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Gobbledygook
 
PostPosted: Fri, Jan 24 2014, 9:19 AM 

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Minimum/Decent/Excellent
AB: 41+/46+/51+
AC: 50/56/64+

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Mobile_Svensk
 
PostPosted: Fri, Jan 24 2014, 9:49 AM 

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Gobbledygook wrote:
Minimum/Decent/Excellent
AB: 41+/46+/51+
AC: 50/56/64+


Yeah. That pretty much sums it up

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Uberuce
 
PostPosted: Fri, Jan 24 2014, 10:30 AM 

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I think the highest is Bard4/Ftr7/AA19

24 base
+16 from 42 DEX (needs 20 start and Great DEXIII)
+2 from Epic Focus
+1 from normal Focus
+1 from Epic Prowess
+5 from uberloot bow.
+10 from AA19

=59. True Strike raises to 74.

Highest meleer is a tweak of Opustus' Ftr10/Druid1/WM19, when outdoors.

25 base
+16 from 42STR
+2 from Epic Focus
+1 from normal Focus
+1 from Epic Prowess
+5 from uberloot weapon.
+4 from WM19
+1 from small size, unless fighting other small mobs, of which there are very few.

= 56, or 58 outdoors. Not actually sure if the Druid feat goes to the +20 cap, so dunno about the True pots.

Neither is a great build, of course, and minor tweaks to the above lose 1AB and gain much more(like Epic Spec)


 
      
Gobbledygook
 
PostPosted: Fri, Jan 24 2014, 12:39 PM 

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Druid won't count towards the cap, so it's a nice bonus.

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MoshingChris
 
PostPosted: Fri, Jan 24 2014, 12:57 PM 

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Minimum AC: 45
Medium AC: 55
Good AC: 65
Excellent: Epic Dodge

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Exordius
 
PostPosted: Fri, Jan 24 2014, 18:22 PM 

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Ok so i made a new priest and tried hard to correct the mistakes made with Exordius. Im not going to say that it is a good build but so far it has been working better. Anyway, here are the stats as of now...

Lv 15

Strength: 12 normal/16 with magic equipment

Dexterity: 14 normal/18 with magic equipment

Constitution: 12 normal/no magic equipment

Intelligence: 10 normal/no magic equipment

Wisdom: 18 normal/no magic equipment yet but will get very soon

Charisma: 12 normal/no magic equipment

Feats: Power attack, Improved power attack, Wapon focus: mace, Wapon finess, Dirty fighting, Dodge.

Domains: Tyranny/Magic

Equipment: +3 Chainmail, +3 Large shield, +3 Mace, Ring of protection +4, Amulet of armor +3, Boots of the broken one's +2, Belt of frost giant strength +3, Random ring which gives acid resistance 10.

Comments?...

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Kamina
 
PostPosted: Fri, Jan 24 2014, 18:31 PM 

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Exordius wrote:
Feats: Power attack, Improved power attack, Wapon focus: mace, Wapon finess, Dirty fighting, Dodge.


May I ask why?

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Exordius
 
PostPosted: Fri, Jan 24 2014, 18:36 PM 

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I wanted this priest to be able to fight better then Exo. Most of the time i fight in melee rather than with magic and because of exo's build the max damage i could dish out even with epic lvs was 5-10 consistently. That amount is fine for goblins or orcs but it did not do shit for anything else much less epic. Having uber ac is nice but it is also nice to finish a battle within a few minutes rather then 2 hours. This priest is doing much much better in combat. Not overpowered no but still hitting for a lot more then 5-10 damage.

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Mercedes
 
PostPosted: Fri, Jan 24 2014, 18:54 PM 

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I'm at a crossroads. On a non-melee Sorcerer with Epic Mage Armor that reaches early-forties AC, is a tumble-dump worth the AC vs grabbing 2 more CHA from feats?

How important is AC for sorcerers / wizards who don't melee? I'm not well versed at playing them in the late game.


 
      
Goldwater
 
PostPosted: Fri, Jan 24 2014, 18:56 PM 

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If you're not swinging a weapon as a mage, AC is pointless.


 
      
Mercedes
 
PostPosted: Fri, Jan 24 2014, 19:00 PM 

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Goldwater wrote:
If you're not swinging a weapon as a mage, AC is pointless.


I see a lot of casters taking Epic Mage Armor. I'll end up with around 100 or so health buffed, so I'm concerned of being pot-shotted while hunting. How do you prevent such, just stay invisible?


 
      
Goldwater
 
PostPosted: Fri, Jan 24 2014, 19:09 PM 

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Even with 8 con you'll still be able to achieve 250+ hp with full con buffs. If your style is to use attack or disable spells on mobs, keep premo and sheath up and pop an invis potion after offensive casts. Using your spells for your defense and passive offense is much better than using AC, combined with the fact that you free up mythal slots on your gear for more important things like saves and skills (or conversely, freeing up an epic feat otherwise spent on EMA).

There are a few builds where ac on a non-melee mage makes sense, such as some variety of epic damage reduction and ridiculously high con, but in general you can be much more effective using spells as protection.


 
      
Mercedes
 
PostPosted: Fri, Jan 24 2014, 19:10 PM 

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Goldwater wrote:
Even with 8 con you'll still be able to achieve 250+ hp with full con buffs. If your style is to use attack or disable spells on mobs, keep premo and sheath up and pop an invis potion after offensive casts. Using your spells for your defense and passive offense is much better than using AC, combined with the fact that you free up mythal slots on your gear for more important things like saves and skills (or conversely, spending an epic feat on EMA).

There are a few builds where ac on a non-melee mage makes sense, such as some variety of epic damage reduction and ridiculously high con, but in general you can be much more effective using spells as protection.



I see, thanks. So 40 AC with epic mage armor would be pointless if I'm not going to stack it through other feats and stats? My style for the character is honestly "hid behind really buffed pets, invisible." I like to fight indirectly.


 
      
Goldwater
 
PostPosted: Fri, Jan 24 2014, 19:14 PM 

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Pointless indeed. See Mosh's helpful and accurate post above regarding minimum AC for a guide to effective AC ranges. If you do decide to go AC, you'll need a lot more than 40. As a mage, you have much better tricks than that, though!


 
      
Mercedes
 
PostPosted: Fri, Jan 24 2014, 19:20 PM 

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Thanks, perhaps I'll forgo the tumble and stack some CON gear and resists instead of worrying about the off-chance of getting hit. Those last 2 CHA feats were attractive.


 
      
Noct'uul
 
PostPosted: Fri, Jan 24 2014, 19:24 PM 



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Exordius wrote:
Melee Cleric build stuff


I am hardly the person to tell you how to build a cleric...but I know damage.

Dirty Fighting dumps ALL other attacks for 1-4 extra damage: not worth it at all
Power Attack & (shudder) Improved PA gimps your AB for extra damage: I wouldn't touch PA with less than 16 levels of Weaponmaster OR fighting low-level trash (and I wouldn't take IPA ever)

My suggestions: throw in enough Fighter to get Weapon Spec (even Epic Weapon Spec if you can) OR take some Rogue for sneak damage. Your choice of deity & concept will influence that choice, but it will be tough to deal much damage with a 12 STR regardless.. Beyond that, buff to hell-and-gone before every fight.


 
      
Exordius
 
PostPosted: Fri, Jan 24 2014, 20:13 PM 

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I dont think its that bad... i have been doing increased damage and with buffs my AB is still good for my lv. Not just melee either... i still use lots of magic.

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Mercedes
 
PostPosted: Fri, Jan 24 2014, 20:49 PM 

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This has probably been brought up a lot: What's the cornerstones of a good pure or near-pure fist monk? Is it better DEX or STR? What're they good for beyond RP?


 
      
Uberuce
 
PostPosted: Fri, Jan 24 2014, 21:02 PM 

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For STR, your unusual aspects are that you're helluva tanky(Mid/High 50's for AC, able to ignore most of the rest of what the module throws at you) for the DPS you do against mobs, and in PvP can come round a corner in stealth at what most people call running speed and start a-walloping with Devcrit IKD or Stunning Fists, so even if you should be getting Spotted, the target is likely to be flatfooted as you open fire. This isn't a very good tactic, it does have to be said.

DEXer Monk needs either Rogue10 or SD5 for Defensive Roll, in order to get Epic Dodge. If you are unwilling to do either of them, then *slams shutters down* CLOSED.


 
      
Mercedes
 
PostPosted: Fri, Jan 24 2014, 21:08 PM 

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For STR, would you do pure-build STR Monk, or go deep into Fighter or WM as well? As for Dex, how's the damage vs the AC in comparison to the STR build?

Most importantly: What's the AB like on either typically?


 
      
Mobile_Svensk
 
PostPosted: Fri, Jan 24 2014, 21:13 PM 

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Mercedes wrote:
For STR, would you do pure-build STR Monk, or go deep into Fighter or WM as well? As for Dex, how's the damage vs the AC in comparison to the STR build?

Most importantly: What's the AB like on either typically?

20 base + 3 Ewf + 1 epic prowess + 14 modifier + 5 epic weapon = 43
Ab is low. Adding 7 WM helps and adds 2 potentially 3 depending how early you take it. 46 at most id say

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Mercedes
 
PostPosted: Fri, Jan 24 2014, 21:18 PM 

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Very_Svensk wrote:
Ab is low. Adding 7 WM helps and adds 2 potentially 3 depending how early you take it. 46 at most id say


That's a pretty hefty investment for medium AB. I want to assume it's balanced against other things in the kit, but I can't imagine how if they don't hit anything to crit it often.


 
      
Mobile_Svensk
 
PostPosted: Fri, Jan 24 2014, 21:42 PM 

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That's monk for you. :(

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Mercedes
 
PostPosted: Fri, Jan 24 2014, 21:54 PM 

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At what level of Monk does it stop being worth taking, in terms of fist benefits?


 
      
Mobile_Svensk
 
PostPosted: Fri, Jan 24 2014, 21:57 PM 

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Fists max out at 16.

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Naivatkal
 
PostPosted: Fri, Jan 24 2014, 22:02 PM 

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Technically at 16 because that's when fists become d20. However at 18 you also get 50% concealment and at 20 you get the mind immunity (and the glowy eyes, sadly, I wish we would disable them in all honesty and make them a free request to have added). So it's up to you, could just get to 20 and then go from there.

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Mercedes
 
PostPosted: Fri, Jan 24 2014, 22:05 PM 

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Very_Svensk wrote:
Fists max out at 16.


Thanks! Also, I forgot you can't make an unarmed WM. Whoops, back to the tables


 
      
Naivatkal
 
PostPosted: Fri, Jan 24 2014, 22:07 PM 

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Can you -imagine- an unarmed WM? Mmmmmmmmm

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Silkelock
 
PostPosted: Fri, Jan 24 2014, 23:49 PM 

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So I have been trying to wrap my head around the Fighter 7/Master Scout 5/Assassin 18 build.
But for skillpoints, how do you solve it? 3 classes with 4+INT mod skills seems thin borderline transparent to get the skills needed to work traps and sneak around o_O

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O'Raghailligh
 
PostPosted: Sat, Jan 25 2014, 0:15 AM 

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Naivatkal wrote:
(and the glowy eyes, sadly, I wish we would disable them in all honesty and make them a free request to have added)


Pretty sure the monk glowy eyes has been brought up at least 20 times , and that it's impossible to fuck with them. I could be wrong, usually am.


 
      
Mercedes
 
PostPosted: Sat, Jan 25 2014, 0:33 AM 

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Naivatkal wrote:
Technically at 16 because that's when fists become d20. However at 18 you also get 50% concealment and at 20 you get the mind immunity (and the glowy eyes, sadly, I wish we would disable them in all honesty and make them a free request to have added). So it's up to you, could just get to 20 and then go from there.



Would a 20 Monk 10 Fighter (or 9 and 1 Rogue for UMD) STR build be at all viable?


 
      
3DMG
 
PostPosted: Sat, Jan 25 2014, 1:09 AM 

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It could be. Though, if you're going with a str monk, you should go Q'staff anyway, more dmg from two hander properties and just better weapon stats overall. Personally, I'd say go 20 Monk 8 Ftr 2 Assassin, for Uncanny Dodge, so you won't get fucked going flatfooted, as well as UMD. :)

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Mercedes
 
PostPosted: Sat, Jan 25 2014, 1:19 AM 

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3DMG wrote:
Q'staff


I know it's better, but it's really just not why I play monks in games. This is a game where the class flaws are all over the place, especially since even though Amia is a party server, all the Melees run around with either super high AB or AC, and a Monk in decent gear gets neither without going WM staff/kama. I'm willing to make sacrifices for roleplay purposes, but I don't want to be a hindrance to a group in hunting, PVP, or story events.

So far, projecting for +5 AB gloves, 20 AC from gear, and 12 bonus STR/DEX through equipment, potions, spells, etc, I can get +45 AB in the first attack and 50 AC.

Edit: I should also mention the build is 13 Fighter, 16 Monk, 1 Rogue.


 
      
3DMG
 
PostPosted: Sat, Jan 25 2014, 1:26 AM 

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Who ever said monks don't get good AC/AB with fists? In fact kama's are probably the worst thing you could do on a monk unless you're a sneaker. 20 Monk 8 Ftr 2 Assassin works swimmingly for Dex as well, it gets around 47 AB and mid 60s AC, and all of it's saves are 30+.

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GreatPigeon
 
PostPosted: Sat, Jan 25 2014, 1:32 AM 

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Mercedes wrote:
3DMG wrote:
Q'staff


I know it's better, but it's really just not why I play monks in games. This is a game where the class flaws are all over the place, especially since even though Amia is a party server, all the Melees run around with either super high AB or AC, and a Monk in decent gear gets neither without going WM staff/kama. I'm willing to make sacrifices for roleplay purposes, but I don't want to be a hindrance to a group in hunting, PVP, or story events.

So far, projecting for +5 AB gloves, 20 AC from gear, and 12 bonus STR/DEX through equipment, potions, spells, etc, I can get +45 AB in the first attack and 50 AC.

Edit: I should also mention the build is 13 Fighter, 16 Monk, 1 Rogue.


You get nothing from the 13th level of fighter unless you're taking on 1 fighter level in epic for ews, which is asinine.
16 monk 12 fighter 2 rogue, taking 12 monk 8 fighter pre-epic. This will give you more epic feats anyhow and one of them can be epic prowess. As it is i am doubftul you will be able to afford it and still be viable without it. The extra monk will give you more saves pre-epic as well.

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Mercedes
 
PostPosted: Sat, Jan 25 2014, 1:52 AM 

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3DMG wrote:
Who ever said monks don't get good AC/AB with fists? In fact kama's are probably the worst thing you could do on a monk unless you're a sneaker. 20 Monk 8 Ftr 2 Assassin works swimmingly for Dex as well, it gets around 47 AB and mid 60s AC, and all of it's saves are 30+.


How do you do your damage? Attrition? I've tried a few recommended Dex builds and they don't seem to do much but get hit less often-- substantially less if I went the Epic Dodge route.

GreatPigeon wrote:
All this good stuff


I nabbed EWS, EWF, EWP, Armor Skin, and both OverCrit and DevCrit with the build I put up. I see what you mean about the 13th Fighter post epic.

But would re-arranging it with 2 rogue do anything for my AB?


 
      
GreatPigeon
 
PostPosted: Sat, Jan 25 2014, 1:57 AM 

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Mercedes wrote:
3DMG wrote:
Who ever said monks don't get good AC/AB with fists? In fact kama's are probably the worst thing you could do on a monk unless you're a sneaker. 20 Monk 8 Ftr 2 Assassin works swimmingly for Dex as well, it gets around 47 AB and mid 60s AC, and all of it's saves are 30+.


How do you do your damage? Attrition? I've tried a few recommended Dex builds and they don't seem to do much but get hit less often-- substantially less if I went the Epic Dodge route.

GreatPigeon wrote:
All this good stuff


I nabbed EWS, EWF, EWP, Armor Skin, and both OverCrit and DevCrit with the build I put up. I see what you mean about the 13th Fighter post epic.

But would re-arranging it with 2 rogue do anything for my AB?


You get an epic general feat at 21, 24, 27, and 30. Rogue gives you a tad bit more skills, more than fighter, etc. What was the level spread that you used to get 6 epic feats?

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Uncle-Opustus wrote:
Just before I fall asleep, I like to pretend it's just a public feat so Pigeon can succeed in politics and save the world from poverty... with his unicorn and shining armour and Excalibur.


 
      
Mercedes
 
PostPosted: Sat, Jan 25 2014, 2:04 AM 

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Edited:

At Epic levels, I had 15 Monk 5 Fighter, most of Fighter taken early.

From then, I went:
Monk(21): Epic Weapon Focus (unarmed)
Fighter(22) Epic Weapon Spec. (unarmed)
Fighter(23): [Nothing]
Fighter(24): Overpowering Crit (unarmed) and Epic Prowess
Fighter(25): [Nothing]
Fighter(26): Dev Crit (unarmed)
Fighter(27): Great Strength I
Fighter(28): Armor Skin

... With one epic feat left taken at 30, which is in the last two spots I haven't decided yet (likely UMD). With maxed attribute bonuses, +20 AC, and +5 Attack gloves I get 45 AB and 50 AC.

Wracking my brain to figure out how to make this better.


 
      
3DMG
 
PostPosted: Sat, Jan 25 2014, 3:42 AM 

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The Monk Ftr Assassin with Dex hits for around 30-40, it does lots of dmg.

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Mercedes
 
PostPosted: Sat, Jan 25 2014, 3:44 AM 

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3DMG wrote:
The Monk Ftr Assassin with Dex hits for around 30-40, it does lots of dmg.


Yeah I regularly hit for 38-42 with this thing, and crit from 90 into the low hundreds. It's not great spikes but it's happening really fast.

If I were willing to be a sneaker this would be really, really easy.


 
      
BoogieBard Jaks
 
PostPosted: Sat, Jan 25 2014, 5:30 AM 

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I am considering a Hobgoblin Character but I want to make sure of the starting stats before I commit myself to the Character. It shall be a Bard and I am not sure if this is what I shall get at creation, on stat picks?:-

Choose Half Orc then hobgoblin in Subrace and pick:-

Str: 16
Dex: 12
Con: 12
Int : 12
Wis: 8
Cha: 14

Now Half Orc Gives + 2 str and -2 Cha... Hobo gives +1 Dex and + 1 Con.

Upon activation of Subrace the stats are set to Human first. So am I right in assuming I get the +2 Cha back but loose the +2 Str? Then the +1 Dex and Con are applied so I would end up with?:-

Str: 14.....................(-2 from Half Orc to Human base stats then to Hobgoblin)
Dex: 13................... (+1 from Hobgoblin)
Con: 13................... (+1 from Hobgoblin)
Int : 12
Wis: 8
Cha: 16.................... (+2 from Half Orc to Human base stats then to Hobgoblin)

Just need a clarification of the above being the ending Stats after subrace activation before committing.

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Neo46
 
PostPosted: Sat, Jan 25 2014, 7:00 AM 

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I'm wanting to make an orog dragon Knight and was thinking 16 fighter/12 dragon Knight/ 1 Rogue but I saw that max level for dragon Knight was 5. Is that for pre-epic only or 5 levels altogether?

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Noct'uul
 
PostPosted: Sat, Jan 25 2014, 7:31 AM 



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BoogieBard Jaks wrote:
Hobgoblin Stuff


I believe your post-hobgoblin INT will be 14, not 12. Half-Orc also gets -2 INT, so:

6 to STR = 14 after Hob
4 to Dex = 13 after Hob
4 to Con = 13 after Hob
6 to INT = 14 after Hob
0 to WIS = 8 after Hob
10 to CHA = 16 after Hob

Are you going DEX or STR? I'd drop Con & the off-stat to 10 & boost whichever you choose also


 
      
Mercedes
 
PostPosted: Sat, Jan 25 2014, 7:46 AM 

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Neo46 wrote:
Dragon Knight


That's Knight Commander here, son-- but yeah, it goes up to level 5.


 
      
BoogieBard Jaks
 
PostPosted: Sat, Jan 25 2014, 7:58 AM 

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Noct'uul wrote:
BoogieBard Jaks wrote:
Hobgoblin Stuff


I believe your post-hobgoblin INT will be 14, not 12. Half-Orc also gets -2 INT, so:

6 to STR = 14 after Hob
4 to Dex = 13 after Hob
4 to Con = 13 after Hob
6 to INT = 14 after Hob
0 to WIS = 8 after Hob
10 to CHA = 16 after Hob

Are you going DEX or STR? I'd drop Con & the off-stat to 10 & boost whichever you choose also


Yep. Your right on the Int. Forgot about that :lol: The Dex is set like that for a reason.

I want it to be 13 as it works out rather well for maxing the Dex to 18, with just one piece of kit and a spell, for using the Bard Chainmails you can get.

The extra Int will be useful for skill points.

Its a sort of Str Build.. ie not going for Dev crit or anything like that just adding a touch to the AB and damage. More support and Curse song with Lasting inspiration but can get into the rough stuff if needed so the lvl stat gains would be +6 to Str and + 1 to Con, to even the Con out at 14 for the little touch of extra hits and Fort and meaning I don't need to spend an epic feat on stats to even things out.

But may decide on a different stat spread now I know the Subrace stats are applied as I thought. I'll dabble with it a little in my build test module and may end up going more Str.

Thanks.

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EarthDreamer
 
PostPosted: Sat, Jan 25 2014, 10:11 AM 

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Thanks for the info on AB and AC ranges.

I'm trying to get my head around the Master Scout class.
Quote:
Level 1: Dash: Master Scout becomes 10% faster in wilderness areas.

Does Dash stack with Monk Speed? I asked this before and someone answered that "Barbarian fast movement" doesn't stack with Monk Speed. I don't see how that relates to Dash, unless they're the same feat, just renamed.

Quote:
Level 2:Craft Survival Gear: Master Scout can craft various tools and items for a gold cost. The items assist in ambushing enemies and in survivability. Through levels, more items become available for crafting.

What does that mean exactly? Can someone give me examples of these tools and items that they've found really useful? How expensive are they? How are they crafted? Do you gather resources? The class description is just too vague to be helpful.

Thanks.


 
      
Ozelotl
 
PostPosted: Sat, Jan 25 2014, 12:22 PM 

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http://amiawiki.shatuga.com/index.php?title=Survival_Gear

That's a link on the wiki to what can be made and AFAIK dash doesn't stack with anything.

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BoogieBard Jaks
 
PostPosted: Sat, Jan 25 2014, 12:41 PM 

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Joined: 07 Dec 2009
Location: Westeros

Exordius wrote:
Ok so i made a new priest and tried hard to correct the mistakes made with Exordius. Im not going to say that it is a good build but so far it has been working better. Anyway, here are the stats as of now...

Lv 15

Strength: 12 normal/16 with magic equipment

Dexterity: 14 normal/18 with magic equipment

Constitution: 12 normal/no magic equipment

Intelligence: 10 normal/no magic equipment

Wisdom: 18 normal/no magic equipment yet but will get very soon

Charisma: 12 normal/no magic equipment

Feats: Power attack, Improved power attack, Wapon focus: mace, Wapon finess, Dirty fighting, Dodge.

Domains: Tyranny/Magic

Equipment: +3 Chainmail, +3 Large shield, +3 Mace, Ring of protection +4, Amulet of armor +3, Boots of the broken one's +2, Belt of frost giant strength +3, Random ring which gives acid resistance 10.

Comments?...



It is a shame its partly built, 'cause yep... IPA is not good at all later on.

personally for a Battle Priest (melee Cleric build) I would have on a standard Human race gone something like this:- Cleric 24/ Fi 4/Rogue 2 Or Cleric 25/ Fighter 4 / Bard 1 Or Cleric 23/ Fighter 6/ Rogue 1, so on and so on. (last but one nets you max Discipline and last one max discipline and an extra epic feat)

Str: 14.... With gear and spells can easily max the +12 to this For 26 str
Dex: 8..... With Gear and a pot. Or just gear can easily max this at +4 for the Max dex bonus on Hvy Armour for 12 dex
Con: 12... Gear and spells can get this maxed at +12 for 24 con
Int: 12
Wis: 16.... +3 from Stat gains +1 Grt Wis feat gives you 20.. all you need for a Battlepriest (not Caster)or if you want to, more with kit bonus
Cha: 14.... +4 from stat gains to 18 and +12 from kit for total of 30Cha

Must have feats would be:-
Weapon focus,
Power Attack, (only to unlock the following two feats)
Divine Shield, (With the 30 Cha gives +10 AC for 10 rnds)
Divine Might, (With the 30 Cha gives +10 divine Dam for 10 rnds.)
Extra turning, (For more uses of Divine shield and Divine might.)
Improved critical,
Extended Spell,
Maximised Spell or Empower Spell, (Makes Maxing your Stat bonus gear out easier)
Knockdown
Blindfighting
One extra pre Epic for flavour or whatever (Toughness or Great Fort or Strong Soul to begin with or such)
Epic Weapon Focus
Great Wisdom I, (so your Wis is even and nets you a couple of extra spells per day.. which lvls eludes me though)
Epic Prowess
One Extra Epic Feat
Armour Skin

Yours Buffs etc mean you AB is just as good as any BAB class and in fact, with the extended Divine Favors up every 2 mins, slightly better (at higher lvls).
Dam output is good and Ac is excellent whilst the Divine Shield and Might are up. BUT.. IT is Buff reliant and takes ages to initially buff up.. So make friends with a mage who can haste you :lol: or invest in lots of haste/ day gear and pots.

There's other ways of doing a battlepreist that end up with more Cha or more Str, different feats, Class spreads and Classses etc. Especially if you choose sub races.

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Naivatkal
 
PostPosted: Sat, Jan 25 2014, 17:54 PM 

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How 'good' is the Illusion school for a wizard? Not powergame-y-wise, but moreso how useful is it? Considering a hin wizard focused in that and another school.

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Last edited by Naivatkal on Sat, Jan 25 2014, 23:51 PM, edited 1 time in total.

 
      
IronAngel
 
PostPosted: Sat, Jan 25 2014, 18:03 PM 

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Joined: 29 Sep 2005
Location: Helsinki, Finland

Color Spray is legitimately nice for its level, I think. Its DC will always be low, but you can also prepare quite a few and it should work on low-will mobs. Mass Blindness/Deafness is very good, one of the best crowd-control spells (though Evocation gets Sunburst and Thunderclap). Phantasmal Killer and Weird are weaker versions of FoD and Wail of the Banshee, in that they offer a double save and can be mindblanked (though immunity to death doesn't apply). They can still be handy, though. Other than that, there's nothing offensive/DC-reliant. The stupid Shadow Conjuration line uses the base schools.

I love illusion as a concept. I've tried to brainstorm custom spells to make it more alluring, but came up with very little usable in NWN.

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