Should I get premonition with a cleric with time domain?
Should I get premonition with a cleric with time domain?
My character is unable to read scrolls of premonition. He is a cleric with time domain.
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.
Claudius wrote:My character is unable to read scrolls of premonition. He is a cleric with time domain.
Yup, and even if you have Scribe Scroll you couldn't read your own scribed Premonition. You'll either need a very high UMD skill, OR one level of Sorcerer or Wizard. Note: Wizard would give you Scribe Scroll for "free" as well.
(..you do get Premonition though as a Time domain Cleric at the appropriate level.)
(..you do get Premonition though as a Time domain Cleric at the appropriate level.)
:: sigh of relief :: I'm glad it isn't a total waste and it's hard to edit with console once I get to SoZ. I suppose I could build from scratch with givexp console command, however. But the epithats would be screwed.
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.
I realize this is *different* and likely not conforming to the role-playing design you had in mind, but to see a different perspective:
This is probably the way I'd do it (..knowing what I know after several SOZ games).
http://nwn2db.com/build/?114795
Of course most important are the reasons why:
1. A level penalty is really bad in SOZ, and can be brutal at the start (depending on how many characters you build for it). It's not just attacks, but spells as well. With a Human you can have 2nd level spells or 1st level extended spells at the very beginning.
2. Spell Resistance is in the Cleric and Druid spell-book + you can get near total immunity to mental effects with Protection from Alignment (..and also Death effects via Death Ward). (so why spend two levels?)
3. Extend Spell is an important feat for a Cleric early-on (both for "buffs" and other spells).
4. An archer voids most of the need for high AC (or damage reduction), especially with a "meat shield" pet.
4. Archers get every bit as good as a dual-wield character at higher levels with enchanted weapons and ammo, no really - with both attacks and damage. You can (and should) even craft adamantine arrows.
5. The Dream domain offers Sleep for lower levels + Hiss of Sleep at higher levels. Most opponents are not immune to Sleep in SOZ (a few undead and elementals/plants are about it, and there are very few). Hiss of Sleep at higher levels does NOT have a *Spell Resistance* component (..which Yuan Ti have at high levels). Your Dino companion can make Coupe de Grace after Coupe de Grace with opponents sleeping on the floor.
6. DC is improved with high Wisdom and again with focuses in Enchantment for Hiss of Sleep at higher levels.
7. Wisdom is again leveraged for attack numbers via Zen Archery, and can be further improved (beyond item enchantment max of +6) via the in-game Druid's spell: Owl's Insight. (..of course it *also* improves DC further as well.)
8. The Strength of 14 adds +2 damage to attacks and stacks with the +6 modifier from Divine Power for the max Strength-bonus damage of +5 with bows.
9. The added attack of Haste can be provided by Battletide (..+ DC lowering capability), and it can be extended as well.
10. Leadership can of course be removed altogether, but it can certainly be delayed (..especially if you do some "grinding" on the overland map before going to the Swordcoast).
This is probably the way I'd do it (..knowing what I know after several SOZ games).
http://nwn2db.com/build/?114795
Of course most important are the reasons why:
1. A level penalty is really bad in SOZ, and can be brutal at the start (depending on how many characters you build for it). It's not just attacks, but spells as well. With a Human you can have 2nd level spells or 1st level extended spells at the very beginning.
2. Spell Resistance is in the Cleric and Druid spell-book + you can get near total immunity to mental effects with Protection from Alignment (..and also Death effects via Death Ward). (so why spend two levels?)
3. Extend Spell is an important feat for a Cleric early-on (both for "buffs" and other spells).
4. An archer voids most of the need for high AC (or damage reduction), especially with a "meat shield" pet.
4. Archers get every bit as good as a dual-wield character at higher levels with enchanted weapons and ammo, no really - with both attacks and damage. You can (and should) even craft adamantine arrows.
5. The Dream domain offers Sleep for lower levels + Hiss of Sleep at higher levels. Most opponents are not immune to Sleep in SOZ (a few undead and elementals/plants are about it, and there are very few). Hiss of Sleep at higher levels does NOT have a *Spell Resistance* component (..which Yuan Ti have at high levels). Your Dino companion can make Coupe de Grace after Coupe de Grace with opponents sleeping on the floor.
6. DC is improved with high Wisdom and again with focuses in Enchantment for Hiss of Sleep at higher levels.
7. Wisdom is again leveraged for attack numbers via Zen Archery, and can be further improved (beyond item enchantment max of +6) via the in-game Druid's spell: Owl's Insight. (..of course it *also* improves DC further as well.)
8. The Strength of 14 adds +2 damage to attacks and stacks with the +6 modifier from Divine Power for the max Strength-bonus damage of +5 with bows.
9. The added attack of Haste can be provided by Battletide (..+ DC lowering capability), and it can be extended as well.
10. Leadership can of course be removed altogether, but it can certainly be delayed (..especially if you do some "grinding" on the overland map before going to the Swordcoast).
I realize this is *different* and likely not conforming to the role-playing design you had in mind, but to see a different perspective:
This is probably the way I'd do it (..knowing what I know after several SOZ games).
http://nwn2db.com/build/?114795
Of course most important are the reasons why:
1. A level penalty is really bad in SOZ, and can be brutal at the start (depending on how many characters you build for it). It's not just attacks, but spells as well. With a Human you can have 2nd level spells or 1st level extended spells at the very beginning.
I thought that xp is scaled like in IWD2. So my yuan-ti get more xp at level 1 for killing orcs than a level 3 party of humans??
2. Spell Resistance is in the Cleric and Druid spell-book + you can get near total immunity to mental effects with Protection from Alignment (..and also Death effects via Death Ward). (so why spend two levels?)
I don't know if you realize, but I have a whole party and I will have a cleric and a druid, pc and umoja
3. Extend Spell is an important feat for a Cleric early-on (both for "buffs" and other spells).
Great idea.
4. An archer voids most of the need for high AC (or damage reduction), especially with a "meat shield" pet.
Yeah I have a rogue archer in the party I could take zen archery with the cleric, but I want high AC so I can heal the pets and frontliner. (I have a whole party of Yuan-ti for role play)
4. Archers get every bit as good as a dual-wield character at higher levels with enchanted weapons and ammo, no really - with both attacks and damage. You can (and should) even craft adamantine arrows.
5. The Dream domain offers Sleep for lower levels + Hiss of Sleep at higher levels. Most opponents are not immune to Sleep in SOZ (a few undead and elementals/plants are about it, and there are very few). Hiss of Sleep at higher levels does NOT have a *Spell Resistance* component (..which Yuan Ti have at high levels). Your Dino companion can make Coupe de Grace after Coupe de Grace with opponents sleeping on the floor.
Good idea but it doesn't fit Malar. I take animal and death.
6. DC is improved with high Wisdom and again with focuses in Enchantment for Hiss of Sleep at higher levels.
7. Wisdom is again leveraged for attack numbers via Zen Archery, and can be further improved (beyond item enchantment max of +6) via the in-game Druid's spell: Owl's Insight. (..of course it *also* improves DC further as well.)
8. The Strength of 14 adds +2 damage to attacks and stacks with the +6 modifier from Divine Power for the max Strength-bonus damage of +5 with bows.
I think I will take zen archery. I am taking Umoja, I don't know if he can cast owl insight also on my cleric, but I'll try.
9. The added attack of Haste can be provided by Battletide (..+ DC lowering capability), and it can be extended as well.
10. Leadership can of course be removed altogether, but it can certainly be delayed (..especially if you do some "grinding" on the overland map before going to the Swordcoast).
This is probably the way I'd do it (..knowing what I know after several SOZ games).
http://nwn2db.com/build/?114795
Of course most important are the reasons why:
1. A level penalty is really bad in SOZ, and can be brutal at the start (depending on how many characters you build for it). It's not just attacks, but spells as well. With a Human you can have 2nd level spells or 1st level extended spells at the very beginning.
I thought that xp is scaled like in IWD2. So my yuan-ti get more xp at level 1 for killing orcs than a level 3 party of humans??
2. Spell Resistance is in the Cleric and Druid spell-book + you can get near total immunity to mental effects with Protection from Alignment (..and also Death effects via Death Ward). (so why spend two levels?)
I don't know if you realize, but I have a whole party and I will have a cleric and a druid, pc and umoja
3. Extend Spell is an important feat for a Cleric early-on (both for "buffs" and other spells).
Great idea.
4. An archer voids most of the need for high AC (or damage reduction), especially with a "meat shield" pet.
Yeah I have a rogue archer in the party I could take zen archery with the cleric, but I want high AC so I can heal the pets and frontliner. (I have a whole party of Yuan-ti for role play)
4. Archers get every bit as good as a dual-wield character at higher levels with enchanted weapons and ammo, no really - with both attacks and damage. You can (and should) even craft adamantine arrows.
5. The Dream domain offers Sleep for lower levels + Hiss of Sleep at higher levels. Most opponents are not immune to Sleep in SOZ (a few undead and elementals/plants are about it, and there are very few). Hiss of Sleep at higher levels does NOT have a *Spell Resistance* component (..which Yuan Ti have at high levels). Your Dino companion can make Coupe de Grace after Coupe de Grace with opponents sleeping on the floor.
Good idea but it doesn't fit Malar. I take animal and death.
6. DC is improved with high Wisdom and again with focuses in Enchantment for Hiss of Sleep at higher levels.
7. Wisdom is again leveraged for attack numbers via Zen Archery, and can be further improved (beyond item enchantment max of +6) via the in-game Druid's spell: Owl's Insight. (..of course it *also* improves DC further as well.)
8. The Strength of 14 adds +2 damage to attacks and stacks with the +6 modifier from Divine Power for the max Strength-bonus damage of +5 with bows.
I think I will take zen archery. I am taking Umoja, I don't know if he can cast owl insight also on my cleric, but I'll try.
9. The added attack of Haste can be provided by Battletide (..+ DC lowering capability), and it can be extended as well.
10. Leadership can of course be removed altogether, but it can certainly be delayed (..especially if you do some "grinding" on the overland map before going to the Swordcoast).
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.
Yes, XP does scale faster at lower levels.. but not that much faster. Actually the major determining factor is the number of characters in your party. The more you have the (much) slower the leveling.
Yeah, when I wrote it I didn't realize you were making a full 4 characters. Hmm, for Malar I'd expect maybe one cleric and several shape-shifting Druids.. (..Malar's big into werewolves.) The cleric I'd turn into a "brew master" to particularly brew divine power potions to pass along to the Druids. (..other good buff spells as well.)
You know - a *low* armored character is the best front-line healer. No real threat so they rarely take damage. I honestly can't remember my "Oddjob" character getting hit while healing "Dancer". A HiPS rogue (..no armor) would be good for this - hiding to get away on those rare occasions where they do draw "threat".
Yeah, when I wrote it I didn't realize you were making a full 4 characters. Hmm, for Malar I'd expect maybe one cleric and several shape-shifting Druids.. (..Malar's big into werewolves.) The cleric I'd turn into a "brew master" to particularly brew divine power potions to pass along to the Druids. (..other good buff spells as well.)
You know - a *low* armored character is the best front-line healer. No real threat so they rarely take damage. I honestly can't remember my "Oddjob" character getting hit while healing "Dancer". A HiPS rogue (..no armor) would be good for this - hiding to get away on those rare occasions where they do draw "threat".