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MOTB Melee powerhouse

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Kefka1983
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MOTB Melee powerhouse

Post by Kefka1983 »

I would like to get through MOTB before I have too much else I want to play, so I would like to use a melee powerhouse char that isn't as dumb as a rock so I can still enjoy some dialog.

For some reason I was thinking of a drow character, but are ECL races a bad idea in general or is a drow melee character a worse idea? I would kind of like to use some magic on my char also. Thanks for any ideas.
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Mz_Trixter
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Post by Mz_Trixter »

Kefka1983 wrote:I would like to get through MOTB before I have too much else I want to play, so I would like to use a melee powerhouse char that isn't as dumb as a rock so I can still enjoy some dialog.

For some reason I was thinking of a drow character, but are ECL races a bad idea in general or is a drow melee character a worse idea? I would kind of like to use some magic on my char also. Thanks for any ideas.
Only ideas I got that combines ridiculous power/ability with enough intellect for dialogue would either be a well built Pure Bard - Bard/? - or a Sacred Fist build (for the buffs) he'll even get speed/and a few nice bonuses. But thats my preference.
''White light beams through darkness, beset by immense haze over a few seconds followed by a loud cacophony. Motionless, the repercussion of your action strikes your feebled mind and senses. Still dazed, the intensity lingers that follows after tripping over your own sonic blind trap.''
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Kefka1983
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Post by Kefka1983 »

Are any of the NPC's in the game a bard? That might work.
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Mz_Trixter
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Post by Mz_Trixter »

In Motb, I only recall seeing a Red Wiz, Spirit Shaman, Cleric, Thief (One of Many) and the White Spirit Teddy ...and thats about it. Yeh, Im sure there wasn't any Npc Bard - only in the OC (who's among the deceased).
''White light beams through darkness, beset by immense haze over a few seconds followed by a loud cacophony. Motionless, the repercussion of your action strikes your feebled mind and senses. Still dazed, the intensity lingers that follows after tripping over your own sonic blind trap.''
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Kefka1983
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Post by Kefka1983 »

What kind of Sacred Fist build am I looking for? Thanks.
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Mz_Trixter
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Post by Mz_Trixter »

Kefka1983 wrote:What kind of Sacred Fist build am I looking for? Thanks.
I hadda revise the one I'm workin on... it was:
Cleric (19)
Monk (1)
Sacred Fist (10)

-- but I saw this combo to be potentially stronger --

Cleric (9) - When choosing spells, get all the advanced healings you can (i.e Heal Serious, Critical wounds) But also as many buffs you can squeeze. Also, choose domains you feel may help you most.
Monk (11) - You'll be using monk skills as your primary attacks - backed up by cleric spells.
Sacred Fist (10) - Then this class should just be nothing more than toppings for both classes with some of its own features.

You should get a mix of speed/ decent if not really high AC/ formidable attacks (just not as accurate as some)
Also, you won't have spend much on gear. Which allows for stronger effects.
If you need a more -detailed- progression ...lemme know. (PM)
''White light beams through darkness, beset by immense haze over a few seconds followed by a loud cacophony. Motionless, the repercussion of your action strikes your feebled mind and senses. Still dazed, the intensity lingers that follows after tripping over your own sonic blind trap.''
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Claudius
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Post by Claudius »

Here's my take on that...some DC levels for feats and 26 BAB if buff stripped.

Haste Makes Waste - Cleric(11), Monk(3), Sacred Fist(10), Divine Champion(6)
Race: Human
Cleric Domains: Travel, Time
Alignment: Lawful good
Deity: Chauntea

Advantages:

19 level Cleric (casting) with 23 caster level
26 BAB supported by buffs and sacred flames damage + flurry/persistent haste
VERY fast: persistant haste, Travel, treated as Monk 13 = FAST
Impossible to disarm

Disadvantages:

Possible to strip buffs

STR: 14(22)
DEX: 12
CON: 14
WIS: 16(20)
INT: 12
CHA: 10

{Quick To Master, Skilled}

Bonusfeats: %: Sacred Fist, &: Divine Champion

Lvl 01: Cleric(1): Background: Devout, Able Learner, Combat Casting, {Turn Undead, Spontaneous Conversion, Barbarian Fast Movement, Impr. Initiative}
Lvl 02: Monk(1): {Impr. Unarmed Strike, Stunning Fist, Flurry of Blows, Monk AC Bonus, Unarmed Strike}
Lvl 03: Cleric(2): Practiced Spellcaster (cleric)
Lvl 04: Cleric(3): WIS+1, (WIS=17)
Lvl 05: Cleric(4)
Lvl 06: Cleric(5): WF (Unarmed Strike)
Lvl 07: Cleric(6)
Lvl 08: Sacred Fist(1): WIS+1, Sacred Fist Spellcasting Class (Cleric) %, {Sacred Fist AC Bonus 1, Sacred Fist Unarmed Damage, Sacred Fist Fast Movement, Sacred Fist Code of Conduct}, (WIS=18)
Lvl 09: Sacred Fist(2): Blind-Fight
Lvl 10: Sacred Fist(3)
Lvl 11: Sacred Fist(4): {Sacred Fist Sacred Flames 1}
Lvl 12: Sacred Fist(5): STR+1, Extend Spell, (STR=15)
Lvl 13: Sacred Fist(6): {Uncanny Dodge}
Lvl 14: Sacred Fist(7)
Lvl 15: Sacred Fist(8): Impr.Crit. (Unarmed Strike)
Lvl 16: Sacred Fist(9): STR+1, (STR=16)
Lvl 17: Sacred Fist(10): {Sacred Fist Inner Armor}
Lvl 18: Cleric(7): Persistent Spell
Lvl 19: Cleric(8)
Lvl 20: Cleric(9): WIS+1, (WIS=19)
Lvl 21: Divine Champion(1): Great Strength I, {Lay on Hands}, (STR=17)
Lvl 22: Divine Champion(2): Epic Prowess &, {Sacred Defense}
Lvl 23: Monk(2): Expose Weakness, {Deflect Arrows, Evasion}
Lvl 24: Divine Champion(3): STR+1, {Smite Infidel}, (STR=18)
Lvl 25: Divine Champion(4): Great Strength II, Great Wisdom I &, (STR=19), (WIS=20)
Lvl 26: Divine Champion(5): {Divine Wrath}
Lvl 27: Divine Champion(6): Great Strength III, Armor Skin &, (STR=20)
Lvl 28: Cleric(10): STR+1, (STR=21)
Lvl 29: Cleric(11): Great Strength IV, (STR=22)
Lvl 30: Monk(3): {Monk Speed, Still Mind}


BAB: 26
AB 34/29/24/19/14/9 (mundane fist) 2d6 +6 (19-20 x2)
(Owl's Wisdom, Bless, Divine Favor, Aid, Prayer, Divine Power, Recitation, Battletide, Sacred Flames, unarmed)
55/50/45/40/35/30/55 2d6 + 10 + 5 (magic) +8 (divine) +9 (fire) (19-20 x2)
(+8 to strength, +8 to wisdom, Bless, Divine Favor, Aid, Prayer, Divine Power, Recitation, Battletide, Sacred Flames, +7 gloves)
63/58/53/48/43/38/63 11+1D10 +5 (magic) +9 (divine) +10 (fire) (19-20x2)
* also flurry
* expose weakness
* divine wrath (short with CHA item)

AC: 20 (naked)
56 (WIS +8, DEX +8, Robes +7, Dodge +7, Deflection +7, Natural Armor +7)
61 (Inner Armor, Persistant Haste (or Battletide))

Saving Throws (Fortitude/Reflex/Will): 27/19/24
+6 to spells
+4 inner armor with SR 25 (duration 5 rounds (9 with WIS +8 gear))


Spell Casting: Cleric(9)
Detailed Spell Casting (Level 0-9): Cleric: 6 • 8 • 8 • 7 • 7 • 7 • 6 • 5 • 4 • 4

Hitpoints: 312

Skillpoints: 158

Concentration: 33(36), Diplomacy: 24(23), Lore: 8(9), Spellcraft: 30(31), Spot: 33(38), Tumble: 30(31)
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
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Kefka1983
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Post by Kefka1983 »

I'm going to give that build a try Claudius. Just for my curiosity though, how would a multiclassed melee drow fare in MOTB?
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Mz_Trixter
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Post by Mz_Trixter »

Not to shoot that idea down or anything.. but unless you're confident on a build & it turns out really nice. It might just be gimped with many of the penalties being an ECL type. Not to mention it'd be multiclassed on top of it.. so slower levels, longer to build it right.

My first try through Motb, I played as a pure human monk. Even still - I was surprised with all the sneak attacks that he kept takin :eek: He was still tough. But comparing that to a subrace-multiclassed char. I think you get the idea.
''White light beams through darkness, beset by immense haze over a few seconds followed by a loud cacophony. Motionless, the repercussion of your action strikes your feebled mind and senses. Still dazed, the intensity lingers that follows after tripping over your own sonic blind trap.''
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Claudius
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Post by Claudius »

Drow will lose a feat and have a 20 xp penalty...I'll post a drow build that does not have xp penalty that might be fun. These builds I can PM a level by level skill chart, but didn't want to long a post.
I took Cleric to level 21 because then you cannot be dispelled but you could leave it at 17 and take Divine Champ 10 netting 2x Great Wisdom which means you don't need a WIS amulet and can use a nat armor. Thats what I would do for MoTB. It would hurt the fury bonus but thats just 1x day. You can also use Darkness instead of fury and gives you a feat of your choice because you would start the game with blindfighting. Example: extend spell (edit: thats wrong you can only choose from Divine Champion bonus feats if you take blindfighting as a domain and open up a feat...you could take improved initiative I believe for example)

Race: Drow

Cleric Domains: Fury, War

Alignment: LE
Deity: Shar (if only a kama deity ?)

Advantages of Drow Divine Dexer

25 caster level on buffs (not to mention healing etc)
cleric buffs meet PTFW
Fury Domain boosts dex helping AB and Expose Weakness damage
high enough Wis to be playable (can probably find items to cast all spells)
HIPS
WIS to AC (not to mention a monk if disarmed)

Disadvantages

Like most clerics melee depends on buffs to be great
Low HP
Damage doesn't come into its own without items/PTWF
barely enough feats
barely enough skills
Fury domain somewhat trumped by dex +8 item (though not the +4AB/damage and 8DR)


STR: 10
DEX: 18(25)
CON: 10
WIS: 15(18) *if you really cannot get an item then reduce cha to 14 for +1 WIS (or con/str)
INT: 12
CHA: 16

{Immunity To Sleep, Hardiness vs. Enchantments, Skill Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen Sense, Darkvision, Spell Resistance, Racial Spell (Darkness)*, Racial Spell (See Invisibility), Racial Spell (Light), Light Blindness}

*This will be nice once you get SD2

Bonusfeats: &: Divine Champion

Lvl 01: Cleric(1): Background: Wild Child0, Able Learner, {Turn Undead, Spontaneous Conversion, WF (Short Sword)}
Lvl 02: Cleric(2)
Lvl 03: Cleric(3): Weapon Finesse
Lvl 04: Cleric(4): DEX+1, (DEX=19)
Lvl 05: Cleric(5)
Lvl 06: Cleric(6): Two-Weapon Fighting
Lvl 07: Cleric(7)
Lvl 08: Cleric(8): DEX+1, (DEX=20)
Lvl 09: Cleric(9): Impr. Two-Weapon Fighting
Lvl 10: Cleric(10)
Lvl 11: Cleric(11)
Lvl 12: Cleric(12): DEX+1, Practiced Spellcaster (cleric), (DEX=21)
Lvl 13: Divine Champion(1): {Lay on Hands}
Lvl 14: Divine Champion(2): Blind-Fight &, {Sacred Defense}
Lvl 15: Divine Champion(3): Greater Two-Weapon Fighting, {Smite Infidel}
Lvl 16: Divine Champion(4): DEX+1, Dodge &, (DEX=22)
Lvl 17: Divine Champion(5): {Divine Wrath}
Lvl 18: Cleric(13): Mobility
Lvl 19: Shadowdancer(1): {Hide in Plain Sight}
Lvl 20: Shadowdancer(2): DEX+1, {Uncanny Dodge, Evasion}, (DEX=23)
Lvl 21: Divine Champion(6): Expose Weakness, Epic Prowess &
Lvl 22: Cleric(14)
Lvl 23: Cleric(15): Great Dexterity I, (DEX=24)
Lvl 24: Cleric(16): DEX+1, (DEX=25)
Lvl 25: Cleric(17): Perfect Two-Weapon Fighting
Lvl 26: Cleric(18)
Lvl 27: Cleric(19): Great Wisdom I++, (WIS=16)
Lvl 28: Cleric(20): WIS+1, (WIS=17)
Lvl 29: Cleric(21): Great Wisdom II++, (WIS=18)
Lvl 30: Monk(1): {Impr. Unarmed Strike, Stunning Fist, Flurry of Blows, Monk AC Bonus, Unarmed Strike}, *XP Penalty -20%*
++ in a magic rich environment replace Great Wis with extend, persistent spell

For those of you who don't know what the Fury domain does:

Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 class levels to dexterity, constitution, attack rolls and damage. As well, the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + Charisma modifier.

Enlarge Person (level 1) (not likely to use due dex penalty), Tensor's Transformation (level 6) (again might reduce dex (set to 20) yet he'll probably use this at Lvl 11 for example

BAB: 22
AB with shortsword:
+8 BAB (Divine power)
+2 Dexterity (Fury)
+3 Divine Favor
+1 Bless
+1 Aid
+1 Prayer
+2 Battletide
+3 Recitation
+5 GMW
+1 WF
+4 Fury
-2 PTWF
--------------------------
+51/46/41/36/31/26/51 <- Mundane AB (with each hand)
--------------------------
+2 Dexterity with +8 item
+2 extra from enchantment on +7 weapon
--------------------------
+55/50/45/40/35/30/55 <- Magic AB (with each hand)

*+3 AB on Divine Wrath
*Smite Infidel

Melee damage:
1d6 Shortsword base damage
+3/1(Main/Off) Strength (with divine power +6 to strength)
+3 divine favour
+1 prayer
+2 battletide
+5 GMW
+4 Fury
---------------------------------------
1d8+18/16 (19-20 x2)
---------------------------------------
+1 strength with +8 item
+2 extra from enchantment on +7 weapon
---------------------------------------
1d8+21/19 (19-20 x2)

Defensive ability:
10 base AC
+1 tumble
+4 Wisdom
+7 Dexterity
+3 recitation (dodge)
+5 shield of faith (deflection)
+5 Magic vestment on robe
+1 haste effect (from battletide or haste) (dodge)
+1 Greater visage of Deity (natural)
--------------------------
37 <- Max Mundane AC
--------------------------
+2 extra from enchantments on +7 armour
+4 dexterity with +8 dex item
+4 wisdom with +8 Wis item
+2 extra from +7 defection ring/cloak
+7 Dodge boots
+6 extra from +7 natural amulet
--------------------------
62

Spell Casting: Cleric(8)
Detailed Spell Casting (Level 0-9): Cleric: 6 • 8 • 7 • 7 • 7 • 7 • 5 • 5 • 5 (9th level spells require an item)

Saving Throws (Fortitude/Reflex/Will): 22/24/23
+2 Saves vs. Spells Spellcraft
+3 Saves Divine Wrath

Hitpoints: 252

Skillpoints: 109

Note: Some spellcraft or diplomacy can be traded for UMD (or dip for spellcraft for that matter)

Concentration: 23, Hide: 33(41), Move Silently: 33(41), Spellcraft: 10(11), Tumble: 10(18)
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
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Kefka1983
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Post by Kefka1983 »

Thank you for your effort, Claudius.
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