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SoZ - The Out Cast

Discussion in 'Neverwinter Nights 2' started by Munchkin Blender, May 7, 2009.

  1. Munchkin Blender Gems: 22/31
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    Doomguide - best class to ward off undead. A ton of bonus feats - Empower Turning, Improved Turning, etc...

    I believe I should be able to pick up one of the Rogue bonus feats toward the end of the game.

    As for my Wizard character he is also taking 1 level of PM to gain a +2 AC as the first level has no impact to spell casting. The Wizard will be Neutral, but if evil is required that is fairly easy to fix.

    I also changed out the Orc for a Shield Dwarf, the extra bonuses that Dwarves received was worth it and it also provided a CHA of 12 with all the other stats staying the same.

    I have thought about going with a group of Yuan-ti Pure Bloods, with the same base classes. How do you think they will fair vs. the group above?
     
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    yea I wondered a bit about the half-orc cleric, as half orcs only strength well is strength, but since not all characters have to be powergamed, I just wrote it off as a fun idea.

    Yuan-ti will be weak in the beginning, but after level 6/7 they will be stronger. yuan-ti is basically drows with no weakness and better bonusfeats, but worse favored class (sorta). taking a team of ECL races is hard in the beginning and in the final battle, the rest of the time it feels like the game should in hardness IMHO. but I would recommend taking a semi normal team first, to get the feel of the game, as some encounters becomes a bit more frustrating with ECL races. (like ruined tempel and the mine with firenewts, since the leader can 1shot you with his axe)
     
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    Yuan-ti bonuses work great for any base class,+2 to DEX, INT and CHA. Also, the bonus feats of Alterness and blind fighting, magic resistance, and +1 natural AC. They also have some useful spells; darkness is great for a rogue Yuan-ti since they have blind fighting to balance out the darkness spell affect. Yeah they are 2 levels lower, but that can be easily adjusted by taking on a few extra random encounters. :)

    Below are the PCs my current group....

    Leader - Wood Elf Ranger
    Level: 7
    Stats: STR 17 DEX 18 CON 12 INT 10 WIS 14 CHA 10
    Feats: Hero's Luck, Two Weapon Defense, and Improve Two Weapon Defense

    Healer - Shield Dwarf Cleric/Doomdguide
    Level: 6/1
    Domains: Sun and Healing
    Starting Stats: STR 14 DEX 12 CON 14 INT 10 WIS 16 CHA 12
    1st Level starting feat - Hero's Luck

    Thief -Strongheart Halfling / Rogue
    Level: 7
    Starting Stats: STR 12 DEX 19 CON 14 INT 14 WIS 10 CHA 10
    Feats: Hero's Luck, Stealthy, Toughness, Leadership

    Mage - Sorcerers/EK
    Level: 6/1
    Starting Stats: STR 10 DEX 14 CON 14 INT 14 WIS 10 CHA 17
    Spell Casting Prodigy, Martial Weapon Prof., Craft Wonderous Items, Craft Armor and Weapons

    The group Thief will take the next 2 levels of Shadow Thief to gain Weapon Finese and 2 Weapon Style. Level 10 will be Rogue to gain Uncanny Dodge, even though I heard it is not working properly as of patch 1.22.

    The group Mage will take 1 level of PM at level 8. This will provide the mage a +2 AC without loosing any magical casting ability.

    The group Healer will take as many levels as he can as a Doomguide to improve his ability to destroy undead.

    The Ranger will only take Ranger levels until level 11. At that point the rest of the levels will be fighter to gain addition feats.

    Thoughts on my group?
     
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    it sounds like a good group, it lacks a tank, but cleric + dino-pet should make up for this, since almost anything can be sneak attacked in SoZ, the rogue becomes a good class again and well you got all the basic needs covered and the rest the cohorts can take care of. Taking the druid cohort in the beginning will give you an extra dino pet, another divine caster and since he is human you can let him take a level of fighter and maybe stormlord later (for complete cheese) or keep him fighter 1/ druid X. but use him as a tank too.

    the yuan-ti are great, the only problem is that their favored class is ranger, which make them less good for builds with two base classes, as they in most cases would have to keep them within 1 level of each other to avoid exp penalty.
     
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    Is there any option for a Rogue that is better than ST, or at least as good?
     
  6. Munchkin Blender Gems: 22/31
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    My group does not lack a tank. The Dwarf cleric is walking around in Full Plate +1, a large steel shield +1, a Bastard Sword +1, he has an AC of 25, and has 68HP (not great but decent enough).

    The ranger is up front aslo with an AC of 22 and 70HP.

    Yeah the group lacks a pure fighter in Full Plate with a tower shield with close to a 100HP, but to me a tank is someone who is up front can receive the damage or at least receives a majority of the attacks their way. If a PC is out front with an AC of 30 and is never being hit, even if they have only 50HP, than they are considred the tanks because they are taking the blows that could threaten or kill other team members if they were hit.

    At what level should I complete the Dinji quest?
     
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    IB and to a lesser extent SB.

    now as far as I know you don't play with Kaedrins prc mod right?.

    at any rate, if your rogue is human, half-elf, tiefling or halfling (and deep gnome?) you can multiclass to swashbuckler with no risk of a penalty, the advantages, take 3 levels and gain weapon finesse (1. level) and insightfull strike (int modifier added to dmg) and 3 levels of full bab.

    Invisible blade advantages, its a high bab class (yea) on successful sneak attacks it ads a bleading wound, starting at 2dmg/round for 3 rounds and ends at 6dmg/round for 3 rounds. at 5th level you get a bonus to feint. lets you add 1 int modifier pr. SB level to AC.
    the negative is you must have weapon focus daggers or kukris, the positive is, if you make a rogue/SB/IB, the SB levels gives you martial weapon feats, making it easy to take weapon focus kukri.

    both classes offer something for a rogue and can be combined to some decent builds. with kaedrins prc you can take a feat called darring outlaw, which let SB levels count when determining Sneak attack dice, making SB and rogue even better for each other
     
  8. Munchkin Blender Gems: 22/31
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    Thanks for the tip on other classes to take as a rogue. I may go as followed...

    Rogue/Shadow Thief/Swashbuckler/Invisible Blade 8/4/3/x

    What do you think of the build above?
    It provides me the Uncanny Dodge, two bonus feats to take Weapon Focus and Feint so I don't need to waste other feats to obtain the IB levels. The IB and SB levels play well into my build with using Kurki's.

    My current level up for my PC will be 1 ST, 1 SB, 1 R, 1ST, 2SB, 2ST, IBX
     
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    I think it will do very well, it will have a good base damage, thanks to both int and str modifer being added, have a decent sneak dice, do to r and st, and some fun extra damage from IB (bleeding wounds). and it will have a better bab than a pure rogue. I am not convinced of the need for shadow thief levels, but they add flavor and it might just be my own bias towards them, but I feel they add little to the rogue.
     
  10. Munchkin Blender Gems: 22/31
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    The Shadow Thief isn't suppose to add much to the rogue; what it does is provides some bonus feats and makes the rogue better when buying and selling supplies, which should be a good thing in SoZ.

    I had to uninstall and re-install the NWN2. Hopefully I will not run into any unusual bugs this time around.

    I have three of the four PC figured out...

    PC1 - Healer/Turn Undead Specialist
    Race: Human
    Class: Cleric / Doomguide
    Level: x / 10
    Comains: Sun and Undead
    1st level feats: Spell Casting Prodigy and Hero's Luck
    3rd level feat: Great Fortitude - requirement for Doomguide
    6th level feat: Power Attack
    9th level feat: Divine Might
    12th level feat: Toughness
    15th level feat: Weapon Focus Bastard Sword
    18th level feat: ????????
    Doomguide Bonus Feats: Empower Turning, Improve Turning, Extra Turning II, Extra Turning III, Exotic Weapon Prof., Sacred Vengenace, Bond of Fatal Touch and Kelemor Grace

    PC2 - Rogue - Thief
    Race: Human
    Class: Rogue/Shadow Thief/Swashbuckler/Invisible Blade
    Level: 8/4/3/x
    1st level feats: Hero's Luck and Combat Expertise
    3rd level feat: Stealthy
    6th level feat: Two Weapon Style
    9th level feat: Improve Two Weapon Style
    12th level feat: Toughness
    15th level feat: Two Weapon defense
    18th level feat: Improve two weapon defense
    Shadow Thief Bonus Feats: Weapon Focus Kuri and Feint
    Swashbuckler Bonus Feats: Weapon Finese and Insightful strike
    Invisible Blade Bonus Feats: Bleeding Wonds, Unfettered Defense, and Feint Mastery

    PC 3 - Wizard - Crafter
    Race: Human
    Class: Sorcerer/Eldrith Knight/Arcane Scholar of Candle Keep
    Level: 6/x/3
    1st level feats: Spellcasting Prodigy and Martial Weapon Prof.
    3rd level feat: Empower Spell
    6th level feat: Craft Armor and Weapons
    9th level feat: Skill Focus - Spell Craft
    12th level feat: Craft Wondrous Items
    15th level feat: Toughness
    18th level feat: Two Weapon Style
    Bonus Eldrith Knight Feats: Combat Casting and Skill Focus - Concentration
    Bonus ASoCK Feats: Maximize Spell and Improve Empower Spell

    The last PC I am unsure what to build. I would like to go with a Ranger/Fighter/Cleric or a Swashbuckler/Fighter/Duelist/Cleric or something along those lines. Thoughts?

    The cleric level would be used to gain the Air Domain and the War Domain for their feats. The two fighter level would be used to gain 2 bonus feats. Not sure if I want to go with a Finese type character or a two weapon STR build. The funny thing is that I have a combo of a finese two weapon build with my rogue character.

    With that said, I am interested in hearing what other builds would go with this group....
     
    Last edited: May 22, 2009
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    well basically your 3 first chars covers the most important aspects, tank/healer/thief/arcane. you could go with a pure tank in the form of some str/melee build or take a bard for the buff and his tanking skills. but your pretty much free to take what you like. Personally i like the fighter/bg mix a lot. I had a fighter 6/fb 2/bg3 in my drow team and he did very well.
     
  12. Ironhawk Skylord

    Ironhawk Skylord If a tree kills alone in the forest, does it make

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    Sounds like fun, Munchkin Blender.

    One thing though.

    You select 2 Background traits as Feats for your PC1. Spellcasting Prodigy and Luck of Heroes.

    You can only select 1 of them.
     
  13. Munchkin Blender Gems: 22/31
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    That is easily fixed by selecting Extra Turning and change the Undead domain to Luck.

    ---------- Added 0 hours, 3 minutes and 47 seconds later... ----------

    The leader of the group is going to be a Parry expert; that is why i was considering Swashbuckler/Fighter/Cleric/Duelist; however, I do like the idea of a Ranger/Fighter/Cleric as well. If the Duelist levels apply to both weapons when using two weapon style than I may go Ranger/Fighter/Cleric/Duelist.

    Here are the two possible builds....

    PC 4 - Leader
    Race: Human
    Class: Ranger/Fighter/Cleric/Duelist
    Level: 6/2/1/x
    Domain: Air and Water
    1st level feats: Hero's Luck and Improve Parry
    3rd level feat: Dodge
    6th level feat: Leadership
    9th level feat: Skill Focus - Parry
    12th level feat: Two Weapon Defense (Adds +2 to Parry)
    15th level feat: Improve Two Weapon Defense (Adds a total of +4 to Parry)
    18th level feat: ????
    Bonus Fighter Feats: Mobility and Weapon Finese

    or

    PC 4 - Leader
    Race: Human
    Class: Swashbuckler/Fighter/Cleric/Duelist
    Level: 7/2/1/x
    Domain: Air and Water
    1st level feats: Hero's Luck and Improve Parry
    3rd level feat: Dodge
    6th level feat: Leadership
    9th level feat: Skill Focus Parry
    12th level feat: Toughness
    15th level feat: ???
    18th level feat: ???
    Bonus Fighter Feats: Weapon Focus Rapier and Improve Parry

    Which one? What I like about the Ranger build the PC can parry additional attacks a round.

    Thoughts?
     
    Last edited: May 22, 2009
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    sadly the duelist skills doesn't work when you have something in your offhand. and parry is somewhat bugged http://nwn2.wikia.com/wiki/Parry. but you could just exchange the levels for invisible blade. a ranger/cleric(1)/invisible blade is a pretty good build. not sure why you want to add fighter levels and arguably none compared to gaining ranger levels.
     
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    I have decided to create an Invisible blade character. Below is the build.

    PC - Leader
    Race: Human
    Class: Rogue/Fighter/Invisible Blade/Swashbuckler
    Level: x/4/4/3
    Starting Stats: STR 14 DEX 16 INT 14 WIS 10 CHA 10
    End Stats: STR 14 DEX 20 INT 14 WIS 10 CHA 10
    1st level feats: Hero's Luck and Two Weapon Style
    3rd level feat: Weapon Focus Kuri
    6th level feat: Power Critical (Kuri)
    9th level feat: Improve Two Weapon Style
    12th level feat: Greater Two Weapon Style
    15th level feat: Improve Critical (Kuri)
    18th level feat: ????
    Bonus Fighter Feats: Combat Expertise, Feint, Weapon Specialization (Kuri)

    The only down side to this build is it low AC. Thoughts....
     
    Last edited: May 26, 2009
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    raise dex and lower str. possibly by changing race to strongheart halfling (since it gets a bonus feat like a human). the rest looks good, although i would lower the fighter levels in favor of more rogue.
    I made a similiar build with a strongheart halfling rogue/cleric/invisible blade/weaponmaster.
    the build wasn't meant for anything serious, but on an afterthought it might work. by level 20, it would be a rogue 9/cleric 1/invisible blade 5/ weaponmaster 5 and by 30 it would be rogue 17/cleric 1/ invicible blade 5/ weaponmaster 7. I was able to gain perfect twoweapon fighting at level 23 and it would also have precise strike (by level 25 I think).

    anyhow the basis idea was to take 4 rogue levels and 1 cleric level before going invisible blade, gaining does levels very early then switch back to rogue until level 15, then take the last five levels as weapon master.

    by being a cleric of liera and taking war and trickery domain, it would gain weapon focus (kukri) and Feint as free feats. and so on.
     
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    If I select my race as a Strongheart Halfling instead of a human my character stats would be....

    I would loose +1 damage from STR but gain +1 AC and to hit from DEX and another +1 AC and hit from the Small Size...

    I am definitely leaning toward the halfing race; however, I could go for a Swashbuckler/IB/Rogue build...

    Swashbuckler/IB/Rogue

    Race: Halfling
    Class: Swashbuckler/Invisible Blade/Rogue
    Level: x/5/4
    Starting Stats: STR 12 DEX 18 INT 14 WIS 10 CHA 10
    End Stats: STR 12 DEX 22 INT 14 WIS 10 CHA 10
    1st level feats: Combat Expertise and Feint
    3rd level feat: Two Weapon Style
    6th level feat: Weapon Focus (Kuri)
    9th level feat: Improve Two Weapon Style
    12th level feat: Greater Two Weapon Style
    15th level feat: Power Critical (Kuri)
    18th level feat: Improve Critical (Kuri)
     
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    sounds good. once again I would recommend that you get Kaedrins Prc mod, which among so much else, makes SB/rogue builds so much more fun, thanks to the feat "darring outlaw"
     
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    The more feats I see using Mods the more I realize how much I dislike 3E/3.5E rules. I prefer to play the game as it is designed by the company. No need to add extra content when I am more than satisfied with the standard content.
     
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    fair enough. I like the mod, since it adds a ton of classes and fixes a lot of the deviation from pnp that Obsidian chose to make. a lot of the classes that are seldom used in "power-builds" are the classes Obsidian for some reason chose to make weaker than their PNP version, a prime example is Palemaster, whom in PNP has the spell progression of a eldrich knight (all levels but 1) but which Obsidian only gave spell progression every second level. they also removed it's access to light and medium armor, its ability to gian first -10% and later -20% to spell failure. (and changed its unarmed attacks from five different to one). The class in pnp is very cool, but got so weak in nwn2 that it is seldom taken.
    The mod changes that.
     
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