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Uncle-Opustus
 
PostPosted: Wed, Feb 08 2012, 16:24 PM 

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The whole picture needs more than a few bandages. Reflex is a good save to beef up for PvP. Iron Will is silly, because you can always drink a Mindblank.

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Polris
 
PostPosted: Wed, Feb 08 2012, 16:37 PM 

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So it turns out I can take all 3.. I guess I missed a feat in that first post :)

Thanks for the info.


 
      
Zamtrack
 
PostPosted: Wed, Feb 08 2012, 20:41 PM 

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MoshingChris wrote:
If your going Monk/SD you need to hit 26 Dexterity since 9 Monk/5 SD is enough to qualify for epic dodge the greatest of all the Dex Feats and arguably the greatest and strongest feat in the game.

In my mind of minds I'd be going 21 Monk 2 Fighter 6 SD. If you want hard hitting you need epic weapon spec. Monks are naturally inclined to being defensive kings so to make a Monk hard hitting you need to sacrifice their defenisve stat (Dex).


Hmm, hmm, So what do you suggest my starting stats be? (Factoring in heritage)

I kind of need this spelled out for me... :/


 
      
FeyDC
 
PostPosted: Wed, Feb 08 2012, 22:33 PM 



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MoshingChris wrote:
In my mind of minds I'd be going 21 Monk 2 Fighter 6 SD. If you want hard hitting you need epic weapon spec. Monks are naturally inclined to being defensive kings so to make a Monk hard hitting you need to sacrifice their defenisve stat (Dex).


I might be understanding what you are saying wrong but wouldn't he need at least 4 fighter for (epic) weapon spec?


 
      
Naivatkal
 
PostPosted: Thu, Feb 09 2012, 2:36 AM 

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From a strictly numbers/build perspective, what's the minimum Set Trap skill for, say, and epic trap. I'm trying to go over the math in my head.

I know they have a DC of 65, so I'm assuming (with no gear and not taking Skill Mastery), a char would need:
65 DC = Take 20 + 10 (Rogue's Cunning) + 6 (DEX mod boost from gear) + 29 ranks/mod combo

Sound right? Of course, gear offsets that. But I'm trying to make sure I'm not missing something somewhere.
Obviously this plays into one of my chars, so I'm trying to know if he's Doing It Right. Haha.

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davis114
 
PostPosted: Thu, Feb 09 2012, 3:14 AM 

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Your naked dex is a 10?

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Naivatkal
 
PostPosted: Thu, Feb 09 2012, 3:27 AM 

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Nah, 29 is from the base dex mod and ranks lol (also synergy from Set Trap)

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Ulir
 
PostPosted: Thu, Feb 09 2012, 4:00 AM 

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Naivatkal wrote:
From a strictly numbers/build perspective, what's the minimum Set Trap skill for, say, and epic trap. I'm trying to go over the math in my head.

I know they have a DC of 65, so I'm assuming (with no gear and not taking Skill Mastery), a char would need:
65 DC = Take 20 + 10 (Rogue's Cunning) + 6 (DEX mod boost from gear) + 29 ranks/mod combo

Sound right? Of course, gear offsets that. But I'm trying to make sure I'm not missing something somewhere.
Obviously this plays into one of my chars, so I'm trying to know if he's Doing It Right. Haha.


Yup! That's it.

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Naivatkal
 
PostPosted: Thu, Feb 09 2012, 4:06 AM 

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Cool, thanks

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O'Raghailligh
 
PostPosted: Thu, Feb 09 2012, 6:18 AM 

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krytellan wrote:
Just a quick question I wanted to confirm.

Does the touch attack use the DEX mod rather than STR when using an unarmed attack with Weapon Finesse feat?

And also, for melee, is unarmed attack Weapon Focus the only way to increase your touch attack beyond the attribute bonus?


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

"Melee:
BAB + strength modifier (only if positive) + nature sense + epic prowess (unless a ranged weapon is equipped) + unarmed weapon focus feats (if unarmed or using a creature weapon) + effects

Ranged:
BAB + dexterity modifier + weapon attack bonus + effects"


"Weapon finesse and zen archery do not change the ability score used"


 
      
Zamtrack
 
PostPosted: Thu, Feb 09 2012, 8:32 AM 

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FeyDC wrote:
MoshingChris wrote:
In my mind of minds I'd be going 21 Monk 2 Fighter 6 SD. If you want hard hitting you need epic weapon spec. Monks are naturally inclined to being defensive kings so to make a Monk hard hitting you need to sacrifice their defenisve stat (Dex).


I might be understanding what you are saying wrong but wouldn't he need at least 4 fighter for (epic) weapon spec?


Yeah


 
      
NAUX
 
PostPosted: Thu, Feb 09 2012, 13:43 PM 

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Greetings Builders, I am currently working on a character that will mainly be focusing on the Heal Skill and heavy use of Healing Kits with the direct intent of running between players in combat with a few additional select choices to back it, i would appreciate if you can give it the once over, Id appreciate your comments:

Cleric 27, Bard 2, Wizard 1.

Race: Human

Starting Stats:
Strength 12
Dex 8
Con 14
Int 12
Wisdom 18 (26)
Charisma 8

Skills:
Concentration
Spellcraft
Heal
UMD

Level Plan:
C 1: SF: Necro, GSF Necro
C 3: SkF: Heal
C 4: Wisdom
C 6: Combat Casting
C 8: Wisdom
C 9: Maximise Spell (Please advise if this is the best meta choice to have, I am considering Empower as the alternative?)
C 12: Wisdom, Craft Wand (Is this the preferred Craft feat to go with?)
C 15: Spell Penetration
C 18: Greater Spell Penetration
C 20: Wisdom
C 21: Epic Spell: Mummy Dust
C 23: Improved Combat Casting
B (1) 24: Wisdom, UMD, Epic Spell Focus: Necro
C (26) 27: Epic Skill Focus Heal, Epic Spell Penetration
W (1) 29: Skeleton familiar.
B (2) 30: UMD, Great Wisdom 1.

I intend on relying heavily on the Death Domain summon rewarded at Cleric level 27, having never seen or used it ingame before, its ability is completely unknown to me. Due to this, I took Epic Spell: Mummy Dust as a backup should the Death Domain not meet my requirements, some input on this choice would be welcome also.

Thanks.

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The inspiration behind the character:
- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
Kraniumbrud
 
PostPosted: Thu, Feb 09 2012, 13:48 PM 

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empowr on avarage does more damage

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NAUX
 
PostPosted: Thu, Feb 09 2012, 13:49 PM 

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What about the application to buffing spells?

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- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
Kraniumbrud
 
PostPosted: Thu, Feb 09 2012, 13:53 PM 

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mostly you will need extend for that, most buffs aside from the stat spells dont need max or empower

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BigBadWolf
 
PostPosted: Thu, Feb 09 2012, 16:25 PM 

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I would personally switch craft wand to empower spell, if the crafting feat is not irreplaceable for your character.


 
      
NAUX
 
PostPosted: Thu, Feb 09 2012, 17:20 PM 

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Thats a valid point, but lets for example assume that my character does need a crafting feat, which of the three would be more useful, im not really familiar with how they work on amia and what range of spells you can use use for each. Ideally whichever provides better access to heal/inflict spells.

Also, can anyone see any other flaws in the build and perhaps the level spread or class choices?

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The inspiration behind the character:
- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
serbiris
 
PostPosted: Thu, Feb 09 2012, 21:35 PM 

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Craft wand is probably best for clerics. Could probably get some healing out of (spell level 4 was it? So cure crit I think, but no Heal). It's more useful for conditional buffs/spells like death ward (quite popular with non-clerics, so good money there) or maybe restoration or see invis, from what I gather. Scribe scroll would let you craft higher level spells but no spam potential - you could scribe mass heal but supply of blank scrolls probably won't meet your demand of their use.

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DerkDerkistan
 
PostPosted: Fri, Feb 10 2012, 3:31 AM 

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NAUX wrote:
What about the application to buffing spells?


Maximize is best for Bull's, Cat's, Endurance, etc. because it lets you know exactly what you're getting every time you cast. A caster cleric can also get some mileage out of maximizing certain offensive spells, as well.

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NAUX
 
PostPosted: Fri, Feb 10 2012, 9:24 AM 

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So you would stick with maximise and the craft wand instead of going for empowered Derk? Is this the general consenus for clerics?

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- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
DerkDerkistan
 
PostPosted: Fri, Feb 10 2012, 9:36 AM 

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I'd definitely go with Maximize, yes. But craft wand is flavor if you want it. Personally, I'd drop Combat Casting, Craft Wand, and Improved Combat Casting and take focuses in another school: Evocation or Conjuration.

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NinjaClarinet
 
PostPosted: Fri, Feb 10 2012, 10:13 AM 



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Out of curiosity, while is improved combat casting considered a "bad" feat? Previous servers I've always been told it's a near necessity for any caster, but that doesn't seem to be the case here. Especially for healers, getting OoOed when trying to heal seems bad, no?


 
      
DerkDerkistan
 
PostPosted: Fri, Feb 10 2012, 10:21 AM 

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Improved Combat Casting

Because it has no benefit for a character with over 27 Concentration.

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NinjaClarinet
 
PostPosted: Fri, Feb 10 2012, 10:22 AM 



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Oh, defensive casting is a pain to use. Now I remember why I take the feat :D


 
      
MoshingChris
 
PostPosted: Fri, Feb 10 2012, 11:48 AM 

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DCM is easy to use.

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ZoltanTheRed
 
PostPosted: Fri, Feb 10 2012, 12:25 PM 

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Not to mention useful if you don't want to get annoyed by AoO.


 
      
Righteous Anger
 
PostPosted: Fri, Feb 10 2012, 13:31 PM 

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How would one successfully build a halfling Epic Dodge Weapon Master?

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NAUX
 
PostPosted: Fri, Feb 10 2012, 14:18 PM 

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To be honest I did consider not having Combat Casting feats, and going for DCM, but i came to the conclusion that; it would turn off with movement so I would find myself getting caught up in tense healing situations while having to manuever around players and mobs and not getting into defensive casting in time or just plain forgetting it. I also did consider that DCM could not be used with expertise, which i think at the time I conceived the build I was something I was considering taking but didn't and still left Combat Casting in.

If its just a matter of practice and micro management of using DCM, then yeah, it sounds like its something I should really consider, although I really cant see my character having much IC reason to go around blasting Evocation spells off, the ability to do so with Epic Spell Focus from an OOC point of view might be nice to have.

Edit:

Just re-read DCM in the wiki, and noticed that "Defensive casting is a combat mode. It cannot be used at the same time as other combat modes. Movement and other non-combat actions will cancel the mode." Does this mean that the use of healers kits would also cancel the mode?

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The inspiration behind the character:
- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
BigBadWolf
 
PostPosted: Fri, Feb 10 2012, 16:22 PM 

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To: Righteous Anger

Tried something!

17rogue/7weapon master/6fighter

Str:12
Dex:20->27+1
Con:10
Wis:8
Int:14
Cha:8

Lvl spread:
1.rogue (dodge)
2.rogue
3.rogue (mobility)
4.rogue
5.rogue
6.rogue (weapon finesse)
7.fighter (weapon focus: short sword)
8.fighter (spring attack)
9.rogue (expertise)
10.rogue
11.rogue
12.rogue (whirlwind attack, improved evasion)
13.weapon master
14.weapon master
15.weapon master (improved critical: short sword)
16.weapon master
17.weapon master
18.weapon master (knockdown)
19.weapon master
20.rogue
21.rogue (great dexterity)
22.rogue (defensive roll)
23.rogue
24.rogue (epic weapon focus: short sword)
25.fighter
26.fighter (weapon specialization: short sword)
27.rogue (epic dodge,armor skin)
28.fighter
29.fighter (epic weapon specialization: short sword)
30.rogue (something like improved whirlwind attack, improved sneak attack or epic skill focus. maybe even epic prowess)

Skills:
Bluff:24
Discipline:32
Hide:33
Intimidate:4
Listen:33
Move silently:33
Search:33
Tumble:30
Use magical device:30


 
      
MoshingChris
 
PostPosted: Fri, Feb 10 2012, 21:45 PM 

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I don't see Blindfight or crippling strike on that build and I'd rate them higher than any epic skill focus, knockdown or epic prowess.

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krytellan
 
PostPosted: Sat, Feb 11 2012, 0:27 AM 

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Alrighty then. I have an idea for a character and am calling on the people to let me know if they have any ideas on improving it within the concept of the character. I'm committed to the character being a PM at his base, and is critical for his concept. Given that, the idea here is that he fancies himself a competent (if not primitive) warrior as well as a novice wizard. The PM will build off of that later in the progression as you'll see. I really want to focus on his basic warrior skills and his physical endurance (as in saves and AC). That said, here's what I came up with:

Halruaan
Fighter 8/Wiz 3/PM 19

STR 17 -> 18
DEX 9
CON 9
INT 18 -> 24
WIS 10
CHA 8

1- Fighter: KD, Luck of Heroes, Strong Soul
2- Fighter: WF: Warhammer
3- Wizard: Spell Focus: Necromancy
4- Fighter
5- Fighter: WS: Warhammer
6- Wizard: Greater SF: Necromancy
7- Fighter
8- Wizard
9- PM: Extend spell
10- PM
11- PM: Improved Crit: Warhammer
12- Fighter: Great Fortitude
13- PM
14- PM
15- PM: Iron Will
16- PM
17- PM
18- PM: Toughness
19- PM
20- PM
21- Fighter: EWF, EWS
22- PM
23- PM
24- PM: Armor Skin, ER Cold
25- PM
26- PM
27- PM: Epic Fortitude, ES: Mummy Dust
28- PM
29- PM
30- PM: EMA, Epic Will

Just wondering if there's anything that could be more efficient or something I missed. Open to ideas!

And thanks.

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TormakSaber
 
PostPosted: Sat, Feb 11 2012, 0:57 AM 

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Quote:
Halruaan
Fighter 8/Wiz 3/PM 19


Get out. Go read about Halruaans. And stop making melee PMs.

This is coming from the guy who made a Halruaan Palemaster, too.

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krytellan
 
PostPosted: Sat, Feb 11 2012, 3:42 AM 

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I had so many snotty comments to make about your post, but decided against it. I will just say to enlighten as to why this is such a bad character, not knowing my back story?

I know a couple of years ago you told someone else not to do this because their spells would bounce off everything. I have no intention of being a primary spellcaster. Apparently, they are not adequate in melee to you either. So what's your beef? Should PMs just not be played at all in your mind?

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DerkDerkistan
 
PostPosted: Sat, Feb 11 2012, 4:31 AM 

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Melee palemasters.

@#$&*&$.

That is all.

And the backstory to every melee palemaster is the emo goth kid who was never liked and wanted to be critical immune so he could beat up the bullies that roughed him up when he was weak. And now he likes to play with dead things.

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Zamtrack
 
PostPosted: Sat, Feb 11 2012, 4:56 AM 

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Is initiative useless in NWN?


 
      
davis114
 
PostPosted: Sat, Feb 11 2012, 5:02 AM 

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Zamtrack wrote:
Is initiative useless in NWN?


Initiative makes my melee world go round.

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O'Raghailligh
 
PostPosted: Sat, Feb 11 2012, 5:08 AM 

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Basically yes, it's not worth investing feats into.


 
      
Zamtrack
 
PostPosted: Sat, Feb 11 2012, 5:29 AM 

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OMG! D: Which is it?


 
      
MoshingChris
 
PostPosted: Sat, Feb 11 2012, 5:30 AM 

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O'Raghailligh wrote:
Basically yes, it's not worth investing feats into.


Theres quite a few cases where initiative is frigging fantastic actually.

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Zamtrack
 
PostPosted: Sat, Feb 11 2012, 5:39 AM 

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MoshingChris wrote:

Theres quite a few cases where initiative is frigging fantastic actually.


Could you please do a better job of explaining the mechanic than the wiki does?


 
      
MoshingChris
 
PostPosted: Sat, Feb 11 2012, 7:11 AM 

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I was trolling.

Initiative is pointless.

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TormakSaber
 
PostPosted: Sat, Feb 11 2012, 7:55 AM 

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krytellan wrote:
I had so many snotty comments to make about your post, but decided against it. I will just say to enlighten as to why this is such a bad character, not knowing my back story?

I know a couple of years ago you told someone else not to do this because their spells would bounce off everything. I have no intention of being a primary spellcaster. Apparently, they are not adequate in melee to you either. So what's your beef? Should PMs just not be played at all in your mind?


It's inadequate in melee because although your AC is good, your BAB and damage is garbage. This is compounded by your low strength.

Knowing nothing about your character and only your build I conclude youre' probably not doing it right because I've seen a lot more done wrong re: melee PMs than I've ever seen done right because most of them just treat is as "Hurr I am strong" and because there is absolutely nothing about the class that implies a mastery of fighting and everything at a super specialized sort of freak caster.

The build will work but you'll probably want to claw your eyes out at not being able to do anything but "Not get hit". Your arm will be really good though, I guess.

18 BAB + 10 STR + 3 EWF = 31.... that's 51 if you hit the AB cap. 36 w/ a +5 weapon. 38 bless/aid. If you run barb drum you hit 40. Barely. That hits the average 50 AC no +5 items but boots tumbletank on a 14 on your high attack. 50 AC is sort of a benchmark, so don't take that as solely a PvP marker.

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MoshingChris
 
PostPosted: Sat, Feb 11 2012, 9:12 AM 

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Also most importantly we fixed Palemaster so it takes their PM levels into account when they use Necromancy spells so the PM became the single most dominant force with regards to Necromantic skill. There is no reason therefore to make a Melee PM if you want to be the necromaster.

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Zamtrack
 
PostPosted: Sat, Feb 11 2012, 9:38 AM 

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!! D: Troll!!

Anywhooo,

I'm formulating something good!


Last edited by Zamtrack on Sun, Feb 12 2012, 0:01 AM, edited 1 time in total.

 
      
krytellan
 
PostPosted: Sat, Feb 11 2012, 13:50 PM 

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TormakSaber wrote:
It's inadequate in melee because although your AC is good, your BAB and damage is garbage. This is compounded by your low strength.

Knowing nothing about your character and only your build I conclude youre' probably not doing it right because I've seen a lot more done wrong re: melee PMs than I've ever seen done right because most of them just treat is as "Hurr I am strong" and because there is absolutely nothing about the class that implies a mastery of fighting and everything at a super specialized sort of freak caster.

The build will work but you'll probably want to claw your eyes out at not being able to do anything but "Not get hit". Your arm will be really good though, I guess.

18 BAB + 10 STR + 3 EWF = 31.... that's 51 if you hit the AB cap. 36 w/ a +5 weapon. 38 bless/aid. If you run barb drum you hit 40. Barely. That hits the average 50 AC no +5 items but boots tumbletank on a 14 on your high attack. 50 AC is sort of a benchmark, so don't take that as solely a PvP marker.


That was a much more thoughtful answer than your first one. Thank you for taking the time to elaborate.

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Teo
 
PostPosted: Sun, Feb 12 2012, 6:40 AM 



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Hi guys, kind of new to the server. I used to play NWN a while ago. I’m really excited about coming back, but I’ve been having trouble deciding what I want to play. After looking around for a while I came across the build 23/6/1 bard/fighter/ranger. It seems pretty suitable to my play style (a combat oriented bard). I have looked for a comprehensive build for the past few days, but have come up empty handed. I understand that the fighter levels are for epic weapon spec. What I don’t understand is how many fighter levels to take pre epic (or the ranger level for that matter). Actually, I don’t even know what the ranger level accomplishes.

I know that I’m scrubbing it up, but if you guys could share some knowledge, or a link to a previous discussion, I would really appreciate it!


 
      
GreatPigeon
 
PostPosted: Sun, Feb 12 2012, 7:18 AM 

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4 fighter levels pre-epic. 5 for the extra fort (I think).

The Ranger level is trick to get at getting an epic feat and some nice skills, spot, set trap, animal empathy. And pseude dual wielding

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MoshingChris
 
PostPosted: Sun, Feb 12 2012, 8:37 AM 

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Ok pige is correct but not correct at the same time. The Ranger level is for spot more than anything else, although the extra feat is nice to.

What your looking at is as he said:

Ability Distribution from Plain Human which you can move around to suit your play style:
15 Str -> 18 or 20
10 Dex
14 Con
10 Wisdom
14 Int
14 Cha -> 16 or 18

16 Bard 4 Fighter in Pre-epic

Standard feats: Curse Song, Extend Spell, Blindfight, Knockdown, Maximise Spell, Improved Knockdown, SF Spot
Fighter Bonus: Weapon Focus(F1), Improved Critical(F2), Weapon Specialisation (F4)
Human Bonus (if applicable): Artist or if Durpari: Great Fort

Epic Progression:
Bard 21: Epic Fortitude
Bard 22
Bard 23
Bard 24: Lasting Inspiration
Fighter 25:
Bard 26:
Bard 27: Epic Prowess or Epic Skill Focus Perform
Bard 28: Epic Skill Focus Spot
Ranger 29: Epic Weapon Focus (Max Spot: 32)
Fighter 30: Epic Weapon Specialisation

With all the above feats and alertness on an item:
32 (Base) + 50 (Maximum items/spells etc) + 10 (Epic Spot) + 2 (Alertness) + 2 (Artist) + 3 (SF Spot) + 6 (Maxed Wisdom)

Total: 105 + Curse. Super effective spotter.

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I play: Gage le Gris
Socially and recently politically Inept Knight of Xymor


 
      
DerkDerkistan
 
PostPosted: Sun, Feb 12 2012, 8:46 AM 

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Joined: 18 Jan 2009
Location: Earth

How are you going to get Epic Spot at 28 when your Spot dump is at 29?

Edit to add: You want your Epic Spot and Epic Weapon Specialization on level 30. That frees up your Bard bonus feat for Epic Perform, and then the level 27 feat is free for Epic Prowess.

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MoshingChris
 
PostPosted: Sun, Feb 12 2012, 11:15 AM 

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Joined: 04 Sep 2007
Location: Down South and Bent Edge

Meh, you type up a build from memory on your phone :lol:

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I play: Gage le Gris
Socially and recently politically Inept Knight of Xymor


 
      
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