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PaladinOfSune
 
PostPosted: Sat, Mar 26 2011, 19:15 PM 

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What do you mean, another level 9 slot? Are you going to end with an odd INT score or something?

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Glyph
 
PostPosted: Sat, Mar 26 2011, 19:58 PM 

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at 20 int and adding the maximum of +12 from items that would be 1 bonus level 9 slot, boosting int to the end would if im not mistaken land on 23, which means its 1 short of the second level 9 slot (at 36 int +)

http://nwn.wikia.com/wiki/Bonus_spells#Spellcasting

if i'm not mistaken of course. EMD is still way worth the one slot.


 
      
Naivatkal
 
PostPosted: Sat, Mar 26 2011, 20:44 PM 

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PaladinOfSune wrote:
What do you mean, another level 9 slot? Are you going to end with an odd INT score or something?


No no, I will replace one Great INT with another feat so that he ends with 26 INT instead.

Glyph wrote:
at 20 int and adding the maximum of +12 from items that would be 1 bonus level 9 slot, boosting int to the end would if im not mistaken land on 23, which means its 1 short of the second level 9 slot (at 36 int +)

http://nwn.wikia.com/wiki/Bonus_spells#Spellcasting

if i'm not mistaken of course. EMD is still way worth the one slot.


Really? I thought you could only get slots from gear that states it give x slot, not from INT gear bonuses. Sweeet

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Glyph
 
PostPosted: Sat, Mar 26 2011, 21:24 PM 

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bump on my question, I put it at the end of an edit because i'm useless at conveying my thoughts in one go.

Quote:
while we're on the topic of wizards I do have a question, how do I build a sorc >_> I know that sounds dumb but I never know what spells to pick or anything it confounds me.


I would go pure before you ask what build by the way, I have long wanted an epic mage but always bodged the build somewhere along the lines.


 
      
Mobile_Svensk
 
PostPosted: Sat, Mar 26 2011, 21:47 PM 

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Pure 30 caster means HOLY HELLS NEW METEOR SWARM OF DEATH, and INSANE ICE STORMS OF DOOM.

Just saying. Those spells, Amongst others, aren't capped by level 20-25 or so.
IGMS gives 1 Missile per level, For instance.

To go pure, is actually to power-build, In essence. :mrgreen:

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Naivatkal
 
PostPosted: Sat, Mar 26 2011, 22:08 PM 

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Very_Svensk wrote:
Pure 30 caster means HOLY HELLS NEW METEOR SWARM OF DEATH, and INSANE ICE STORMS OF DOOM.

Just saying. Those spells, Amongst others, aren't capped by level 20-25 or so.
IGMS gives 1 Missile per level, For instance.

To go pure, is actually to power-build, In essence. :mrgreen:


Hahahahahaha yes, THIS.
I started running with my wizard yesterday and hot damn. Barely casted anything cause his panther mauled everything and when I did cast it was usually burning hands which fries things nicely haha


And 30 missiles at lvl 30? Yes please! lol

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Mobile_Svensk
 
PostPosted: Sat, Mar 26 2011, 22:44 PM 

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Maximize a level 30 Mage IGMS - And feel the burn.
Same goes with Icestorm.

*Orgasm ever time*

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PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 1:38 AM 

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To be fair, it's always been either pure caster or gimmick caster (like SD, spellblade or BG/paladin in the olde days).

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TormakSaber
 
PostPosted: Sun, Mar 27 2011, 2:18 AM 

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27/2/1 isn't a gimmick caster, really, and that's my typical magebuild. Or 28/2 if you don't want the fighter level for XYZ reason.

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Dramatic_Prince
 
PostPosted: Sun, Mar 27 2011, 3:20 AM 

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Very_Svensk wrote:
To go pure, is actually to power-build, In essence. :mrgreen:

Go pure because it strengthens your pedigree in world where everyone else is a bastard cross-classer. :mrgreen:

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Jehran
 
PostPosted: Sun, Mar 27 2011, 3:29 AM 

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I assume the 2 is rogue?

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Naivatkal
 
PostPosted: Sun, Mar 27 2011, 5:13 AM 

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So given the advice, here's my current plan:


Halruaan, 30 wizard

01: Wizard(1): Spell Focus: Evocation, Arcane Defense: Evocation
02: Wizard(2)
03: Wizard(3): Skill Focus: Concentration
04: Wizard(4): INT+1, (INT=19)
05: Wizard(5): Empower Spell


Continuted leveling starts here:
06: Wizard(6): Maximize Spell
07: Wizard(7)
08: Wizard(8): INT+1, (INT=20)
09: Wizard(9): Brew Potion
10: Wizard(10): Extend Spell
11: Wizard(11)
12: Wizard(12): INT+1, Expertise, (INT=21)
13: Wizard(13)
14: Wizard(14)
15: Wizard(15): Great Fortitude, Greater Spell Focus: Evocation
16: Wizard(16): INT+1, (INT=22)
17: Wizard(17)
18: Wizard(18): Improved Expertise
19: Wizard(19)
20: Wizard(20): INT+1, (INT=23)
21: Wizard(21): Epic Spell: Mummy Dust
22: Wizard(22)
23: Wizard(23): Epic Spell: Epic Mage Armor
24: Wizard(24): INT+1, Epic Spell Focus: Evocation, (INT=24)
25: Wizard(25)
26: Wizard(26): Epic Spell: Greater Ruin
27: Wizard(27)
28: Wizard(28): INT+1, (INT=25)
29: Wizard(29): Great Intelligence I, (INT=26)
30: Wizard(30)


Concentration 33(37), Craft Armor 33(41), Craft Weapon 33(41), Lore 33(43), Spellcraft 30(40), remaining skillpoints 115


I have room right now for one wizard feat pre-epic and two general feats in epic.
I took out the Skill Focus feats on Spellcraft, as it looks like I have that pretty much covered for the epic feats.


Questions:
1) 112 skill points remaining. Craft Armor/Weapon taken so mythalling can be done. Dunno what else to take, really. 15 in Tumble, prolly, maybe sink a bunch of Heal, too?

2) I was thinking, maybe, to add Epic Fort?

3) Expertise/Imp Expertise: How useful is the +5 or +10 AC to casters?

4) Should I go hog wild on the epic spells and gobble up Hellball and Dragon Knight?

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PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 5:51 AM 

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Naivatkal wrote:
1) 112 skill points remaining. Craft Armor/Weapon taken so mythalling can be done. Dunno what else to take, really. 15 in Tumble, prolly, maybe sink a bunch of Heal, too?

Not much choice as a pure-build. Cross-class Tumble and Heal are fine.

Naivatkal wrote:
2) I was thinking, maybe, to add Epic Fort?

Sure.

Naivatkal wrote:
3) Expertise/Imp Expertise: How useful is the +5 or +10 AC to casters?

Useless, it deactivates Expertise when you cast a spell.

Naivatkal wrote:
4) Should I go hog wild on the epic spells and gobble up Hellball and Dragon Knight?

Hellball is fun for kicks. Dragon Knight is a bit of a waste if you already have Mummy Dust.

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Dramatic_Prince
 
PostPosted: Sun, Mar 27 2011, 12:07 PM 

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Naivatkal wrote:
Questions:
1) 112 skill points remaining. Craft Armor/Weapon taken so mythalling can be done. Dunno what else to take, really. 15 in Tumble, prolly, maybe sink a bunch of Heal, too?

Appraise.

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Dead
 
PostPosted: Sun, Mar 27 2011, 13:39 PM 

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Dramatic_Prince wrote:
Naivatkal wrote:
Questions:
1) 112 skill points remaining. Craft Armor/Weapon taken so mythalling can be done. Dunno what else to take, really. 15 in Tumble, prolly, maybe sink a bunch of Heal, too?

Appraise.


This.

And speaking of mythaling, can anyone tell me how much mythal power is +5 dodge on boots?

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Dramatic_Prince
 
PostPosted: Sun, Mar 27 2011, 13:46 PM 

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Dead wrote:
Dramatic_Prince wrote:
Naivatkal wrote:
Questions:
1) 112 skill points remaining. Craft Armor/Weapon taken so mythalling can be done. Dunno what else to take, really. 15 in Tumble, prolly, maybe sink a bunch of Heal, too?

Appraise.


This.

And speaking of mythaling, can anyone tell me how much mythal power is +5 dodge on boots?

Dodge armor class bonuses: +1 to +4 are one power; 5+ are two powers.

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Dead
 
PostPosted: Sun, Mar 27 2011, 13:49 PM 

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Awesum. Thanks.

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Naivatkal
 
PostPosted: Sun, Mar 27 2011, 15:46 PM 

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PaladinOfSune wrote:
Naivatkal wrote:
1) 112 skill points remaining. Craft Armor/Weapon taken so mythalling can be done. Dunno what else to take, really. 15 in Tumble, prolly, maybe sink a bunch of Heal, too?

Not much choice as a pure-build. Cross-class Tumble and Heal are fine.

Naivatkal wrote:
2) I was thinking, maybe, to add Epic Fort?

Sure.

Naivatkal wrote:
3) Expertise/Imp Expertise: How useful is the +5 or +10 AC to casters?

Useless, it deactivates Expertise when you cast a spell.

Naivatkal wrote:
4) Should I go hog wild on the epic spells and gobble up Hellball and Dragon Knight?

Hellball is fun for kicks. Dragon Knight is a bit of a waste if you already have Mummy Dust.


1) Yep yep

2) Sweet

3) Didn't know that, but it does make sense.

4) Good to know, just figured slamming summons around could be handy haha


Dead wrote:
Dramatic_Prince wrote:
Naivatkal wrote:
Questions:
1) 112 skill points remaining. Craft Armor/Weapon taken so mythalling can be done. Dunno what else to take, really. 15 in Tumble, prolly, maybe sink a bunch of Heal, too?

Appraise.


This.


Ah yes, I was thinking of Appraise as well. Went ahead and tossed down some appraise, heal, and 15 tumble, but still have 18 ranks left. Hah! I'd be taking a level or two of Rogue to help out if it wasn't for the fact that I want a pure wizard lol


So I've added Hellball at lvl 30, and have to decide if I want Auto Silent or Epic Fort.

Question on Auto Silent (and the other Auto's):
NWN Wiki wasn't clear enough for me, so does Auto Silent make you able to do any prepared spell silently (withing the slot level range)? Or does the spell still have to be bumped up one higher spell slot?

Also, I am semi considering Rapid Reload since he uses a crossbow for ranged attacks. I don't really know how often mages attack in later levels (even from a distance), though, so I'm a bit unsure. Might take it just for kicks.
Meh. Learning experiences, yay!

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Glyph
 
PostPosted: Sun, Mar 27 2011, 18:21 PM 

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auto silent and still make -every- spell you cast effected by the metamagic in question without needing to set anything. auto quicken on the other hand is semi useless other than fast spamming offencives or buffing at a manic speed, regular haste is mechanically quicker for god knows what reason. and as such a hasted caster can out counterspell an autoquickened one.

ignore rapid reload, you have fireballs >=D might aswell buff a different stat or something, or take wands aswell as pots.

I would personally take epic fort, because the autos are more worth it if you take all 3, and they are feat stealers especially when your limited to 30 levels. I have yet to actually figure how to get auto quicken 3 with this servers restrictions...I did it once but I didn't write it down v_v

again some of the advice is my opinion, rapid reload may be a good idea if you grab a boombolt launcher and go nuts for example, but like I says, you has fireballs, thats your ranged stuffs. of course, wizards always run out of spells eventually, and end up relying on either scrolls, invis potions and hoping the tanks survive, or actually using weapons to lay down some damage aswell. best to stock on medical supplies for when you hit such a situation, help the others, keep everyone fine and dandy til you can rest.


 
      
The1Kobra
 
PostPosted: Sun, Mar 27 2011, 19:43 PM 

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Recommended edits are in yellow:
Naivatkal wrote:
Halruaan, 30 wizard
01: Wizard(1): Spell Focus: Evocation, Greater Spell Focus: Evocation
02: Wizard(2)
03: Wizard(3): Spell focus: 2
04: Wizard(4): INT+1, (INT=19)
05: Wizard(5): Empower Spell

Continuted leveling starts here:
06: Wizard(6): Maximize Spell
07: Wizard(7)
08: Wizard(8): INT+1, (INT=20)
09: Wizard(9): Brew Potion
10: Wizard(10): Extend Spell
11: Wizard(11)
12: Wizard(12): INT+1, Greater Spell Focus: 2, (INT=21)
13: Wizard(13)
14: Wizard(14)
15: Wizard(15): Spell Focus: 3, Greater Spell Focus: 3
16: Wizard(16): INT+1, (INT=22)
17: Wizard(17)
18: Wizard(18): Spell focus: 4, OR Shield Proficiency
19: Wizard(19)
20: Wizard(20): Greater Spell Focus: 4, OR Craft wandINT+1, (INT=23)
21: Wizard(21): Epic Spell: Mummy Dust With ESF Evoc: I'd go elemental
22: Wizard(22)
23: Wizard(23): Epic Spell: Epic Mage Armor
24: Wizard(24): INT+1, Epic Spell Focus: Evocation, (INT=24)
25: Wizard(25)
26: Wizard(26): Epic Spell: Greater Ruin
27: Wizard(27) G-Int 1
28: Wizard(28): INT+1, (INT=25)
29: Wizard(29): ESF: 2, (INT=26)
30: Wizard(30) ESF: 3


I think you should have more than one spell focus as it were. Evoc is nice, but I think you could do a lot more if you added more schools, wizards have access to all arcane spells after all, barring specialization. Necromancy I think is the most powerful (but of course, kinda a bad pick for a good character.) I'd recommend enchantment for sure, and the third should probably be whatever fits RP the best. Fourth, I'd say the same.

Also, about having EDK and mummy dust, you do get some redundancy but it's not completely worthless. For hunting trips, you can drop the dragon as soon as your EMD falls, or vice-versa. And of course, the dragon has true-seeing. I wouldn't bother with the EDK without getting ESF Conj though.

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Glyph
 
PostPosted: Sun, Mar 27 2011, 19:46 PM 

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necromancy has the most spells that need DC increase is why its most often focused in...

...why do you need 4 spell focuses??


 
      
Uncle-Opustus
 
PostPosted: Sun, Mar 27 2011, 20:16 PM 

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Spells are awesome.

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hendrack
 
PostPosted: Sun, Mar 27 2011, 20:19 PM 

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Why 4 spell schools? Because a wiz fucking can. :D


 
      
Naivatkal
 
PostPosted: Sun, Mar 27 2011, 22:59 PM 

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The1Kobra wrote:
Recommended edits are in yellow:
Naivatkal wrote:
AWESOME STUFF


I think you should have more than one spell focus as it were. Evoc is nice, but I think you could do a lot more if you added more schools, wizards have access to all arcane spells after all, barring specialization. Necromancy I think is the most powerful (but of course, kinda a bad pick for a good character.) I'd recommend enchantment for sure, and the third should probably be whatever fits RP the best. Fourth, I'd say the same.

Also, about having EDK and mummy dust, you do get some redundancy but it's not completely worthless. For hunting trips, you can drop the dragon as soon as your EMD falls, or vice-versa. And of course, the dragon has true-seeing. I wouldn't bother with the EDK without getting ESF Conj though.


More good stuff! Yay!

Hah never thought much on multiple school focuses, makes sense though. Dunno if I would go for four, but two or three make sense :3
He is also currently level 6, so everything from 1-6 is already set in stone. But no big deal :D

So, I do think I am going to just rock on with this (unless RP influences otherwise, o'course!):

Taken levels
01: Wizard(1): Spell Focus: Evocation, Arcane Defense: Evocation, {Scribe Scroll}
02: Wizard(2)
03: Wizard(3): Skill Focus: Concentration
04: Wizard(4): INT+1, (INT=19)
05: Wizard(5): Empower Spell
06: Wizard(6): Maximize Spell


Future levels
07: Wizard(7)
08: Wizard(8): INT+1, (INT=20)
09: Wizard(9): Brew Potion
10: Wizard(10): Extend Spell
11: Wizard(11)
12: Wizard(12): INT+1, Spell Focus: Transmutation, (INT=21)
13: Wizard(13)
14: Wizard(14)
15: Wizard(15): Greater Spell Focus: Transmutation, Greater Spell Focus: Evocation
16: Wizard(16): INT+1, (INT=22)
17: Wizard(17)
18: Wizard(18): Spell Focus: Conjuration
19: Wizard(19)
20: Wizard(20): INT+1, Greater Spell Focus: Conjuration, (INT=23)
21: Wizard(21): Epic Spell: Mummy Dust
22: Wizard(22)
23: Wizard(23): Epic Spell: Epic Mage Armor
24: Wizard(24): INT+1, Epic Spell Focus: Evocation, (INT=24)
25: Wizard(25)
26: Wizard(26): Epic Spell: Greater Ruin
27: Wizard(27): Epic Spell Focus: Transmutation
28: Wizard(28): INT+1, (INT=25)
29: Wizard(29): Great Intelligence I, (INT=26)
30: Wizard(30): Epic Spell: Hellball


I went for three schools, two with greater focus and one with epic focus. I didn't want to loose the Mummy Dust and Armor and Hellball (as I see Hellball, at least, as being the culmination of his studies and that's why I left it for level 30, RP and chara background and all), and so just went for one Epic Focus. And, yeah, I left out the Fort increases. No wand crafting as it stands now, either.

Skills
Appraise 16(24), Concentration 33(37), Craft Armor 33(41), Craft Weapon 33(41), Heal 33(33), Lore 33(43), Spellcraft 32(42), Tumble 15(17), remaining skillpoints 18

Eventually I will find out what to do with those 18 points hahaha

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Mobile_Svensk
 
PostPosted: Sun, Mar 27 2011, 23:45 PM 

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Put 1 point in Disarm trap - Your INT Modifier of 14 will bump the skill up, So much that you'll actually be able to Disarm epic traps.
At least out of combat.

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Mobile_Svensk
 
PostPosted: Sun, Mar 27 2011, 23:50 PM 

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Naivatkal Where's your Still spell! (Silent spell works just as well), so you can use Horrid's on level 9 spell slots!

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Dramatic_Prince
 
PostPosted: Mon, Mar 28 2011, 3:23 AM 

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Very_Svensk wrote:
Put 1 point in Disarm trap - Your INT Modifier of 14 will bump the skill up, So much that you'll actually be able to Disarm epic traps.
At least out of combat.

I concur. Might as well take some unlock too so you can open some doors in some places for some purpose.

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Glyph
 
PostPosted: Mon, Mar 28 2011, 4:52 AM 

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depends if you took fey as a familiar or not >_> they can do it for you. but yea 15 disable trap on a take 20 is 35 so..*thumbs up*


 
      
Naivatkal
 
PostPosted: Mon, Mar 28 2011, 15:42 PM 

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Hah good ideas there.
I assume, though that the +12 INT mod is after buffing? Cause at best he will have +8 base lol

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Dramatic_Prince
 
PostPosted: Mon, Mar 28 2011, 15:54 PM 

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Glyph wrote:
depends if you took fey as a familiar or not >_> they can do it for you.

Which is the best combat familiar for a caster then?
A panther gets obscene sneaks.
False dragon gets bioware true seeing :mrgreen:

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Naivatkal
 
PostPosted: Mon, Mar 28 2011, 16:42 PM 

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Dramatic_Prince wrote:
Glyph wrote:
depends if you took fey as a familiar or not >_> they can do it for you.

Which is the best combat familiar for a caster then?
A panther gets obscene sneaks.
False dragon gets bioware true seeing :mrgreen:


I think panther is, yeah. It's the one my wizard uses. Tears things up haha

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Glyph
 
PostPosted: Mon, Mar 28 2011, 20:21 PM 

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regarding combat familiars, wizard ones...maybe the rat, or the panther.

however, I don't use my familiars for combat and most of the time I pick them entirely for RP =) thats what emd and all the other summons are for imho. though of course, pure wizard gets a maximised familiar aswell so, I suppose its kind of important to decide.

ed:
Quote:
• Armor Class +1 / 2 CL
• Claw Enhancement +1 / 5 CL
• Regeneration +1 / 5 CL
• Attack Bonus +2 / 5 CL
• Universal Saving Throw Bonus +1 / 5 CL
• Resistance to bludgeoning, piercing and slashing damage
• 1st – 10thCL: 5/-
• 11th – 20th CL: 10/-
• 21st – 30th CL: 15/-


I'm pretty sure the fey at level 30 would kick tail with all of these bonuses.

ed: I forgot about psuedodragons, yea they rock too.


 
      
Jehran
 
PostPosted: Mon, Mar 28 2011, 21:08 PM 

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the fey buffed can in general hold her own in epic areas, as long as she isn't the only one in combat. and you are willing to spend a little bit to heal her in combat or possess her to get her out of combat if they focus on her.

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DustSpray101
 
PostPosted: Mon, Mar 28 2011, 21:49 PM 

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For a familiar, I suggest going with something that matches personality. http://nwn.wikia.com/wiki/Category:Familiars
I know our familiars have more added to them, but that list will at least give you a fair understanding of what each creature (on average) is like in relation to being a familiar and allow you to make the best choice for the fluff. ((I believe you get te same into if you read about the type of familiar when you are picking them and click the "?"))

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Dark Immolation
 
PostPosted: Mon, Mar 28 2011, 22:13 PM 

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Yep. It's not necessarily a life or death decision, but a mage probably puts a good deal of thought into their choice for a familiar. You are after all sharing your life with it.

There are multiple reasons for taking a familiar that your wizard would likely think about IC. Are they taking a familiar for companionship or as a tool? Out of necessity or leisure? And also, keep in mind, that ICly to have gotten a familiar, they would have had to perform a ritual with it over the course of 24 hours, so the creature they take as a familiar would likely have to be fairly common to the area they are in, or they journey somewhere to get one, or at least arranged to obtain tje creature from a trader or something.

In other words and in example, if you're playing a Cormyran Warmage, you'd better have a good reason how you got an Eyeball familiar. :wink:

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Glyph
 
PostPosted: Mon, Mar 28 2011, 22:43 PM 

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I most definatly agree, I had some time struggling to choose a familiar for one of my more evil toons, I find the animal ones can be used in a variety of ways whereas fey are most likely going to stick to neutral or good peoples, but of course not always. the imps and mephlings are way underrated too they have some kool skills.

I have one build question at the moment, divine grace is limited to pally level, but when divine might and shield say "divine class" does that mean pally cleric and CoT levels combine or...just cleric?

yes i'm (attempting and failing thus far) to make a cleric pally cot =)

ed: also one more interesting question...if you can turn outsiders, and -are- an outsider, does it effect you aswell or ?? >_> (i'm debating aasimar or regular human..)

ok i'm entirely stuck, and IDK weather to just make a pure melee cleric or what now. pally cleric cot is waay to restricted and AC lacking.


Last edited by Glyph on Mon, Mar 28 2011, 23:31 PM, edited 1 time in total.

 
      
Naivatkal
 
PostPosted: Mon, Mar 28 2011, 23:09 PM 

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Yeah the only one I really liked for my guy was the panther. I didn't see anything else that made sense.

Looking now, though I overlooked a couple of thins like the mephit lol

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Dead
 
PostPosted: Mon, Mar 28 2011, 23:57 PM 

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What are my options when we are talking about winterwights? And how do you get to summon winterwight at all? Via palemasters greater undead feat? Is there any particular order of classes that must be taken? And what is the requirement?

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Glyph
 
PostPosted: Tue, Mar 29 2011, 0:27 AM 

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greater summon undead adds +3 to the CL of the caster, and winterwright takes 32-33 soo..

you need at least 29 levels that consist of palemaster and wizard/sorc. bard is not included.


 
      
Dead
 
PostPosted: Tue, Mar 29 2011, 2:03 AM 

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so any combination of 29 wiz + pm with minimum of 9 pm levels?

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Dramatic_Prince
 
PostPosted: Tue, Mar 29 2011, 3:52 AM 

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Glyph wrote:
I have one build question at the moment, divine grace is limited to pally level, but when divine might and shield say "divine class" does that mean pally cleric and CoT levels combine or...just cleric?

yes i'm (attempting and failing thus far) to make a cleric pally cot =)

ed: also one more interesting question...if you can turn outsiders, and -are- an outsider, does it effect you aswell or ?? >_> (i'm debating aasimar or regular human..)

ok i'm entirely stuck, and IDK weather to just make a pure melee cleric or what now. pally cleric cot is waay to restricted and AC lacking.

CoT does not count as a divine class. Cleric and Pally/BG should stack though.

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Dramatic_Prince
 
PostPosted: Tue, Mar 29 2011, 10:25 AM 

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Glyph wrote:
I don't quite get that either, why would you bypass the one thing pm's are actually good against, sneak attacks by rogues?!!? and being immune to death.

Continued from viewtopic.php?f=2&t=56829
"Murder" does not necessarily imply a sneak attack.
In this case, it could be a swift decapitating attack.
PM or not, you will die if your head is removed.

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TeroSNS
 
PostPosted: Tue, Mar 29 2011, 10:49 AM 

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Dead wrote:
so any combination of 29 wiz + pm with minimum of 9 pm levels?

your options are 19 wizard/10pm or 20 wizard/9 pm + 1 lvl of sumthing/not if you're ecl race

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Ulir
 
PostPosted: Tue, Mar 29 2011, 23:33 PM 

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Does favored enemy work with spells btw?

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PaladinOfSune
 
PostPosted: Tue, Mar 29 2011, 23:33 PM 

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Ulir wrote:
Does favored enemy work with spells btw?

Nope.

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Blackdragon12121
 
PostPosted: Wed, Mar 30 2011, 12:43 PM 

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Naivatkal wrote:
The1Kobra wrote:
Recommended edits are in yellow:
Naivatkal wrote:
AWESOME STUFF


I think you should have more than one spell focus as it were. Evoc is nice, but I think you could do a lot more if you added more schools, wizards have access to all arcane spells after all, barring specialization. Necromancy I think is the most powerful (but of course, kinda a bad pick for a good character.) I'd recommend enchantment for sure, and the third should probably be whatever fits RP the best. Fourth, I'd say the same.

Also, about having EDK and mummy dust, you do get some redundancy but it's not completely worthless. For hunting trips, you can drop the dragon as soon as your EMD falls, or vice-versa. And of course, the dragon has true-seeing. I wouldn't bother with the EDK without getting ESF Conj though.


More good stuff! Yay!

Hah never thought much on multiple school focuses, makes sense though. Dunno if I would go for four, but two or three make sense :3
He is also currently level 6, so everything from 1-6 is already set in stone. But no big deal :D

So, I do think I am going to just rock on with this (unless RP influences otherwise, o'course!):

Taken levels
01: Wizard(1): Spell Focus: Evocation, Arcane Defense: Evocation, {Scribe Scroll}
02: Wizard(2)
03: Wizard(3): Skill Focus: Concentration
04: Wizard(4): INT+1, (INT=19)
05: Wizard(5): Empower Spell
06: Wizard(6): Maximize Spell


Future levels
07: Wizard(7)
08: Wizard(8): INT+1, (INT=20)
09: Wizard(9): Brew Potion
10: Wizard(10): Extend Spell
11: Wizard(11)
12: Wizard(12): INT+1, Spell Focus: Transmutation, (INT=21)
13: Wizard(13)
14: Wizard(14)
15: Wizard(15): Greater Spell Focus: Transmutation, Greater Spell Focus: Evocation
16: Wizard(16): INT+1, (INT=22)
17: Wizard(17)
18: Wizard(18): Spell Focus: Conjuration
19: Wizard(19)
20: Wizard(20): INT+1, Greater Spell Focus: Conjuration, (INT=23)
21: Wizard(21): Epic Spell: Mummy Dust
22: Wizard(22)
23: Wizard(23): Epic Spell: Epic Mage Armor
24: Wizard(24): INT+1, Epic Spell Focus: Evocation, (INT=24)
25: Wizard(25)
26: Wizard(26): Epic Spell: Greater Ruin
27: Wizard(27): Epic Spell Focus: Transmutation
28: Wizard(28): INT+1, (INT=25)
29: Wizard(29): Great Intelligence I, (INT=26)
30: Wizard(30): Epic Spell: Hellball


I went for three schools, two with greater focus and one with epic focus. I didn't want to loose the Mummy Dust and Armor and Hellball (as I see Hellball, at least, as being the culmination of his studies and that's why I left it for level 30, RP and chara background and all), and so just went for one Epic Focus. And, yeah, I left out the Fort increases. No wand crafting as it stands now, either.

Skills
Appraise 16(24), Concentration 33(37), Craft Armor 33(41), Craft Weapon 33(41), Heal 33(33), Lore 33(43), Spellcraft 32(42), Tumble 15(17), remaining skillpoints 18

Eventually I will find out what to do with those 18 points hahaha


Epic focus transmutation. RP wise fine. Build wise...why? You have like one attack spell...and its stuck at level 6 or so so the DC will never be that good.


 
      
Sylfwe
 
PostPosted: Wed, Mar 30 2011, 13:00 PM 

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Also, Greater Spell Focus Conjuration is not what you want for EDK/EMD. Need it to be Epic Focus to matter.

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Glyph
 
PostPosted: Wed, Mar 30 2011, 13:37 PM 

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Quote:
Epic focus transmutation. RP wise fine. Build wise...why? You have like one attack spell...and its stuck at level 6 or so so the DC will never be that good.


I have to agree lose it for conjure, because flesh to stone which is aformentioned level 6 spell, is probably not as reliable as having your epic summons for an hour plus.

that said i'm starting to think we have created a monster here, he's going to kill us all xD just kidding, but I still think 4 focuses is ott.

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

list of all spells for each school, note focuses only effect the dc's on spells that hit things, not buffs summons or transformations. this does tend to limit the usefulness of some spell schools. that said I would not be against the chosen ones in the name of rp, also conjure isn't the boost for every emd choice, dragon however yus tis. but try fitting that thing down a narrow corridor >_>


 
      
Mobile_Svensk
 
PostPosted: Wed, Mar 30 2011, 13:43 PM 

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For the love of ... Epic Conjuration focus 'Only' Extends your Dragon Knight's duration from Rounds/level to Turns/level. No other summons are affected.

Quote:
The Epic Spell Focus: Conjuration feat summons the dragon for 1 Turn / CL.


That's the only change to summons you can have. The Epic conjuration Focus does not change anything else.

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Naivatkal
 
PostPosted: Wed, Mar 30 2011, 13:45 PM 

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Blackdragon12121 wrote:
Epic focus transmutation. RP wise fine. Build wise...why? You have like one attack spell...and its stuck at level 6 or so so the DC will never be that good.


Really? I thought there was more than one. I may have been checking out the wrong list, then haha.

Sylfwe wrote:
Also, Greater Spell Focus Conjuration is not what you want for EDK/EMD. Need it to be Epic Focus to matter.


Ironically, Conjuration was my other thought for the Epic Focus rather than Transmutation.
Not taking EDK, but the EMD is going to go off Evocation, because that's his forte since birth.

Glyph wrote:
Quote:
Epic focus transmutation. RP wise fine. Build wise...why? You have like one attack spell...and its stuck at level 6 or so so the DC will never be that good.


I have to agree lose it for conjure, because flesh to stone which is aformentioned level 6 spell, is probably not as reliable as having your epic summons for an hour plus.

that said i'm starting to think we have created a monster here, he's going to kill us all xD just kidding, but I still think 4 focuses is ott.

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

list of all spells for each school, note focuses only effect the dc's on spells that hit things, not buffs summons or transformations. this does tend to limit the usefulness of some spell schools. that said I would not be against the chosen ones in the name of rp, also conjure isn't the boost for every emd choice, dragon however yus tis. but try fitting that thing down a narrow corridor >_>


Hah, yeah I was referencing all that off the NWN Wiki. Tis a big help, that :D
The DC point is one reason I was noticing that certain Spell Focuses are a waste, unless it's for the sake of RP, which is kewl.

Very_Svensk wrote:
For the love of ... Epic Conjuration focus 'Only' Extends your Dragon Knight's duration from Rounds/level to Turns/level. No other summons are affected.

Quote:
The Epic Spell Focus: Conjuration feat summons the dragon for 1 Turn / CL.


That's the only change to summons you can have. The Epic conjuration Focus does not change anything else.


We're talkin for EMD ^_^



And... yeah, I will actually kill everyone. But that's not the point.
>_>
I mean... *coughs*
<_<
*runs*

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Khasir :: From the East a storm is coming


 
      
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