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MoshingChris
 
PostPosted: Sun, Jan 30 2011, 22:41 PM 

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I thought it was 7!

www.nwnwiki.com @ self

Well then the only dex based Assassin build worth the shit they be written on are

16 Assassin 1 Ranger 13 Rogue

In my honest opinion.

10 + 16 + 8 Int Mod is high enough for all your non-fort book skills which is the reason I wouldn't bother with Murder myself.

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Mobile_Svensk
 
PostPosted: Sun, Jan 30 2011, 23:19 PM 

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Bit bummed out that in order to make the most successful Assassin, You're rather forced to invest in Deeeev crit. At least if you aim for 18+ Assassin levels.

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Naivatkal
 
PostPosted: Sun, Jan 30 2011, 23:37 PM 

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Hmmm if you had 15 unused skillpoints and the skills below, what would you do with them?

Appraise 9(10), Discipline 32(40), Hide 33(34), Move Silently 33(34), Spot 33(35), Tumble 29(30), UMD 30(30), remaining skillpoints 15

Originally, it was 15 total for Appraise, but I lowered it some. Appraise is RP background related, of course, and I could just sink them all into there. But I wanted to at least toss the question out there. Assume the skills with over 30 points are maxed based on levels the classes were taken and such.
I just can't figure what to do with them haha

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ILoveIceCream
 
PostPosted: Sun, Jan 30 2011, 23:41 PM 

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Naivatkal wrote:
Hmmm if you had 15 unused skillpoints and the skills below, what would you do with them?

Appraise 9(10), Discipline 32(40), Hide 33(34), Move Silently 33(34), Spot 33(35), Tumble 29(30), UMD 30(30), remaining skillpoints 15

Originally, it was 15 total for Appraise, but I lowered it some. Appraise is RP background related, of course, and I could just sink them all into there. But I wanted to at least toss the question out there. Assume the skills with over 30 points are maxed based on levels the classes were taken and such.
I just can't figure what to do with them haha

craft armor so you dont lose a shit ton of gold for failing to make the craft roll on changing your armors appearance


 
      
Mobile_Svensk
 
PostPosted: Sun, Jan 30 2011, 23:43 PM 

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Dump UMD by 5 points, Or 10 points. You won't need that much anyway. 20 UMD is fine, 15 to use Monk boots.

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Naivatkal
 
PostPosted: Mon, Jan 31 2011, 0:12 AM 

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ILoveIceCream wrote:
craft armor so you dont lose a shit ton of gold for failing to make the craft roll on changing your armors appearance


*snaps fingers* That's it! The Craft skills! At least, that was what I was considering originally for mythalling hah
I thought, though, that the craft checks were disabled for ordinary crafting?

Very_Svensk wrote:
Dump UMD by 5 points, Or 10 points. You won't need that much anyway. 20 UMD is fine, 15 to use Monk boots.


Oh really? I though 30 UMD was the suggested, but I could have easily read that wrong lol
I was thinking 30, too, cause of Alignment emulation, but it's not a big deal in any case. 25 it is!

So, then, 20 points to distribute.... hmm Craft Armor or Weapon or 10 for both? What's the highest Craft check you need to be able to make? Anyone happen to know?

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Mobile_Svensk
 
PostPosted: Mon, Jan 31 2011, 0:30 AM 

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Set trap is a -Very- Good skill. Best take 33 points in that. You do want to lay down DC 65 Traps that do 120damage, right?

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PaladinOfSune
 
PostPosted: Mon, Jan 31 2011, 0:32 AM 

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Ahem. Only base ranks in Tumble count. So your focuses (the amount of people I've seen with Epic Skill Focus: Tumble...) and Dexterity bonus don't make a blind-bit of difference. Take 30 base ranks, not 29.

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Naivatkal
 
PostPosted: Mon, Jan 31 2011, 0:35 AM 

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PaladinOfSune wrote:
Ahem. Only base ranks in Tumble count. So your focuses (the amount of people I've seen with Epic Skill Focus: Tumble...) and Dexterity bonus don't make a blind-bit of difference. Take 30 base ranks, not 29.


Craaaaaap that's right. I completely forgot about that. I knew there was a skill that required a certain base ranks number XD
Glad I posted lol

Very_Svensk wrote:
Set trap is a -Very- Good skill. Best take 33 points in that. You do want to lay down DC 65 Traps that do 120damage, right?


Yeah, true, I never really deal with traps, though. And I don't think I can free up 33 ranks for it, unfortunately :/


How about the craft checks for mythalling and the appearance crafting checks?

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Naivatkal
 
PostPosted: Mon, Jan 31 2011, 0:37 AM 

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Also, Appraise is 1% per every 3 total points int he skill, right?

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PaladinOfSune
 
PostPosted: Mon, Jan 31 2011, 0:40 AM 

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Also, you don't need anywhere near 33 ranks in Set Trap for epic traps. As for the Tumble thing, you're thinking of Spellcraft. If you have 14 INT, you can take 13 Spellcraft and get all the benefits from a 15 Spellcraft.

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Naivatkal
 
PostPosted: Mon, Jan 31 2011, 0:46 AM 

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Awesome, thanks. And are you avoiding the crafting question? ;<

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Ulir
 
PostPosted: Mon, Jan 31 2011, 2:20 AM 

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You can easily mythal stuff with 0 ranks in crafting. You just need crafting gear. 16 craft weapon/armor/trap from two hammers you can easily obtain, and get someone to craft you +5 craft weapon/armor rings and necklace. There are gloves of Gond as well.

Crafting with flawless/perfect mythals may give you a dc of 40+, but nothing that should pose you too much trouble. I think 34 craft ? is good enough. 16 from hammers, 18 from rings, necklace and gloves. If you want to craft jewelry, you can buy spellcraft gear.

It's an alternative if you lack the skill points.

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Ulir
 
PostPosted: Mon, Jan 31 2011, 2:22 AM 

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Oh, and int mod is added to crafting skills.

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Naivatkal
 
PostPosted: Mon, Jan 31 2011, 4:35 AM 

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Ahhh yes, I -always- forget about skill gear ><

Good point, maybe I can forgo craft skills then. I don't have any skills points in them now and I don't have any problems so far... lol

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ILoveIceCream
 
PostPosted: Mon, Jan 31 2011, 5:57 AM 

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how about bluff, you'll never get to use it most likely, but you get cool person points with me lol if you cant think of anything else to add.


 
      
MoshingChris
 
PostPosted: Mon, Jan 31 2011, 6:00 AM 

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Very_Svensk wrote:
Dump UMD by 5 points, Or 10 points. You won't need that much anyway. 20 UMD is fine, 15 to use Monk boots.


Huh 31 if your -1 cha modifier. . .

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Naivatkal
 
PostPosted: Mon, Jan 31 2011, 13:17 PM 

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ILoveIceCream wrote:
how about bluff, you'll never get to use it most likely, but you get cool person points with me lol if you cant think of anything else to add.


I was going to go 33 Bluff... then realized I'm not even going to deal with it and use bluff RPily, so I switch the points to Spot.

MoshingChris wrote:
Very_Svensk wrote:
Dump UMD by 5 points, Or 10 points. You won't need that much anyway. 20 UMD is fine, 15 to use Monk boots.


Huh 31 if your -1 cha modifier. . .


Yesh, but no neg CHA for Tyrus =D

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Mobile_Svensk
 
PostPosted: Mon, Jan 31 2011, 13:22 PM 

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So, What skills have you planned to invest in so far? Let's get a list.

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Naivatkal
 
PostPosted: Mon, Jan 31 2011, 13:45 PM 

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So far, this is the revised version (to account for base ranks and such):

Appraise 8(9), Discipline 32(40), Hide 33(34), Move Silently 33(34), Spot 33(35), Tumble 30(31), UMD 30(30), remaining skillpoints 15

I know I can reduce UMD to 25 or 20, so assume: minimum 15 free points, maximum 25 free points

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The Hybrid46
 
PostPosted: Mon, Jan 31 2011, 13:57 PM 

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Hey guys. I was just wondering how a dex-based cleric would do? I was thinking 2 fighter/ 12 rogue/ 14 cleric, evil guy. I wasn't sure if I would have some decent spells to be some type of a threat, as well have a 6d6 sneak. Thanks folks.

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Mobile_Svensk
 
PostPosted: Mon, Jan 31 2011, 13:58 PM 

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On this server, any build that doesn't have 21cleric levels isn't going to fare well ...

Could try 13rogue/17Cleric - Epic dodger. You'll have AC out of your ass and quite high AB/Damage too

Could try the 19Cleric/1Ranger/10SD also.

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GreatPigeon
 
PostPosted: Mon, Jan 31 2011, 18:44 PM 

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23 Cleric 6 monk 1 ranger/rogue

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My Sovereign
 
PostPosted: Mon, Jan 31 2011, 19:23 PM 

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Is it cool to go 30 levels in barbarian?

Or is 29/1 rogue better?

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Uncle-Opustus
 
PostPosted: Mon, Jan 31 2011, 19:36 PM 

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It's cool as hell, but Barb29/Anything1 is way better.

DEX and Cleric don't add up well, by the way. It was gimped even before the nerf, and now going Cleric17/Rogue13 is even more inferior. You don't really get much out of nabbing just a wee bit of Cleric either, so if you want to go DEX, I advise you to go with the common-or-garden Cleric25/Fighter4/Rogue1 or Cleric23/Monk6/Ranger for giggles.

Also, Suney, did you mean 33 ranks in Set Trap isn't nearly enough for da baddest shit or that it's points wasted?

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Zinovy
 
PostPosted: Mon, Jan 31 2011, 19:43 PM 

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Quote:
Is it cool to go 30 levels in barbarian?

Or is 29/1 rogue better?



Most of the rage bonuses cap out at 24 Barbarian.


 
      
PaladinOfSune
 
PostPosted: Mon, Jan 31 2011, 19:43 PM 

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Uncle-Opustus wrote:
Also, Suney, did you mean 33 ranks in Set Trap isn't nearly enough for da baddest shit or that it's points wasted?

The latter, yesh. You can pretty easily set epics with a small amount of ranks, but Open Lock/Disable Trap/Set Trap are broken that way, I guess.

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Uncle-Opustus
 
PostPosted: Mon, Jan 31 2011, 19:59 PM 

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I'm inclined to disagree.

Even though Acid Blobs are awfully useful, and though they don't require such a high Set Trap skill, there are still other three traps that have the DC of 65 to set. The ability is dexterity, so 33 + 14 + 20 is a 100% success, but what if you need to use them in combat? You either have Skill Mastery or then you don't, because it's a bit silly for 99% of the basic rogue builds. Of course, then you rather don't take the risk, but go with an acidic blob, but it's never in vain to max Set Trap, and besides, most can afford it. Even I've had a few situations where it's come in handy despite my lack of playing sneakers.

Needless to say, Rangers and other builds might find a high score in Set Trap a good investment, too. The question is whether you've got the room for it.

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PaladinOfSune
 
PostPosted: Mon, Jan 31 2011, 20:06 PM 

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Rogue's Cunning + One With the Land + two set trap daggers = +24 bonus. It's easy enough to swap daggers in battle and the other two are buffs that last for turns.

It's kind of silly to be setting traps in battle either way, in my opinion.

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Mobile_Svensk
 
PostPosted: Mon, Jan 31 2011, 20:53 PM 

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Don't Assassins get Rogue's cunning as per the spell?

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TormakSaber
 
PostPosted: Mon, Jan 31 2011, 21:09 PM 

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Fox's Cunning. Rogue's Cunning is a cleric domain ability.

Quote:
It's kind of silly to be setting traps in battle either way, in my opinion.


Best way to do it!

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PaladinOfSune
 
PostPosted: Mon, Jan 31 2011, 21:13 PM 

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Psh, the best way is make a minefield of them beforehand and then watch things explode! Bonus points if you lured them over with Caltrops.

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Mobile_Svensk
 
PostPosted: Mon, Jan 31 2011, 22:27 PM 

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Nonono...

Plant 10-20 traps underneath yourself, Lure over with bow - watch the Melee chap attack and "BOM"

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Dark Immolation
 
PostPosted: Mon, Jan 31 2011, 22:45 PM 

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Very_Svensk wrote:
Nonono...

Plant 10-20 traps underneath yourself, Lure over with bow - watch the Melee chap attack and "BOM"


....You do realize you can be injured by your own traps, right?

Might as well strap them to your character at that point.

I'm inclined to agree with Pally though. It makes you look like more of a badass mastermind if you set out a field of traps before hand. And you get super extra cool points if you go the whole fight without getting hit, hitting them, or breaking into more than a brisk walk.

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Last edited by Dark Immolation on Mon, Jan 31 2011, 22:46 PM, edited 1 time in total.

 
      
Mobile_Svensk
 
PostPosted: Mon, Jan 31 2011, 22:45 PM 

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Depends on the type of trap. Naturally, You won't be using Sonic traps or Fire traps... That's silly.
Holy trap or ..Spike traps would be preferred

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Dark Immolation
 
PostPosted: Mon, Jan 31 2011, 22:49 PM 

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Spike traps can be evaded and Holy Traps...well, good luck finding and setting enough to take out anything worthwhile at 8d4 a piece.

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Mobile_Svensk
 
PostPosted: Mon, Jan 31 2011, 22:50 PM 

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You can make Deadly ones with Holy water. Stack 7-8 and you'll take away a good chunk of Hp

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Dark Immolation
 
PostPosted: Mon, Jan 31 2011, 23:02 PM 

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True. And the fact that they are saveless is a bonus.

But I'll still stick with 2-3 Epic Sonics vs that any day. Much more effective for all practical purposes.

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Mobile_Svensk
 
PostPosted: Mon, Jan 31 2011, 23:09 PM 

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Gotta 'Harvest' Those Sonic traps... Deadly can be made with only 10+ Craft trap gear. And holy water is in abundance!

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Uberuce
 
PostPosted: Mon, Jan 31 2011, 23:35 PM 

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Harvesting Sonics is easypants. It's getting the FvF nukes that are the Electrics that marks the true trap-slut.


 
      
Mobile_Svensk
 
PostPosted: Mon, Jan 31 2011, 23:41 PM 

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But holy traps are saveless... No save! At all !

I wonder, Does it mean that Evasion and Imp.Evasion are moot?

Edit - Scoured the Nwnwiki, And nothing. Looks like you take full damage, Despite having Improved evasion.
Note that defensive roll works despite being save-less.

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PaladinOfSune
 
PostPosted: Tue, Feb 01 2011, 0:19 AM 

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Sonics aren't affected by Evasion either, but I don't like stacking traps on top of each other either way.

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Mobile_Svensk
 
PostPosted: Tue, Feb 01 2011, 0:26 AM 

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Sonic is Will save, As i recall. At least versus the Stun

http://nwn.wikia.com/wiki/Trap

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PaladinOfSune
 
PostPosted: Tue, Feb 01 2011, 0:37 AM 

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Yeah, that's what I meant. They aren't affected by Evasion. They do the same damage whether or not you save, it's just the stun affect you can resist.

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Mobile_Svensk
 
PostPosted: Tue, Feb 01 2011, 0:53 AM 

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Hm. Best test this a few times in game, and see if it works - I have a vague memory of running across the Abyss traps with a Imp.Evasion Character who didn't take any damage from those.

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Naivatkal
 
PostPosted: Tue, Feb 01 2011, 2:07 AM 

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Bah, so, any other ideas for my errant 15-25 points? Or should I just chalk them up to more appraise/UMD for giggles?

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PaladinOfSune
 
PostPosted: Tue, Feb 01 2011, 2:12 AM 

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Spellcraft.

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DerkDerkistan
 
PostPosted: Tue, Feb 01 2011, 2:27 AM 

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The Hybrid46 wrote:
Hey guys. I was just wondering how a dex-based cleric would do? I was thinking 2 fighter/ 12 rogue/ 14 cleric, evil guy. I wasn't sure if I would have some decent spells to be some type of a threat, as well have a 6d6 sneak. Thanks folks.


Very_Svensk wrote:
On this server, any build that doesn't have 21cleric levels isn't going to fare well ... Could try 13rogue/17Cleric - Epic dodger. You'll have AC out of your ass and quite high AB/Damage too. Could try the 19Cleric/1Ranger/10SD also.


Uncle-Opustus wrote:
DEX and Cleric don't add up well, by the way. It was gimped even before the nerf, and now going Cleric17/Rogue13 is even more inferior. You don't really get much out of nabbing just a wee bit of Cleric either, so if you want to go DEX, I advise you to go with the common-or-garden Cleric25/Fighter4/Rogue1 or Cleric23/Monk6/Ranger for giggles.


Your advice doesn't work for him since he's looking to play a drow.

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Naivatkal
 
PostPosted: Tue, Feb 01 2011, 2:49 AM 

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Joined: 26 May 2010

PaladinOfSune wrote:
Spellcraft.


An idea, but the classes are fighter/rogue/sd, not exactly spellcraft givers lol
Though... 10 (cross-class) Spellcraft would give +2 to saves... and would make some RP sense.... I think we may have a winner!

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Uncle-Opustus
 
PostPosted: Tue, Feb 01 2011, 11:54 AM 

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Joined: 10 Jul 2007
Location: Finland

DerkDerkistan wrote:
Your advice doesn't work for him since he's looking to play a drow.

Cleric21/Monk6/Ranger1 or Cleric23/Fighter4/Rogue1, then.

And yus, well, a maxed Set Trap can still be useful to Rangers and other goofies.

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