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Kaziem
 
PostPosted: Sat, Dec 24 2016, 8:38 AM 

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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.

Human - Subrace: Calashite

STR: 12
DEX: 10
CON: 10 (11)
WIS: 10
INT: 18 (24)
CHA: 14

Human: (Quick to Master)
01: Wizard(1): Spell Focus: Abjuration, Greater Spell Focus: Abjuration, {Scribe Scroll} (Racial: Silver Palm)
02: Wizard(2)
03: Wizard(3): Brew Potion
04: Wizard(4): INT+1, (INT=19)
05: Wizard(5): Spell Focus: Evocation
06: Wizard(6): Greater Spell Focus: Evocation
07: Wizard(7)
08: Wizard(8): INT+1, (INT=20)
09: Wizard(9): Spell Focus: Necromancy
10: Wizard(10): Greater Spell Focus: Necromancy
11: Wizard(11)
12: Wizard(12): INT+1, Craft Wand, (INT=21)
13: Wizard(13)
14: Wizard(14)
15: Wizard(15): Extend Spell, Spell Focus: Enchantment
16: Wizard(16): INT+1, (INT=22)
17: Wizard(17)
18: Wizard(18): Spell Penetration
19: Wizard(19)
20: Wizard(20): INT+1, Greater Spell Penetration, (INT=23)
21: Wizard(21): Epic Spell Focus: Necromancy
22: Wizard(22)
23: Wizard(23): Epic Spell: Mummy Dust ( Magical Beast, or Pharoah, to fit Calashite race will switch ESF level approp. )
24: Wizard(24): INT+1, Epic Spell: Epic Mage Armor, (INT=24)
25: Wizard(25)
26: Wizard(26): Epic Spell Focus: Evocation
27: Wizard(27): Epic Spell: Greater Ruin
28: Wizard(28): CON+1, (CON=11)
29: Wizard(29): Epic Spell Focus: Abjuration
30: Wizard(30)

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.


 
      
Commie
 
PostPosted: Sat, Dec 24 2016, 8:47 AM 

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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.

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LibrisMortis_666
 
PostPosted: Sat, Dec 24 2016, 9:08 AM 

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Wizard caps off at 29 with Bonus Feats. So like Commie said, take 29 Wizard / 1 Ranger.

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Kaziem
 
PostPosted: Sat, Dec 24 2016, 9:47 AM 

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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.


 
      
Tarnus
 
PostPosted: Sat, Dec 24 2016, 10:02 AM 

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I'd replace SF enchantment with Maximize Spell.

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The1Kobra
 
PostPosted: Sat, Dec 24 2016, 15:43 PM 

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I'd put 2 points of STR into CON, wizards need every HP they can get and the STR's carrying capacity can be mitigated by getting magic bags.

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Kaziem
 
PostPosted: Sun, Dec 25 2016, 1:17 AM 

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Tarnus wrote:
I'd replace SF enchantment with Maximize Spell.

This was a mistake in the build. I had some other metamagic feat there, but maximize it is.

The1Kobra wrote:
I'd put 2 points of STR into CON, wizards need every HP they can get and the STR's carrying capacity can be mitigated by getting magic bags.


Bit late for that change I think as the character is already made. Maybe I can get it done in the future.

Thanks all.


 
      
Richard_Edmund
 
PostPosted: Sun, Dec 25 2016, 1:20 AM 

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rebuilds are a thing. If you have suitable RP you can just about do anything.

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Kaziem
 
PostPosted: Sun, Dec 25 2016, 4:35 AM 

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Wizard(29), Ranger(1), Human (Calishite)

STR: 10
DEX: 10
CON: 12
WIS: 10
INT: 18 (26)
CHA: 14

Human: (Quick to Master, silver palm)
01: Wizard(1): Spell Focus: Abjuration, Greater Spell Focus: Abjuration, {Scribe Scroll}
02: Wizard(2)
03: Wizard(3): Brew Potion
04: Wizard(4): INT+1, (INT=19)
05: Wizard(5): Spell Focus: Evocation
06: Wizard(6): Greater Spell Focus: Evocation
07: Wizard(7)
08: Wizard(8): INT+1, (INT=20)
09: Wizard(9): Spell Focus: Necromancy
10: Wizard(10): Greater Spell Focus: Necromancy
11: Wizard(11)
12: Wizard(12): INT+1, Craft Wand, (INT=21)
13: Wizard(13)
14: Wizard(14)
15: Wizard(15): Extend Spell, Maximize Spell
16: Wizard(16): INT+1, (INT=22)
17: Wizard(17)
18: Wizard(18): Spell Penetration
19: Wizard(19)
20: Wizard(20): INT+1, Greater Spell Penetration, (INT=23)
21: Wizard(21): Epic Spell Focus: Necromancy
22: Wizard(22)
23: Wizard(23): Epic Spell: Mummy Dust
24: Wizard(24): INT+1, Epic Spell: Epic Mage Armor, (INT=24)
25: Wizard(25)
26: Wizard(26): Epic Spell Focus: Evocation
27: Wizard(27): Epic Spell: Greater Ruin
28: Wizard(28): INT+1, (INT=25)
29: Wizard(29): Great Intelligence I, (INT=26)
30: Ranger(1): Armor Skin, Epic Spell Focus: Abjuration, {Dual Wield}

Hitpoints: 156
Skillpoints: 279
Saving Throws (Fortitude/Will/Reflex): 12/17/11
Saving Throw bonuses: Spells: +8
BAB: 15
AB (max, naked): 15 (melee), 15 (ranged)
AC (naked/mundane armor/shield only): 12/20
Spell Casting: Wizard(9)
Alignment Changes: 0

Animal Empathy 18(20), Appraise 16(24), Concentration 33(34), Discipline 33(33), Heal 33(33), Lore 33(41), Persuade 16(18), Set Trap 33(33), Spellcraft 32(40)


01: Appraise(2), Concentration(4), Heal(4), Lore(4), Persuade(2), Spellcraft(4),
02: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
03: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
04: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
05: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
06: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
07: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
08: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
09: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
10: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
11: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
12: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
13: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
14: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
15: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
16: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
17: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
18: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
19: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
20: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
21: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
22: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
23: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
24: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
25: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
26: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
27: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
28: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
29: Appraise(1), Concentration(1), Heal(1), Lore(1), Persuade(1), Spellcraft(1),
30: Animal Empathy(18), Concentration(1), Discipline(33), Heal(1), Lore(1), Set Trap(33),


Updated with change from pick lock to heal.


 
      
Yin
 
PostPosted: Sun, Dec 25 2016, 9:01 AM 

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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. :)

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Commie
 
PostPosted: Sun, Dec 25 2016, 16:14 PM 

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I didn't even notice that. shame on me.

15 points in to tumble (you're going to have to cross class it) is mandatory. AC is king and 3 ac is pretty much required.

it's really pretty much worth losing 29 wizard and going 1 bard/1 rogue so you can get 30 tumble for 6 ac.

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Kudark
 
PostPosted: Sun, Dec 25 2016, 17:11 PM 

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I'm curious why you chose so many ranks in Animal Empathy, Set Trap, and Heal, for a crafter/merchant wizard.

You can get away with 10 ranks in AE and still be successful. An item or two with high skill points can help you dominate just about anything.

Set Trap... eh, unless you plan to use it regularly, items with the skills will help you set epic traps just fine without going nuts on the ranks.

5 or 10 ranks in Heal will get you a decent score with heal kits. Crow has 5 in Heal, and I think he nets about 35 HP from +10 heal kits.

But yeah, you may want to consider Tumble with this build.

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TormakSaber
 
PostPosted: Sun, Dec 25 2016, 20:55 PM 

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35 HP from +10 kits is not decent HP. 70 is.

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.

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Herr Delta Houdini
 
PostPosted: Sun, Dec 25 2016, 21:14 PM 

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TormakSaber wrote:
35 HP from +10 kits is not decent HP. 70 is.

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.

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Kaziem
 
PostPosted: Sun, Dec 25 2016, 21:22 PM 

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How high would it need to be? Actively working on the build (hit post on the update when the response came in.)


 
      
Commie
 
PostPosted: Sun, Dec 25 2016, 21:24 PM 

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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.

My two cents.

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Kaziem
 
PostPosted: Sun, Dec 25 2016, 22:10 PM 

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Wizard(28), Ranger(1), Monk(1), Calishite

STR: 10
DEX: 10
CON: 12
WIS: 10
INT: 18 (26)
CHA: 14

Calishite: [Quick to Master, Silver Palm]
01: Wizard(1): Extend Spell, Toughness, {Scribe Scroll}
02: Wizard(2)
03: Wizard(3): Brew Potion
04: Wizard(4): INT+1, (INT=19)
05: Wizard(5): Maximize Spell
06: Wizard(6): Craft Wand
07: Wizard(7)
08: Wizard(8): INT+1, (INT=20)
09: Wizard(9): Spell Focus: Abjuration
10: Wizard(10): Greater Spell Focus: Abjuration
11: Wizard(11)
12: Wizard(12): INT+1, Spell Focus: Evocation, (INT=21)
13: Wizard(13)
14: Wizard(14)
15: Wizard(15): Greater Spell Focus: Evocation, Spell Focus: Necromancy
16: Wizard(16): INT+1, (INT=22)
17: Wizard(17)
18: Wizard(18): Great Fortitude
19: Wizard(19)
20: Wizard(20): INT+1, Greater Spell Focus: Necromancy, (INT=23)
21: Wizard(21): Epic Spell Focus: Necromancy
22: Wizard(22)
23: Wizard(23): Epic Spell: Mummy Dust
24: Wizard(24): INT+1, Epic Spell: Epic Mage Armor, (INT=24)
25: Wizard(25)
26: Wizard(26): Epic Spell Focus: Evocation
27: Wizard(27): Epic Spell: Greater Ruin
28: Wizard(28): INT+1, (INT=25)
29: Ranger(1): Epic Spell Focus: Abjuration, {Dual Wield}
30: Monk(1): Great Intelligence I, {Cleave, Evasion, Improved Unarmed Strike, Stunning Fist}, (INT=26)

Hitpoints: 190
Skillpoints: 280
Saving Throws (Fortitude/Will/Reflex): 14/17/11
Saving Throw bonuses: Spells: +7
BAB: 15
AB (max, naked): 15 (melee), 15 (ranged)
AC (naked/mundane armor/shield only): 16/24
Spell Casting: Wizard(9)
Alignment Changes: 0

Appraise 16(26), Concentration 33(34), Discipline 33(33), Heal 33(33), Lore 33(41), Persuade 33(37), Spellcraft 31(39), Spot 22(22), Tumble 30(30)


01:
02: Appraise(2), Concentration(5), Heal(5), Lore(5), Spellcraft(5),
03: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
04: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
05: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
06: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
07: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
08: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
09: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
10: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
11: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
12: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
13: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
14: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
15: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
16: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
17: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
18: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
19: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
20: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
21: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
22: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
23: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
24: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
25: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
26: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
27: Appraise(1), Concentration(1), Heal(1), Lore(1), Spellcraft(1),
28: Concentration(1), Heal(1), Lore(1), Spellcraft(1),
29: Appraise(1), Concentration(1), Discipline(32), Heal(1), Lore(1), Spot(22),
30: Concentration(1), Discipline(1), Heal(1), Lore(1), Persuade(33), Tumble(30),

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.


 
      
Yin
 
PostPosted: Sun, Dec 25 2016, 23:32 PM 

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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).

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Yin
 
PostPosted: Sun, Dec 25 2016, 23:45 PM 

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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 :)

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Commie
 
PostPosted: Mon, Dec 26 2016, 0:23 AM 

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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.

rest is basically just rp stuff.

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TormakSaber
 
PostPosted: Mon, Dec 26 2016, 3:52 AM 

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Yin wrote:
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.

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Kaziem
 
PostPosted: Mon, Dec 26 2016, 5:43 AM 

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Yin wrote:
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?


 
      
Commie
 
PostPosted: Mon, Dec 26 2016, 5:45 AM 

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Kaziem wrote:
Yin wrote:
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.

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thunderbrush
 
PostPosted: Mon, Dec 26 2016, 6:32 AM 



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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.

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Commie
 
PostPosted: Mon, Dec 26 2016, 6:34 AM 

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Joined: 02 Dec 2015

thunderbrush wrote:
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.

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Count Kaldrjarn Pitt | Archmage Kilmar | Sarguk Morderer

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Kaziem
 
PostPosted: Mon, Dec 26 2016, 7:20 AM 

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Joined: 24 Dec 2016

Commie wrote:
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.


 
      
Commie
 
PostPosted: Mon, Dec 26 2016, 7:30 AM 

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Kaziem wrote:
Commie wrote:
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.

Skills Concentration 33(35), Craft Armor 30(38), Craft Weapon 30(38), Discipline 32(31), Heal 33(31), Lore 33(41), Search 7(15), Spellcraft 33(41), Spot 32(30), Tumble 15(17)

Though I added some random 1 cross class skills to things like 'open lock' and whatnot.

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Count Kaldrjarn Pitt | Archmage Kilmar | Sarguk Morderer

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MisterLich wrote:
First of all, my brain is one of the best here.


 
      
TormakSaber
 
PostPosted: Mon, Dec 26 2016, 8:29 AM 

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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.

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That Guy
 
PostPosted: Mon, Dec 26 2016, 16:02 PM 

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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.


 
      
Kaziem
 
PostPosted: Mon, Dec 26 2016, 21:21 PM 

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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 :P


 
      
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