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serbiris
 
PostPosted: Mon, Feb 13 2012, 16:46 PM 

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Hey folks. I've been making/planning a bunch of characters lately (not all of them mine) so bear with me as I assault this thread with wide and varied questions every now and then.

Caster-PMs. Are their summons good enough that they outweigh the lack of GMW and other low-CL issues like that? Duration is manageable with extend spell on everything (though only pushes them up to CL20-equivalent) but stuff like GMW won't grade up, if I understood correctly? Hard to decide if I want a PM or just a necro-specialist wizard, 'cos I would like other utility type stuff too.

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TormakSaber
 
PostPosted: Mon, Feb 13 2012, 17:53 PM 

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Speaking as someone who playd a 10 wiz/19 PM/1 fighter

no, no it does not

Nothing makes up for it. Having necromancy back then wouldn't have saved that character, nothing would have

The summons are great but when you have to fill your entire level 7 sepellbook with nothing but mass hastes that still only last 20 round sextended and level 12 characters can buff better than you

It's nothing but an exercise in frustration that I can't recommend to anyone unless you're doing it because being a high level PM is cool. And it really is, but if you're at all like me and you can't stand to feel useless, then it's also horrible to play and eventually it makes you stop playing the character, which is why I stopped playing Reinard.

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serbiris
 
PostPosted: Tue, Feb 14 2012, 7:05 AM 

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It is a cool concept. I briefly had dreams of master graftsmanship with DC requests and whatnot but in the end I am neither skilled enough as a player nor content with being a one (well maybe 2 or 3) trick pony when it comes down to the action. That is a shame, but necromancy is one of the more interesting schools so I'm sure there's something there that'll tickle my fancy, even if it has been done to death... ow.

Unrelated:

Been helping Kaira on Fighter/Rogue/KC. I put together my best guess but being fairly unfamiliar with both Fighter/Rogues and KCs I thought I'd run it by builder folk. For the fighter/rogue stuff I think I got everything important, skipped dual-wield feats with the intention of grabbing the items for it or just using a shield. I have never had a clear idea of what to do with spare feats so just took whatever. What I'm really unsure about is the cha score. I figure 12+ was helpful, but didn't know if it was worth compromising other scores. Anyway here we go:

Fighter10/KC5/Rogue13

Drow

Str14
Dex18
Con10
Int14
Wis10
Cha14

Feats: Luck of Heroes, Weapon Finesse, SF: Disc, Toughness, WF, KD, Imp KD, Imp crit, Blindfight, Weapon Spec, Great Fort(?)

1: Rogue1
2: Fighter1
3: Fighter2
4: Fighter3 +dex
5: Fighter4
6: Fighter5
7: Fighter6
8: Fighter7 +dex
9: Rog2
10: KC1
11: KC2
12: KC3 +dex
13: KC4
14: KC5
15: Rog3
16: Rog4 +dex
17: Rog5
18: Rog6
19: Rog7
20: Rog8: +dex

21: Fighter8: EWF, EWS
22: Rogue9
23: Rogue10 Defroll/ImpEv
24: Rogue11 GDex, +dex (25)
25: Fighter9
26: Rogue12
27: Rogue13: Defroll/Impev, Epic Dodge
28: Fighter10: Armour Skin +dex26

That look workable? Understanding that Fighter/Rogue and KC don't synergise well, though it does make use of the drow cha increase a bit which I thought was nice. The intent was more to give the impression of a leaderish mercenary, I believe.

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Mobile_Svensk
 
PostPosted: Tue, Feb 14 2012, 17:44 PM 

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This is a flavour question.

You recon it's worth grabbing Dev.crit for a Schyte wielding WM?

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Innuendo
 
PostPosted: Tue, Feb 14 2012, 17:48 PM 

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Not really, no. Scythe crits are ridiculously damaging, don't bother with Dev Crit. >_> ... I think you'd regret it.


 
      
Mobile_Svensk
 
PostPosted: Tue, Feb 14 2012, 18:01 PM 

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Unsure.

My wm does an average of ~30-40 damage @ hit, With a two hander i recon it's 40-50.
So 40-50 x 5 = 250 damage top. It's huge, but not that huge.

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davis114
 
PostPosted: Tue, Feb 14 2012, 18:11 PM 

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Very_Svensk wrote:
Unsure.

My wm does an average of ~30-40 damage @ hit, With a two hander i recon it's 40-50.
So 40-50 x 5 = 250 damage top. It's huge, but not that huge.


If you have impy kd, it's not worth it. If you don't, it is.

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Mobile_Svensk
 
PostPosted: Tue, Feb 14 2012, 18:46 PM 

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*Moan*
Everything favours the Scimmy Wm

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ZoltanTheRed
 
PostPosted: Tue, Feb 14 2012, 19:05 PM 

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The scim is okay. Its like holding a handaxe with a really nasty crit range. But it really kinda looks ugly to me so I go bastard sword, battleaxe, waraxe or longsword.


 
      
jimbono1
 
PostPosted: Tue, Feb 14 2012, 22:40 PM 

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Caldera3 wrote:
The scim is okay. Its like holding a handaxe with a really nasty crit range. But it really kinda looks ugly to me so I go bastard sword, battleaxe, waraxe or longsword.


http://www.youtube.com/watch?v=2Fnp91gg1j0&feature=related

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Naivatkal
 
PostPosted: Tue, Feb 14 2012, 23:32 PM 

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So I has me an idea for a Paladin of Mystra from Halruua. Let me know if I'm missing something, or if something else would make sense.

Few things first:
Craft Armor/Weapon - I'm open to lowering the ranks a bit, but I'm adamant about keeping them. As a Paladin of Mystra, he values the ability to coerce the weave and mythals through the forges.
Knight Commander - It was a toss up between KC and DC, but in the end I went with KC. Not entirely sure, but it seems like a solid choice. Sure, DC 4 will net a couple of bonus feats, but the KC auras seem to sweet to pass up. Either would really work, or I could just straight Paladin/Rogue him. KC does make using Taunt nifty.
Blind Fight - Yes, it's in epic levels. I couldn't decide which feat to shove into epic since I wanted the KC levels after they get level four spells, but before epic. So something had to be sacrificed. Just not sure if Blind Fight or Divine Might should be pushed back. Or even Extend Spell? Blind Fight seems to be to least useful for combat and such.


Paladin(24), Knight Commander(5), Rogue(1), Halruaan

STR: 14 (16)
DEX: 8
CON: 12
WIS: 13 (14)
INT: 16
CHA: 14 (18)

01: Paladin(1): Power Attack, Weapon Focus: Longsword
03: Paladin(3): Divine Shield
04: Paladin(4): WIS+1, (WIS=14)
06: Paladin(6): Toughness
08: Paladin(8): STR+1, (STR=15)
09: Paladin(9): Extend Spell
12: Paladin(12): STR+1, Skill Focus: Discipline, (STR=16)
15: Paladin(15): Divine Might
16: Knight Commander(1): CHA+1, (CHA=15)
18: Knight Commander(3): Improved Critical: Longsword
20: Purple Dragon Knight(5): CHA+1, (CHA=16)
21: Paladin(16): Epic Weapon Focus: Longsword
24: Paladin(19): CHA+1, Blind Fight, (CHA=17)
27: Paladin(22): Epic Prowess
28: Paladin(23): CHA+1, Armor Skin, (CHA=18)
29: Rogue(1)
30: Paladin(24): Epic Fortitude

Craft Armor 23(26), Craft Weapon 23(26), Discipline 33(39), Lore 33(38), Persuade 23(27), Taunt 33(37), Tumble 30(29), UMD 6(10)

Hitpoints: 356
Skillpoints: 204
Saving Throws (Fortitude/Will/Reflex): 27/17/14


Darn nice hitpoints and skillpoints, too. Haha.

Only other thing: Any other nifty ideas rather than a longsword? Sword and board for sure, but longsword is a nice choice always.

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PaladinOfSune
 
PostPosted: Wed, Feb 15 2012, 0:05 AM 

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No Dev Crit nor Great Smiting? Eh. You'll be decent enough, you're a paladin after all, but the Dev Crit/Great Smiters will outclass you by the time you reach max level.

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Naivatkal
 
PostPosted: Wed, Feb 15 2012, 1:08 AM 

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I was going for a more well rounded build. I tried one before, but didn't like it too much. I think that was moreso co a character concept issue than anything though heh.

But I'll tweak it for one or the other and see what I like out of the three options.

edit: As far as mythal crafting goes, what's a general skill level to hit? Pretty sure the current ranks set him up for easily doing Greater, but I dunno about Perfect or anything.

edit2: Checked it out and Great Smite or Dev Crit suck too much out of the build. They basically trash the concept because INT has to drop to 12 (after modifier) and CON drops to 8. Too much when you have to get 14 WIS, too.

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Naivatkal
 
PostPosted: Thu, Feb 16 2012, 2:04 AM 

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So all in all, I touched on everything in my Pally build, right?

Also, how 'necessary' is Extend Spell? I always hear it's 'OMG GET IT', but it is something you must want, right?

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Righteous Anger
 
PostPosted: Thu, Feb 16 2012, 2:12 AM 

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Naivatkal wrote:
So all in all, I touched on everything in my Pally build, right?

Also, how 'necessary' is Extend Spell? I always hear it's 'OMG GET IT', but it is something you must want, right?


You'll be surprised how much better an extended Bless, Prayer, Aura of Glory, or Divine Favor is.

And I don't know about you, but I hope and pray one day I'll have an item with a level 5 Paladin spell slot so I can extend Holy Sword.

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Naivatkal
 
PostPosted: Thu, Feb 16 2012, 2:36 AM 

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Haaah good point on the last one. And yeah, Divine Favor Ext is nice. Forgot that I know that from my cleric lol

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O'Raghailligh
 
PostPosted: Thu, Feb 16 2012, 4:29 AM 

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Why so much Intelligence?
Possibly you could put those 2 points into Strength or Constitution.
Unless you have reasons related to character development in being a Mystran etc.


 
      
Naivatkal
 
PostPosted: Thu, Feb 16 2012, 4:52 AM 

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Yah it's mostly RP, and for those delicious skillpoints. I could cut down on some craft and lore to drop the INT to 14, but it's pretty nice. He's supposed to be an explorer of knowledge and a seeker of artifacts, so it works well.

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O'Raghailligh
 
PostPosted: Thu, Feb 16 2012, 5:01 AM 

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Cool cool.
There is a pair of hammers you can get for +10, or bigger ones for +16 in Craft Weapon and Armor, plus mythalling some crafting gear, but you already know that, I imagine.


 
      
Naivatkal
 
PostPosted: Thu, Feb 16 2012, 5:02 AM 

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O'Raghailligh wrote:
Cool cool.
There is a pair of hammers you can get for +10, or bigger ones for +16 in Craft Weapon and Armor, plus mythalling some crafting gear, but you already know that, I imagine.


Yup, which is why I think I can cut down some craft. I just need to decide a good balance lol
He's going to have at least 10, unmodified, probably 15/20

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Naivatkal
 
PostPosted: Thu, Feb 16 2012, 16:37 PM 

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It came to my attention during the thoughts on a Mystran pally, that would a Wiz/Pally build work?
I thought of Paladin 21/Wizard 8/Rogue (or Monk, since Wiz levels negates the need for UMD and Monk gives Monk items) 1, that nets level 4 Wiz spells and allows the build to cast Stoneskin/Imp Invis/Haste, though obviously duration is a PITA. Of course, I considered the Wizard bonus feat would be Craft Wand to make up for that a little.

Mystran will likely not have Wiz levels, I just thought of this. Would it work out? Should that sort of build have less Paladin in it and more wiz? Should it just be Paladin 24/Wiz 5/Rogue (or Monk) 1?

Thinking outside the box for delicious seasoning and flavor.

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Mobile_Svensk
 
PostPosted: Thu, Feb 16 2012, 18:09 PM 

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Naivatkal wrote:
It came to my attention during the thoughts on a Mystran pally, that would a Wiz/Pally build work?
I thought of Paladin 21/Wizard 8/Rogue (or Monk, since Wiz levels negates the need for UMD and Monk gives Monk items) 1, that nets level 4 Wiz spells and allows the build to cast Stoneskin/Imp Invis/Haste, though obviously duration is a PITA. Of course, I considered the Wizard bonus feat would be Craft Wand to make up for that a little.

Mystran will likely not have Wiz levels, I just thought of this. Would it work out? Should that sort of build have less Paladin in it and more wiz? Should it just be Paladin 24/Wiz 5/Rogue (or Monk) 1?

Thinking outside the box for delicious seasoning and flavor.


Or just a Sorc/pally, so you do not need to micromanage charisma and stuff...

23sorc/6 pally, 1 monk, 2 Levels of pally pre-epic to nab 3/attack @ round and divine might/wrath.

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Moth
 
PostPosted: Fri, Feb 17 2012, 0:02 AM 

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I don't really see why you're going for 1 rogue level. Begin with 1 rogue level and grab another rogue level later. You'll get a ton more skillpoints and evasion.

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Naivatkal
 
PostPosted: Fri, Feb 17 2012, 1:01 AM 

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Svensk: Not a bad idea, I forget about sorc most the time lol I'd be shooting for more Pally-heavy though

Moth: With the original build it's to get the Greater Dispel immunity. Also staring with a rogue level screws with your BAB, dropping it by 1. Also, like I said Monk would work because with arcane caster. Levels you don't need UMD as much and the Monk level lets you use awesome Monk stuff. Evasion, though, is nice to pick up in the second build.

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MoshingChris
 
PostPosted: Fri, Feb 17 2012, 4:58 AM 

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I've done the Pally/Sorc route before with more Pally than Sorc.

Really the best version is the wizard one 23 5 2

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Naivatkal
 
PostPosted: Fri, Feb 17 2012, 5:14 AM 

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Is the 23 pally pretty much for the pally bonus feat?

Also, how'd you like it? Figured at least 16/17 Pally was best, for their spells.

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


 
      
Mobile_Svensk
 
PostPosted: Fri, Feb 17 2012, 11:16 AM 

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While wizard makes you able to buff for any encounter, The sorc version really sticks to my liking because of the extra spells.

Like you run out of tensers and need to re-haste, but before you do you send 7x Maximized IGMS at your enemy just becasue you can :D
And you can go on for a longer time due to the extra spells while you're always ready for an encounter!

Wizards get 4 Base Casts @ Circle/day
Sorc get 6

But wizard have the boon of getting all the extra juicy Feats.

http://nwn.wikia.com/wiki/Wizard Wizard'
http://nwn.wikia.com/wiki/Sorcerer sorcerer

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Last edited by Mobile_Svensk on Fri, Feb 17 2012, 11:29 AM, edited 2 times in total.

 
      
Mobile_Svensk
 
PostPosted: Fri, Feb 17 2012, 11:17 AM 

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Naivatkal wrote:
Is the 23 pally pretty much for the pally bonus feat?

Also, how'd you like it? Figured at least 16/17 Pally was best, for their spells.


No.
Either pure pally or lots of sorc with a sprinkle of pally. 17Pally + 13sorc = LOL
The 23/5/2 or 23/6/1 are basically spellswords.

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soundofastream
 
PostPosted: Fri, Feb 17 2012, 14:11 PM 

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Okie dokes. In returning to Amia after a long stint away, I thought a nice break from the past emphasis on dark side characters would be good.

So I started having this great little idea of an Air Genasi windwalker of shaundakul. I thought I'd had it, 23cleric/2fighter/5Master scout with a nice little Greatsword....but, I'm -really- struggling to make the build work. In short, I've stuffed it up and due to the way amia works (unique class, unique domains even), can't exactly test it properly in a build module either. The master scout bit just suits a shaundakulite, but I'm happy to give that or fighter up (or both) if there's other more suitable options.

So back to the drawing board it is. The trouble with the air genasi bit, is the -2 wisdom and -2charisma (but the dex/int bonus sort of helps out). Yep, they suck at clerics. But the air and portal domains just shout coolness here and I really dig the 'race'.

I was hoping for 23 cleric for mummy dust elemental (and thus the epic focus in evocation). Evocation helps with the air domain and also, a greater ruin or something like it...Greatsword, speaks damage (with the cleric buffs hopefully helping out with the lack of shield) and fits with the deity's favoured weapon, so improved. crit, martial wpn prof. and weapon focus greatsword, would mean I'd be building for something of a 'balanced' cleric (emphasis 50/50 on combat casting and weapon destruction).

Master Scout would really fit the theme (and the benefits are goood!) but clerics get 2+ pts per level (though with int bonus, one can get 3pts per level). But the skills pts and feat loss, is expensive.

Fighter was just to help cover some feats and avoid the xp penalty (favoured class).

Anyway, if anyone can think of a build which would fit the theme and still somehow work, I'm all ears?

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Mobile_Svensk
 
PostPosted: Fri, Feb 17 2012, 14:38 PM 

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24 cleric to get Greater dispell immune and let you solo pretty much all epic areas.

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DerkDerkistan
 
PostPosted: Fri, Feb 17 2012, 14:44 PM 

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24 cleric / 1 ranger / 5 master scout seems decent. You'll miss out on the 4th attack per round, but master scout might make up the difference.

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MoshingChris
 
PostPosted: Fri, Feb 17 2012, 14:48 PM 

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24 Cleric 1 Ranger 5 Master Scout would work yeah. That -Wis -Cha though is a bitch.

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soundofastream
 
PostPosted: Fri, Feb 17 2012, 18:38 PM 

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Thanks guys, much appreciated. I'm guessing the ranger level is the bit where you dump any skills you've saved into the the pure class skills so you don't have to waste points, in order to help pay for master scout (which I think requires 18 skills pts). Taken sometime between level 21 and 25?

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Innuendo
 
PostPosted: Fri, Feb 17 2012, 18:41 PM 

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I always take my ranger levels at either 21 or 26, depending whether I need a discipline/spot dump or not... But since you're going MS which has discipline as a class skill, I'd say 21 will work for you. You get a free epic spell focus too... If that helps you at all, with that low genasi wisdom.


 
      
GreatPigeon
 
PostPosted: Fri, Feb 17 2012, 19:30 PM 

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I would forgo making the cleric a charisma user myself. Just because it would be very hard to overcome 2 negative abilities and keep your other important abilities at a decent level.

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soundofastream
 
PostPosted: Sat, Feb 18 2012, 1:47 AM 

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Yeah, its very hard to get the attributes right and the divine might/shield side of things, would be quite low (unless the gearset helped). I was thinking more of a strength base for the initial set and then move the bonus points every four levels into wisdom at least till 20wisdom is achieved. The race part, seems to push for a higher dex and int, so perhaps I could take expertise instead. Trouble is, the feats pre-epic are only 7 in total, two of which have to go to MS.

So that leaves a miserly five feats left and clerics don't get the Greatsword for free...and yet, that would really round off a windwalker in looks/style. I can of course, get all the other stuff sorted out and come back to Greatsword upon ranger levels...or just move away from that all together and make it a dex base cleric (rapier and board or even bow?). But part of me feels, strength based and go that big greatsword...hmm hmm...

Still, master scout is really asking for dex based cleric isn't it and it plays into the air genasi's key strengths...just need to work out how much of those cleric spells would work off a bow? Divine Favour? I know Greater Magic Weapon has a BoT page to sort it out...The long range spell slinger/bow user cleric would work with this build I think. Well as wisdom will need love, I can just go zen archery, and leave the dex as is (13?) and pump things back into Strength (14)?

I think i'v worked it out: 14, 14, 10, 10, 16, 12 which converts to 14, 14, 12, 12, 14, 10 when genasi is taken into account.

Feat list:

Weapon Focus (Longbow) L1
Point Blank Shot L3
Wisdom +1 L4 (15)
Zen Archery L6
Wisdom +1 L8 (16)
Rapid Shot L9
Improved Critical (Longbow) L12 Wisdom +1 (17)
Skill Focus (spot) L15
Wisdom +1 (18) L16
Skill Focus (listen) L18
Wisdom +1 (19) L20
Spell Focus Evocation, Ranger bonus feat (Epic weapon focus longbow) L21
Cleric Bonus feat (Greater spell focus) L24 (20)
L24 Epic Spell Focus (Evocation) (Wisdom +1) (20)
L27 Mummy Dust (Elemental)
L28 +1 Strength (15)
L30 Either Greater Ruin or Hellball

Master Scout
+1 Str (L26) Str 16
+1 Str (L30) Str 17

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Righteous Anger
 
PostPosted: Sun, Feb 19 2012, 0:26 AM 

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I'm trying to design a character that has a +1 ECL race. I know for a fact I want it to have Bard 20 (for Lasting Inspiration) and Knight Commander 5. I just can't decide whether or not I want Fighter 4, or Dragon Disciple 4.

Fighter gets me more Epic Feats and 6 extra damage. Dragon Disciple gets me +4 Strength, +1 Natural Armor, and helps me reach for Devastating Critical (which would be nice on a Bard, I think).

I feel like the former would be more powerful, but the latter would have better balanced ability scores (and help me get that Intelligence I need for all the skills I want).

Are there any glaring weaknesses or things I should be aware of? Any recommendations? I'm open to listen to any opinions.

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TormakSaber
 
PostPosted: Sun, Feb 19 2012, 0:57 AM 

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Fighter 4, don't be a garbage cheesball RDD on a charatcter concept that has nothing to do with it.

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Righteous Anger
 
PostPosted: Sun, Feb 19 2012, 3:33 AM 

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I'm actually considering going Bard 24/Knight Commander 5, now. I understand that those four extra levels of Bard net an extra feat as well as immunity to Greater Dispel.

What would you say is better, TormakSaber (or anyone else willing to pitch in): Bard 24/Knight Commander 5 or Bard 20/Fighter 4/Knight Commander 5? Is immunity to Greater Dispel, longer spell durations, more skill points, and a better Bard Song better than +1 Epic Feat and +6 damage per hit?

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Mobile_Svensk
 
PostPosted: Sun, Feb 19 2012, 4:04 AM 

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DispeLloyd immunity is worth it in pve. especially if you are party buffing.

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Righteous Anger
 
PostPosted: Sun, Feb 19 2012, 4:56 AM 

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Very_Svensk wrote:
DispeLloyd immunity is worth it in pve. especially if you are party buffing.


An excellent point. Bard 24 / Knight Commander 5 it is, then.

Thank you for the advice, everyone!

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NinjaClarinet
 
PostPosted: Sun, Feb 19 2012, 6:53 AM 



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How does Craft Trap work on Amia, if at all?


 
      
DerkDerkistan
 
PostPosted: Sun, Feb 19 2012, 8:37 AM 

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You can craft any traps except for epic ones.

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TeroSNS
 
PostPosted: Sun, Feb 19 2012, 8:47 AM 

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Righteous Anger wrote:
immunity to Greater Dispel.

YOU CAN GET IMMUNE TO DISPEL?! HOW?!

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Innuendo
 
PostPosted: Sun, Feb 19 2012, 10:15 AM 

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24th Caster Level makes you immune to "Greater Dispelling". You're still vulnerable to Mordenkainen's Disjunction and... Beholder's Anti-Magic Rays and such...!


 
      
Mobile_Svensk
 
PostPosted: Sun, Feb 19 2012, 12:28 PM 

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Innuendo wrote:
24th Caster Level makes you immune to "Greater Dispelling". You're still vulnerable to Mordenkainen's Disjunction and... Beholder's Anti-Magic Rays and such...!

Quote:
Greater dispelling
Edit
Greater dispelling
Dispels
2: lesser dispel
3: dispel magic
6: greater dispelling
9: Mordenkainen's disjunction
Spell level: bard 5; cleric 6; druid 6; sorcerer/wizard 6

Innate level: 5
School: abjuration
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: colossal (10 meter radius) or single
Duration: instant
Save: none
Spell resistance: yes no

Description: Greater dispelling attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 + 1 per caster level (to a maximum of +15) against a DC of 11 12 + the spell effect's caster level.
Notes Edit

The in-game description of this spell erroneously reports that it is affected by spell resistance; greater dispelling does not check spell resistance.
The DC is incorrectly reported in-game; it is actually 12 + caster level, with some vagaries in the determination of the effective caster level. See dispel for details.

Most of the spells of a level 24 caster are immune to greater dispelling, as the dispeller's best possible roll is 35 (20+15), while the DC is 36 (12+24).



Here is the source!

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JackyHX
 
PostPosted: Mon, Feb 20 2012, 21:57 PM 

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This isn't exactly a build, more of a character question but I thought this was the right place to put it. I was wondering what the Amia lore view on "goodly" necromancers was is it possible because I have an idea for a character but I do not want to make the character unless I know for sure I can do it and how I should go about doing it.

Any help would be muchly appreciated :)


 
      
PaladinOfSune
 
PostPosted: Mon, Feb 20 2012, 22:01 PM 

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Don't use any of the summon undead spells and you'll be fine.

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JackyHX
 
PostPosted: Mon, Feb 20 2012, 22:03 PM 

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Okey Doke thanks for the reply :D


 
      
PaladinOfSune
 
PostPosted: Mon, Feb 20 2012, 22:09 PM 

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Do note that some PCs may not see it as 'fine', however: specifically the spells that drain life and wield negative energy. Basically, if you want to have a good alignment as a necromancer, don't use any of the spells that possess an Evil descriptor. Most good (and some neutral) Necromancers are those who specifically use their spells as a weapon against the undead with spells such as Undeath to Death.

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