This is a character I'm making as a crafter/merchant wizard. It's my first character here, and I'm not used to level 30 builds or fully schooled on the custom changes (thought I did look them over)
Goals:
Craft as many items as able to within mechanics. Be viable in end game PvE and if possible PvP, mechanically. Keep a cohesive feel. Pure Wizard.
Skills (Prioritized): Spellcraft Concentration Appraise Persuade Set Trap ?? ??
Any suggestion on skills are certainly welcome, I'm also interested in thoughts on the epic level feat selections, and (non-spoiler) tips on the Mummy Dust selection as noted. Thanks in advance.
get one ranger in epic. in addition to shield proficiency (which is good as you can use a shield and cast if you get the right shield) ranger 1 lets you pick an epic spell focus instead of a favored enemy, and a discipline dump as well as access to hide/ms/spot and other fun things.
So I'd take 1 ranger at 29.
If you want maximum pvp i'd also take bard or rogue 1 in epic (so 28/1/1) and get 30 tumble, as well as the feat armor skin. in pvp ac is king.
i'd also recommend picking up one great int in epic and not getting that +1 con. So you can get one more int mod.
I see so that would let me take the Great Int and ESF: Abjuration and get a win-win out of it. Thanks. Anything else would be welcome - though I'd prefer to keep it to that class setup. Bard/Rog is a bit off roleplay for the character.
Just few hints out of personal Amia experience: - firstly don' ever put any skillpoints on level 1 (since you'll get level 2 as soon as you get ingame and will be able to distribute them as you like anyway, and it will save you from doing full rebuild if you'll decide to change them in future); - secondly - try to pick those feats, you won't going to change anyway (for same reasons as not distributing skillpoints), which means - picking spell focuses at first level is not so great idea - they are no much good at low levels anyway, extended spell is a good choice, for example, toughness or even something like luck of heroes (or great fortitude for wizards) over spell penetration too; - thirdly - speaking of spell penetration - it's a poor choice for pure or almost pure wizard (sorcerer, etc.) - as with 29 levels of it, you will be able to spell penetrate almost anything anyways (unless you're planning to PvP often against monks (which most likely resist most of your spells anyways, or drow, which most likely will not), just read spell resistance rules on NWN wiki - imho, it is only useful if you're multiclassing heavily in another class otherwise), unless you picking it out of RP reasons of course; - lastly - animal empathy and setting trap may be not the best choice for skilldump actually, unless you have specific RP reasons for it, since dumping them in something like "Spot" or "Tumbling" will give you way better bonuses (Tumbling adds +1 AC for every 5 points put in it so almost a must have thing on Amia, while spot can be very useful as well, unless you're playing rather absent minded old wizard for example).
Though, it's just my two cents regarding that build so far. Good luck and have fun on Amia with us.
_________________ 'Everything moves somewhere and changes somehow.'
Wizards want high ranks in skills they use because swapping items messes with your int and spell slots. It's not like rogues or fighters or rangers.
I agree with Tormak. And it's really nice having higher-end healing skill on a Wiz/Sorc anyway, I remember when I used to play a lot I'd have people that I had partied with before (as my Sorcerer characters usually) wanting me to join up with them again and again because I usually ranked up Healing and hit the party with +10 kits whenever they needed it (I mean, there's the buff-bot aspect too, but when I started also managing the healing side of it, I ended up in parties a lot more). Plus you can help your summons survive with fairly good success. It's a nice skill to grab if your point allocation permits it.
_________________ Ael'thil Rilyn'tlithar Previously known as: Anubis
I like it on mine because it keeps my mummy dust and familiar alive. Sometimes one of them manages to eat a ton of damage in one turn and its great being able to fix it cheaply and efficiently before they eat another random 20 and despawn.
And since my wizards generally just follow around the summons in pve, using four kits over 12 seconds, that plus thirty hp on every single heal kit is often the difference between their life and death.
With all of what's been said I think I've got it sorted.
The biggest deviation is Monk over Rogue - The character is Lawful Neutral, it fits as well given the strong leaning towards the faith of Waukeen he has. AE was a skill dump (that didn't really fit anyway) set traps was for minor RP purposes (a merchant would likely want to trap his stashes.) Heal seems like a big deal, I maxed it. Tumble also maxes with monk, as does persuade. I don't get the AC bonus from monk on this server, at level one it seems, which is fine. Spot gets 22 ranks, which I'm guessing isn't bad. All in all it wrapped up rather nicely once I noticed the option for Monk. Rogue just didn't fit from either a roleplay or mechanical standpoint. I don't mind losing access to UMD and cross classing appraise to gain evasion cleave and punching. Appraise would have been CC without rogue anyway. It also adds to the character's religious background to go monk.
Any last thoughts are welcome, but odds are I'll just stick with this for now.
Persuade is a pure RP skill that is being rarely used if ever at all. For crafting character adding some points to craft armor or weapons (which is used to infuse items with mythal magic in Amia) would be better probably, but with such high Int bonus and some equipment you can probably have it maxed anyway. On the other hand I don't get why you're so insisted on picking a level of ranger (if only for keeping lawful alignment) - if it's for discipline, you can take one level of bard and have both discipline and tumble (even though it'll require shift your alignment a bit). As for rogue vs monk - rogues have access to use magic device skill, which may be not the most important, but can be really useful given the amount of good alignment/race specific items in Amia (don't raise it over 25 in total though, as you won't need it higher than that).
_________________ 'Everything moves somewhere and changes somehow.'
Oh, and in case you want to retain lawful alignment, picking fighter/divine champion instead of ranger class, may be a better choice as Amia wizards tend to wear custom made full plate armors and tower shields, while both of those classes providing full access to those things
_________________ 'Everything moves somewhere and changes somehow.'
ranger gets you a free epic spell focus if you take a ranger level in epic.
build looks good btw i'd run with it.
i tell everyone on amia; tumble and discipline are mandatory skills. you need at least 15 tumble (but 30 is strongly strongly strongly recommended) and you need 30+ discipline from your skill ranks.
after that i'd put spell-craft and umd in the 'nice to have but not needed' tier.
spot and heal are next after that, nice to have if you have the skill points available.
Oh, and in case you want to retain lawful alignment, picking fighter/divine champion instead of ranger class, may be a better choice as Amia wizards tend to wear custom made full plate armors and tower shields, while both of those classes providing full access to those things
DC can be any alignment, as can ranger. Ranger is objectively better for the 1 level dip.
Most of them also do not tend to wear full plates and tower shields. It's the easily in game bought chain shirt,s half plates, and large shields.
I don't think Discipline is very necessary on a mage. Even with epic disc gloves your score will not get high enough to stop the KDs you need it to - and honestly you can't likely afford to wear them anyways.
Spellcraft is mandatory for a caster because counterspelling is legit as hell and you can't counterspell if you can't identify the spell.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
For crafting character adding some points to craft armor or weapons (which is used to infuse items with mythal magic in Amia) would be better probably, but with such high Int bonus and some equipment you can probably have it maxed anyway.
If I read it right the hardest DC for this is 10 - In which case +4 to int from foxes cunning or gear would solve the problem. Did I read this wrong?
For crafting character adding some points to craft armor or weapons (which is used to infuse items with mythal magic in Amia) would be better probably, but with such high Int bonus and some equipment you can probably have it maxed anyway.
If I read it right the hardest DC for this is 10 - In which case +4 to int from foxes cunning or gear would solve the problem. Did I read this wrong?
dc's get up to 40+ when it comes to the most powerful enchantments.
Joined: 12 Nov 2015 Location: The belly of the beast
The problem with investing is speechcraft skills, and this is my experience is that people despise losing. Even rolls. Please don't hate me for this guys, but it's true. If you win a bluff/persuade check, people will meta-tap dance for hours to "win", rather than just accepting what you say as truth. This of course is not absolute, but it happens enough for it to be a wasted skill dump. I would put those points elsewhere.
_________________ Jace Fenneril: Cleric of Sharess.
The problem with investing is speechcraft skills, and this is my experience is that people despise losing. Even rolls. Please don't hate me for this guys, but it's true. If you win a bluff/persuade check, people will meta-tap dance for hours to "win", rather than just accepting what you say as truth. This of course is not absolute, but it happens enough for it to be a wasted skill dump. I would put those points elsewhere.
people simply don't have to respect your bluff/diplo rolls either, barring dm intervention.
dc's get up to 40+ when it comes to the most powerful enchantments.
Then this needs fixed - looks like neither spot nor persuade will make it. This is the core RP goal of the build. I didn't realize the skills were needed to craft.
dc's get up to 40+ when it comes to the most powerful enchantments.
Then this needs fixed - looks like neither spot nor persuade will make it. This is the core RP goal of the build. I didn't realize the skills were needed to craft.
I'll work on updating it tomorrow.
If you're interested, this was the build my wizard went with for skills. Note that he is a human race that got a bonus int score.
When you're doing your crafting, there's also a bunch of equipment you can wear to boost your scores. When you're crafting, it's OK for your spell slots to go wonky, since you won't be in a combat situation.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
Honestly, to mythal craft, you only need the gear. But, for the rp of it, put some points in if you like, but you can mechanicaly gett +50 plus your int mod. Thus, can mythal anything. For a rp crafter, having higher is good for requests and other special situations.
Yeah going to put some in it. Won't change much, really. May drop spot for it, my character is early forties, seems a bit off to have an epic level spot mod
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