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Mobile_Svensk
 
PostPosted: Sat, Aug 21 2010, 12:19 PM 

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God. It's ..near impossible to be able to Fit Thundering and Mighty... And make it 'Work', and not entirely crippled.

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Dark Immolation
 
PostPosted: Sat, Aug 21 2010, 12:24 PM 

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Very_Svensk wrote:
God. It's ..near impossible to be able to Fit Thundering and Mighty... And make it 'Work', and not entirely crippled.


It's called Orc. And it is your friend. :wink:


 
      
Mobile_Svensk
 
PostPosted: Sat, Aug 21 2010, 12:26 PM 

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Mighty Rage? You sure you're talking about that?

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Dark Immolation
 
PostPosted: Sat, Aug 21 2010, 12:34 PM 

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No, I was really talking about Thundering. Racial +2 to str helps you get to that 25 Str req for it.


 
      
Mobile_Svensk
 
PostPosted: Sat, Aug 21 2010, 12:41 PM 

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The issue i have is to fit both Thundering and Mighty; And ...as a bonus maybe Devastating. But it's sure as hell not working out properly.

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QPR
 
PostPosted: Sat, Aug 21 2010, 15:34 PM 

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10 monk/1wiz/19 AA

Moon elf ('cause they are cool)
Str: 10
Dex: 18 -> 26 (one great dex)
Con: 10
Int: 14
Wis: 14
Cha: 10

Pre epic Feats: PBS, Weapon Finesse, WF, Rapid Shot, Imp Crit, Blind Fight, Calle Shot
Epic Feats: EWF, Armour skin, Great Dex, Epic Spot, Epic Fort, Epic Prowess

Skills: Hide, MS, Spot, Tumble, Heal, Craft Weapon/Lore

Any obvious shortcomings here?

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Mobile_Svensk
 
PostPosted: Sat, Aug 21 2010, 15:38 PM 

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I like the Fighter11/Bard2/AA 17.

You fit Epic Wep.Specialization and stuff in there, and you get the most out of the AB. And since the Dicipline check of a called shot is made by The opponents AB; (And this build has like 60-65+ of it) One doesn't really need the Monk speed.

----
But if you're going Monk; can i advice on Taking 9 Monk pre-Epic, and last Monk level at level 29.

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QPR
 
PostPosted: Sat, Aug 21 2010, 15:44 PM 

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I spesificly want a monk/AA this time, already got a fighter one. And yes, the plan was 9 monk/1 wiz/10 AA pre epic

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Mobile_Svensk
 
PostPosted: Sat, Aug 21 2010, 15:50 PM 

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*Thinks*
Make sure you get some Spellcraft when you take your wizard level...

You 'have' the proficiency to use shields, so that's covered... Hmmm...

Might have some issues with the Skill choice; Maybe. . . But i suppose its' RP Flavour.

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QPR
 
PostPosted: Sat, Aug 21 2010, 16:09 PM 

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Actually, I think I'll go with 8 monk and 2 wiz pre epic. Gives one more BAB at the cost of 1 AC, which he will have loads of anyway, and better spellcraft score for save vs spells. Don't need that much Heal anyway. Shields won't be used, that takes away wis and monk AC, which he should get 9 from.

AC of 60ish should be attainable, and AB will only be 2 lower than a fighter/Bard/AA

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Mobile_Svensk
 
PostPosted: Sat, Aug 21 2010, 16:12 PM 

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You will loose Imp.evasion.
And loose 10% More Monk speed that way.

I'd strongly advice you against it.

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QPR
 
PostPosted: Sat, Aug 21 2010, 16:14 PM 

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Imp evasion is gained at level 9, so he will get it, though only at the end of the twenties, so that is a good point. Monk Speed is not that important to me. I will have to ponder more on that one.

Edit: Monk Speed 30% is also level 9, and with sky high ref saves (19 naked at 20) from dex, high saves on monk and AA, having to wait for Imp evasion isn't a bother.

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Mobile_Svensk
 
PostPosted: Sat, Aug 21 2010, 16:22 PM 

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...hmmmm

So 8 Monk/2Wiz/10AA - Then 9 AA and 1 Monk in Epic.

You'll get 17BaB That way; And ... Yes, It may be better.

Tip
Take Second wizard level at 20 then; To max out spellcraft.

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Fayanthia
 
PostPosted: Sat, Aug 21 2010, 20:58 PM 

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Hello there everyone, it's been quite sometime since I've posted on the boards, (Not sure if anyone remembers me, tend to play Drow) infact I had to create a new account it's been that long and it's been, early last year since I've played NWNs but I want to return because I miss the RP on Amia and I miss D&D in general.

I've been reading through the websites and Amia forums attempting to create some characters with rich colourful RP backgrounds and traits which I can do quite easily but I'm stuck with their builds, I am hoping someone here experienced with builds might be able to assist me.

There are three characters I would like to play and level, just the three for the time being but I'm certain the number will grow in time.

1.) Female Elven (Drow maybe?) Archer: I'm not quite certain of what build would work well within Amia's current build I'm thinking maybe an Arcane Archer of sorts, I basically want someone who focus is in the longbow and can do well in PVP should it come to it. The RP behind her can be very adaptive as far as background and purpose is concerned, elves are great like that. =)

2.) Female Aasimar Sorceress: I remember that Sorcerers tend to be quite good in PVE and PVP in Amia and I usually play a caster for a character in most FR games, the reason I wanted to pick an Aasimar is because it suits her character's Alignment and background, I did think about a Feytouched Elf but the RP behind Fae based creatures would conflict with her personality.

3.) Male Tiefling Shifter: His background would be of Rakshasa blood and I'm thinking that the Rakshasa epic shift would be the focus, I'm thinking anti magic based build.

I'd be greatful of any assistance, thank you.

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Dark Immolation
 
PostPosted: Sat, Aug 21 2010, 23:29 PM 

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Well, a little more info would be helpful, especially if you want help with all three. Do you at least have some idea of their projected levels and feats you want to take with them?

I know for a fact I can help you with your sorceress in some respects though, at least to help her lore in relation to her spells. Long ago, I made several lists that have(as I see it), what spells a sorcerer of particular blood would likely gain. As I'm guessing her aasimar blood is the same reason for her sorcerer abilities, you know, good-aligned and divine/light spells usually fit. Fire sometimes too.


 
      
Fayanthia
 
PostPosted: Sat, Aug 21 2010, 23:53 PM 

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Well for the Sorceress, I choose Aasimar purely because it's the only outsider she suits closest too. She is a Lawful being so I was thinking maybe Lawfully good as she believes in such, She is originally from Sigil, the City of Doors and she is a Planewalker, she is extremely facinated in the Prime planes as most clueless (People who are new to Sigil and the Outlands in general) hail from the Primes.

Without going into much more background as there is plenty to type as her background, name and personality has been worked out for a long time, it's now left to her build. I had thought of perhaps incorporating some paladin levels but, I'm not quite sure. Given Amia's summons and her background I think her spells would be focused around summons and the fact that she enjoys learning of other cultures and is rather chatty, illusion spells might be something else to consider.

28 Sorceress then maybe 1 class in Paladin for skill dump perhaps, I honestly don't know what feats would be best chosen to assist in PVE and PVP, hense I asked the community.

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Glyph
 
PostPosted: Sun, Aug 22 2010, 8:02 AM 

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sounds like you'll be wanting focus:conjuration for a start. if you had said cleric I would have said get animal domain and a deity that supports it, for better summons early on...and I have no idea why you would want a 28 sorcorer and then go paladin, go pure, and don't skip the epic spells they are very...epic...

personally I would also find a way to get all three auto quickens and at least EDK or mummy dust, and GR or hellball. I like the sound of the RP aswell, i'm guessing you have read a fair peice about planes.

as for the teifling shifter, not sure this would work RPly on amia, t' be frank. it could, but best ask the forest guys.

---

also, I have a new question of my own, and I am very doubtful I will get approved but I figure I should ask before I request, and I am somewhat pesemistic...

sub races, what are the abilitys minus-ing and plus-ing from, default of 8? I ask because...the subrace I am looking at is rather extreme with the numbers, and i'm not sure if this will kill my current build from lack of weight capacity and other things. (I'm not going into this further until I have nailed the RP)

either way 30 druid is pwnage. (would be my first pure build, ever.)


 
      
Fayanthia
 
PostPosted: Sun, Aug 22 2010, 10:12 AM 

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Sounds great with the Sorceress, I used to get Uberuce to help me with my builds but since I don't have the man on speed-dial and the fact that I've been absent sometime, I doubt he would remember me.

Yes I tend to know much about lore as the whole FR facinates me, I enjoy learning about it and reading the novels. As for the Tiefling shifter, he would be of an evil nature, reflecting that of his distant relatives Rakshaha. I thought he might be a challenge to RP since I knew the Grove wouldn't accept him but perhaps Banites might? =P I am thinking of scrapping him for the moment and creating a Female Drow Casting Cleric, I would like to however keep with whoever I pick Deity's actual domains(most likely Lolth) I don't want to cheese her out completely.

As for your question, don't they all start at 10 and minus what they lack in from there per subrace, for example, a Svirfneblin would be STR 8, DEX 12, CON 8, INT 10, WIS 12, CHA 6. for the base starting stats? I also read that if for example if you choose Elf then Drow, you wont get a +4 to dexterity you only get +2 because the base race bonuses are deleted?

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Glyph
 
PostPosted: Sun, Aug 22 2010, 10:17 AM 

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I thought that aswell but the default in regular nwn is 8 before you start buffing stats at build, pnp is 9 or 10 I forget, and 3d6 for the stats anyways there isn't usually set points...

the banites and even velsharoon might accept them, but can you stick to a druidic oath for at least five levels to get to shifter with a teifling that is opposed to the grove, but not nessicarily nature itself i'll give you that. (beyond that if you fail to keep the oath ICly you supposed to lose the ability to cast divine magics >_>)


 
      
TormakSaber
 
PostPosted: Sun, Aug 22 2010, 10:19 AM 

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IT's always 8, then apply racials.

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Fayanthia
 
PostPosted: Sun, Aug 22 2010, 10:41 AM 

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TormakSaber wrote:
IT's always 8, then apply racials.


Sorry Tormak =P

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Glyph
 
PostPosted: Sun, Aug 22 2010, 10:46 AM 

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thank you tormak =) after a bit of testing and figuring out how the build works, I think I have my base stats rounded.

I am a little puzzled about a few things in the build menu, and how it relates to amia, for example wisdom seams to always max at 18 no matter what you do, yet I have gotten dex to 19, and I think it could go more. a bug? or hard coded balance?

before using the 27 points at build, the stats would be, 4 16 4 9 11 10, and after would be (in this build, could use a tweak or two) 6 19 10 12 18 10, i think, assuming a raise of 6 points cost one, up to 8 costs two, and above that costs three. I found that it doesn't just stay at 14 = +2 points for example, the modifiers count.

str dex con int wis cha, in that order. does that look majorly wrong to anyone or have I sussed it? you can probably guess from that what subrace i'm going for >_>

I do have one more semi build related question, why the hell do druids have a better version of combust O_o

(i'd like to say one thing also, don't take this as i'm trying to fit the build before the RP and the request, I just wanted to figure how it would work first.)


 
      
GreatPigeon
 
PostPosted: Sun, Aug 22 2010, 10:50 AM 

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Concerning the dex/wis thing... some races receive innate bonuses to each. This lets you go over the +_ amount instead of just 18.

An elf gets +2 dex - 2 con... Can max at 16 con then and 20 dex.

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Captain Muddles
 
PostPosted: Sun, Aug 22 2010, 11:51 AM 



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I'm thinking of making a Wizard/Arcane Archer/Assassin. Yes, I know that means I have to spend a few levels in wizard, but it will help carry me through those early levels and give me a few buffs.

Might someone have an idea how I would maximise this build?


 
      
Uberuce
 
PostPosted: Sun, Aug 22 2010, 16:33 PM 

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Glyph wrote:
thank you tormak =) after a bit of testing and figuring out how the build works, I think I have my base stats rounded.

I am a little puzzled about a few things in the build menu, and how it relates to amia, for example wisdom seams to always max at 18 no matter what you do, yet I have gotten dex to 19, and I think it could go more. a bug? or hard coded balance?
Hardcoded balance. You can add 8 onto the base NWN race starting value, and since there's no race with 10 starting WIS, there's no race that goes into the Subrace Activator with 19 or 20 WIS, although several will log back in with it. Elves and halflings both start at 10DEX, hence you getting 19 at unmodified level 1.


 
      
Zinovy
 
PostPosted: Sun, Aug 22 2010, 16:36 PM 

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Fayantha, it's (soon-to-be?) made so taking 1 paladin level for a sorcerer would only give you +1 saves aside from the rest the class gives. Divine Might/Shield, Blackguard saves, Paladin saves, and Monk AC (from wisdom) have all been altered here to scale with the respective class levels.

For sorcerer levels as a core, 26 or 29 levels are when you get epic bonus feats for that class. With Aasimar that means either pure 29, or 26 with 3 levels to play with. Being aasimar, any multiclassing beside paladin will get you a 20% XP penalty, but that shouldn't be -that- bad if you max out your sorcerer before multiclassing.

As for Spell Focus feats, they are slightly changed to go with Epic Dragon Knight and Epic Mummy Dust feats. I can't find where they're all listed at the moment, but for an arcane caster, Spell Focus: Conjuration is only really worth it if you plan to take Epic Mummy Dust (Which ESF: Conjuration extends the duration of, but I think it's only for 1 or 2 of the choosable summons of that feat). Divine casters get alot more from Conjuration than arcane ones do.


 
      
Zinovy
 
PostPosted: Sun, Aug 22 2010, 16:41 PM 

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Quote:
I'm thinking of making a Wizard/Arcane Archer/Assassin. Yes, I know that means I have to spend a few levels in wizard, but it will help carry me through those early levels and give me a few buffs.

Might someone have an idea how I would maximise this build?


I'd wait for the announced assassin changes to be a bit more detailed before planning one with the expectation of knowing what it'll be like. But just to warn you, I will be copying that build when they are announced, it gave me a marvelous idea.


 
      
Fayanthia
 
PostPosted: Sun, Aug 22 2010, 17:17 PM 

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Zinovy wrote:
Fayantha, it's (soon-to-be?) made so taking 1 paladin level for a sorcerer would only give you +1 saves aside from the rest the class gives. Divine Might/Shield, Blackguard saves, Paladin saves, and Monk AC (from wisdom) have all been altered here to scale with the respective class levels.

For sorcerer levels as a core, 26 or 29 levels are when you get epic bonus feats for that class. With Aasimar that means either pure 29, or 26 with 3 levels to play with. Being aasimar, any multiclassing beside paladin will get you a 20% XP penalty, but that shouldn't be -that- bad if you max out your sorcerer before multiclassing.

As for Spell Focus feats, they are slightly changed to go with Epic Dragon Knight and Epic Mummy Dust feats. I can't find where they're all listed at the moment, but for an arcane caster, Spell Focus: Conjuration is only really worth it if you plan to take Epic Mummy Dust (Which ESF: Conjuration extends the duration of, but I think it's only for 1 or 2 of the choosable summons of that feat). Divine casters get alot more from Conjuration than arcane ones do.


Thank you for your reply, should I think about picking a class which I can use to tumble or discipline dump skill points into, or shouldn't I bother since a sorceress shouldn't be hit and that focusing on those two would be pointless?

As for the spell focuses perhaps I should look at either Evocation or Necromancy perhaps to increase the spell DC for those aggressive spells, I'm certain they will help if and when it comes to PVP.

Uberuce wrote:
Hardcoded balance. You can add 8 onto the base NWN race starting value, and since there's no race with 10 starting WIS, there's no race that goes into the Subrace Activator with 19 or 20 WIS, although several will log back in with it. Elves and halflings both start at 10DEX, hence you getting 19 at unmodified level 1.


Hey ya hunny =)

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Zinovy
 
PostPosted: Sun, Aug 22 2010, 17:33 PM 

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Quote:
should I think about picking a class which I can use to tumble or discipline dump skill points into, or shouldn't I bother since a sorceress shouldn't be hit and that focusing on those two would be pointless?


They're always useful to have, but AC and Discipline are difficult to get up there. Discipline of 33 (maxed) + 5 (assuming healthy buffed STR) + 20 (being generous with + Discipline gear) = 58. Alot of people go way past 58 AB and you'll have to mythal your gear for that Discipline boost to even be in that realm. It will help survivability in any case, but don't expect maxed Discipline on a sorcerer to work against all the knockdowns.

Maybe: Sorcerer 26 - Fighter 2 - Monk 1

It gets the last possible Sorc feat you get on a multiclassed aasimar sorceror. You get evasion, discipline, and tumble from monk (best taken last, in my opinion), and fighter gives you 2 feats: they're fighter feats so not very useful for a caster, but you can get Armor Skin to boost AC with the tumble, and either Exotic Proficiency for flavor or Expertise for when the spells run out (assuming 13 INT).

Alternately: Sorcerer 26 - Monk 3

That way you go 10% faster than people and can deflect arrows, but drop 2 feats and the use of martial weapons and armors (from the other version).


 
      
Fayanthia
 
PostPosted: Sun, Aug 22 2010, 17:59 PM 

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Zinovy wrote:
Quote:
should I think about picking a class which I can use to tumble or discipline dump skill points into, or shouldn't I bother since a sorceress shouldn't be hit and that focusing on those two would be pointless?


They're always useful to have, but AC and Discipline are difficult to get up there. Discipline of 33 (maxed) + 5 (assuming healthy buffed STR) + 20 (being generous with + Discipline gear) = 58. Alot of people go way past 58 AB and you'll have to mythal your gear for that Discipline boost to even be in that realm. It will help survivability in any case, but don't expect maxed Discipline on a sorcerer to work against all the knockdowns.

Maybe: Sorcerer 26 - Fighter 2 - Monk 1

It gets the last possible Sorc feat you get on a multiclassed aasimar sorceror. You get evasion, discipline, and tumble from monk (best taken last, in my opinion), and fighter gives you 2 feats: they're fighter feats so not very useful for a caster, but you can get Armor Skin to boost AC with the tumble, and either Exotic Proficiency for flavor or Expertise for when the spells run out (assuming 13 INT).

Alternately: Sorcerer 26 - Monk 3

That way you go 10% faster than people and can deflect arrows, but drop 2 feats and the use of martial weapons and armors (from the other version).


Well considering I wont be using armour and weapons are really just for show, the deflect arrows and speed increase would help when running around casting spells like an idiot as you do in PVP, also a Sorceress/monk sounds like a Sharran to me hehe. What would you suggest being my starting stats? Obviously CHA max due to racial of +2 so a 18 or maybe just to 16 to start with, wisdom I could leave at..14 or so? and I would want 14 INT for skill points and maybe have DEX at 16 for AC?

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Rotkreuz
 
PostPosted: Mon, Aug 23 2010, 1:09 AM 

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20 rogue, 10 Shadowdancer.

When should I start taking my SD levels? I'd like to get HiPS as soon as possible. I'm just horrible at level progression :-\

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Zinovy
 
PostPosted: Mon, Aug 23 2010, 1:16 AM 

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You can get the skill requirements at lvl 7, so if you have Dodge and Mobility by then, you can start at 8. I would take 8 SD before lvl 20 (so that at level 20 you have 12 Rogue and 8 Shadowdancer) to get the most AB in the end.


 
      
Glyph
 
PostPosted: Mon, Aug 23 2010, 1:25 AM 

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not sure about this one, I have a 10 10 10, rouge SD assassin, least thats the intended build, I took 6 rouge, then 1 assassin for poison, so I guess heres where you'd start sd, and after about 5? levels, switch back to rouge to balance out the skill points.

I did this because without doing this you get stuck for skill points and can't max out open lock, hide, spot, listen, disable trap, etc, doesn't quite work unless you tweak it.

as for AB, never been an expert at that, test it out, and yes don't forget dodge mobility, hide and move silently or whatever it is you need for SD, also I have been told ambidexterity and such related feats increases AB aswell which leads to more attacks (my build ends up with 3 and 2 offhand, but with haste thats 5 with normal hand, and not too shabby numbers either.)

I do have one question, why 20 rouge?


 
      
ticket
 
PostPosted: Mon, Aug 23 2010, 1:34 AM 

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Rotkreuz wrote:
20 rogue, 10 Shadowdancer.

When should I start taking my SD levels? I'd like to get HiPS as soon as possible. I'm just horrible at level progression :-\
Level for progression that gets HIPS, then Crippling Strike, then Sneak Damage, and finally Slippery Mind as early as possible:
7 Rogue (Making sure you get Dodge, Mobility, Hide 10, Move Silently 8, and Tumble 5)
6 SD [HIPS]
4 Rogue [Crippling Strike + 6d6 Sneak]
2 SD [Slippery Mind]
1 Rogue

For epic progression:
5 Rogue
2 SD [Epic Dodge at 27th]
3 Rogue

12 Rogue/8 SD Pre-Epic
8 Rogue/2 SD Epic

Oh, remember to not take the feats Defensive Roll, Improved Evasion, and Slipper Mind from your Bonus Rogue feats. SD gets those feats for.

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Zinovy
 
PostPosted: Mon, Aug 23 2010, 1:46 AM 

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Joined: 10 Jun 2010

If you're not going all rogue for the flavor, then consider 19 Rogue/10 Shadowdancer/1 Assassin. You lose 6 or so skillpoints and get +1d6 Death Attack damage and poison application.


 
      
ticket
 
PostPosted: Mon, Aug 23 2010, 1:54 AM 

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Assassin's evil aligned. Ranger on the other hand gets you an extra Epic Feat, Discipline, a Pet, Animal Empathy, and +4 bonus to Hide & Move Silent in wilderness areas.

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Fayanthia
 
PostPosted: Mon, Aug 23 2010, 3:39 AM 

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Joined: 21 Aug 2010
Location: In my head.

After finally relearning how to create builds, I now present something you all can nitpick at. =)


Sorceress female human Aasimar Pure 29 Sorceress.

I wanted to create a debuffer/Crowd Control caster in conjunction with her
RP background, though I don't know which school to focus in.


Starting Stats (including Aasimar racials):

STR 10
DEX 14
CON 14
INT 12
WIS 12
CHA 18 + 7? =25



15 regular feats and 3 Epic (counting human bonus feat)

Luck of Heroes
Strong Soul
Combat Casting
Dodge
Mobility
Spring Attack
Empower spell
Maximize spell
Extend spell
Spell penetration
Greater spell penetration
Spell focus
Greater Spell Focus
Iron will
Toughness


Epic Spell Focus.
Epic Spell Epic Mage Armour.
Epic Spell Greater Ruin.


Spell Selections:

Cantrips: All

1st Spells: Charm Person, Colour Spray, Horizikaul's Boom,
Magic Missile and Protection from Alignment.

2nd Spells: Invisibility, Knock, Lesser Dispel, Melf's Acid Arrow
and Cloud of Bewilderment.

3rd Spells: Flame Arrow, Dispel Magic, Haste and Slow.

4th Spells: Evard's Black Tentacles, Improved Invisibility,
Issac Lesser Missile Storm and Stoneskin.

5th Spells: Bigby's Interposing Hand, Dismissal, Cloudkill, Lesser Planar Summoning.

6th Spells: Bigby's Forceful Hand, Greater Spell Breach, True Seeing.

7th Spells: Bigby's Grasping Hand, Shadow Shield, Spell Mantle.

8th Spells: Greater Sanctuary, Premonition, Sunburst.

9th Spells: Gate, Mordenkainen's Disjunction, Power Word: kill.


Skill point dumps would be in the usual slots of a caster, Concentration, lore and Spellcraft
being the main to focus in, I understand I wont be receiving much of tumble of discipline bonus this build, but if anyone can offer suggestions, please, I welcome them.

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Athyonn Ursidae
 
PostPosted: Mon, Aug 23 2010, 3:45 AM 

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Spell Focus in?

Also not sure about the usefulness of Spell Penetration here :)

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DerkDerkistan
 
PostPosted: Mon, Aug 23 2010, 4:14 AM 

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How do you get 15 regular feats?

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Glyph
 
PostPosted: Mon, Aug 23 2010, 4:36 AM 

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I have a question about combat casting, do you have to activate defensive casting mode for it to take effect? or is it auto?

in answer to that question, by being human


 
      
NinjaClarinet
 
PostPosted: Mon, Aug 23 2010, 4:55 AM 



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Joined: 12 Jul 2010

Those spell choices seem very iffy, IMO. Right off the bat, Power Word: Kill's usefullness is...dubious, at best. Less Planar Binding is a little redundant with Gate, and Cloudkill is also meh. You don't ~really~ need any Bigby's but Forceful, and I don't see any of the higher level damage spells like Firebrand, Wilting of Chain Lightening. I also suggesting picking up Mage Armor and Shield for level 1 spells. Lesser dispell is also unneeded when you have a bunch of Mords.

EDIT: I also think you would be happier with the build if you ditched Ruin in favor of dragon knight/mummy dust. That way you could free up another level 9 spell by losing Gate.


 
      
NinjaClarinet
 
PostPosted: Mon, Aug 23 2010, 5:04 AM 



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Seems I can't shut up about this build. If you want CC/debuffs your biggest school would likely be enchantment. Dominate Monster, Mass Charm, Confusion, Hold Monster are endlessly useful. Evocation is also doable with Bigbys and Great Thunderclap and Sunburst. Conjuration isn't bad for Evards paralyze either.


 
      
Glyph
 
PostPosted: Mon, Aug 23 2010, 7:37 AM 

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imho, that is missing out on combust, delayed fireball, timestop, and maybe polymorph, i'd lose slow and grab the stopwatch a little later, but thats me, though level 4 looks good, and so does shadow shield and the other level 7 spells.

not too much wrong with that imo. you could easily shift it around and focus in summoning, or something else.


 
      
Mobile_Svensk
 
PostPosted: Mon, Aug 23 2010, 8:01 AM 

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Joined: 21 Jul 2005
Location: Awarded most Confused Git of 2014!

Combust does not stack.
Delayed Fireball can be hilarious to stack up on.
Timestop.. Mjeh..

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DerkDerkistan
 
PostPosted: Mon, Aug 23 2010, 8:06 AM 

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Glyph wrote:
imho, that is missing out on combust, delayed fireball, timestop, and maybe polymorph, i'd lose slow and grab the stopwatch a little later, but thats me, though level 4 looks good, and so does shadow shield and the other level 7 spells.

not too much wrong with that imo. you could easily shift it around and focus in summoning, or something else.


The Stopwatch Slow won't work on anything worth using it on.

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ticket
 
PostPosted: Mon, Aug 23 2010, 8:47 AM 

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Fayanthia wrote:
15 regular feats and 3 Epic (counting human bonus feat)
An Aasimar 29 Sorcerer will only have 11 General Feats and 3 Bonus Epic Feats.

You might be thinking of a Wizard. In which case you can be a generalist and learn all spells: nerd power.

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Uberuce
 
PostPosted: Mon, Aug 23 2010, 9:03 AM 

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Joined: 11 Nov 2005
Location: Near the bar.

Dodge or Expertise or Called Shot or Other. Ponder.

It's Ftr11/CoT9 so I have just about every other pre-epic feat ever.


 
      
GreatPigeon
 
PostPosted: Mon, Aug 23 2010, 9:28 AM 

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Joined: 04 May 2009
Location: London, UK

Called shot is actually pretty handy. Its like crippling strike on a general feat. It stacks, its unresistable, all you have to do is land a hit. Its not to shabby. Chris had me put it on my dwarf once, very emjoyable paired with ikd.

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Fayanthia
 
PostPosted: Mon, Aug 23 2010, 10:04 AM 

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Joined: 21 Aug 2010
Location: In my head.

DerkDerkistan wrote:
How do you get 15 regular feats?


I don't know to be honest, I think we miscalulated last night, it was very late and I was sleepy... =P

Glyph wrote:
imho, that is missing out on combust, delayed fireball, timestop, and maybe polymorph, i'd lose slow and grab the stopwatch a little later, but thats me, though level 4 looks good, and so does shadow shield and the other level 7 spells.

not too much wrong with that imo. you could easily shift it around and focus in summoning, or something else.


I heard combust is quite good but I would have to enter within melee range of someone, a lot of my spell choices were attempting to balance between the role, her character background and usefulness. I'm glad I posted this as it allows me to re-evalulate my spell choices and the build. I honestly wanted to stay away from Timestop but maybe I should get it, I don't know, I'm sure it will be useful but isn't it cheesy?

NinjaClarinet wrote:
Seems I can't shut up about this build. If you want CC/debuffs your biggest school would likely be enchantment. Dominate Monster, Mass Charm, Confusion, Hold Monster are endlessly useful. Evocation is also doable with Bigbys and Great Thunderclap and Sunburst. Conjuration isn't bad for Evards paralyze either.


Wow, I could really use that efficently? I'd love to be just 'charm' my way through everything, it would totally suit Kris's personality also EVards is staying because I've seen how useful that spell is and works nicely with bewilderment, at least at lower leveling bracket.

The Planar Binding was more or less for RP sake and to have a summon to help out, but I suppose I could just use a scroll for that. Power Word: Kill, I saw that as something I could use on people who's HP was low and before they use a heal potion (in PVP) not to mention as my friend pointed out to me it's sexy. =P I don't want to use Wilting because she doesn't want to touch necromancy, even though I know it's useful. I can see dispel being useful at lower levels, but I could use something else I suppose maybe a charm spell as you suggested. Chain Lightning often fails reflex save, especially vs rogues, ugh.... I'll go and re-evaluate my spells =)

Athyonn Ursidae wrote:
Spell Focus in?

Also not sure about the usefulness of Spell Penetration here :)


I don't know to be honest, I have options =P and for the penetration reason, Drow maybe?

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NinjaClarinet
 
PostPosted: Mon, Aug 23 2010, 11:40 AM 



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Joined: 12 Jul 2010

Keeping in mind I'm going with the final spells at level 30. As a sorceror your blessed int hat you can pick up stuff useful at lower levels, and then ditch it as it becomes obsolete.


 
      
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