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Dark Immolation
 
PostPosted: Sun, May 29 2011, 8:35 AM 

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Naivatkal wrote:
But, you need Search to find traps right?
I just would like to have the char actually be useful for finding and disarming traps, and if he/she can't even spot them then that's pretty worthless lol


Gah, how did I miss this?

*Cough*Lens of Detection*cough*Find Trap Scrolls*coughcough*

You don't need it, but it is certainly a good choice to invest in it if you're planning to be self sufficient. And definitely if you're RPing a PC that would know such things. It's like why a wizard would invest in Lore, even after he has the Identify and Legend Lore spells, it's just good practice for a PC of their calling.

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Sin4given
 
PostPosted: Sun, May 29 2011, 14:09 PM 

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Alright, the rogue dual wielding Rapiers is out :D

I suppose it'd be viable as a WM? They'd have enough AB at least.. right? :D

EDIT: Well, a dex based WM most likely, eh?

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Naivatkal
 
PostPosted: Sun, May 29 2011, 14:40 PM 

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Uncle-Opustus wrote:
And yes, you don't need ESF Perform on a level 20 Bard. http://nwn.wikia.com/wiki/Bard_song
You need exactly that much, and there is gear that will help you through it.

Monks still get the +1 every fifth level.

If you have DR 100, and you're hit by a blade that has 1d10 Cold on it, you're not taking any physical damage, but only the elemental one. They are two different things.


Yup, pretty much what I thought on all of them. Thanks!


Dark Immolation wrote:
Naivatkal wrote:
But, you need Search to find traps right?
I just would like to have the char actually be useful for finding and disarming traps, and if he/she can't even spot them then that's pretty worthless lol


Gah, how did I miss this?

*Cough*Lens of Detection*cough*Find Trap Scrolls*coughcough*

You don't need it, but it is certainly a good choice to invest in it if you're planning to be self sufficient. And definitely if you're RPing a PC that would know such things. It's like why a wizard would invest in Lore, even after he has the Identify and Legend Lore spells, it's just good practice for a PC of their calling.


Cool, more or less what I thought. Search is a keeper, then :D

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MoshingChris
 
PostPosted: Sun, May 29 2011, 15:01 PM 

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Sin4given wrote:
Alright, the rogue dual wielding Rapiers is out :D

I suppose it'd be viable as a WM? They'd have enough AB at least.. right? :D

EDIT: Well, a dex based WM most likely, eh?


Why would you make something whose entire focus is on high AB only to strip it of -2AB on both hands?

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Sin4given
 
PostPosted: Sun, May 29 2011, 15:35 PM 

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I question my ignorance already..

I guess I thought it would make up for the AB loss. *shrugs* I'll quiet down for now o_o :D

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Feonir
 
PostPosted: Sun, May 29 2011, 15:50 PM 

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MoshingChris wrote:
Sin4given wrote:
Alright, the rogue dual wielding Rapiers is out :D

I suppose it'd be viable as a WM? They'd have enough AB at least.. right? :D

EDIT: Well, a dex based WM most likely, eh?


Why would you make something whose entire focus is on high AB only to strip it of -2AB on both hands?


To have 4 + 2 + 1 (hasted) attacks per round at 10-20 crit range on a X3 damage modifier obliterating mildly ravaging anything in his path is my guess.

Ninja Edit - Fixed.

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Last edited by Feonir on Sun, May 29 2011, 15:53 PM, edited 1 time in total.

 
      
hendrack
 
PostPosted: Sun, May 29 2011, 15:51 PM 

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More like doing OK dmg. A STR build would be 'obliterating'.


 
      
Dead
 
PostPosted: Sun, May 29 2011, 17:02 PM 

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how much skill points are required to remove an epic trap?

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Feonir
 
PostPosted: Sun, May 29 2011, 17:04 PM 

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Whatever the DC of the trap is with the caveat that only people with (1) Rogue level can disable any trap marked as "Epic." otherwise even if you are OVER NINETHOUSAND over the DC of the trap it will still fail.

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Rigela
 
PostPosted: Sun, May 29 2011, 17:04 PM 

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


Should have all the information ya need there on traps (in general, at least)

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Templar
 
PostPosted: Sun, May 29 2011, 20:44 PM 

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Hello
I am building a Blackguard but honestly I really suck when it comes to builds and very rusty when it comes to the rule system in D&D and especially Neverwinter Nights so I really need some advice here.
My main goal with this character is a RP Blackguard that does not totaly sucks or gets raped in the higher levels but still is true to the RP idea.
Should I have done something totaly idiotic, stupid or wrong do tell me.

Race: Half-Drow

Starting Abilities:
STR: 15*
DEX: 12*
CON: 14
WIS: 14
INT: 10
CHA: 12*

*Regarding strength and charisma I am pursuing to go 18/16 in thouse two by leveling but unsure wich should have the higher, help here would be very appreciated.
The 12 dexterity is mainly a RP thing, guess I could go with 10 but rather not much lower.

Classes/Level progression: Blackguard 24/Fighter 4/Rouge 2
01 Rouge [1]: Strong Soul
02 Fighter [1]:
03 Fighter [2]: Power Attack, Cleave
04 Fighter [3]: +1 str=16
05 Blackguard:
06 Blackguard: Toughness
07 Blackguard:
08 Blackguard: +1 cha=13
09 Blackguard: Blind Fight
10 Blackguard:
11 Blackguard:
12 Blackguard: +1 cha=14, Weapon Focus
13 Blackguard:
14 Blackguard:
15 Blackguard: Divine Might
16 Blackguard: +1 cha=15
17 Blackguard:
18 Blackguard: Divine Shield
19 Blackguard:
20 Blackguard: +1 cha=16
21 Blackguard: Epic Weapon Focus
22 Blackguard:
23 Blackguard:
24 Blackguard: +1cha/str?, Armor Skin
25 Blackguard:
26 Blackguard:
27 Rouge [2]: +1cha/str? Epic prowess
28 Blackguard:
29 Blackguard [24]: Epic Fiend
30 Fighter [4]: Weapon Specialization, Epic Weapon Specialization

Done anything stupid or wrong with these feats?

Skills:
Worst part from my point of view so really need advice here, belive these are the most important ones when it comes to surviving?

Concentration: 33
Discipline: 33
Tuant: 33
Tumble: 30

Listen & Spot: Would be really nice to put some points in here but which is better, focus on one of them or put points in both?

Use Magic Device: Not sure what one can accomplish with this, anything fun one can do with this as a Blackguard RP wise or should I just ignore it?



Well thats pretty much as far as I have come with this build.
Thanks for any help with this!

Edit: Wrote INT:14 & WIS: 10, meant the other way around so WIS: 14 & INT 10.

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Last edited by Templar on Mon, May 30 2011, 22:12 PM, edited 2 times in total.

 
      
Maverick00053
 
PostPosted: Sun, May 29 2011, 20:55 PM 

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Just glanced at it and well... you can only have 20 BG levels max. 10 preepic and 10 epic.

Edit: I am going to see if I can drag up the previous BG builds I have laying around, ones that get Dev crit and have a good enough charisma for proper Divine might/shield use.

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Poorsod
 
PostPosted: Sun, May 29 2011, 21:15 PM 



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I don't think you can take BG that early, as the class requires a BAB of 6.


 
      
Swallow the Stars
 
PostPosted: Mon, May 30 2011, 4:26 AM 

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If a Druid takes a level of cleric and the animal domain, do their druid summons gain the benefit?

EDIT: Also, how does the new EMD work?

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Maverick00053
 
PostPosted: Mon, May 30 2011, 7:40 AM 

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viewtopic.php?f=2&t=47046

Read!

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Ulir
 
PostPosted: Mon, May 30 2011, 8:07 AM 

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Swallow the Stars wrote:
If a Druid takes a level of cleric and the animal domain, do their druid summons gain the benefit?


Yes. Summon monster I will become summon monster II and so on.

From http://nwn.wikia.com/wiki/Animal_domain
■ In this context, "more powerful" means the creature from the next spell up. That is, this domain causes summon creature I to function as summon creature II normally does, and so on. (Spell descriptions are not affected though.) This is likely the reason why summon creature IX is not affected by this domain.
■ The summoning spells do not need to be cast from the clerical spellbook in order to be affected by this domain. A summon creature spell cast as another class (if multiclassed) or from an item will summon the more powerful creature for clerics of this domain.

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Dramatic_Prince
 
PostPosted: Mon, May 30 2011, 11:59 AM 

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Ulir wrote:
Swallow the Stars wrote:
If a Druid takes a level of cleric and the animal domain, do their druid summons gain the benefit?


Yes. Summon monster I will become summon monster II and so on.

What about this?
Quote:
These spells summon a creature to your side based on your alignment. A cleric with the Animal domain receives additional benefits on their creature as follows:
• Strength +2, Constitution +2
• Armor Class +1
• Attack Bonus +1

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Sin4given
 
PostPosted: Mon, May 30 2011, 13:53 PM 

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Curious.

On the Dual Rapier build I'm going with a build that was sent to me by PM after some talking. I'm wondering though, if there is any build out there that dual wieldss medium sized weapons and actually does well?

If I recall correctly, there was also a build that included the Monk class and would use the wisdom AC bonus to make up for the lack of shield. I think that'd make a good parry fighter type too.

Opinions?

EDIT: Also, I'm talking about dual wielding and one handed, no shield. Both ways.

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Sin4given
 
PostPosted: Mon, May 30 2011, 15:52 PM 

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Still curious on if my abve post would work but also, how well would a Parry Master work? Using a rapier and either small shield or just that. A rapier and that's all. I'm curious on the Parry counters. I'm think Rogue/Ftr mainly

Edit: Also, the race is human. For both concepts; the monk idea and the parrying duelist. The duelist one Id think would have the majority of levels be rogue. Im not wanting to lose my ability to lose my crossbow, so perhaps more fighter levels for more feats?

Thanks for outting up with me btw hehe

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TormakSaber
 
PostPosted: Mon, May 30 2011, 22:43 PM 

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Quote:
how well would a Parry Master work?


It doesn't.

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Mobile_Svensk
 
PostPosted: Mon, May 30 2011, 23:40 PM 

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The only way it remotely works is on a devcritting bard, but even that's a stretch.
You grab 33 from the skill and add +10-15 from the song and grab epic parry gloves.

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TormakSaber
 
PostPosted: Mon, May 30 2011, 23:42 PM 

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No, I mean, it doesn't. Parry is broken. In the bad way. Not the good-bad way, just the bad way.

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Sin4given
 
PostPosted: Tue, May 31 2011, 0:17 AM 

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D'aww alright then..

What about the monk wielding a single weapon? I've a BG who has monk levels and does that. Works pretty well, but wodnering how well without BG.

And to the Parry master, well I guess a regular fencer with high AC and ED works :D

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MoshingChris
 
PostPosted: Tue, May 31 2011, 4:46 AM 

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Very_Svensk wrote:
The only way it remotely works is on a devcritting bard, but even that's a stretch.
You grab 33 from the skill and add +10-15 from the song and grab epic parry gloves.


With the Dev Crit change and Disco' AI my parry build that you are referencing is no longer viable thus should not be brought up.

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Swallow the Stars
 
PostPosted: Tue, May 31 2011, 4:47 AM 

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So... a Caster Druid - more specifically a summoner type. How would that happen? I'm pretty fascinated by the druids right now. I don't think he'd be a Dragonshaper, but I'd definitely like to make good use of Earthquake and such.

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MoshingChris
 
PostPosted: Tue, May 31 2011, 4:58 AM 

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You want it to look statwise like this

18 Wisdom -> As high as you can go whilst still taking epic focii in evocation and conjuration aswell as Armor Skin, Epic Discipline and Epic Fort and having a base Dex Score of at least 14 and an Int Score of at least 12.

On a Druid you don't need Maximise but you will want Extend and Empower Spells.

You'll want Epic Spell Focus in Evocation and potentially in Conjuration depending on build.

28 Druid 1 Ranger 1 Rogue is the general consensus.

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Dark Immolation
 
PostPosted: Tue, May 31 2011, 5:10 AM 

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Swallow the Stars wrote:
So... a Caster Druid - more specifically a summoner type. How would that happen? I'm pretty fascinated by the druids right now. I don't think he'd be a Dragonshaper, but I'd definitely like to make good use of Earthquake and such.


Druids are one of the best classes for buffing and party upkeep, so going a summoner route just means focusing on those things. Spell feats are a must, specifically metamagics. Extend, maximize, and empower if you care for it. Animal Empathy is also a great thing to invest in; with your summon and Companion, you can add a 3rd creature, and as a summoner, you can pretty much have 3 decent CR things with you at all times when hunting. Formidable, to say the least. There's no real trick to being a successful summoner besides keeping an eye on them and giving them all the bonii you can.

The thing is, your druid probably wants to be doing something while their summons are out tearing up the world, you know. I'd suggest specializing in at least one spell school, either Conjuration or Evocation.

Conjuration allows you to focus on field-control spells you have at your disposal as a druid: Storm ovf Vengeance, Stonehold, Vine Mine, Grease. Slowing down or immobilizing your enemy as a summoner allows you to help out while your furry partners are running amok. They have easier targets to attack and you face less danger running in to heal them when the time is right. Also, though it doesn't get a boost to DC from focusing Conjuration, Creeping Doom works well with field controls, as the enemy can't get away, and as well, the damage goes up quicker when you have more enemies present in the swarm. Adds up quickly. Bombardment is also a Conjuration spell that you get a boost on.

Evocation allows you to be the classic caster while your pets are defending you and taking the brunt of the damage. You put them between your and the enemy, and you've got free range to fire off as many nukes as you can manage: Earthquake, Bombardment, Firestorm, Flame Strike, Call Lightning, the whole arsenal. You're a great damage dealer who solves the age old problem of being a ranged caster by making and maintaining your own tanks.

Edit: Er...guess Chris beat me to it...but you at least have a more detailed answer here if you want it!. ^^;

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MoshingChris
 
PostPosted: Tue, May 31 2011, 5:15 AM 

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Except a Druid doesn't need maximise.

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Dark Immolation
 
PostPosted: Tue, May 31 2011, 5:31 AM 

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True, I always thought Empower was more effective, but to each their own. I particularly found Maximized Call Lightnings useful on my old caster druid from way back when because I never really used my level 6 slots, since anything that was there I used Extended or Empowered(Regenerate, Stonehold) which took higher slots. Also, maximized stat buffs save you time and effort as a buffer, which is part of your job as a summoner.

Maximized stonehold is no joke, but neither is an Empowered one. It depends on if you prefer the consistency of knowing that when someone fails save, they're going to be there a whole 6 rounds, or the chance at getting them for 9(or 8 or 10, I forget who rounding works on this particular one). Empowered Firestorm is a great nuke as well, 30d6, half of which is divine. Though the other half the most common elemental damage in the game *shrug* it evens out.

I should also add that going Conjuration should allow you to last a little bit longer without resting, from what I've found. Most of the Conjuration spells you're going to be using are duration based and with extended metamagic, you may be able to get by with just one or per spawn, even at higher levels. Evocation, it depends on which spells you use. Depending on your patience, you can either just supplement your pets' damage, or actually try to take them out yourself(which is a bit self-defeating if your pets are already doing their job well). Though it may be different on Amia; the server I played my druid on hadn't touched any of the upper spells at all.

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Sin4given
 
PostPosted: Tue, May 31 2011, 11:22 AM 

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Seeing as how the dual wielder concept is for another time and the Parry master is way out, I'm wondering on what would be best for my Gypsy's rebuild that makes him not so flimsy on melee?

As of now, he's 12 rog/5ftr and will end up being 23 rog/6ftr. He's a crossbowman and does very well in range, but I'm wondering what could be done to make him slightly more versatile, if not more focused on melee?

He's a human

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Lutra
 
PostPosted: Tue, May 31 2011, 11:40 AM 



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TormakSaber wrote:
No, I mean, it doesn't. Parry is broken. In the bad way. Not the good-bad way, just the bad way.


How is it broken exactly? My bard is able to use it pretty well in pvm, did not test it in pvp though.


 
      
MoshingChris
 
PostPosted: Tue, May 31 2011, 11:54 AM 

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It doesn't roll on every attack just the first attack of every flurry.

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Ulir
 
PostPosted: Tue, May 31 2011, 12:37 PM 

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If you are fighting someone with four attack per round, you will parry 3 out of 4 of them, right? The 2nd attack isn't parried.

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hendrack
 
PostPosted: Tue, May 31 2011, 12:44 PM 

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

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This skill was reduced from its original (pre-release) state and is considerably less effective than it may sound. Parry can only deflect the first attack in each of the three flurries in a round (for example, parrying an opponent with 5 attacks per round will only attempt to block the first, third, and fifth attacks).

Riposte attacks are made with the character's normal (descending) attack bonus, not at full bonus each time. Thus if a character has an attack schedule of +16/+11/+6 and successfully ripostes two attacks, the riposte attacks will be at +16 then +11, not at +16 each time.


 
      
Dramatic_Prince
 
PostPosted: Tue, May 31 2011, 12:47 PM 

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Ulir wrote:
If you are fighting someone with four attack per round, you will parry 3 out of 4 of them, right? The 2nd attack isn't parried.

1st Attack: Parry
2nd Attack: Epic dodge
3rd Attack: Parry
4th Attack: Parry or AC
5th Attack Parry or AC
6th Attack: AC
7th Attack: AC
8th Attack: AC
9th Attack: AC
10th Attack: AC
So if you face someone with 10 attacks, you're screwed?

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Ulir
 
PostPosted: Tue, May 31 2011, 12:58 PM 

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They will likely sneak or something, so parrying will be tricky. :) Otherwise you slit their faces without parry. Adapt and overcome.

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MoshingChris
 
PostPosted: Tue, May 31 2011, 13:07 PM 

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The second and haste attack wouldn't be parried.

If you've got epic dodge and invest in parry then you are stretching getting discipline and fort high enough. It becomes a game of 20's which inevitably you lose because as a Dexer your not going to riposte for enough damage that can't be countered by simple heal pack/pot spam.

The dev bard does it best because it can get a high enough parry score without equipment.

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Dramatic_Prince
 
PostPosted: Tue, May 31 2011, 16:04 PM 

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In short, don't bother with a parry build :lol:

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Sin4given
 
PostPosted: Tue, May 31 2011, 19:26 PM 

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I'm not planning on doing parry anymore, but I am looking to make my crossbow rogue have slightly more melee, if not alot more because I'd like him to be more versatile, but not suck I guess?

I already plan for him to get Epic dodge anyways, and from what I've been told, my AC will be pretty good at least. If I go major rogue then the sneak attacks would help if I only added Weapon foc/spec on Rapier?

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Naivatkal
 
PostPosted: Tue, May 31 2011, 21:08 PM 

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So I've planned a couple Monk builds. One with a full 30 Monk spread and the other 20 Monk/10 Rogue spread. Mind telling me if there is anythign I have forgotten?

20 Monk/10 Rogue

STR: 10
DEX: 18 (25)
CON: 10
WIS: 12
INT: 12
CHA: 10

01: Monk(1): Blind Fight, Luck of Heroes, {Cleave, Evasion, Improved Unarmed Strike, Stunning Fist}
02: Monk(2): {Deflect Arrows}
03: Monk(3): Weapon Finesse
04: Monk(4): DEX+1, (DEX=19)
05: Monk(5)
06: Monk(6): Weapon Focus: Unarmed, {Knockdown, Improved Knockdown}
07: Monk(7)
08: Monk(8): DEX+1, (DEX=20)
09: Monk(9): Dodge, {Improved Evasion}
10: Monk(10)
11: Monk(11)
12: Monk(12): DEX+1, Improved Critical: Unarmed, (DEX=21)
13: Monk(13)
14: Monk(14)
15: Monk(15): Alertness
16: Monk(16): DEX+1, (DEX=22)
17: Rogue(1)
18: Rogue(2): Great Fortitude
19: Rogue(3): {Uncanny Dodge I}
20: Rogue(4): DEX+1, (DEX=23)
21: Monk(17): Epic Weapon Focus: Unarmed
22: Monk(18)
23: Monk(19)
24: Rogue(5): DEX+1, Epic Fortitude, (DEX=24)
25: Rogue(6)
26: Rogue(7)
27: Rogue(8): Armor Skin
28: Rogue(9): DEX+1, (DEX=25)
29: Rogue(10): Defensive Roll
30: Monk(20): Epic Dodge

Concentration 33(33), Discipline 33(33), Heal 33(34), Lore 33(34), Persuade 33(33), Spellcraft 5(6), Spot 30(33), Tumble 33(40)



30 Monk

STR: 10
DEX: 18 (26)
CON: 10
WIS: 12
INT: 12
CHA: 10


01: Monk(1): Blind Fight, Luck of Heroes, {Cleave, Evasion, Improved Unarmed Strike, Stunning Fist}
02: Monk(2): {Deflect Arrows}
03: Monk(3): Weapon Finesse
04: Monk(4): DEX+1, (DEX=19)
05: Monk(5)
06: Monk(6): Weapon Focus: Unarmed, {Knockdown, Improved Knockdown}
07: Monk(7)
08: Monk(8): DEX+1, (DEX=20)
09: Monk(9): Dodge, {Improved Evasion}
10: Monk(10)
11: Monk(11)
12: Monk(12): DEX+1, Improved Critical: Unarmed, (DEX=21)
13: Monk(13)
14: Monk(14)
15: Monk(15): Alertness
16: Monk(16): DEX+1, (DEX=22)
17: Monk(17)
18: Monk(18): Great Fortitude
19: Monk(19)
20: Monk(20): DEX+1, (DEX=23)
21: Monk(21): Epic Weapon Focus: Unarmed
22: Monk(22)
23: Monk(23)
24: Monk(24): DEX+1, Great Dexterity I, (DEX=25)
25: Monk(25): Armor Skin
26: Monk(26)
27: Monk(27): Epic Skill Focus: Discipline
28: Monk(28): DEX+1, (DEX=26)
29: Monk(29)
30: Monk(30): Epic Fortitude, Improved Spell Resistance I

Concentration 33(33), Discipline 33(43), Heal 33(34), Lore 33(34), Persuade 33(33), Tumble 33(41)



A few things to note:

1) Both are Human and I know they end on 25 DEX as opposed to 26 DEX.
2) Should I worry about the Improved Spell Resistance on the full Monk build? SR is always nice, but wondering if there's something better to take (like Great DEX 1 perhaps? :D)

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


Last edited by Naivatkal on Tue, May 31 2011, 21:57 PM, edited 1 time in total.

 
      
Mobile_Svensk
 
PostPosted: Tue, May 31 2011, 21:34 PM 

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On the rogue/Monk build you should grab 4 rogue levels pre-epic. That way you can net Epic dodge at 27 instead of 29/30

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Naivatkal
 
PostPosted: Tue, May 31 2011, 21:37 PM 

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Very_Svensk wrote:
On the rogue/Monk build you should grab 4 rogue levels pre-epic. That way you can net Epic dodge at 27 instead of 29/30


17-20 are Rogue levels in that build, I just won't meet the DEX requirement until level 28. Only way to change that would be to sacrifice Armor Skin or Epic Fort or ESF: Discipline. Dunno if ESF Discipline is something Monk builds take, though it makes a ton of sense and is nice for avoiding knockdown at least.

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
PaladinOfSune
 
PostPosted: Tue, May 31 2011, 21:44 PM 

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Location: England, UK

No Great Dex I or EWF: Unarmed? Stop making that mistake or I'mma rant!

I mean, there is literally 0% point of an odd DEX score on the 30 monk build since it's not even Epic Dodge requirements.

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Mobile_Svensk
 
PostPosted: Tue, May 31 2011, 21:45 PM 

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Location: Awarded most Confused Git of 2014!

Aye. Grab great DEX and you'll both get decent AB and meet the requirements of epic dodge sooner.

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Naivatkal
 
PostPosted: Tue, May 31 2011, 21:57 PM 

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PaladinOfSune wrote:
No Great Dex I or EWF: Unarmed? Stop making that mistake or I'mma rant!

I mean, there is literally 0% point of an odd DEX score on the 30 monk build since it's not even Epic Dodge requirements.


:V How the heck did I miss EWF: Unarmed -_-

Anyways, I cleaned them up a bit, heh.

I didn't take Great DEX 1 on the Monk/Rogue build because I wasn't sure about sacrificing Armor Skin or ESF: Discipline. I'm thinking taking out Armor Skin is acceptable since +1 AB/+1 AC > +2 AC, right?


Also, cleaned up some silly stat and skill things (like my lack of 12 INT on the full Monk build haha)

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
PaladinOfSune
 
PostPosted: Tue, May 31 2011, 22:04 PM 

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Location: England, UK

I'd rather take Armor Skin, actually. Discipline is easy enough to raise with the right equipment, certainly enough that I wouldn't ditch 2 free AC for it.

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Naivatkal
 
PostPosted: Tue, May 31 2011, 22:12 PM 

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Mm, I always forget about equipment like that haha.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Sin4given
 
PostPosted: Tue, May 31 2011, 22:21 PM 

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Joined: 12 Jun 2009
Location: Somewhere in reality

No ideas then?

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AcousticShredder
 
PostPosted: Tue, May 31 2011, 22:54 PM 



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Joined: 09 Apr 2011

Hey Everyone,

I was planning to build an Elven Ranger using both a longbow and dual shortswords. level split would be 14 Ranger/6 Fighter(all taken in epic for WS and EWS on both shortswords and longbow)/10 Rogue (for epic dodge). I am planning to go DEX based Starting with:
8 STR 20 DEX 12 CON 14 WIS 10 INT 8 CHA

I was wondering if anyone had recommendations of feats (basically, what are some must-have feats for this type of build?). And was basically wondering if that is a good level split, starting stats, and if anyone had better ideas for this type of character.


 
      
Mobile_Svensk
 
PostPosted: Tue, May 31 2011, 23:14 PM 

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

Well, There's the Longbow and Longsword devcritter... Maybe that interest you? You'll win on damage - By far. Im sure we can stuff in dual-wielding in there, too ..
Because you can't take epic dodge with 10 rogue.
Nor is 14 ranger a good ranger...

Back on the concept - What Subrace?

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