http://nwn2db.com/build.php?id=12322&version=1
:D
14d6 then 6d6 with hell fire. meaning 30-180 damage 15% chance to crit meaning 60-360 damage. Oh and CN so if you do any mind effects protection from alignment means nothing. :D
class question


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*Dedic8ed
- Posts: 112
- Joined: Thu Jan 01, 1970 12:00 am
I'd have to say that, it least in my own opinion, what gives interest and life to the world is never having a certainty what a given character will be, with a variety of varied builds. And I do have to admit, what I've seen on Sigil is a far better mix than on other servers, where 90% of the characters are builds pulled straight out of the build repository.
Obviously, there are going to be some standards. A fighter build without Cleave seems almost silly, and not choosing for your mage to know the Isaac's spells serves no purpose other than to make them weaker. But, to me, that is where the existing and potential PRCs come in, and the reason why I think that adding new PRCs based upon what they can bring to RP rather than how they can make characters more powerful would be the ideal outcome.
Obviously, there are going to be some standards. A fighter build without Cleave seems almost silly, and not choosing for your mage to know the Isaac's spells serves no purpose other than to make them weaker. But, to me, that is where the existing and potential PRCs come in, and the reason why I think that adding new PRCs based upon what they can bring to RP rather than how they can make characters more powerful would be the ideal outcome.

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
Marius didn't have any Isaacs and only one bigby <.< (the interposing one) he mostly had only electrical damage, enchantments and illusion spells. He did just fine.
For me, I need to know enough of my build to keep up interest on playing ;) just the kinda guy I am, doesn't mean my build needs to be the most optimal, as likely my earlier sentence gives out... but I just need enough options to make it interesting for myself.
If I wanted to make the kickass build out there, I probably could (I used to do that in NWN 1), but then I'd just beat everything and be bored again ;)... I like challenge that takes just about every resource to beat. Keeps things climatic. *nods*
*edit* Oh and my apologies if I appear like I'm wanting to argue, not my intention by any means, quite the opposite ;) I've just seen similar threads that grow up to 30 pages long and ending up to "Yes" "No" competitions pretty much until people are tired hehe.
For me, I need to know enough of my build to keep up interest on playing ;) just the kinda guy I am, doesn't mean my build needs to be the most optimal, as likely my earlier sentence gives out... but I just need enough options to make it interesting for myself.
If I wanted to make the kickass build out there, I probably could (I used to do that in NWN 1), but then I'd just beat everything and be bored again ;)... I like challenge that takes just about every resource to beat. Keeps things climatic. *nods*
*edit* Oh and my apologies if I appear like I'm wanting to argue, not my intention by any means, quite the opposite ;) I've just seen similar threads that grow up to 30 pages long and ending up to "Yes" "No" competitions pretty much until people are tired hehe.

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*Theban Soldier
- Posts: 63
- Joined: Thu Jan 01, 1970 12:00 am
You make a good point, Mr. O. It seems that "expert players" of many games try to squeeze the most powerful build out of the existing mechanics.
In reality, you would prove your playing skill at NWN2 if you played a less powerful (but reasonable) PC and made it to epic levels.
Single-classed rogue, anyone?
In reality, you would prove your playing skill at NWN2 if you played a less powerful (but reasonable) PC and made it to epic levels.
Single-classed rogue, anyone?

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*Nakaru-nigousan
- Posts: 30
- Joined: Thu Jan 01, 1970 12:00 am
I'm single-classing a wizard, and I'm usually alone. >.> Does this count as weak?
-NN
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*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
Pure Wizards get their bonus feats, I wouldn't describe the class weak.
But regarding the theurges, having the caster level of 24 implies that the following build was used:
Caster Class A: 10
Caster Class B: 10
Theurge PrC X: 10
And that two of the few feats available were spent on the Practised Spell Caster feats.
Now, since the creature spell resistance bug is presumably fixed, you simply cannot get rid of it by tossing a Ray of Frost at the monster. If no steps are taken towards defeating the spell resistance, you can expect to have crudely about 60% chance to penetrate the spell resistance of 31.
- Spell penetration feats would eat two normal and one epic feat. Casting Spell Breaches, Disjunctions and Assay Resistances would demand spells and you to be a sitting duck for the monster to hit on while flinging the previosuly mentioned spells to maximise your success with the Iisac's.
Although, SR wouldn't be an unreasonable obstacle with no way of getting around it, however, it would require considerably more effort than from a "pure" caster class.
(While not forgetting how things can be made 'more' difficult on the server side of things by increasing the Spell Resistance, and the caster level of the monster's dispelling spells.)
Personally, I would expect people to choose which of the two casting classes would be their primary and secondary classes. Using the same example, one could decide to have Sorcerer as the primary class for use of offensive spells while using the Favored Soul spell list as the source of defensive buffs. Thus, the build would not try to balance the level of the two classess - simply increasing the secondary casting ability to a point where it reaches the spell X, or duration Z for spell Y.
And the Sorcerer/Spirit Shaman bug seems to still exist.
But regarding the theurges, having the caster level of 24 implies that the following build was used:
Caster Class A: 10
Caster Class B: 10
Theurge PrC X: 10
And that two of the few feats available were spent on the Practised Spell Caster feats.
Now, since the creature spell resistance bug is presumably fixed, you simply cannot get rid of it by tossing a Ray of Frost at the monster. If no steps are taken towards defeating the spell resistance, you can expect to have crudely about 60% chance to penetrate the spell resistance of 31.
- Spell penetration feats would eat two normal and one epic feat. Casting Spell Breaches, Disjunctions and Assay Resistances would demand spells and you to be a sitting duck for the monster to hit on while flinging the previosuly mentioned spells to maximise your success with the Iisac's.
Although, SR wouldn't be an unreasonable obstacle with no way of getting around it, however, it would require considerably more effort than from a "pure" caster class.
(While not forgetting how things can be made 'more' difficult on the server side of things by increasing the Spell Resistance, and the caster level of the monster's dispelling spells.)
Personally, I would expect people to choose which of the two casting classes would be their primary and secondary classes. Using the same example, one could decide to have Sorcerer as the primary class for use of offensive spells while using the Favored Soul spell list as the source of defensive buffs. Thus, the build would not try to balance the level of the two classess - simply increasing the secondary casting ability to a point where it reaches the spell X, or duration Z for spell Y.
And the Sorcerer/Spirit Shaman bug seems to still exist.

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*cryptc
- Posts: 866
- Joined: Thu Jan 01, 1970 12:00 am
And also keeping in mind that having two casting classes might lead to conflicting feats you'd want (persistant spell for cleric, but not so useful for sorcerer, and empower for sorcerer side not so useful for cleric etc)... in pure power a single caster would likely be better than any dual-caster, but in variety and pure number of spells the dual-caster would have an advantage...
A trade off I'd say
A trade off I'd say

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*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
I take that as a chalenge. :P To be frank, I kind of like the single-class-rogues.Theban Soldier,Dec 14 2009 wrote: Single-classed rogue, anyone?
The biggest problem with one class rogue is that they lack the ability to Hide in Plain Sight. Thus they have the limitation of being able backstab only once when utilising hide. Potions of invisibility may help against this flaw, presuming that the opponent doesn't have the ability or spell that pierces the invisibility spell.
Thus, to inflict maximum amount of Sneak Attacks another option is to use Feint.
(Requires the following feats; Combat Expertice, requires 13 Int -> Feint)
Here are two impportant links about the Feint Skill:
http://nwn2.wikia.com/wiki/Feint
http://nwn2.wikia.com/wiki/File:Parry_vs_spot.png
Having gone through the two links, it shouldn't be hard to deduct that the Feint is literally quite useless against opponents with high BAB and Spot skill. But, against opponents with low BAB and Spot, it should prove to be quite usefull. In my opinion, it should at least make the lower level leveling considerably easier for a "rogue" themed character.
The Rogue would be a dexterity based one. Two-handed fightning (Finesse Weapons) or ranged (Bows). If going for Feint feat, Two-handed fightning is required, preferably perfected.
I'd pick the following Rogue Special abilities; Crippling Strike for Epic Precision, Defensive Roll and Improved Evasion for Epic Dodge. Leaving the last one for whatever you need yourself.
Another good Dexterity based feat is Expose Weakness that unfortunately requires Epic Prowess.
But hey, gives you a +1 to AB regardless of your weapon/s.Now, this is not done that often, but you might also go for the trap crafting. You only need skill level of 20 to craft deadly traps, thus allowing you to spend the remaining skill points elsewhere.
It is going to cost you money, but because you can buy Daggers, Alchemist Fires and Coldstones. Creating traps shouldn't be a burden as long as you got the jink for it. Daggers are for Spike, Alchemist Fires for Fire and Coldstones for Frost traps.
List of the traps and their DC:
http://nwn2.wikia.com/wiki/Trap
Set Trap skill requirements:
http://nwn2.wikia.com/wiki/Set_trap
Now, to be honest, anything with Evasion and Reflex saves will pretty much ignore your traps. But if they do not have their Evasion, they are bound to take the half damage from your traps. Thus, for example, you could expect to deal an avarage of 43.75 damage from your Deadly Spike Traps. (Damage reductions might decrease this amount.)
Simply set your traps in a row and make monster run through them. It'll eat away the jink you earn, but hey, at least you're using more creativity than that Gith of a Gish. No offense intended towards Eandy, just going for the pun.
And the best with single-class-rogues, team up with another rogue or a tank. I'd prefer another rogue since the two of you can face the monster from opposing directions and thus make sure that atleast one of you is pulling off the sneak attacks.
It is not impossible. It is fun. But I do not have the time. <_<

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*cryptc
- Posts: 866
- Joined: Thu Jan 01, 1970 12:00 am
Also I can note that we did keep single classed rogues in mind when designing spawns too... we try to keep spawns often be one powerful monster with some lesser ones, this is deliberately aimed at rogues being able to sneak (non-hips) up and deliver a powerful first hit against the boss of the pack... in many cases those are also spell casters and with buffs and lesser hps than its comrades, so taking it out early might make the battle alot simpler...
Just takes battle tactics and planning :)
Just takes battle tactics and planning :)

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*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
15.12.2009,
The link you posted contains false information about the invocation. It worked like that earlier, but currently you do get the "Charisma Modifier multiplied by Two" added to the spell AB.
Starting with Charisma score of 20, you can increase your Charisma up to 25 before reaching the epic levels. If your character is single-class Warlock, you can get the Great Charisma Feat at levels; 21, 23 x 2, 25, 26, 27, 29 x 2.
Thus, the maxium Charisma you can reach is; 25 + 2(Epic Ability Score Increases) + 8 From Great Charisma granting you total of 35 Charisma without any + Charisma item.
Add a Nymph Cloak +5 and you got Charisma score of 40. Thus gaining + 30 to the Tenacious Plague AB and + 15 to your saves withouth any items if using Dark One's Own luck. (Aasimars have +1 ELC, thus they can only reach the level 29.)
So, with base saving throw Progression, you can expect the following saves:
Fortitude 9 + 15 = 24
Reflex 9 + 15 = 24
Will 16 + 15 = 31
And the thing is, you can get them even higher with + saves equipment, you can even spend your pre-epic feats in those +2 saves feats. Getting all your saves close to breaching 40 shouldn't be too difficult.
And about Chilling Tentacles, it has been a while that I've even seen anyone use it. I'm not sure about the actual amount of attacks of those tentacles and do they even hit. Back in 2006, winning the fortitude save meant ignoring the Bludgeoing damage.
Considering how the Cold and Fire are the two most common immunites found in the game, Tenacious Plague might be lot more usefull invocation to use in Abyss.
The link you posted contains false information about the invocation. It worked like that earlier, but currently you do get the "Charisma Modifier multiplied by Two" added to the spell AB.
Starting with Charisma score of 20, you can increase your Charisma up to 25 before reaching the epic levels. If your character is single-class Warlock, you can get the Great Charisma Feat at levels; 21, 23 x 2, 25, 26, 27, 29 x 2.
Thus, the maxium Charisma you can reach is; 25 + 2(Epic Ability Score Increases) + 8 From Great Charisma granting you total of 35 Charisma without any + Charisma item.
Add a Nymph Cloak +5 and you got Charisma score of 40. Thus gaining + 30 to the Tenacious Plague AB and + 15 to your saves withouth any items if using Dark One's Own luck. (Aasimars have +1 ELC, thus they can only reach the level 29.)
So, with base saving throw Progression, you can expect the following saves:
Fortitude 9 + 15 = 24
Reflex 9 + 15 = 24
Will 16 + 15 = 31
And the thing is, you can get them even higher with + saves equipment, you can even spend your pre-epic feats in those +2 saves feats. Getting all your saves close to breaching 40 shouldn't be too difficult.
And about Chilling Tentacles, it has been a while that I've even seen anyone use it. I'm not sure about the actual amount of attacks of those tentacles and do they even hit. Back in 2006, winning the fortitude save meant ignoring the Bludgeoing damage.
Considering how the Cold and Fire are the two most common immunites found in the game, Tenacious Plague might be lot more usefull invocation to use in Abyss.
