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Vortex
 
PostPosted: Sat, Feb 25 2012, 19:02 PM 

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When a mage uses a wand, do spell focus feats affect the DC, or is it just based on the wand spell level?

For example, I have a mage who found a wand of Hammer of the Gods (7). That's Cleric evocation school spell, and my mage has SF:evocation.

Will the DC be higher because of his spell focus?


 
      
Selmak
 
PostPosted: Sat, Feb 25 2012, 20:54 PM 

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It's based on the wand's spell level. Spell Foci will not have any effect.


 
      
DerkDerkistan
 
PostPosted: Sun, Feb 26 2012, 1:22 AM 

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I'm pretty sure it doesn't even take caster stats into consideration. It's just a basic 10 + Spell Level.

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NAUX
 
PostPosted: Mon, Feb 27 2012, 13:42 PM 

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I'm not sure if this question is better posed elsewhere but i figured it was the best place to ask.

I am considering an unarmed non-monk character and having looked around the server somewhat, the majority of the gloves that can used have either alignment or monk requirement on them, my query is more a poke at what is required of the player to use such an item. Do they simply need to meet one of the item prerequisites or all of them to use the item without UMD?

For example, I am am Bob the Barbarian, I am Neutral but I am not a Monk, can I use the following item?:

Gloves of the Glove User!
1d6 awesomeness.
+2 enhanced awesome.
Alignment: Neutral
Class: Monk

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Uncle-Opustus
 
PostPosted: Mon, Feb 27 2012, 15:26 PM 

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You have to meet the requisite of at least one alignment, one race, and one class restriction in order to use the item. Hereby, had Bob the Barbarian not haxed the game to get UMD (which is a very naughty thing to do), he would not be able to wear the gloves, on account of being filthy.

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NAUX
 
PostPosted: Mon, Feb 27 2012, 15:42 PM 

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Most filthy indeed, thanks for the clarification! If only Bob the Barbarian could be Lawful in his ways to follow his dream of being a Monk. :)

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


 
      
Divocation
 
PostPosted: Tue, Feb 28 2012, 19:55 PM 

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Caldera3 wrote:
You don't need initiative at all. Not really useful in nwn. :)


Initiative is of concern to Assassin characters, they can't paralyze a target if it is in combat mode and if they beat you on the initiative roll they will already be in combat therefore no para. Granted initiative is dex based so it should only be a problem if you are going after a high dex target.

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Naivatkal
 
PostPosted: Tue, Feb 28 2012, 20:13 PM 

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Doesn't attacking from stealth give you the immediate first strike?

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MoshingChris
 
PostPosted: Tue, Feb 28 2012, 21:38 PM 

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High intitiative coupled with circle kick, and I mean excessively high initiative will allow a monk to Paralyse multiple opponents. Its the only use of circle kick thats anygood.

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Naivatkal
 
PostPosted: Tue, Feb 28 2012, 21:56 PM 

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I read Circle Kick and my brain exploded, haha.

Interesting, though. I assume it's gotta be Monk/Assassin, for that?

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Bini
 
PostPosted: Tue, Feb 28 2012, 22:09 PM 

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NwN Wiki wrote:
Player characters may not detect traps with a detection DC higher than 35 unless they are rogues.


Does this apply on Amia? Because I'd like to make a trapper, sans the rogue, but I'm hesitant to do so, given this obscure tidbit.

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Innuendo
 
PostPosted: Tue, Feb 28 2012, 22:41 PM 

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You're very hard pressed to detect PC-planted traps anyway... Just use those easily obtainable thingies that are found IC very easily.


 
      
Sighphyre
 
PostPosted: Thu, Mar 01 2012, 7:10 AM 



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MoshingChris wrote:
High intitiative coupled with circle kick, and I mean excessively high initiative will allow a monk to Paralyse multiple opponents. Its the only use of circle kick thats anygood.


This is a really interesting idea. I'm guessing you'd need to be dexed based and take both improved and superior initiative?


 
      
Divocation
 
PostPosted: Thu, Mar 01 2012, 22:45 PM 

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Naivatkal wrote:
Doesn't attacking from stealth give you the immediate first strike?


An initiative roll is always made when entering combat. Even though the sneak attacker might get off the "first" attack, if they lose the initiative roll there's no para for an assassin. Here's a quote from nwnwiki on initiative to better explain.

All the attack rolls of each flurry are made (sequentially according to initiative) before any damage from those attacks is applied. Thus, even the creature with the lowest initiative will get to make its attack(s) before potentially being killed by the blows of a creature with a higher initiative roll. Furthermore, the real-time environment of Neverwinter Nights causes creatures to be often "out of sync", not starting their combat rounds in the same flurry. That is, a creature with a very low initiative roll may get to act before a creature with a high roll simply because the former initiated a combat action two seconds before the latter. (In imprecise terminology, having quick fingers beats good rolling.)

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Divocation
 
PostPosted: Thu, Mar 01 2012, 22:49 PM 

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Sighphyre wrote:
MoshingChris wrote:
High intitiative coupled with circle kick, and I mean excessively high initiative will allow a monk to Paralyse multiple opponents. Its the only use of circle kick thats anygood.


This is a really interesting idea. I'm guessing you'd need to be dexed based and take both improved and superior initiative?


The feats Blooded and Thug also add +2 initiative each though I'm sure most wouldn't advise taking them as a waste of feats :) I've also read that Circle Kick can potentially enable one to Disarm multiple opponents. :)

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and you fracture his bone let an opponent fracture your bone and you take his life!
Do not be concerned with your escaping safely lay your life before him


 
      
Naivatkal
 
PostPosted: Thu, Mar 01 2012, 23:03 PM 

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Gotcha, I hadn't been aware of that fact (with the initiative). Good to know.

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Sighphyre
 
PostPosted: Fri, Mar 02 2012, 6:47 AM 



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Divocation wrote:
The feats Blooded and Thug also add +2 initiative each though I'm sure most wouldn't advise taking them as a waste of feats

I know, I just find the idea of burning two feats to grab +4 too galling to consider :D

Divocation wrote:
I've also read that Circle Kick can potentially enable one to Disarm multiple opponents

I wouldn't be suprised if you could use it to KD multiple opponents too. You can do this with cleave/great cleave if you're careful.


 
      
TormakSaber
 
PostPosted: Fri, Mar 02 2012, 13:28 PM 

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I thought that was due tto how flurries were coded ad nothing to actually do with initiative.

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Mr. Hackums
 
PostPosted: Fri, Mar 02 2012, 22:47 PM 

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I'm going to try to get involved with the Elves again, and I'm making an odd sort of character. He's a bird-keeper, a dex-based spellblade, a "rogue", and uses twin short swords. That being said, in my history of Amian gaming, my spellblades have fallen FLAT on their faces. So any help/advice is appreciated.

Race: Sun Elf
Final Build: 22 Wizard/ 6 Ranger/ 2 Rogue
Starting Attributes/ (Finished attributes):
STR - 12 - 12
DEX - 18 - 23
CON - 10 - 10
WIS - 10 - 10
INT - 18 [16 + 2 Racial] - 20
CHA - 8 - 8

Build Progression

1.) Wizard: Dodge
2.) Ranger: (Martial Weapon Proficiency, Dual Wield)
3.) Wizard: Weapon Finesse
4.) Wizard: 19 INT
5.) Wizard: Spell Focus Conjuration
6.) Wizard: Weapon Focus - Shortsword
7.) Wizard:
8.) Wizard: 20 INT
9.) Wizard: Knockdown
10.) Wizard: Greater Spell Focus Conjuration
11.) Wizard:
12.) Wizard: 19 DEX; Blindfight
13.) Wizard: Skill dumps (Hide, MS, Tumble, Set Trap)
14.) Ranger: Skill Dumps (Discipline, Animal Empathy*)
15.) Ranger: Improved Critical Shortsword
16.) Ranger: 20 DEX
17.) Wizard:
18.) Wizard: Improved Knockdown
19.) Wizard:
20.) Wizard: 21 DEX
21.) Wizard: Epic Weapon Focus Shortsword
22.) Wizard:
23.) Wizard:
24.) Wizard: 22 DEX; Armor Skin
25.) Wizard
26.) Ranger: Skill dumps; Epic Spell Focus Conjuration
27.) Wizard: Epic Spell 'Mage Armor'
28.) Ranger: 23 DEX
29.) Rogue: Skill dumps (Hide, MS, Tumble, Set Trap)
30.) Wizard: Epic Dragon Knight, Epic Spell Greater Ruin

I'm really quite unfamiliar with these builds. The subrace -does- help his Dex significantly, but I didn't spare any room for any Greater Dexterity feats. The six levels of Ranger is for the trap setting, favored enemies, and a hawk animal companion to add to my Raven familiar. The idea is to appear more as a ranger or rogue than an actual spellblade, saving his magic for when it's required. When I tested it, the saves didn't seem to low, the AC was decent, and... I couldn't reliably test his AB without the Amian spell changes. But it should be fine. Damage will likely be sub-par, but with all the magic buffs and higher tiered items, I can at least hope to take chunks. This build is more of a flavorful build (With obvious hints of fun-buildin-feats). I don't expect it to be a PvP champion, but it'd be nice if I didn't look like an idiot swinging away with foam sticks.

Any feedback, criticism, ideas? I'm all ears.


 
      
Ulir
 
PostPosted: Fri, Mar 02 2012, 23:06 PM 

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Don't end on 23 dex. 22 or 24 please. Otherwise you might as well put that point into con, making it easier to maximize.

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Mr. Hackums
 
PostPosted: Fri, Mar 02 2012, 23:07 PM 

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Wouldn't the point in Dex make -that- easier to maximize, or is it expected to be at its max with gear?


 
      
Naivatkal
 
PostPosted: Fri, Mar 02 2012, 23:10 PM 

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With 23 DEX and +12 gear you only hit 35, which is a waste, so you wanna do 22/24 to hit 34/36. Swapping CON to 11 lets you cast Maxed Endurance for instant 16 CON (not counting any CON gear)

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Khasir :: From the East a storm is coming


 
      
Mr. Hackums
 
PostPosted: Fri, Mar 02 2012, 23:14 PM 

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Fair enough! That's an easy enough fix.


 
      
Mr. Hackums
 
PostPosted: Fri, Mar 02 2012, 23:27 PM 

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Hm. Well that solves it, I suppose. I only managed 16 Dexterity upon character generation. So I'll be throwing 20 into Dex as a final build.

If that's the case, should I forgo taking Armor skin to take a Great Dexterity and throw my spare point into Dex as well, so I can even it off at 22? Or should I keep it at 20 and keep my Armor skin as is?


 
      
Ulir
 
PostPosted: Fri, Mar 02 2012, 23:36 PM 

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Yeah. Maximizing a few stats as a mage is certainly doable, thanks to EMA and maxed ability boost spells.

Your damage will be fairly low with this build, as you are dex based. Normally when you go dex on a spellblade, it is good to somehow compensate by getting EWS, but RP flavour > whack-a-mole-in-da-face.

Another way of tackling the lack of damage, is by having at least 5 rogue levels, to get the ability to do 3d6 sneaks, which is neat but not anything overly impressive. It helps when dual-wielding for sure.

I believe your build will get 61 ac dual-wielding (with 22 dex) and 45 ab with your own spells (dual-wielding). You'll manage with the build, though.

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Ulir
 
PostPosted: Fri, Mar 02 2012, 23:38 PM 

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Keep armor skin *nod*. And if you can, 22 dex.

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Mobile_Svensk
 
PostPosted: Sat, Mar 03 2012, 14:51 PM 

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Guys. Do you think it's easier to level up if you rush to wm 7 Pre-epic or if it's better to grab the fighter levels first? You know, Take all the extra feats you can before going WM?

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Remal
 
PostPosted: Sat, Mar 03 2012, 15:23 PM 

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I just have 7 fight/7 wm and he's doing just fine :)

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PaladinOfSune
 
PostPosted: Sat, Mar 03 2012, 15:26 PM 

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If the build is only taking 7 WM, I wouldn't go past 6 WM before epic at all unless necessary. 7 WM's a crappy level for base saves!

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Mobile_Svensk
 
PostPosted: Sat, Mar 03 2012, 15:29 PM 

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PaladinOfSune wrote:
If the build is only taking 7 WM, I wouldn't go past 6 WM before epic at all unless necessary. 7 WM's a crappy level for base saves!


Aye. It's truly really horrible for base saves. Question answered then. I'll set it at 14FIghter/6WM Pre-epic, Then at 21 i'll grab the 7;th level.

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MoshingChris
 
PostPosted: Sat, Mar 03 2012, 15:43 PM 

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The answer is to rush to Weapon 5 five because your using a stinking scimitar and don't need the increased threat range. What that means is that you can go 15 Fighter 5 WM in pre-epic and then take Fighter 16 immediately at level 21 for both Epic Weapon Focus and Epic Weapon Spec.

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Mobile_Svensk
 
PostPosted: Sat, Mar 03 2012, 15:44 PM 

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MoshingChris wrote:
The answer is to rush to Weapon 5 five because your using a stinking scimitar and don't need the increased threat range. What that means is that you can go 15 Fighter 5 WM in pre-epic and then take Fighter 16 immediately at level 21 for both Epic Weapon Focus and Epic Weapon Spec.


Going 15/5 drops end fortitude by 1 point vs 14/6.
But you have a good point in rushing WM - The increased threat will be jolly when grinding! It demands i alter around some feats through.

The middleway will be 6fighter + 5 WM + 8 Fighter + 1 WM = Level 20.

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MoshingChris
 
PostPosted: Sat, Mar 03 2012, 16:12 PM 

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Your going to 20 Fighter route yeah?

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PaladinOfSune
 
PostPosted: Sat, Mar 03 2012, 16:13 PM 

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He's making a Fighter/WM/MS build. In this case the 14/6 is necessary pre-epic because that's exactly how many feats you need for WM/MS requirements and IKD.

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Mobile_Svensk
 
PostPosted: Sat, Mar 03 2012, 16:21 PM 

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http://img836.imageshack.us/img836/3725/wmms.png

Opustus idea really. Told me my character was an epitome of a wanderer and thus we put our heads together and came up with the above. Originally i intended to remove IKD but then i asked myself what other feats i would take instead and came up with zero.

Notice i did not rush to WM levels but instead took them at level 8. That is so i could fit Cleave + Wep.Spec at lower levels, Because on a WM it's godlike when running kobolds/goblins etc.

He'll land on 49AB Indoors, and 51AB Outdoors.
Epic Will = Epic Fortitude
And Great DEX = Great STR
(my excel sheet isn't updated with Amia specifics regarding Harper Scouts so i had to simulate)

(edit - Don't mind the spotify link at the right. I use two screens)

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MoshingChris
 
PostPosted: Sat, Mar 03 2012, 16:27 PM 

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Don't need to convince me here need to convince me in the rebuild topic, and its going to take alot of convincing.

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Mobile_Svensk
 
PostPosted: Sat, Mar 03 2012, 16:28 PM 

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Oh i'm just brainstorming. :mrgreen:

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Righteous Anger
 
PostPosted: Sat, Mar 03 2012, 17:25 PM 

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I am confused as to why you're trading +1 AB and +1 Damage for +1 Reflex. Can you explain, Very_Svensk?

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Mobile_Svensk
 
PostPosted: Sat, Mar 03 2012, 17:26 PM 

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Righteous Anger wrote:
I am confused as to why you're trading +1 AB and +1 Damage for +1 Reflex. Can you explain, Very_Svensk?


Epic Will = Epic Fortitude
And Great DEX = Great STR
(my excel sheet isn't updated with Amia specifics regarding Harper Scouts so i had to simulate)

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MoshingChris
 
PostPosted: Sat, Mar 03 2012, 18:08 PM 

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Those excel sheets are terrible anyway.

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Mobile_Svensk
 
PostPosted: Sat, Mar 03 2012, 18:10 PM 

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They were decent until about a year ago when amia started to change the classes :D
They're good to give a rough estimate of the layout. The specifics are defined on a later stage

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MoshingChris
 
PostPosted: Sat, Mar 03 2012, 18:12 PM 

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Image

I use one of these. Pretty advanced concept.

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Naivatkal
 
PostPosted: Sat, Mar 03 2012, 18:29 PM 

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Too much work, mine hasn't failed me yet :3
I've added most of the subraces and such, and I'm sure I could alter all the class changes if I dug in deep enough ... but eff dat :D

Oh, and I changed the class skills for KC at least :3

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Khasir :: From the East a storm is coming


 
      
MoshingChris
 
PostPosted: Sat, Mar 03 2012, 18:55 PM 

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See the problem is, your thing does all the work for you. So your builds and ideas become a matter of 1 and 0 which is boring. If you pen them out, and work them out in your head, you succeed in doing interesting things.

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Naivatkal
 
PostPosted: Sat, Mar 03 2012, 19:07 PM 

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I actually spend hours going over the builds in my head before I start touching the sheet. And hours after, usually. I mull builds over in my head forever lol

The only thing that the sheet does for me is take care of the math :3
I like math, but figuring how many skillpoints you get is tedious. The fun part is coming up with the build itself.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Mobile_Svensk
 
PostPosted: Sun, Mar 04 2012, 2:02 AM 

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Naivatkal wrote:
I actually spend hours going over the builds in my head before I start touching the sheet. And hours after, usually. I mull builds over in my head forever lol

The only thing that the sheet does for me is take care of the math :3
I like math, but figuring how many skillpoints you get is tedious. The fun part is coming up with the build itself.


*Very_Svensk likes your comment*

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Righteous Anger
 
PostPosted: Sun, Mar 04 2012, 8:34 AM 

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I used Notepad, the Windows Calculator, and nwnwiki.

Also, on the topic of builds:

Are there any decent Paladin Arcane Archer builds? I feel like a Charisma-Based Divine Might user would do solid damage as an archer.

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TormakSaber
 
PostPosted: Sun, Mar 04 2012, 9:39 AM 

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20 pally/1 sorc/9 AA comes to mind offhand, i'm sure ther'es better permutations.

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Bini
 
PostPosted: Sun, Mar 04 2012, 10:03 AM 

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Righteous Anger wrote:
Are there any decent Paladin Arcane Archer builds? I feel like a Charisma-Based Divine Might user would do solid damage as an archer.


Roland's Amarae beat you to this. The trick is cleric, bard, arcane-archer though, along with some lovely zen-archery.

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DerkDerkistan
 
PostPosted: Sun, Mar 04 2012, 10:04 AM 

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9 pally / 2 sorc / 19 AA?

Or

11/2/17.

Or

12/1/17.

Edit:

Bini wrote:
Roland's Amarae beat you to this. The trick is cleric, bard, arcane-archer though, along with some lovely zen-archery.


This is way different than he asked for. It's a different class, different main stats...

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