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halfling questions

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arryjan
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Post by arryjan »

so..let me get this straight: when I'm in the character creation I gotta put 8 skillpoints in lore?(before the game even has started)
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Scottg
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Post by Scottg »

arryjan wrote:so..let me get this straight: when I'm in the character creation I gotta put 8 skillpoints in lore?(before the game even has started)
No. In fact you are unable to do that.

Level 1: Bard, Lore 4
Level 2: Bard, Lore 1 (total 5)
Level 3: Bard, Lore 1 (total 6)
Level 4: Bard, Lore 1 (total 7)
Level 5: Bard, Lore 1 (total 8)
Level 6: RDD - the earliest you can get this class (because of the Lore requirement).

Perhaps I didn't place enough emphasis on level-**UP**. ;)

BTW, it works this way for *all* prerequisite requirements. If something says it needs a skill level of "x", then it needs to be a *native*, (or base), skill level of "x". If something says it needs an attribute of "x", then it needs to be a *native* attribute of "x". Diddo for feats. Basically anything that is *augmented* doesn't count for a prerequisite. For the most part this rule is bit confusing for skills because the skills are often augmented by things you don't expect - like attribute bonuses for a certain skill, or class bonuses, etc..
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arryjan
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Post by arryjan »

I keep having the same problem so I've switched to a different character:

meet lylandra, a strongheart halfling female warlock; feisty temper but good kind heart.

any tips for this build scott(you seem to have a knack for it :) )
only at level 1 but gave her toughness and armored caster feats, plus beguiling people for a spell.

stats are
str: 10
dex:16:
con:13:
int:12
wis:8
cha:17

any good multiclassing ideas btw for her?or should I just keep her a pure warlock?
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Scottg
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Post by Scottg »

arryjan wrote:I keep having the same problem so I've switched to a different character:

meet lylandra, a strongheart halfling female warlock; feisty temper but good kind heart.

any tips for this build scott(you seem to have a knack for it :) )
only at level 1 but gave her toughness and armored caster feats, plus beguiling people for a spell.

stats are
str: 10
dex:16:
con:13:
int:12
wis:8
cha:17

any good multiclassing ideas btw for her?or should I just keep her a pure warlock?

Forget Strength - leave it at 6
Dexterity should be 19
Charisma should be 16-17
Constitution should be 14
Intelligence and Wisdom should be what ever you can get.

At level 4 increase Dexterity by 1

For the remaining levels increase Charisma.

Hold an enhanced Dart in your hand at all times (but never use it).

If you have SOZ select feats Fey Heritage at 1st level, and latter the "Fey" feat that provides an enhancment bonus to your invocations.

Select Spellcasting Prodigy at 1st level.

Get Blind Fight in there early (say level 6).

Spell Penetration level 3, Greater Spell Penetration at level 9

Get Improved Critical Ranged Touch Attack when available latter.

Most of the rest is down to the invocations and how you want to play the character.

Increase Spellcraft to the max IF you plan on playing this in MOTB (now or latter).
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arryjan
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Post by arryjan »

wow..only 6 for strength?I know warlocks aren't about strength but ain't that a bit too meager? :confused:
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Scottg
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Post by Scottg »

arryjan wrote:wow..only 6 for strength?I know warlocks aren't about strength but ain't that a bit too meager? :confused:
Except for carrying stuff (without a bag of holding), it doesn't mean anything at all to this class.

Besides, did you really want to be a "pack mule"? :p
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arryjan
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Post by arryjan »

ok then I'll keep it at that

but what's with the spellcast prodigy feat?what does it do?can't make any sence out of the OC's description...oh and would it be recommendable to take a level of cleric?and I read that warlocks can benefit from having a high intelligence(loads of skillpoints to spend) would you say that is true?
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Scottg
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Post by Scottg »

arryjan wrote:ok then I'll keep it at that

but what's with the spellcast prodigy feat?what does it do?can't make any sence out of the OC's description...oh and would it be recommendable to take a level of cleric?and I read that warlocks can benefit from having a high intelligence(loads of skillpoints to spend) would you say that is true?
Your basic Eldritch blast is only subject to failure because of:

1. Ranged Touch Attack, and

Touch attack - NWN2Wiki, the Neverwinter Nights 2 wiki - Races, classes, skills, and more

2. Spell Resistance.

Spell resistance - NWN2Wiki, the Neverwinter Nights 2 wiki - Races, classes, skills, and more



HOWEVER, *if* you use an invocation that is "tied" to your Eldrtich Blast, like "Binding Blast", then you can also have failure because of:

3. SAVES.

Difficulty class - NWN2Wiki, the Neverwinter Nights 2 wiki - Races, classes, skills, and more


Note that part of the component to make Saves more difficult for your opponents is: "spellcaster's ability mod" (..or attribute modifier)

A Warlocks "ability mod" is based on the attribute Charisma.

This means every 2 points of Charisma above 10 provides you with a +1 for your DC. Spellcasting Prodigy, (only selectable at 1st level), adds to this by +1:

Spellcasting Prodigy - NWN2Wiki, the Neverwinter Nights 2 wiki - Races, classes, skills, and more



WITH THE STORM OF ZEHIR MODULE:

Note that "Spel Level" is another part of the DC calculation. Each level a spell is provides you with an additional +1 to DC.

After Selecting Fey Heritage at 1st level (only), you can then select the feat: Fey Power, which increases your DC by +1 by increasing the invocation's level by +1:

Fey Power - NWN2Wiki, the Neverwinter Nights 2 wiki - Races, classes, skills, and more

(Fiendish Heritage and Fiendish Power are very similar to the "Fey" grouping, and if you get offered both choices you can only pick one of these groups.)

Note that increasing the spell level by +1 ALSO increases the power of invocations that "scale" in damage or duration. In this case *most* of your invocations do not scale in damage, because they don't provide damage. Instead most are disabling effects, so duration for them can be marginally increased.
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arryjan
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Post by arryjan »

ok well that does explain why one ought to get it..but what about a high intelligence?
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Scottg
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Post by Scottg »

arryjan wrote:ok well that does explain why one ought to get it..but what about a high intelligence?
Intelligence ='s bonus to skill points for every even number above 10.

Wisdom ='s bonus to Will Save for every even number above 10.

I think there are a few in-game dialogue checks for both, neither of any real consequence.

It really all depends on what you want, but neither attribute has much to do with a Warlock.

Purely for role-playing value I tend to think of a Warlock as semi-intelligent, but not terribly wise (..enhancing their diabolical heritage).
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arryjan
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Post by arryjan »

cheers for that, well I gave my character a wisdom of 8 and an intelligence score of 14 so that does cover the image of an intelligent yet not so wise person. :D

who would you pick btw as a pure warlock to have as compagnions?given the fact I'm a chaotic good female halfling..I'd say cassavir,khelgar..and err..elanee en zhaejeve?
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Scottg
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Post by Scottg »

arryjan wrote:cheers for that, well I gave my character a wisdom of 8 and an intelligence score of 14 so that does cover the image of an intelligent yet not so wise person. :D

who would you pick btw as a pure warlock to have as compagnions?given the fact I'm a chaotic good female halfling..I'd say cassavir,khelgar..and err..elanee en zhaejeve?
Druid/Quara then Cleric..

Druid has Barkskin (..and all the other spells she has are also natural armor enhancements that don't stack)

Cleric has both 1st level Shield of Faith and 3rd level Magic Vestment for buffing your meat-shields (with up to 3 different types - Armor, Shield, and Deflection).

From a purely Role-playing perspective Quara is the best - she is very chaotic and despite her alignment, tends toward evil deeds. That pretty much "fits" with Warlock.

(..note that you need to select Improved Mage Armor for Quara for my suggestion to hold.)
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arryjan
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Post by arryjan »

I reckon quara is a good choice despite her low hp yeah

really liking the warlock build you came up with so far, took the feats you said but did alter the stats a little bit; got 14 intelligence (skill points are valuable to me) and left dexterity therefor at 18, charisma at 17,constitution is 14..strength 6(right bugger with all the stuff that you can loot though) and wisdom 8 :D
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Post by mr_sir »

arryjan wrote:I reckon quara is a good choice despite her low hp yeah

really liking the warlock build you came up with so far, took the feats you said but did alter the stats a little bit; got 14 intelligence (skill points are valuable to me) and left dexterity therefor at 18, charisma at 17,constitution is 14..strength 6(right bugger with all the stuff that you can loot though) and wisdom 8 :D
If you have Khelgar in your party, he makes a good pack mule as well as being a great fighter :) Also, there are loads of opportunities to find strength enhancing items in the game, so you can spread the load with characters using these too.
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Scottg
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Post by Scottg »

arryjan wrote:I reckon quara is a good choice despite her low hp yeah

really liking the warlock build you came up with so far, took the feats you said but did alter the stats a little bit; got 14 intelligence (skill points are valuable to me) and left dexterity therefor at 18, charisma at 17,constitution is 14..strength 6(right bugger with all the stuff that you can loot though) and wisdom 8 :D
The stat's are OK, BUT don't add-on the additional point in Dexterity that I spec'ed - it wouldn't give you any attack bonus AND it would nerf your charisma bonus at level 20). JUST level-up Charisma.

Be sure to pick Tenacious Plague and Walk Unseen. Used in combination (with a decent Move Silently skill), they are deadly. :mischief:

Qara buffs exceedingly well - Spider Skin + Improved Mage Armor = +11 AC (..at the highest level for Spider Skin).

You can also get the Broach of Shielding (from some merchant.. Nya in Port Lhast?) Further you can select the "Shield" feat and use a shield with most invocations, for those you can't a mithral shield has no spell failure penalty. The feat Battle Caster is also a nicety.

To me the other "must have" invocations are: The Dark Ones own Luck, See the Unseen, and "Chain" shape. I also love Chilling Tentacles and "Doom" shape.
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Post by arryjan »

my brother has recently started playing the game he wants to be a dual weapon ranger: should i recommend half-elf(his favorite race apparently) or the strongheart-halfling?(my favorite race :o ) i mean the half elf is more of a typical ranger i suppose but the strong heart has an extra feat and seems to be more build for wielding 2 medium/light weapons without suffering penalties.
He also wants levels or rogues in his build..when should he take them and how many?
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Scottg
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Post by Scottg »

arryjan wrote:my brother has recently started playing the game he wants to be a dual weapon ranger: should i recommend half-elf(his favorite race apparently) or the strongheart-halfling?(my favorite race :o ) i mean the half elf is more of a typical ranger i suppose but the strong heart has an extra feat and seems to be more build for wielding 2 medium/light weapons without suffering penalties.
He also wants levels or rogues in his build..when should he take them and how many?
Avoid the Halfling for dual-weapon use - it has a size modifier for weapons that adds on additional attack penalties.

Human is the preferred race here, for the additional feat and skill point without the penalties. Wood Elf is also an option for slightly better attributes, but without the feat or the additional skill points.

1st level Rogue
2nd through 7th level Ranger
8th level Shadow Dancer (..Hide in Plain Sight)
9th-19th level Rogue.
20th level Ranger.

Dual-wield Kukri's to avoid attack penalties and maximize criticals.

That Hide in Plain Sight is critical to the build. Don't forget that both Dodge and Mobility (as well as a BASE +10 in Hide, a BASE +8 in Move Silently, and a BASE +5 in Tumble are required for the Shadow Dancer Class). However, you should be improving these skills all the time anyway.

Forget about the feat "Greater Two Weapon Fighting" - a single extra attack at -10 isn't worth it with a non-high BAB, AND you wouldn't be able to select it until at least level 15 (..if then).

Figure on Mithril Breastplate which is *light*, (required for the Ranger's Two-Weapon fighting), and provides + 5 from Dexterity (or a total of 20 points in Dexterity). This means that when you add-on your modifiers you should be near this net value for Dexterity. Dexterity modifiers reach +8 in-game, but the +6 variety is easier to craft earlier. So figure on 14 Dexterity to start. Don't bother with improving Dexterity. Instead focus on Strength which should be 17 to start, and constantly improve Strength. Constitution should also be 14. Intelligence should be 12, and you can hose Wisdom and Charisma.
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arryjan
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Post by arryjan »

what would I do without you scott :) :rolleyes:
thanks, but he's really stuck on the half-elf so no matter how many times I'll tell him that the wood elf and human are better choices he'll rebuke every effort..he says there are already enough human npc's and there's another wood elf in nwn 2 and he wants to be original:angel:
those are a lot of rogue levels btw..seems to me more of a rogue than a ranger build :eek: does this build go for every race you'd want to make a ranger dual weapon wielding character?
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Post by Scottg »

arryjan wrote:what would I do without you scott :) :rolleyes:
thanks, but he's really stuck on the half-elf so no matter how many times I'll tell him that the wood elf and human are better choices he'll rebuke every effort..he says there are already enough human npc's and there's another wood elf in nwn 2 and he wants to be original:angel:

those are a lot of rogue levels btw..seems to me more of a rogue than a ranger build :eek: does this build go for every race you'd want to make a ranger dual weapon wielding character?
The Half-Elf isn't a bad choice, but it isn't as good as a Human or a Wood Elf. Have him look at the build faces of the Half-Elf.. not the prettiest race in town. :p

Here are my basic thoughts on melee builds and racial penalties:

IF the character has a racial level penalty or two then it's generally a bad idea for a 1-20 module. An epic module like MOTB however and it's OK. So for the OC, I'd stick to something like this OR with just one level of Rogue and perhaps 4 levels of Fighter (for Weapon Specialization). For MOTB (*with* SOZ installed), I might opt for a Yuan Ti.

The exception to this rule is for a High BAB build that has at most -1 to the progression (..from the addition of just one level of Medium or Low BAB class), and generally has a good attack AND damage number. There are other exceptions as well, but they all rely on good attack AND damage numbers. Note that spell-casters are specifically NOT included, just one level of penalty for them can be brutal.

In the mixed build I presented there is more than -1 to attack because of the levels of Rogue (..which is a Medium BAB class). Further..

..Two-Weapon fighting is the "exception to the exception", because while it IS a melee-type character and could potentially meet the limit of -1 attack penalty from a near High BAB character - IT ALSO ADDS ADDITIONAL ATTACK PENALTIES. Almost as if you were 2-3 levels lower. 2-3 levels lower PLUS an actual 1-2 levels lower (from the racial penalty), results in a Two-Weapon fighter that misses a LOT. Worse, for anything BUT a Ranger, it also makes requirements of Dexterity that results in less damage and requires an extra feat to have near comparable attack numbers (..Weapon Finesse).


As for *why* I spec'ed so many Rogue levels: DAMAGE. Specifically Sneak Attack damage and occasionally attacks of opportunity. Hide in Plain Sight leverages the opportunity to get Sneak Attack damage a LOT more frequently.

Alternatively you could go for just one level of Rogue at the start with the feat Able Learner, and the rest Ranger.

IMO however it doesn't make much sense to just add 3 or 5 levels of Rogue. The reason I pretty much stopped at Ranger level 6 (character level 7) is that it gets you Improved Two Weapon Fighting. 3 or 5 levels doesn't add enough damage to also justify the level of Shadow Dancer for HiPS.

Personally having played multiple types of Two-Weapon characters, I generally avoid them. The extra attacks often don't have enough damage behind them (because of the build) to warrant them. Damage enchantments in weapons can change this.. BUT usually not enough for most of a module's length.

IF i were pressed into a Two-Weapon fighter for the OC then it would be a Fighter 4/Invisible Blade 5/Monk11 (with Greater Flurry and dual-wielding Kama's). The fighter for 4 levels gives you access to Weapon Specialization (Kama).
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