Anybody saying different is a *Beeeeeeep*

*Flails!*

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Glyph
 
PostPosted: Wed, Aug 18 2010, 19:07 PM 

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I agrees with opustus, my build was, 14 rouge 10 assassin 6 shadowdancer (for hips, obviously)

it is now 10 10 10, because like I said RP, the academy is fun =) and also epic dodge, going 10 10 10 -saves- me a feat in the long run, and I can get epic dodge -and- blinding haste at level 30. (or crippling strike, haven't decided yet)

if you do this as rouge, you have to use on of the rouge special skills slot feats to grab improved evasion, for epic dodge.

which if i'm reading what I wrote down right, means I can get point blank, rapid, and called shot, AND 2 wep, ambidex, and improv 2 wep. or, more dex.

(I say again, SD's get improved evasion FREE. at level, 8 or something...)


 
      
blackvswhite
 
PostPosted: Wed, Aug 18 2010, 20:43 PM 

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Glyph wrote:
it is now 10 10 10, because like I said RP, the academy is fun =) and also epic dodge, going 10 10 10 -saves- me a feat in the long run, and I can get epic dodge -and- blinding haste at level 30. (or crippling strike, haven't decided yet)


crippling strike. it is amazing.


 
      
billytheid
 
PostPosted: Thu, Aug 19 2010, 2:29 AM 

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ok, making the rogue/figher/wm I've been told that I should take 6 fighter levels instead of 4(so R17/F6/WM7 as opposed to R19/F4/WM7). Could someone explain why or how this makes a difference?

At rogue 19 I get another Rogue bonus feat which can be used for epic dodge(same for lev 6 fighter bonus feat I assume?). So, why 6 fighter levels... I've been messing about with the character creator trying to suss out the skill progression and so forth... ended up having a tantrum and left it alone.

So, feel free to call me a moron but how and why do I use the 17/6/7 formula and still get a good corner sneak rogue skill progression?

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Dramatic_Prince
 
PostPosted: Thu, Aug 19 2010, 3:44 AM 

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Quote:
crippling strike. it is amazing.

What are the conditions to activate this?

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Glyph
 
PostPosted: Thu, Aug 19 2010, 3:56 AM 

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you might not need fighter 6 if you go rouge first, not sure though. fighter 6 is minimum to go sitraght from fighter to WM. trust me on that, I sat there for 3 hours testing that one...

and

Quote:
Prerequisite: rogue 10

Specifics: The rogue deals an additional 2 points of ability score strength damage when she makes a successful sneak attack.


and if I remember, it stacks each hit, and if it goes to 3 they die. not sure though.

ed: cannot ranged weapon crippling strike...


 
      
Gers
 
PostPosted: Thu, Aug 19 2010, 4:00 AM 

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Dramatic_Prince wrote:
Quote:
crippling strike. it is amazing.

What are the conditions to activate this?


For crippling strike, you need at least rogue 10. You can take it on any rpgue bonus feat level (I think, it *might* be any 10+ rogue level you get feats), which mean rogue 10, 13, 16, etc.

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Dramatic_Prince
 
PostPosted: Thu, Aug 19 2010, 4:04 AM 

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Gers wrote:
For crippling strike, you need at least rogue 10. You can take it on any rpgue bonus feat level (I think, it *might* be any 10+ rogue level you get feats), which mean rogue 10, 13, 16, etc.

No no, what I meant was what's the frequency and how it works.
Saveless? 100% activation per sneak? 5 attacks per round = -10 STR?
What's the formula for vampiric regeneration by the way?

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Gers
 
PostPosted: Thu, Aug 19 2010, 4:07 AM 

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Ah, I see. Yep, it's saveless, though anything that blocks stat/level loss will block crip strike, AFAIK. It fires off on every successful sneak attack.

As for vampy regen, it doesn't fire off on every successful strike. I've usually seen it fire off once a round, maybe 2 times in a round rarely. Or it might have just been an optical illusion due to haste or other attack number increasing spells or abilities.

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Dramatic_Prince
 
PostPosted: Thu, Aug 19 2010, 4:14 AM 

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Gers wrote:
Ah, I see. Yep, it's saveless, though anything that blocks stat/level loss will block crip strike, AFAIK. It fires off on every successful sneak attack.

Again, foiled by NEP in a bottle! :lol:

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Uncle-Opustus
 
PostPosted: Thu, Aug 19 2010, 6:59 AM 

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Thank god it is.

EDIT:
billytheid wrote:
ok, making the rogue/figher/wm I've been told that I should take 6 fighter levels instead of 4(so R17/F6/WM7 as opposed to R19/F4/WM7). Could someone explain why or how this makes a difference?


With the 17/6/7 you get a point more BAB. Uce explained it above.

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DerkDerkistan
 
PostPosted: Thu, Aug 19 2010, 11:27 AM 

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This isn't really a build question, but this seems the most fitting place to ask this at:

Say I put 1d8 Massive Criticals on my longsword. When I land a critical hit, does it only add the 1d8 or is it really 2d8 damage due to the weapon's x2 modifier?

The nwnwiki for both Critical Hit and Massive Criticals doesn't seem to clarify this.

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-Cloak-and-Dagger-
 
PostPosted: Thu, Aug 19 2010, 11:40 AM 

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Joined: 09 Feb 2009
Location: England

The Massive Critical property isn't multiplied, no. Its just 1d8.


 
      
MoshingChris
 
PostPosted: Thu, Aug 19 2010, 12:12 PM 

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Joined: 04 Sep 2007
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Gers wrote:
Ah, I see. Yep, it's saveless, though anything that blocks stat/level loss will block crip strike, AFAIK. It fires off on every successful sneak attack.

As for vampy regen, it doesn't fire off on every successful strike. I've usually seen it fire off once a round, maybe 2 times in a round rarely. Or it might have just been an optical illusion due to haste or other attack number increasing spells or abilities.


Vampiric Regen is quite wierd actually. I've had it fire on every attack, and fire on none. Safest bet is that it activates once per flurry (although it doesn't actually follow that).

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GreatPigeon
 
PostPosted: Thu, Aug 19 2010, 13:25 PM 

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Something I have noticed with vampiric regen is that it doesnt trigger if you kill something on said hit.

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Mobile_Svensk
 
PostPosted: Thu, Aug 19 2010, 13:39 PM 

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Quote:
Vampiric regeneration is a weapon property which allows the wielder of the weapon to gain health based upon the amount of damage done to the enemy by the weapon. The number of hit points (HP) restored is limited to the amount of physical damage done and the rating of the vampiric regeneration property.

For example, suppose a character has a weapon with the property vampiric regeneration +3.

* Upon successfully dealing 1 point of damage, the character will gain only 1 HP.
* Upon successfully dealing 3 points of damage, the character will gain 3 HP.
* Upon successfully dealing 5 points of damage, the character will still only gain 3 HP.

[edit] Notes

* Vampiric regeneration does not add bonus damage.
* Vampiric regeneration does not always function, but no pattern has been found in the (scattered) times it does not function.
* A character with full hit points will not benefit from vampiric regeneration, but vampiric regeneration messages will still be received.
* Vampiric regeneration works against any race/appearance type (including undead).

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