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Easy MotB non-Kaedrin build

This forum is to be used for all discussions pertaining to Obsidian Entertainment's Neverwinter Nights 2, the Mask of the Betrayer expansion pack, the Storm of Zehir expansion pack, and the Mysteries of Westgate adventure pack.
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Scottg
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Post by Scottg »

wootman wrote:What alterations would you recommend? Or do you know any other frezerkers builds that is worth looking up on nwn2db.com?

Okay. The thing is, I has always hated the look of scimitars on my character, think they look plain silly. Is there any other weapon i should change it for? Like Longssword/Bastard?
Longswords won't critical nearly as well as Scimitars - in fact Scimitars are the ONLY one handed swords that have excellent criticals AND can be used with Power Attack (..barring a bizzar result of Monkey Grip + small race + Rapier).


I did this one for you - but you might not like Falchions either.. :o

FB with near mental immunity | NWN2 Character Builder

Basically you use the Falchion (with-OUT a shield) against most opponents (particularly Mobs of opponents), but those with really high attack numbers you can switch to shield + any one-handed weapon you want.

Note the difference with the way the build "scales" with respect to Will saves and Feats, particularly Feats - when compared to the "Yardstick" build.

Cleaves are *radically* better with mine (i.e. earlier), and in combination with a Falchion and it's critical capability (which is better earlier than the Yardstick build, it's a *much* better build at most levels.

At higher levels however, it's just a slightly different build: worse in some respects and better in others.
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wootman
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Post by wootman »

Scottg wrote:Longswords won't critical nearly as well as Scimitars - in fact Scimitars are the ONLY one handed swords that have excellent criticals AND can be used with Power Attack (..barring a bizzar result of Monkey Grip + small race + Rapier).


I did this one for you - but you might not like Falchions either.. :o

FB with near mental immunity | NWN2 Character Builder

Basically you use the Falchion (with-OUT a shield) against most opponents (particularly Mobs of opponents), but those with really high attack numbers you can switch to shield + any one-handed weapon you want.

Note the difference with the way the build "scales" with respect to Will saves and Feats, particularly Feats - when compared to the "Yardstick" build.

Cleaves are *radically* better with mine (i.e. earlier), and in combination with a Falchion and it's critical capability (which is better earlier than the Yardstick build, it's a *much* better build at most levels.

At higher levels however, it's just a slightly different build: worse in some respects and better in others.
Looks really nice. I think Falchions do look better for a warrior type of character. So thanks alot. THis is gonna be my first run through OC and MOTB, and I always play these games like a melee fighter so.
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Scottg
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Post by Scottg »

wootman wrote:Looks really nice. I think Falchions do look better for a warrior type of character. So thanks alot. THis is gonna be my first run through OC and MOTB, and I always play these games like a melee fighter so.
Note that there is no "dipolmacy" skill, which alters a bit of dialog in the OC. It's not a game changer or anything, plus - you can always play it again with a very different type of build that has good diplomacy.

Additional NOTE: You must have all *3* campaigns installed to play this build. The feats Steadfast Determination and Indomitable Soul are only available with SOZ installed. EDIT: Ah, see you have the "platinum" edition - which has all 3 campaigns, good!

On other thing:

Remember to use the Bardic Inspiration: Inspire Courage (..drag it from your character sheet to a quick slot, and then press it "on")
It should give a +1 to attack and a +1 to damage. (..this is actually what requires the Perform skill of +5, which is actually +3 but you have a -2 from Charisma early-on that requires the skill to be +5 for Inspire Courage to work.)
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Scottg
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Post by Scottg »

Nymie_the_Pooh wrote:
So, summary from me is shift Bard to level one..
The reason why Bard isn't chosen at 1st level is because of Attribute stats. ;)

Bard requires an 11 in Charisma for a starting class. Charisma is something a character like this doesn't need.. nor Will, but they do need as much Strength and Constitution as they can get.

The improved Intelligence better leverages skills (along with Able Learner) - and particularly provides enough to "fill-out": Spellcraft, Spot, Tumble, and eventually UMD.

Spot (or Listen) is pretty much a "must have" skill against Rogue-types. Spot is preferred over Listen because in this instance (at RDD 10) we have "See Invisibility" and that overcomes that problem, whereas Listen can also overcome Invisiblity - but has the limitation of requiring movement by the opponent to do so (for both Invisible AND Hidden opponents). ..at least that's the theory, in practice it's probably better to use Listen than Spot - I mean, do you really know when to use "See Invisibility" (before it's too late)?

Spellcraft pretty-much adds + 6 to all saves (..at least with respect to spells), of course it takes awhile to get all +6, but that's an incredible value for the Intelligence attribute expenditure. Also, Spellcraft is the most frequently used dialog skill in MOTB.

Tumble adds-in +3 to AC AND offers a lower opportunity to be hit while moving around in battle. For this skill alone the Intelligence attribute point expenditure is worth the AC loss in Dexterity. (..and again, Spellcraft pretty much takes care of the -3 Reflex save.)

UMD allows the character to not only wear items restricted to other classes (..like potentially Boots of the Sun Soul +5), but later allows them to cast spell-scrolls.

Finally,

The highest "native" AC that's available is via Mithral Full-Plate + Dexterity bonus. The max Dexterity is 16 for a bonus of +3. The highest common attribute modifier for Dexterity is +8, netting a *16* in Dexterity for a base 8 Dexterity build. In other words it combines perfectly with Mithral Full-Plate without excess Dexterity. The only real downside is poorer reflex saves and poorer armor until you get both the +8 Dexterity modifier (..and of course the Mithral Full-Plate).
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Nymie_the_Pooh
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Post by Nymie_the_Pooh »

I forgot about requiring a Charisma of 11 to start as a Bard. The last time I had taken Bard at first level it was the first NWN and was years ago so it slipped my mind. The only reason I was suggesting that was for extra skill points, but it makes complete sense why you wouldn't on this build. It's not like skill points are the focus of the build. It looks like you have the important skills covered in the build you wrote up anyway.
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