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TormakSaber
 
PostPosted: Tue, Feb 08 2011, 4:23 AM 

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http://www.nwnwiki.com

Please use the Wiki before asking simple mechanics questions, such as what level a certain feat is gotten on, what saves progression a class has, or things of that nature. It will save us all a lot of time.
~~

pt 4: viewtopic.php?f=2&t=49052

Mosh Edit:

Name Change: This thread is also for helping looking into the roleplay concept behind character choices and the decision making process in providing a build that fits the character and not a character that fits the build.

Hence the reason it is the Build and Character Advice Topic

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Kjetta
 
PostPosted: Tue, Feb 08 2011, 9:05 AM 

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Yo,

So far, having a blast with my new rock gnome, but I am interested in making another, even rockier one: The Deep Gnome.

Was thinking I want to try an assassin-themed character this time, and so I was wondering how these would play out:
All of them dex-based, aiming for Epic Dodge and a quick and quiet death in the Underdark.

Monk 9, Shadowdancer 6, Assassin 13

Monk 6, Ranger 1, Rogue 21

Monk 6, Blackguard 4, Rogue 17,

Monk 7, Shadowdancer 6, Rogue 15,

Or something else along those lines, would love to use the assassin-class, but seems hard to combine with epic dodge?

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Mobile_Svensk
 
PostPosted: Tue, Feb 08 2011, 9:09 AM 

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The assassin class can only be combined with epic dodge if you ditch some Assassin goodies; in your case the svirf is a +1ECL race which means you'll max get 17 Assassin levels if you want to mix Epic dodge.

The 13rogue/16Assassin/1ranger works fairly well?
I tried a 13rogue/16assassin/1Monk previously - Took Exotic Prof + Wep focus kama + ImpCrit Kama; And once the last Monk level was taken at 29 you suddenly had quite a few extra attacks.

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GreatPigeon
 
PostPosted: Tue, Feb 08 2011, 9:47 AM 

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Svenks. Hush. Early on in here. Svirfs have +2 ECL...

Kjetta. The best "assasin themed" in this case is probably going to be The 21 Rogue, 6 monk, 1 Ranger.

Also... 16 Rogue, 6 monk, 6 sd works pretty good too.

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Mobile_Svensk
 
PostPosted: Tue, Feb 08 2011, 9:55 AM 

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Ye, Woops. Svirfs are +2ECL. Was thinking of Orogs and the recent Update.

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Uncle-Opustus
 
PostPosted: Tue, Feb 08 2011, 10:05 AM 

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And if you want the 4th attack on your mainhand weapon, you just shake it up a bit.

Rogue17/Fighter5/Monk6
Rogue17/BG4/Monk7
etc.

Any of the builds you mentioned work just fine, though there's a hundred other rawkin' combinations. For Assassin, if you want the highest level goodies, you have to sacrifice Epic Dodge altogether, but you get the decent stuff at around 13, if I remember correctly.

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Mobile_Svensk
 
PostPosted: Tue, Feb 08 2011, 10:57 AM 

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The 5Ranger/7SD/16Assassin works well, too.

Could go 6 ranger/6SD/16 assassin also. Depends if you want slippery mind or animal companion(And another level 1 spell slot)

Edit - I keep writing 18 Assassin, when i really mean 16.

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Last edited by Mobile_Svensk on Tue, Feb 08 2011, 11:48 AM, edited 1 time in total.

 
      
MoshingChris
 
PostPosted: Tue, Feb 08 2011, 11:43 AM 

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ECL +2 I thought.

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Kjetta
 
PostPosted: Tue, Feb 08 2011, 12:54 PM 

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Indeed.

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PaladinOfSune
 
PostPosted: Tue, Feb 08 2011, 12:58 PM 

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Slippery Mind isn't worth much, better to go 17 Assassin for more Death Attack and a better DC.

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wereguy2
 
PostPosted: Wed, Feb 09 2011, 0:50 AM 

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Is 41 AB enough for an SD? A duel-wielding dex-based rogue, in this case.

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Last edited by wereguy2 on Wed, Feb 09 2011, 0:53 AM, edited 1 time in total.

 
      
Mobile_Svensk
 
PostPosted: Wed, Feb 09 2011, 0:53 AM 

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You'll manage, I suppose. You're probably hips-spamming anyhow. And that means the target is flatfooted and looses Dex + dodge ac. You'd hit him even if you had 30+ab

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wereguy2
 
PostPosted: Wed, Feb 09 2011, 0:57 AM 

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Okay, well, on this matter, thoughts on the 5 fighter/19 rogue/6 SD kobold dagger duel-wielder thing I made last night - the build in question?
Generally based around dealing a lot of sneak attack damage with 6 attacks, as well as crippling. +15 dex mod, about 41 AB, 50-something AC without a shield, 11d6 sneak damage with crits of about 80-90 with dual Wonderforged weapons.

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MoshingChris
 
PostPosted: Wed, Feb 09 2011, 1:23 AM 

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To clarify. A target isn't flatfooted if they are fighting one of your compatriots so you don't rely on the tumble/dodge/dex AC loss in FvF or PvM.

You get bonii for doing the following:
Striking from concealment = +2 AB
Flanking an opponent = +2 AB

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wereguy2
 
PostPosted: Wed, Feb 09 2011, 2:46 AM 

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It's a Cyricist, so yeah, PvP.

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Jan
 
PostPosted: Wed, Feb 09 2011, 6:03 AM 

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This is Raziel: http://i.imgur.com/lC3kU.png

He is a greatsword based Mystran paladin. I built (and rebuilt) him without any particular plans beyond that in early 2006.
He still does fine in most areas but without bardbuffing the low AC is a pain. (34 with mostly +4 items, +15 from divine shield).

I'd be interested in whether there's any way for him to improve himself without deviating from the greatsword/pure build basics.


 
      
TormakSaber
 
PostPosted: Wed, Feb 09 2011, 6:10 AM 

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34? A tu-... oh... not tumble tank.

Well, your AC is just gonig to be plain low two handing and nontumble. There's nothing you can do about that.

All I'd really recommend is dropping Great Cleave, it's not doing anything for you. Personally I'd ditch Great Smiting I and II as well but I always found them sort of gimmicky and useless. I doubt you need Extra turning, either, but YMMV, I won't argue with you for taking it purely for fuel.

In their place I suggest: Extend Spell, Toughness (low AC = get more HP), and for your epic feats.... I'm not quite sure. Epic Prowess is always great for even more AB, and I don't know what to do with that last feat. Blindfight would be another good option to look into. Extend Spell is absolutely a must, though.

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DoomKnight
 
PostPosted: Wed, Feb 09 2011, 6:55 AM 

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I'd suggest removal of both great smitings. That feat is useless without extra smiting. Also Great Cleave. And then take Toughness, Extend spell for buffs, and Blind Fight. Yes Mosh, try not to faint :P.

Benefits of this -

+29 hp
Longer lasting buffs
Some bonuses vs concealment that I still don't quite get.

Penalties -

Less oomph when you smite a big baddie, like the Dom, Babs, or the FGK.

It's really all up to you though :)

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MoshingChris
 
PostPosted: Wed, Feb 09 2011, 7:19 AM 

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Depends on how he wants to do it.

Str/Cha or Cha heavy.

Personally I'd drop Great Cha 1 and 2 in favor of Smite 3 and 4.

I'd drop cleave and great cleave in favor of Blindfight and Extend Spell.

I'd drop extra turning for extra smiting.

Will work fairly well I believe.

Those abilities do not look correct either.

Starting abilities at the creation screen:
14Strength
8 Dex
10 Con
13 Int
12 Wis (14)
17 Cha (19 -> 26 purely from level ups)

Pre-epic feats: Power Attack, Weapon Focus, Div-Might, Div-Shield, Extra Smiting, Imp Critical, Extend Spell, Blindfight

Epic Feats: Epic Weapon Focus, Great Smite 1, Great Smite 2
Paladin Epic Feats: Armor Skin, Great Smite 3, Great Smite 4

Skills: Tumble 15 ranks cross classed, 32 Ranks Discipline, 32 Ranks something else.

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GreatPigeon
 
PostPosted: Wed, Feb 09 2011, 7:44 AM 

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Mosh. That Cha. Paly. Would it be better served to start with 15 Cha? You should gain 5 points to use at creation then. 1 Point into Int. 4 points into Con...
Effectively 1 less saves, 1 less usage of turn undead, 1 round duration lessened on div might/shield.
To gain... 60 hp, +2 fort and +1 maxed skill?

With that Int if you are taking a few levels of fighter you can take Disarm and Imp. Disarm for PvM to gain bookuu AB with your greatsword.

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MoshingChris
 
PostPosted: Wed, Feb 09 2011, 7:47 AM 

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Great Smite requires 25 Cha. 19 Start Cha gets you there without any great cha feats.

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Jan Busta
 
PostPosted: Wed, Feb 09 2011, 8:57 AM 



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I'm gonna put this question in the build thread because it's build related. In the summons section of the server, regards Mummy dust it says that the spell lasts 1 turn per CL, then it mentions with epic focus in various magic schools you can extend the spell:

Mummy Dust [Duration: 1 Turn / Caster Level]
Upon taking the feat Epic Mummy Dust the player has the option of changing the type of summon that is called. This may be done once per character unless a request is made to the DM team through the correct channel. It is advisable for the purposes of reskinning to choose the summon that best fits the type of creature you wish to reskin to.
• Outsider [Alignment Based] - Extended by Epic Spell Focus: Conjuration
• Magical Beast - Extended by Epic Spell Focus: Conjuration


Simple question, how much is it extended by? I couldn't find it mentioned in the summons section.

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Blackdragon12121
 
PostPosted: Wed, Feb 09 2011, 9:09 AM 

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from turn/level to hour/level i believe...

so doubled...


 
      
Jan Busta
 
PostPosted: Wed, Feb 09 2011, 9:11 AM 



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thanks

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Uncle-Opustus
 
PostPosted: Wed, Feb 09 2011, 10:18 AM 

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Mosh is correct. I'd personally use the leftovers for Concentration. At least I've always found it useful on my Pallies: you don't have to slow down the group nor yourself to buff in PvM. In PvP you rather don't buff in combat at all with that Concentration, though it can end up saving your arse, too.

And what's that INT 13 about? Going 11 CON instead would effectively mean +1 free power in your gearset.

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PaladinOfSune
 
PostPosted: Wed, Feb 09 2011, 17:32 PM 

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MoshingChris wrote:
build stuff

This. The 13 INT is a bit unfortunate but it's a big improvement in general.

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Zifon
 
PostPosted: Wed, Feb 09 2011, 18:46 PM 

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Blackdragon12121 wrote:
from turn/level to hour/level i believe...

so doubled...


Is Hours only double of Turns?
Now we are on it: How many RT seconds are: rounds, turns and hours.
And does extented spells double the periode?


 
      
Uncle-Opustus
 
PostPosted: Wed, Feb 09 2011, 18:50 PM 

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Round: 6 seconds http://nwn.wikia.com/wiki/Round
Turn: 60 seconds/10 rounds http://nwn.wikia.com/wiki/Turn
Hour: 120 seconds/2 turns/20 rounds http://nwn.wikia.com/wiki/Hour

Extend spell doubles the duration of any default spell (epic spells excluded as they are feats and not in your spellbook), so no, Extend Spell does not affect the duration of Epic Mummy Dust. http://nwn.wikia.com/wiki/Extend_spell

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PaladinOfSune
 
PostPosted: Wed, Feb 09 2011, 18:54 PM 

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TormakSaber wrote:
http://www.nwnwiki.com

Please use the Wiki before asking simple mechanics questions, such as what level a certain feat is gotten on, what saves progression a class has, or things of that nature. It will save us all a lot of time.

Come on people, we're still on the first page here.

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Uncle-Opustus
 
PostPosted: Wed, Feb 09 2011, 19:00 PM 

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We should just name the thread Learn To Use http://nwn.wikia.com/wiki/ & This Thread Won't Be Nearly As Flooded As Normally

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MoshingChris
 
PostPosted: Thu, Feb 10 2011, 2:25 AM 

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Yes it would. Why bother learning a thing yourself if a group of people already learned it for you.

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Jan Busta
 
PostPosted: Thu, Feb 10 2011, 10:40 AM 



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I'd like to try a dwarven melee cleric with Epic Dam res.
I’m stuck on the Dam res…so don’t try and persuade me to change :)

Gold dwarf
Starting stats:
str:13 dex: 6 con: 18 wis: 14 int:12 cha: 13
to finish
str:13 dex: 6 con: 21 wis: 19 int:12 cha: 14

Hitpoints should be at about 600 with full Con buff.
Skillpoints 99 or 105 (if taking 1 level of rogue) :
dis 30
spellcraft15
tumble 30
spot 25 or UMD 30

Cleric domains War and Good.
Probably with a great sword.

Can you have a look at these three potential builds and comment?

They all have the same basic feats:
extend spell,
martial weapon proficiency,
weapon focus great sword,
power attack,
divine might,
divine shield,
improved crit great sword,
max spell,
Epic Dam res I,II,III,
Mummy Dust,
Epic Wis I,
Epic Cha I

Basic dam res is 9, this is up to 14 with equipment, and the War domain adds an extra 10 (I think) with battle mastery..so a max Dam res around 24 ish.(for 13 rounds), standard at 14.

AC is calculated without a shield

Build 1
CL 21 COT5 F4
gives the most extra feats but lowest AC
feats: armour skin, Knockdown, Epic skill focus Spot or blind fight are possibles
AC 56 (with divine might and deity blessing)

Build 2
CL21 COT 8 Rogue 1
one spare feat probably
Knockdown
AC 57 (with divine might and deity blessing)
allows 30 points in UMD instead of spot

Build 3
CL23 COT 6 Rogue 1
One spare feat which has to be armour skin or Wis(bonus cleric feat)
AC 57/59 (with divine might and deity blessing)
Also allows 30 points in UMD

My AC calculations might be a little erroneous. Give or take 2 AC points.

I'm torn between Build 1 and build 2. Because of my Dam res desire they’re both a little feat starved. For Build 1 the 3 point lower AC doesn't seem much of a hit when gaining 2 extra feats, but build 2 gains UMD

Not sure what to do with the low skill numbers and spot. Build 1 gives me a spot of 35 (with epic skill focus) – but I’ve been doing the sums... is this a waste considering what dancers can get their hide up to?

Alternatively I can take build 2 and put the skill points into UMD instead? But this build would be defenceless against dancers. (then again I don’t pvp much – but I guess it’s the principle of the thing, not being messed around by thieving buggers)

I know Cleric 22 gives the gate summons extra power....but again, I'm weighing that off against a shortage of feats.

Finally I'd like to go great sword for rp reasons. The priest is a follower of Haela Brightaxe who wields a great sword herself. Does the Dam res and the 600 HP give me enough of a cushion to fight with an 8 point hit to AC in mob PVM at epic level – when I say fight, I mean to definitely lead, and not leech the party. How about Pvp?

If the going gets tough I can dump great sword in favour of sword and shield in specific fights but if it looks like I’m gonna be needing a shield fulltime at epic, then I’d sooner know before I begin.

Comments, thoughts, opinions? Different feat suggestions?
Many thanks.

Oh yeah, and DD doesn't feature in the mix cos he's not a lawful alignment – also it's impossible to get 13 dex without screwing INT or dumping CON – so no dam res. Ultimately, it’s a trade off.

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Uberuce
 
PostPosted: Thu, Feb 10 2011, 11:00 AM 

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You need WIS20 for the epic spells, which makes things ugly. I'm not sure if +8/8rounds of Divine Shield is worth having; lowest I've gone is +4/9rounds on a post-nerf BG.


 
      
TormakSaber
 
PostPosted: Thu, Feb 10 2011, 11:02 AM 

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8 rounds is basically your bare bare minimum. You see it on the whoreish STR clerics that go 14 cha, minimum wisdom and the rest STR.

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Uberuce
 
PostPosted: Thu, Feb 10 2011, 11:52 AM 

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Oh, I forgot to mention: I've got a Haela follower that went Devcrit(greatsword of course) on Bard18/Ftr1/CoT1 into 26/2/2. She had 55AC(that's effectively 57 because of Curse Song) in stock gear, which I found wasn't enough to solo the Abyss comfortably, but in a group she would need really bad luck to get thumped.

With triple the HP and 14/- DR, I expect you'd do as well, but her critical buffs were 52 rounds long, not 8...


 
      
Jan Busta
 
PostPosted: Thu, Feb 10 2011, 11:57 AM 



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Uberuce wrote:
You need WIS20 for the epic spells, which makes things ugly.


Really? If you say it's true, then it must be true. But when I tested it in a build mod I had no problem getting Mummy Dust with 19 wis? Is there a change in the Amia mechanics or something else I don't know about?

So I can't have my cake and eat it :(
What Cha would you reccomend for Div Shield?
Would you reccomend I screwed the idea of dam res then?

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SLS
 
PostPosted: Thu, Feb 10 2011, 14:28 PM 

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Jan Busta wrote:
Uberuce wrote:
You need WIS20 for the epic spells, which makes things ugly.


Really? If you say it's true, then it must be true. But when I tested it in a build mod I had no problem getting Mummy Dust with 19 wis? Is there a change in the Amia mechanics or something else I don't know about?

So I can't have my cake and eat it :(
What Cha would you reccomend for Div Shield?
Would you reccomend I screwed the idea of dam res then?



Think it's a rule with Amia, you want epic spells, get 20 in your caster class's casting stat. Not sure if it is actually part of the mechanics, but it is enforced.

In other news, a pure Druid summoner type build. Never played a druid before, so open to suggestions.

30 Druid

15 STR /14
10 DEX
11 CON /12
15 WIS /16 (24)
15 INT /14
9 CHA

33 Animal Empathy
33 Concentration
33 Heal
33 Lore
33 Spellcraft
16 Disciplin
15 Tumble
4 (?)

1 DRu Extend Spell, Heavy Armor Prof.
2 DRU
3 DRU Expertise
4 DRU
5 DRU
6 DRU Maximize Spell
7 DRU
8 DRU
9 DRU Spell Focus: (?) for extended Mummy Dust
10 DRU
11 DRU
12 DRU Greater Spell Focus: (?)
13 DRU
14 DRU
15 DRU Brew Potion/Craft Wand/Scribe Scroll (was thinking Brew Potion)
16 DRU
17 DRU
18 DRU Improved Expertise
19 DRU
20 DRU
21 DRU Epic Spell: Mummy Dust
22 DRU
23 DRU
24 DRU Epic Spell: Greater Ruin, Epic Spell Focus: (?) (Druid feat)
25 DRU
26 DRU
27 DRU Epic Spell: Dragon Knight (worth getting?)
28 DRU Greater Wisdom 1 (Druid feat)
29 DRU
30 DRU Epic Spell: Hellball


 
      
Selvec Darkon
 
PostPosted: Thu, Feb 10 2011, 15:16 PM 

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From an RP perspective, wouldn't Mummy Dust be considered an undead? And isn't there some no no thing about druids and undead?
Or are you planning to request a skin change by that point?

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GreatPigeon
 
PostPosted: Thu, Feb 10 2011, 15:20 PM 

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No selvec, hush. There are several different mummy dusts to choose from.

Outsider, undead, magical beast, elemental, etc.

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SLS
 
PostPosted: Thu, Feb 10 2011, 15:22 PM 

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Yeah actually on that note, I was thinking of the elemental, whatever it may be. Is it any good?


 
      
GreatPigeon
 
PostPosted: Thu, Feb 10 2011, 15:23 PM 

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I dont know. I can assure you however that Mosh and his team made a big attempt to make them all about equal at what they do best. Your elemental will be jsut fine, and If Im not mistaken taking epic spell focus evocation improves its duration.

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Uncle-Opustus wrote:
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SLS
 
PostPosted: Thu, Feb 10 2011, 15:27 PM 

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Yeah, and it works with quake as well. Well good to know I won't be getting the short end of the stick then, I hope.


 
      
Zifon
 
PostPosted: Thu, Feb 10 2011, 15:36 PM 

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My cleric has the element and its damn fine. Its a very good tank, even with just a few buffs it hardly never dies, and I fight in some nasty areas.
I hear the marut is stronger, dunno, I like my element :)


 
      
Dramatic_Prince
 
PostPosted: Thu, Feb 10 2011, 15:50 PM 

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Zifon wrote:
I hear the marut is stronger, dunno, I like my element :)

The Marut must be stronger because so many people take it.

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GreatPigeon
 
PostPosted: Thu, Feb 10 2011, 15:51 PM 

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Dramatic_Prince wrote:
Zifon wrote:
I hear the marut is stronger, dunno, I like my element :)

The Marut must be stronger because so many people take it.


No! It just matches everybody's rp better than any other summon! Sheesh! Dont think amian's are that bad they'd take summons purely on their strength!

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SLS
 
PostPosted: Thu, Feb 10 2011, 15:53 PM 

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GreatPigeon wrote:
Dramatic_Prince wrote:
Zifon wrote:
I hear the marut is stronger, dunno, I like my element :)

The Marut must be stronger because so many people take it.


No! It just matches everybody's rp better than any other summon! Sheesh! Dont think amian's are that bad they'd take summons purely on their strength!


What a wonderful thought...


 
      
Uberuce
 
PostPosted: Thu, Feb 10 2011, 19:11 PM 

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Jan Busta wrote:
Really? If you say it's true, then it must be true. But when I tested it in a build mod I had no problem getting Mummy Dust with 19 wis? Is there a change in the Amia mechanics or something else I don't know about?

So I can't have my cake and eat it :(
What Cha would you reccomend for Div Shield?
Would you reccomend I screwed the idea of dam res then?
It's an Amia change. Few years old, but I couldn't find it on a glance through the sidebar.

I'm not enough of a Divine Might/Shield user to say with any authority what a minimum value is, although I do know that on my Barb/BG that used to have +9/9 rounds, he'd usually run out of Might/Shield with one mobster left alive when soloing the likes of the Frozen Wastes/Alamber Sea.

I personally love doing masochistic build things because I prefer to have a flawed but unique build to a well rounded common one, so I would ditch Might/Shield and go for Cleric23/Ftr6/Rogue1.

I dimly remember looking at EDR Clerics, and deciding the caster/Zen Archery route was the best of a bad bunch, but it'll be reasonably smooth getting to 30 with a greatsword; you're a Cleric who doesn't die easily, so it'll be fine.


 
      
Blackdragon12121
 
PostPosted: Thu, Feb 10 2011, 19:31 PM 

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Don't bother getting EDK either.


 
      
hendrack
 
PostPosted: Thu, Feb 10 2011, 20:08 PM 

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Don't bother under 10 divine might/shield is my take. Thats 18 end CHA + items.


 
      
Uncle-Opustus
 
PostPosted: Thu, Feb 10 2011, 20:22 PM 

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Yarp, wouldn't bother going with less or more with my clerics either. Ten is a swell number because it is even and thus meshes with your round buffs and Divine Favour nicely. Makes it a lot easier to keep track of your buffs, that is when to rebuff, etc.

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