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Ulir
 
PostPosted: Fri, Jun 15 2012, 13:32 PM 

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Rogue 3/Fighter 8/Assassin 19 can get neat damage (if you ditch epic dodge for the sake of sneak).

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BigBadWolf
 
PostPosted: Fri, Jun 15 2012, 13:32 PM 

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As well as Fighter 10/Master Scout1/Assassin 19!


 
      
The True Flambomski
 
PostPosted: Fri, Jun 15 2012, 17:16 PM 



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Well Im back for another build, Except I dont have one!

Would anybody reccomend me a Good Druid (not shifter) Build with mostly Druid as the levels? A Epic pet that could handle itself would be good!

Oh yeah I am thinking of making it a Dwarf too! have a big story waiting for the Char's Bio already....

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Ulir
 
PostPosted: Fri, Jun 15 2012, 17:50 PM 

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28 druid/1 rogue/1 ranger is very good.

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J.G.
 
PostPosted: Fri, Jun 15 2012, 20:36 PM 

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Thanks everyone! :D

I'll figure out the rest of the details so that I can do this myself next time without having to pester you guys. :mrgreen:

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J.G.
 
PostPosted: Fri, Jun 15 2012, 22:25 PM 

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ok I lied, if I stick with human (have to change a bit of the background but...),also, i like this build.

Quote:
I guess this is much easier to do with Rogue instead of Assassin. That also gets you BAB 16 and a 10th attack, if desired. Like Rogue 17 / Monk 6 / Fighter 6 seems doable, has more attacks, more base damage, easier attributes etc. You should be able to hit for something like 40-50 damage on a successful sneak attack with that. If all 10 hits connect, that's ... ouch.


in what order should I take the levels and what feats would this entail? I know I should take dodge, weapon finesse, weapon focus dagger... should I take improved critical dagger or what? Also, is this build conducive to stealth?...I assume it is. And what skills should i focus on besides hide/move silently and possibly bluff and spot/listen?

Thanks again everyone! and don't forget The True Flambomski's question! I'd hate to upstage him/her. :mrgreen:

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Last edited by J.G. on Sat, Jun 16 2012, 4:52 AM, edited 1 time in total.

 
      
Vaul Tarrith
 
PostPosted: Sat, Jun 16 2012, 3:33 AM 

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If you go with daggers, you lose the Monk Attack Goodies.

Those are only good with kamas & unarmed


Last edited by Vaul Tarrith on Sat, Jun 16 2012, 3:38 AM, edited 1 time in total.

 
      
NinjaClarinet
 
PostPosted: Sat, Jun 16 2012, 3:38 AM 



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Erm, UBAB above 16 gets you 6 attacks. Two more from the offhand=8. Flurry is another +1, as is haste. 6+2+1+1=10


 
      
NinjaClarinet
 
PostPosted: Sat, Jun 16 2012, 3:38 AM 



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Damn your ninja edit.


 
      
Vaul Tarrith
 
PostPosted: Sat, Jun 16 2012, 3:39 AM 

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Heh...I re-did the math 8)


 
      
Naivatkal
 
PostPosted: Sat, Jun 16 2012, 5:26 AM 

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Abjuration/Divination questions:

If you have taken the feats for these schools, do you get the bonus if you cast the spells from an object? Like if you make a Resistance wand and you have ESF: Abjuration, would it last for five minutes (ESF gives Resistance 1 turn/round and Resistance wands are CL 5)?
Or do you have to cast it from your spellbook (or whatever you want to call it)?


Bonus question:
I see that Bull's/Cat's/Fox's/Owl's/Eagle's are cast on a wand at CL15 .... but Endurance is only CL 3? Is that a mistake, or right? Has anyone crafted an Endurance wand to check?
If that's right, any idea why it might be?

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Khasir :: From the East a storm is coming


 
      
Ts_
 
PostPosted: Sat, Jun 16 2012, 7:02 AM 

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NinjaClarinet wrote:
Erm, UBAB above 16 gets you 6 attacks. Two more from the offhand=8. Flurry is another +1, as is haste. 6+2+1+1=10

And you only get the offhand with a weapon, that is, kamas. But kamas are ugly and give everything away. An unarmed assassin is much more stylish, imho, but mechanics-wise it loses out on too much. (The mythal slots as well.)

Ts

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Murex
 
PostPosted: Sat, Jun 16 2012, 8:43 AM 

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Ts_ wrote:

And you only get the offhand with a weapon, that is, kamas. But kamas are ugly and give everything away. An unarmed assassin is much more stylish, imho, but mechanics-wise it loses out on too much. (The mythal slots as well.)

Ts


Sadly, this is true. If monks had better gloves to use, it would be worth it....unless you enjoy fists for rp reasons I would always go with kamas. Monks aren't good for much in my opinion other than saves and some free feats, and maybe the Monk AC. There is enough Spell Resistance on items to make the SR on epic Monks not really worth the levels. I wouldn't personally go more than maybe 5 or 6 monk levels on a build unless the character concept was extremely monkey.

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Aeqvinox
 
PostPosted: Sat, Jun 16 2012, 8:46 AM 

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Thanks for all the input on shifters guys, it has been most enlightening. I have only three final questions and my knowledge of shifters is complete :P :

1. If i take WF and EWF in Unarmed, will my unarmed forms benefit from this, or only Epic Prowess?

2. Racial SR of drow and svirf (and other racial feats) - will it work in shapes? I know monk's SR doesn't work and it's a feat, and from what i understand most feats work in shapes. This is quite confusing.

3. How exactly does a weapon merge into a form? Which properties transfer, which stack, which are useless? -> Will an on-hit property merge into the form's weapon?

Muchos gracias senores,
Aeqvinox

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DerkDerkistan
 
PostPosted: Sat, Jun 16 2012, 9:38 AM 

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1. Only Epic Prowess. Improved Critical will work, however.

2. Yes, I believe so.

3. Everything on a weapon merges, unless the form has a higher enchantment.

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Rigela
 
PostPosted: Sat, Jun 16 2012, 11:06 AM 

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Naivatkal wrote:
Abjuration/Divination questions:

If you have taken the feats for these schools, do you get the bonus if you cast the spells from an object? Like if you make a Resistance wand and you have ESF: Abjuration, would it last for five minutes (ESF gives Resistance 1 turn/round and Resistance wands are CL 5)?
Or do you have to cast it from your spellbook (or whatever you want to call it)?


Bonus question:
I see that Bull's/Cat's/Fox's/Owl's/Eagle's are cast on a wand at CL15 .... but Endurance is only CL 3? Is that a mistake, or right? Has anyone crafted an Endurance wand to check?
If that's right, any idea why it might be?


With my own mage of this nature, casting shield from robes gave the benefits still from what I remember (unless I'm making things up of course) but I'm not sure about if cast from wands though.

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oshizo2
 
PostPosted: Sun, Jun 17 2012, 0:07 AM 

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i take it you can't weapon focus in trident so you can't take devastating critical or any such thing?

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ILoveIceCream
 
PostPosted: Sun, Jun 17 2012, 0:39 AM 

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you should be able to, it's just that the weapon focus for trident is bugged so you don't get +1ab from it, you can still take the feat.


 
      
ILoveIceCream
 
PostPosted: Sun, Jun 17 2012, 7:36 AM 

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looking for some opinions before I make up my mind. I have an 11 wizard/17 palemaster drow build I've started. I was wondering, would the 3 Spell Pen feats be 100% need to take? or could I ditch them for Spell focuses in Evocation? I was thinking of doing the air elemental summon from Mummy Dust. My Necro CL will be 28, and my Regular Caster level will be 19 or 20 I think. So with Mords....my necro spells should affect drow, but the rest won't pass drow sr without the spell pen. So I'm kind of torn. I haven't taken any of the spell pen feats yet so I have time to think on it.


 
      
Aeqvinox
 
PostPosted: Sun, Jun 17 2012, 9:47 AM 

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Without ESP: 11+d20 vs SR 29 [after mord] = 10% chance to pierce SR
With ESP: 17+d20 vs sr 29 = 40% chance to pierce SR
(Necro spells at CL 28 without ESP vs Mord'ed target are auto hit.)

ESP or not, your non-necro spells will have too much chance to bounce off of SR in pvp vs drow to consider them useful imo.

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ILoveIceCream
 
PostPosted: Sun, Jun 17 2012, 10:10 AM 

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don't half the palemaster levels count for the cl though on non-necro spells? so isn't it caster level 19 or 20 with that much pm?


 
      
NinjaClarinet
 
PostPosted: Sun, Jun 17 2012, 10:26 AM 



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Not caster level, no. Only spells per day.


 
      
ILoveIceCream
 
PostPosted: Sun, Jun 17 2012, 10:28 AM 

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learned something new, yeah then at that point the spell pen feats are just wasted feats. Good thing I decided to ask this question before I found out the hard way


 
      
Naivatkal
 
PostPosted: Mon, Jun 18 2012, 15:47 PM 

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Rigela wrote:
Naivatkal wrote:
Abjuration/Divination questions:

If you have taken the feats for these schools, do you get the bonus if you cast the spells from an object? Like if you make a Resistance wand and you have ESF: Abjuration, would it last for five minutes (ESF gives Resistance 1 turn/round and Resistance wands are CL 5)?
Or do you have to cast it from your spellbook (or whatever you want to call it)?


Bonus question:
I see that Bull's/Cat's/Fox's/Owl's/Eagle's are cast on a wand at CL15 .... but Endurance is only CL 3? Is that a mistake, or right? Has anyone crafted an Endurance wand to check?
If that's right, any idea why it might be?


With my own mage of this nature, casting shield from robes gave the benefits still from what I remember (unless I'm making things up of course) but I'm not sure about if cast from wands though.

Anyone else with more information on this?


Also, spellswording dilemma!!
Based on the following stats, which is more important: Epic Weapon Specialization or CL 24 for Greater Dispelling immunity? I'm leaning towards the latter, really.
(ending stats below)
STR: 18
DEX: 12
CON: 12
WIS: 10
INT: 20
CHA: 10


And another!!!
Greater Ruin. How necessary is it for a spellsword? I realized in my build I never put it anywhere, and I can toss out ESF: Divination for it (the +4 Spot can be overruled if GR is more 'needed'). I know it's good in regards to bosses and as an 'oh snap' button.

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Sphinx
 
PostPosted: Mon, Jun 18 2012, 19:11 PM 

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Naivatkal wrote:
Stuff goes here.

Epic Weapon Specialization and Greater Ruin are both more important than CL24 or ESF: Divination. I would only mourn the loss of slightly stronger power words.

Disclaimer: This is my opinion. Other people may and probably will disagree with me.

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Ulir
 
PostPosted: Mon, Jun 18 2012, 19:24 PM 

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I would pick EWS and ESF: Divination/Abjuration to be honest. That is just me. GR is handy as hell, but I have learned to live without it on my spellsword. ESF affects quite a few spells that you use. GR is just a super show stopper. Your call really. At least pick EWS, mate :P

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Naivatkal
 
PostPosted: Tue, Jun 19 2012, 0:30 AM 

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Thanks to you both. I like personal opinions as well as when people have the experience.

More please!

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ILoveIceCream
 
PostPosted: Tue, Jun 19 2012, 1:34 AM 

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24 caster level is good for doing illithids. But if you want to look at it PVP it doesn't really do anything, you'll just be morded anyway.


 
      
Naivatkal
 
PostPosted: Tue, Jun 19 2012, 2:50 AM 

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Unless I'm fighting a cleric! lol

But yeah I was thinking more for PvE. I don't like PvP that much, so I avoid it as much as possible haha.

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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


 
      
Naivatkal
 
PostPosted: Tue, Jun 19 2012, 4:28 AM 

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OH!

So, I thought of this: I might just disregard ESF: Divination for EWS and CL 24. 24/5/1 That would work out as well, and give me two of the things I really want hah

edit:
The way I am looking at it is this:
Loosing ESF Divination makes the build miss out on a total of 5 spot and, a bit more importantly, 42 points of Premonition (138 @ CL 23 with ESF vs 96 @ CL 24 without ESF).
If I take CL 24, however, the build is immediately immune to monsters removing Premonition from the spellsword. Since, after all, if Premonition is removed it's useless then lol

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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


 
      
Vortex
 
PostPosted: Tue, Jun 19 2012, 6:23 AM 

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A question about Shadow Dancers.

I read in the SD class changes that HIPS and Shadow Daze now have cool downs. For HIPS it's 6 seconds, and for Shadow Daze it's a variable depending on SD levels.

My question is: are these 'real times', or in-game times, e.g. the 6 second cool down for HIPS, is that one round in-game, or an actual 6 seconds?

This is a general question really about all time-realated features. I never have really understood what "6 seconds" really means.

How does 'in-game' time relate to 'real time'?


Last edited by Vortex on Tue, Jun 19 2012, 6:25 AM, edited 1 time in total.

 
      
serbiris
 
PostPosted: Tue, Jun 19 2012, 6:25 AM 

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Wait... aren't rounds actually six seconds anyway...?

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ILoveIceCream
 
PostPosted: Tue, Jun 19 2012, 6:26 AM 

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the HIPS seems to be a full 6 seconds, and it starts counting when you leave HIPS. So if you time it off, try hidind and realize you didn't wait long enough it'll start all over again, so you need to get your timing on it right.


 
      
Vortex
 
PostPosted: Tue, Jun 19 2012, 6:32 AM 

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serbiris wrote:
Wait... aren't rounds actually six seconds anyway...?

That's what I wanna know. It seems like a battle round lasts a lot less than 6 seconds. Could have 4-5 rounds in that amount of time.

ILoveIceCream wrote:
the HIPS seems to be a full 6 seconds, and it starts counting when you leave HIPS. So if you time it off, try hidind and realize you didn't wait long enough it'll start all over again, so you need to get your timing on it right.

Ah, that's good to know. I wondered if that was the case. Thanks. I'll scratch SD off my build list.


 
      
DerkDerkistan
 
PostPosted: Tue, Jun 19 2012, 6:47 AM 

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The fix to HiPS should not be a deterrent from playing a shadowdancer. It's disappointing how people see things like that...

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Naivatkal
 
PostPosted: Tue, Jun 19 2012, 6:49 AM 

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serbiris wrote:
Wait... aren't rounds actually six seconds anyway...?

This is correct. 1 round = 6 RL seconds

ILoveIceCream wrote:
the HIPS seems to be a full 6 seconds, and it starts counting when you leave HIPS. So if you time it off, try hidind and realize you didn't wait long enough it'll start all over again, so you need to get your timing on it right.

Not sure if this is correct. I think it's supposed to be if you try to hide during the six seconds then you just go into hide, but then HiPS still becomes available after the six seconds are up (ie you hit hide after three seconds, then three seconds later you can still HiPS again). I could be wrong, though.

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Whomst've'll'd'mn't I play:
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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
serbiris
 
PostPosted: Tue, Jun 19 2012, 6:51 AM 

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Vortex wrote:
That's what I wanna know. It seems like a battle round lasts a lot less than 6 seconds. Could have 4-5 rounds in that amount of time.


I think that's just a question of time dilation, so to speak. In the excitement of combat, seconds seem to go faster. Try using some sort of item power and then using another one right after, and count the seconds - it should be six. I know it can go forever say, when you rage right before attacking.

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ILoveIceCream
 
PostPosted: Tue, Jun 19 2012, 6:57 AM 

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Naivatkal wrote:
Not sure if this is correct. I think it's supposed to be if you try to hide during the six seconds then you just go into hide, but then HiPS still becomes available after the six seconds are up (ie you hit hide after three seconds, then three seconds later you can still HiPS again). I could be wrong, though.


well I haven't done it in a while but last time I remember it seemed to restart the counter from scratch if you messed up your hide timing.


 
      
Naivatkal
 
PostPosted: Tue, Jun 19 2012, 7:11 AM 

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I just tested this on A with one of my SD chars by entering stealth after three seconds and HiPS came back after three more. So it's good!

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


 
      
Xeorsos
 
PostPosted: Tue, Jun 19 2012, 23:22 PM 



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I've been wanting to make a bard build here for a while now, but nearly all of my experience has been with NWN2 and the 3.5 (and pathfinder) ruleset so I'm worried I might be missing a bunch.

My first thought is to pursue archery on the bard, since they struggle with serious MAD and a low hit die. The sweet spots for Bard Song seem to be 16 (+5 AC), 25 (+6 AC), and 30 (+7 AC) with everything else except skills and bonus HP maxing at 16. I know for a fact that I don't want to shoot for Bard 30 because +1 AC and a couple more skill ranks doesn't seem worth stretching my gear to the brink just to accommodate that. I know that I want at least bard 20 so that I can get lasting inspiration- it's too good to pass up.

So with my final 10(ish) levels I'm stuck between the two strongest archer choices: fighter and arcane archer. Fighter 5 nets me a few bonus feats, and access to EWS for +6 damage with longbows. Arcane Archer 10 nets me a few lame abilities and a +5 to damage, as well as the ability to make my own +1d6 sonic arrows.

Honestly, AA just doesn't seem worth it to me when looking at the mechanical aspects of it. Are there arcane archer specific items that a bard couldn't use simply by faking it with Use Magic Device? It seems like I can get more by simply choosing to go Fighter 5 and I'll still have room for 25 bard levels for +6 AC.

Or, am I entirely off base with this whole thing? Is archery a waste for anyone who can't invest heavily in arcane archer? Thanks in advance, guys.

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The1Kobra
 
PostPosted: Tue, Jun 19 2012, 23:57 PM 

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Xeorsos wrote:
I've been wanting to make a bard build here for a while now, but nearly all of my experience has been with NWN2 and the 3.5 (and pathfinder) ruleset so I'm worried I might be missing a bunch.

My first thought is to pursue archery on the bard, since they struggle with serious MAD and a low hit die. The sweet spots for Bard Song seem to be 16 (+5 AC), 25 (+6 AC), and 30 (+7 AC) with everything else except skills and bonus HP maxing at 16. I know for a fact that I don't want to shoot for Bard 30 because +1 AC and a couple more skill ranks doesn't seem worth stretching my gear to the brink just to accommodate that. I know that I want at least bard 20 so that I can get lasting inspiration- it's too good to pass up.

So with my final 10(ish) levels I'm stuck between the two strongest archer choices: fighter and arcane archer. Fighter 5 nets me a few bonus feats, and access to EWS for +6 damage with longbows. Arcane Archer 10 nets me a few lame abilities and a +5 to damage, as well as the ability to make my own +1d6 sonic arrows.

Honestly, AA just doesn't seem worth it to me when looking at the mechanical aspects of it. Are there arcane archer specific items that a bard couldn't use simply by faking it with Use Magic Device? It seems like I can get more by simply choosing to go Fighter 5 and I'll still have room for 25 bard levels for +6 AC.

Or, am I entirely off base with this whole thing? Is archery a waste for anyone who can't invest heavily in arcane archer? Thanks in advance, guys.

Each AA enchant arrow gives +1 AB, so having 9 AA means you get +5 AB when using bows/longbows. That's pretty sweet actually. You also get access to some unique arrows. Just keep in mind you'll be limited to elf/half-elf when doing this combination.
Sweet spots for bard levels are also L20 (minimum needed for winspiration and full spellbook), 23(bonus feat), and 26(second bonus feat and +6 AC)

Archer bards can be quite the effective support character. 21/9 Bard/AA should work quite well.

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Ulir
 
PostPosted: Wed, Jun 20 2012, 0:04 AM 

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You won't be able to use the AA specific arrows that AA's sort of pass onto each other ICly. There are about sixteen or more specific ones, or in that area at least. Each of them are awesome.

Bard//AA works alright, from what I gathered, but running up to opponents and cursing them seems counter intuitive. However, it works. You will get more pew pew power with many AA levels, getting that insane AB of around 58 self-buffed (no trinkets) and very good damage output. I could see Bard 15/AA 9/Fighter 6 being quite fun though. Bard 21/AA 3/Fighter 6 seems neat as well.

The high AB/damage AA build would look something like Bard 4/Fighter 8/AA 18. There are many variants.

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Xeorsos
 
PostPosted: Wed, Jun 20 2012, 0:46 AM 



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I guess one of my big goals here is to make an archery build that's successful for this server. Ignoring the bard aspect, what would be a really strong Arcane Archer build focusing on damage output?

My thoughts are Fighter 10 / Arcane 1 / Arcane Archer 19, but I'm not sure.

Also, thank you, I didn't realize that the AB was also to attack. NWN (or its sequel) have never gotten ranged combat right. It made a lot more sense in the PnP version.

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Bini
 
PostPosted: Wed, Jun 20 2012, 1:38 AM 

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1) Fighter, Luck of Heroes, Point Blank Shot
2) Fighter, Weapon Focus Longbow
3) Fighter, Rapid Shot
4) Fighter, Weapon Specialization Longbow
5) Fighter
6) Bard, Blind Fight
7) Arcane Archer
8) Arcane Archer
9) Arcane Archer, Improved Critical Longbow
10) Arcane Archer
11) Arcane Archer
12) Arcane Archer, Toughness
13) Arcane Archer
14) Arcane Archer
15) Arcane Archer, Great Fortitude
16) Arcane Archer
17) Fighter, Expertise
18) Fighter, Called Shot
19) Fighter, Improved Expertise
20) Fighter
21) Arcane Archer, Armor Skin
22) Arcane Archer
23) Arcane Archer
24) Arcane Archer, Epic Weapon Focus Longbow, Great Dexterity
25) Fighter, Epic Weapon Specialization Longbow
26) Arcane Archer
27) Arcane Archer, Great Dexterity
28) Arcane Archer
29) Arcane Archer, Great Dexterity
30) Bard, Great Dexterity

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Naivatkal
 
PostPosted: Wed, Jun 20 2012, 1:59 AM 

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Naivatkal wrote:
OH!

So, I thought of this: I might just disregard ESF: Divination for EWS and CL 24. 24/5/1 That would work out as well, and give me two of the things I really want hah

edit:
The way I am looking at it is this:
Loosing ESF Divination makes the build miss out on a total of 5 spot and, a bit more importantly, 42 points of Premonition (138 @ CL 23 with ESF vs 96 @ CL 24 without ESF).
If I take CL 24, however, the build is immediately immune to monsters removing Premonition from the spellsword. Since, after all, if Premonition is removed it's useless then lol

le bump

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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


 
      
Xeorsos
 
PostPosted: Wed, Jun 20 2012, 3:02 AM 



Player

Joined: 25 Jul 2011

Bini wrote:
1) Fighter, Luck of Heroes, Point Blank Shot
2) Fighter, Weapon Focus Longbow
3) Fighter, Rapid Shot
4) Fighter, Weapon Specialization Longbow
5) Fighter
6) Bard, Blind Fight
7) Arcane Archer
8) Arcane Archer
9) Arcane Archer, Improved Critical Longbow
10) Arcane Archer
11) Arcane Archer
12) Arcane Archer, Toughness
13) Arcane Archer
14) Arcane Archer
15) Arcane Archer, Great Fortitude
16) Arcane Archer
17) Fighter, Expertise
18) Fighter, Called Shot
19) Fighter, Improved Expertise
20) Fighter
21) Arcane Archer, Armor Skin
22) Arcane Archer
23) Arcane Archer
24) Arcane Archer, Epic Weapon Focus Longbow, Great Dexterity
25) Fighter, Epic Weapon Specialization Longbow
26) Arcane Archer
27) Arcane Archer, Great Dexterity
28) Arcane Archer
29) Arcane Archer, Great Dexterity
30) Bard, Great Dexterity


This looks good! But question: What's the point of taking Expertise if it can't be used with Rapid Shot? Just so I could have one or the other if I need it?

Also, don't I need two levels of bard to qualify for Arcane Archer? Bards don't start with 1st level spells.

edit: Forgot something.

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PaladinOfSune
 
PostPosted: Wed, Jun 20 2012, 3:39 AM 

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Joined: 15 Dec 2004
Location: England, UK

No, one level of a caster class is fine.

However: Expertise and Improved Expertise are wastes. Take Weapon Finesse so you can use a sword and shield if targeted, and something like Skill Focus: Spot instead for Improved Expertise.

All those Great Dexterity feats don't really need to be there. Ditch two, take Epic Prowess and either Epic Fortitude/Epic Skill Focus: Spot instead. That said, you should be starting with 20 Dexterity, not 19, so only 1 Great Dexterity is enough on the typical AA build anyway.

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Bini
 
PostPosted: Wed, Jun 20 2012, 3:48 AM 

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Joined: 26 Mar 2011

I forgot to mention that one was kind of geared to gaining a phat AC and whatnot, thus the expertise feats, they certainly aren't necessary if you want to be a proper archer type though, seeing as things will die before they even reach you.

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Mr. Hackums
 
PostPosted: Wed, Jun 20 2012, 5:40 AM 

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Joined: 22 May 2008

Expertise just doesn't work with ranged weapons, so it'd be kind of awkward for an archer to have it. I think there are better choices.


 
      
QPR
 
PostPosted: Wed, Jun 20 2012, 5:59 AM 

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Joined: 21 Sep 2008
Location: Norway

You also need 6 BAB to qualify for AA, hence you can at the earliest take it at level 8, not 7 as the build posted shows. Ie: you need 6 fighter and 1 bard level, or 5 fighter and 2 bard levels to qualify.

That said, the main drawback of AA's is that you are often entirely dependent on others to be able to do anything. Lone archers are sad and ineffective, and die very often. And they usually suck at everything except archery. Melee bards on the other hand win almost everything. With bard and curse song you are on par with almost any other class when it comes to effective AC and AB, and depending on your weapon choice you might even outdamage them too.

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"Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II

Valygar 'Stonesnake' Stark -Human Ranger
Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
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