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Vortex
 
PostPosted: Mon, Feb 20 2012, 23:26 PM 

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Where does one find the alignment descriptor for spells? How do you know if a spell is 'evil'? I don't see it listed on NWNwiki spell descriptions, and that's pretty much my go-to for all things NWN.

I noticed Forgotten Realms wiki does have a spell descriptor section, but it's seems very incomplete. For example for 'evil' spells, it lists Animate Undead, Create Frenzy Dog and Create Undead. I love Create Frenzy Dog, ha!


 
      
TormakSaber
 
PostPosted: Mon, Feb 20 2012, 23:56 PM 

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Try the d20 SRD.

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Polris
 
PostPosted: Tue, Feb 21 2012, 14:35 PM 

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Is Defensive Stance stackable with Expertise?


 
      
Dergaii
 
PostPosted: Tue, Feb 21 2012, 14:40 PM 

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No and here is why.


 
      
Chai
 
PostPosted: Wed, Feb 22 2012, 16:42 PM 

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Does anyone have one of these "spellsword" builds that are fabled to be able to walk into at level or slightly overlevel caves and dungeons alone and play through them sans issues?

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Dieu_Le_Fera
 
PostPosted: Wed, Feb 22 2012, 16:50 PM 

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25 wizard/4 fighter/1 rogue or the more heavy hitting 23 wizard/6 fighter *4 levels taken pre-epic*/1 rogue..

looking to only have your casting stat at 20

wizard is easier then sorcerer because of more feats but it could be done as a sorcerer...

extended is the only metamagic you really need for your spells.

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Silent2001
 
PostPosted: Wed, Feb 22 2012, 17:37 PM 

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I'd go 23/5/2rogue tbh. Evasion!

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DerkDerkistan
 
PostPosted: Wed, Feb 22 2012, 19:12 PM 

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Be awesome, go Wizard 21 / Fighter 4 / WM 5 and dual wield shortswords.

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BigBadWolf
 
PostPosted: Wed, Feb 22 2012, 21:11 PM 

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How about 17 Wizard / 12 Fighter / 1 Master scout with devastating critical?


 
      
Naivatkal
 
PostPosted: Wed, Feb 22 2012, 21:16 PM 

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You totally loose out on spell slots and EMD.

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MoshingChris
 
PostPosted: Wed, Feb 22 2012, 21:51 PM 

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You are all useless and hurt me.

Dieu_Le_Fera wrote:

extended is the only metamagic you really need for your spells.


Wrong you want maximise to save on spell slots.
DerkDerkistan wrote:
Be awesome, go Wizard 21 / Fighter 4 / WM 5 and dual wield shortswords.


23 Wizard 2 Rogue 5 Weapon Master works better and bugger the dualwielding. With Regards to spellswords EMD/EMA is worth more than Epic Weapon Spec and two Feats.

Naivatkal wrote:
You totally loose out on spell slots and EMD.


The more important spell is Epic Mage Armor.

I'll put it in simple terms: No EMD, No EMA you've just failed at spellsword.

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Naivatkal
 
PostPosted: Wed, Feb 22 2012, 21:57 PM 

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MoshingChris wrote:
Hurtful things.

(kidding)

Argh I completely forgot about EMA. Seriously, I haven't had a mage yet take it so I forget about it. Just change 'EMD' to 'epic spells' in my post <_<

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psycho
 
PostPosted: Wed, Feb 22 2012, 22:12 PM 



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Improved Evasion rings are rather accessible to mages with a few million gold. *nod nod*

Just saying. And can slot +2 whatever onto them too.


 
      
Mobile_Svensk
 
PostPosted: Thu, Feb 23 2012, 7:36 AM 

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psycho wrote:
Improved Evasion rings are rather accessible to mages with a few million gold. *nod nod*

Just saying. And can slot +2 whatever onto them too.


:mrgreen: Funny! I think you meant a few dozen million. Like 40-50 Million.

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Dieu_Le_Fera
 
PostPosted: Thu, Feb 23 2012, 7:43 AM 

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Quote:
You are all useless and hurt me.

Dieu_Le_Fera wrote:

extended is the only metamagic you really need for your spells.


Wrong you want maximise to save on spell slots.


Yes... I forgot that one.

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Mobile_Svensk
 
PostPosted: Thu, Feb 23 2012, 7:47 AM 

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Hey! This is actually a silly thing for me to ask since i should know this, but there's another WM version i've heard of ... some 20Fighter/7WM/3Rogue. How high ab does that one get?
My current build is severely hampered by the lack of Fortitude. I'm using the standard 12/16/2 and i would't mind dropping my AB To like 50,49.

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GreatPigeon
 
PostPosted: Thu, Feb 23 2012, 7:51 AM 

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If you are used to 16 WM subtract 2 ab
If you are used to 13 WM subtract 1 ab

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Mobile_Svensk
 
PostPosted: Thu, Feb 23 2012, 7:58 AM 

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GreatPigeon wrote:
If you are used to 16 WM subtract 2 ab
If you are used to 13 WM subtract 1 ab


But I figured that the increased amount of Fighter levels would actually raise the AB? Since you're taking GREAT STR 1-2-3 maybe 4 even?
My biggest issue is the lack of fortitude thought. It hampers my entire gearsetting.

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GreatPigeon
 
PostPosted: Thu, Feb 23 2012, 8:00 AM 

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Taking more fighter allows you to take epic fort or whatever. It also means more fighter pre-epic, means more base fort.

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Uncle-Opustus wrote:
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Mobile_Svensk
 
PostPosted: Thu, Feb 23 2012, 8:07 AM 

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GreatPigeon wrote:
Taking more fighter allows you to take epic fort or whatever. It also means more fighter pre-epic, means more base fort.


But to clarify - the correct layout is 20/7/3?

Edit - Nvm. I gain like 4 Fortitude and +1DEV Dc at the loss of 2AB.

I can just not take epic prowess and gain 4 fort with Epic Fortitude, and loose 1 ab. No big deal and it's easier. thanks pidge!

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MoshingChris
 
PostPosted: Thu, Feb 23 2012, 10:16 AM 

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Weapon Masters without Epic Prowess need to be put into the character vault.

Seriously if your playing a WM with more than 7 levels you take epic prowess. Its just that simple.

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TormakSaber
 
PostPosted: Thu, Feb 23 2012, 10:19 AM 

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:(

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Mobile_Svensk
 
PostPosted: Thu, Feb 23 2012, 12:01 PM 

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But the lack of fortitude is making my eyes bleed

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Naivatkal
 
PostPosted: Thu, Feb 23 2012, 16:16 PM 

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So I had the idea for a Dwarven Cleric/DwD/DC. Never done a militant cleric without a ton of cleric levels, nor have I done a DwD before:

Cleric(16), Dwarven Defender(10), Champion of Torm(4), Dwarf

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

01: Cleric(1): Toughness, Domain Dwarf, Domain Earth
03: Cleric(3): Weapon Focus
04: Cleric(4): WIS+1, (WIS=15)
06: Cleric(6): Extend Spell
08: Cleric(8): WIS+1, (WIS=16)
09: Cleric(9) [FREE FEAT]
12: Cleric(12): WIS+1, Maximize Spell, (WIS=17)
15: Cleric(15): Blind Fight
16: Cleric(16): WIS+1, (WIS=18)
18: Champion of Torm(2): Great Fortitude, Improved Critical
20: Champion of Torm(4): STR+1, Dodge, (STR=14)
21: Dwarven Defender(1): Epic Weapon Focus, {Defensive Stance}
24: Dwarven Defender(4): STR+1, Armor Skin, (STR=15)
27: Dwarven Defender(7): Epic Fortitude
28: Dwarven Defender(8): STR+1, (STR=16)
30: Dwarven Defender(10): Epic Prowess

Craft Armor 24(26), Craft Weapon 24(26), Discipline 33(36), Lore 33(37), Spellcraft 18(20)

Hitpoints: 408
Skillpoints: 132
Saving Throws (Fortitude/Will/Reflex): 30/22/17


How bad did I do? Haha.

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Mobile_Svensk
 
PostPosted: Thu, Feb 23 2012, 18:03 PM 

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Do Cleric 24/DWD5/rogue 1 instead.

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MoshingChris
 
PostPosted: Thu, Feb 23 2012, 21:59 PM 

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Why Svensk, and I am curious, everytime someone wants to do a non-standard build, you suggest they do a standard cookie cutter?

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Mobile_Svensk
 
PostPosted: Thu, Feb 23 2012, 22:05 PM 

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Because i hear the rant in p chatt of how weak and gimped builds players have and the constant nagging of rebuild tips .
So i hugget they Do it properly the first time instead .
End.

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TormakSaber
 
PostPosted: Thu, Feb 23 2012, 22:11 PM 

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Or you could help them do it properly on the build they want.

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Mobile_Svensk
 
PostPosted: Thu, Feb 23 2012, 22:18 PM 

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I might sound bitter but honestly ,the majority ends up doing the basic ones anyway. And who are you to judge - i can probably quote a dozen "Do it like this instead" blueprints from mosh and you and a dozen others.
don point fingers

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MoshingChris
 
PostPosted: Thu, Feb 23 2012, 22:30 PM 

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I personally don't need to, since I only correct bad advice in this topic.

16 10 4 works

However

20 Cleric
6 Dwarven Defender
4 Divine Champ

or

21 Cleric
5 DwD
4 Divine Champ

Which means you can have Epic Mummy Dust

Either is better for round based buffs and gives you a full spellbook.

What you do Svensk is completely ignore the wanted classes and just throw a cookie cutter out there. Complete with tumble class etc.

IF someone asks for a Weapon Master Fighter Knight Commander you'd tell them to drop Knight commander for tumble. This topic is about character development finding a build that fits a concept etc.

So yes my finger is pointed.

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ZoltanTheRed
 
PostPosted: Thu, Feb 23 2012, 22:34 PM 

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Naivatkal wrote:
So I had the idea for a Dwarven Cleric/DwD/DC. Never done a militant cleric without a ton of cleric levels, nor have I done a DwD before:

Cleric(16), Dwarven Defender(10), Champion of Torm(4), Dwarf

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

01: Cleric(1): Toughness, Domain Dwarf, Domain Earth
03: Cleric(3): Weapon Focus
04: Cleric(4): WIS+1, (WIS=15)
06: Cleric(6): Extend Spell
08: Cleric(8): WIS+1, (WIS=16)
09: Cleric(9) [FREE FEAT]
12: Cleric(12): WIS+1, Maximize Spell, (WIS=17)
15: Cleric(15): Blind Fight
16: Cleric(16): WIS+1, (WIS=18)
18: Champion of Torm(2): Great Fortitude, Improved Critical
20: Champion of Torm(4): STR+1, Dodge, (STR=14)
21: Dwarven Defender(1): Epic Weapon Focus, {Defensive Stance}
24: Dwarven Defender(4): STR+1, Armor Skin, (STR=15)
27: Dwarven Defender(7): Epic Fortitude
28: Dwarven Defender(8): STR+1, (STR=16)
30: Dwarven Defender(10): Epic Prowess

Craft Armor 24(26), Craft Weapon 24(26), Discipline 33(36), Lore 33(37), Spellcraft 18(20)

Hitpoints: 408
Skillpoints: 132
Saving Throws (Fortitude/Will/Reflex): 30/22/17


How bad did I do? Haha.


Hmm. Well since its a cleric you have the advantage of heal spells, AB spells and the like. But you won't have the advantage of 9th circle spells I believe. I think Svensk was recommending 24 cleric so you could be immune to greater dispel(which isn't that big of deal...Mages have a thing called mords anyways.).

Edit: Also, Tumble dump classes aren't absolutely necessary. You still get 3 AC from tumble cross class and frankly sometimes a lot of AC can be outweighed by certain classes anyways(Such as weapon masters or barbarians).


Last edited by ZoltanTheRed on Thu, Feb 23 2012, 22:37 PM, edited 1 time in total.

 
      
The1Kobra
 
PostPosted: Thu, Feb 23 2012, 22:35 PM 

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Naivatkal wrote:
So I had the idea for a Dwarven Cleric/DwD/DC. Never done a militant cleric without a ton of cleric levels, nor have I done a DwD before:

Cleric(16), Dwarven Defender(10), Champion of Torm(4), Dwarf

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

01: Cleric(1): Toughness, Domain Dwarf, Domain Earth
03: Cleric(3): Weapon Focus
04: Cleric(4): WIS+1, (WIS=15)
06: Cleric(6): Extend Spell
08: Cleric(8): WIS+1, (WIS=16)
09: Cleric(9) [FREE FEAT]
12: Cleric(12): WIS+1, Maximize Spell, (WIS=17)
15: Cleric(15): Blind Fight
16: Cleric(16): WIS+1, (WIS=18)
18: Champion of Torm(2): Great Fortitude, Improved Critical
20: Champion of Torm(4): STR+1, Dodge, (STR=14)
21: Dwarven Defender(1): Epic Weapon Focus, {Defensive Stance}
24: Dwarven Defender(4): STR+1, Armor Skin, (STR=15)
27: Dwarven Defender(7): Epic Fortitude
28: Dwarven Defender(8): STR+1, (STR=16)
30: Dwarven Defender(10): Epic Prowess

Craft Armor 24(26), Craft Weapon 24(26), Discipline 33(36), Lore 33(37), Spellcraft 18(20)

Hitpoints: 408
Skillpoints: 132
Saving Throws (Fortitude/Will/Reflex): 30/22/17


How bad did I do? Haha.


Cleric/DD is an interesting combo, but, yeah... I think you can do better. Divine Champ adds a nice touch but it will have no tumble dump, and without divine shield, defense might be a bit in the dumps. You can also probably get away with lowering your CON but I think the point of this character is to have a good supply of HP and DR... I'm also going to assume the 10 DD is locked, So, I'd suggest instead:...

Stats: 14/13/16/14/14/7 (Come on, dwarves are supposed to be gruff and tough and nasty, 7 CHA fits :P)

Pre-epic: 12 Cleric, 8 DD
Epic: 19 Cleric, 10 DD, 1 Tumbledumpclass (Note: Could do 18/10/2 or 17/10/3 just fine, but I think 19 is best at the end, most spellslots/durations)

Pre-epic Feats(7): Dodge, Toughness, Extend Spell, Blind Fight, Weapon Focus, IMPR Crit, Maximize Spell
Epic Feats(4): Epic Weapon Focus, Armor Skin, Epic Prowess, Epic Fortitude
Ending Stats:
16/13/16/14/19/7

AB: 17+5+4+9(STR)+5(enh)+2(Bless/aids)+5(Divine Power)+4(Div Favor)+2(Battletide)+1(Prayer) = 54
AC will likely resemble that of a STR WM, a bit higher from self-buffs, but not so much, not having divine shield.
Saves(unbuffed:)
4/1/4
10/5/10
5/5/5
3/1/4
4/0/0

26/12/23

HP: 398
Skills: 138

Be sure to take 30 tumble points.

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soundofastream
 
PostPosted: Fri, Feb 24 2012, 0:19 AM 

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Very_Svensk wrote:
GreatPigeon wrote:
Taking more fighter allows you to take epic fort or whatever. It also means more fighter pre-epic, means more base fort.


But to clarify - the correct layout is 20/7/3?

Edit - Nvm. I gain like 4 Fortitude and +1DEV Dc at the loss of 2AB.

I can just not take epic prowess and gain 4 fort with Epic Fortitude, and loose 1 ab. No big deal and it's easier. thanks pidge!


They're awesome because of the millions of feats and you can even pick up improved disarm, which, humbles a lot of other melee swordn/board types because their best weapon is no longer there and many don't have a backup plan. Downside is, their saves suck and without significant investment in saves gear, you've problems. But assuming you're spending time building up your saves gear set, they go back to awesome!

If you have one, make friends with a spellcaster, because buffed to the 9's means they become a destruction machine of dhooom! I've got one water genasi version and without dev crit yet, she hits for well over 220 damage on a crit. I think her PB was in the 280 range if I remember right. With dev crit, not sure, but I'm sure it'll be even worse.

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serbiris
 
PostPosted: Fri, Feb 24 2012, 3:00 AM 

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I'm given to understand that it's generally considered bad form to take imp disarm. The extra AB is nice but because the item drops on the ground you get griefing problems and other bad stuff.

Unless they fixed it, but I don't think they did...

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O'Raghailligh
 
PostPosted: Fri, Feb 24 2012, 4:02 AM 

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If you are disarmed, the weapon is placed back into your inventory. It's Unarmed disarms that can cause issues, because the weapon is placed into the disarmers inventory.


 
      
here2learn
 
PostPosted: Fri, Feb 24 2012, 14:17 PM 



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Hello.

I don't have a build yet, but I have a few general questions about feats and skill choices of the builds I'm seeing in this thread:

1. Nobody is taking initiative feats... but why? Aren't they good for rogue / assassin type characters?

2. Nobody seems to be taking taking skill focus hide / move silently... choosing to take only epic skill focus hide / ms... again, why?

3. Is there an optimal number of skill points to put into Craft trap that to make it useful?

4. Assassins on Amia can take the feat "Crippling Strike" if they have sneak attack. Is it enough to have improved sneak attack (the bonus assassin feat) or is it mandatory to have a rogue level for this to function?


 
      
Dieu_Le_Fera
 
PostPosted: Fri, Feb 24 2012, 14:27 PM 

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Well for the plain skill focus... the three points are not going to matter that much *at least that is the general opinion*... but I am not of the norm because my mage took both skill focus and epic skill focus spot... I think it pays off but others would rather invest that feat elsewhere.. matter of taste really.

the rest i will leave to the real build monkeys

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Bini
 
PostPosted: Fri, Feb 24 2012, 14:33 PM 

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here2learn wrote:
Hello.

I don't have a build yet, but I have a few general questions about feats and skill choices of the builds I'm seeing in this thread:

1. Nobody is taking initiative feats... but why? Aren't they good for rogue / assassin type characters?

2. Nobody seems to be taking taking skill focus hide / move silently... choosing to take only epic skill focus hide / ms... again, why?

3. Is there an optimal number of skill points to put into Craft trap that to make it useful?

4. Assassins on Amia can take the feat "Crippling Strike" if they have sneak attack. Is it enough to have improved sneak attack (the bonus assassin feat) or is it mandatory to have a rogue level for this to function?


1) No, they are pretty irrelevant, your already getting an enormous bump in initiative, and thus it's benefit from your dexterity modifier.

2) It is a big feat investment for something smallish, as well, pre-epic feats need to be invested into some specific things for any build to work, notably blind fight.

4) You don’t need the improved sneak attack feat, though you may only select crippling strike on a assassin bonus feat level, which are 14, and 18. Mind, you only get those two, so if your after epic dodge, and lacking either improved evasion, or defensive roll, you'll need to consider what you deem most valuable.
.

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PaladinOfSune
 
PostPosted: Fri, Feb 24 2012, 14:37 PM 

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Improved Sneak Attack doesn't function on an assassin unless they already have a rogue level. So no, it won't work anyway. You could, however, use an item that grants Sneak Attack as a bonus feat and it'll work.

Skill Focus: Hide and Move Silently offer too little of a bonus when there's far better feats to nearly always take. Skill Focus: Spot, on the other hand, can be worth taking on certain builds.

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Ulir
 
PostPosted: Fri, Feb 24 2012, 15:59 PM 

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A sneaker would get the first attack anyway, so initiative is kinda pointless for them. However, on an archer (AA) I could imagine taking initiative. I mean, you almost always get to strike first. That is pretty handy when you may daze or stun opponents without protections and are quick on the trigger, which is important.

But yeah, you have other stuff you can use your feats on.

Not sure if you have to reroll initiative when switching targets?

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here2learn
 
PostPosted: Fri, Feb 24 2012, 16:45 PM 



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Joined: 24 Feb 2012

How does this look for a Shortbow / dual dagger wielding Goblin:

http://i.imgur.com/avskZ.png

As a goblin there's a -2 additional to Charisma, which is not listed.

The skills end as follows:
Craft Trap 10, Disable Trap 33, Discipline 20, Hide 33, Move Silently 33, Open Lock 15, Set Trap 30, Spot 17, Tumble 30, UMD 22


I'd like to keep three feats for Roleplay even if they're mechanically useless:
1. The favored enemy: Goblinoid
2. The two initiative feats

Is it workable?


 
      
ZoltanTheRed
 
PostPosted: Sat, Feb 25 2012, 1:45 AM 

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Joined: 03 Jul 2008
Location: USA

You don't need initiative at all. Not really useful in nwn. :)


 
      
serbiris
 
PostPosted: Sat, Feb 25 2012, 3:20 AM 

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Joined: 14 Sep 2010
Location: Sydney, Australia

I'm told it (Imp init) has some uses especially for an assassin, but I could be wrong. Though I see people have spoken above on the topic. In such a case Imp init might be useful for the inevitable people who can seeee yooooooooouuu. You seem to be taking it for RP reasons at least, in which case I guess you coooooould spare a pre-epic feat for it. With your dex you'll win init mostly anyway.

As for the build: Ranger/SD/'sin is kind of feat restrictive and the lack of imp crit and KD are significant. Though you could live with lack of imp crit. The lack of KD will be a thing though: You won't be able to KD a lot of things in PvE due to their being large size, which means once they look at you your damage output will plummet (where the lack of imp crit will become noticeable).

But if you intend to just HiPS it you could do okay, just not against anyone who can (Umber)hulk out/super spot.

And I just noticed this but is your str and con extremely low or did I misread? Low con is survivable but on a sneak build it means very little screwup = death. You'll want at least 10 if you can manage it. Low str is going to be an enoooormous pain when leveling AND it'll mess with your damage. You're buffing int a little more than you can afford I think. Relying on death attack will only get you so far. You may want less dex too, even though that messes with your feats. Dex 27 is useless. Also what's critical strike? Did I miss something....

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Zamtrack
 
PostPosted: Sat, Feb 25 2012, 4:23 AM 

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Joined: 03 Jul 2010
Location: Land of Enchantment

Given the choice between Epic Fortitude and Armor Skin on a stealthy unarmed dex monk, I should choose...?


 
      
Naivatkal
 
PostPosted: Sat, Feb 25 2012, 4:32 AM 

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Joined: 26 May 2010

I would say Armor Skin. More AC is always nice, and when it comes to saves if you aren't getting hit then you don't have to worry. With spells, you have Monk SR. Though, how many Monk levels?

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Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
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Zamtrack
 
PostPosted: Sat, Feb 25 2012, 4:33 AM 

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Joined: 03 Jul 2010
Location: Land of Enchantment

20. ^^


 
      
Zamtrack
 
PostPosted: Sat, Feb 25 2012, 4:33 AM 

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Joined: 03 Jul 2010
Location: Land of Enchantment

20. ^^


 
      
soundofastream
 
PostPosted: Sat, Feb 25 2012, 5:13 AM 

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Joined: 21 Sep 2007

I was thinking of rebuilding Illithira Frostmaiden, given that she'd need a rebuild anyway (for reasons the DM team know about).

I was thinking something like 25Ranger/5MS. But wanted to re-orient her towards being able to hunt down Infernal Outsiders in particular (being one of her favoured enemies). She's currently a dex build, wielding rapier and short short. With some called shot for longbow, KD for close range and a large shield for when defense is needed over damage.

She was originally built for taking out spellcasters and scouting. Thus her saves were quite good (21ranger/4rogue/5HS) but I'm guessing, with the new Master Scout class, rogue levels aren't exactly needed as much (assuming they've got imp. invis and something like 'flame weapon' substitutes?). So a combination of scouting, survival and hunting down demons/devils, etc was what I had in mind...(and perhaps re-orientating her towards Shaundakul over her current god to reflect the change in character).

So I guess the question is, is losing the 4 rogue levels for 4 ranger levels, worth the effort? Clearly the lack of UMD is worrying but if the master scout survival gear makes up for it, then I can live with it. I'd like the fuzzbot of dhoom to actually be tough enough to live in epic areas, and at level 21, it isn't enough to survive.

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Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell
Elithiel Issatheerin (Shadow Elf) She who Lurks
Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess


 
      
Innuendo
 
PostPosted: Sat, Feb 25 2012, 10:44 AM 

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Joined: 29 Jan 2012

Make it 23 ranger 2 rogue 5 master scout. You get an epic ranger bonus feat (Take Bane of Enemies here, save a general one for something else.), evasion & UMD out of two rogue levels and all the MS goodness from 5 levels of it. Make sure to get all your MS levels post-epic to get most benefit out of your bonus scout feats.


 
      
soundofastream
 
PostPosted: Sat, Feb 25 2012, 11:19 AM 

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Joined: 21 Sep 2007

That actually makes sense. I was considering this idea after I posted. The fuzzbot. Its a good compromise and should only cost a DC difference (since the rest is a free rebuild i think). Just need to think about how and why these changes occurred so its got some logic and then i'll post in the rebuilds section. But build wise, even though the furry friend doesn't get the additional benefits, its still pretty good.

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Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell
Elithiel Issatheerin (Shadow Elf) She who Lurks
Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess


 
      
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