NWN2 Newbie
NWN2 Newbie
Hey, I just found this for 30$ with all of the expansions. I played a Rogue with four levels of fighter for the first nwn, and I was wondering if the crazy sneak attacks were awesome in this game as well. Im not an expert, but I like to be challenged by the game. Any class suggestions?
I was considering either a:
monk/rogue
Fighter/rogue
bard/rogue
sorcerer/RDD
Or anything that'd be fun, really...
I was considering either a:
monk/rogue
Fighter/rogue
bard/rogue
sorcerer/RDD
Or anything that'd be fun, really...
The problem with sneak attacks in NWN2 if you're playing campaigns is that there are a whole lot of things in the campaign that will be immune to sneak attacks. And especially if you plan to take this character into the Mask of the Betrayer expansion (MOTB), which I think has even more sneak immune enemies. Although in MOTB it gets somewhat easier since you can pic up Epic Precision feat which will allow you to do half of your sneak attack damage to enemies that are normally immune to sneak attack.
I actually think that a rogue is probably one of the weakest classes for the main campaign and MOTB expansion. The traps are generally not that deadly, and you can get an item early enough in the main campaign that can cast knock spell which unlocks locked chests. And in MOTB you can even get a companion who has a familiar that can unlock locked chests and disarm traps, making a rogue completely useless.
Of those combos that you are considering I'd take sorcerer/rdd though I'd probably add a fighter in there somewhere. Or maybe consider a bard/rdd/fighter (or barbarian) if you want more of a pure fighter killing machine or a paladin/sorceror/rdd if you want more of a killing machine with some spell casting abilities and some wickedly high saves against spells of all kind.
I actually think that a rogue is probably one of the weakest classes for the main campaign and MOTB expansion. The traps are generally not that deadly, and you can get an item early enough in the main campaign that can cast knock spell which unlocks locked chests. And in MOTB you can even get a companion who has a familiar that can unlock locked chests and disarm traps, making a rogue completely useless.
Of those combos that you are considering I'd take sorcerer/rdd though I'd probably add a fighter in there somewhere. Or maybe consider a bard/rdd/fighter (or barbarian) if you want more of a pure fighter killing machine or a paladin/sorceror/rdd if you want more of a killing machine with some spell casting abilities and some wickedly high saves against spells of all kind.
Bard1/fighter12/RDD10/WeaponMaster7 is quite good, but a little harder against crit immunes. Still it kicks but.
Frenzied Berserker5/Bard1/RDD10/Fighter14 avoids the problem with crit immunes.
Bard 21/Fighter8/Shadowdancer1 might be good. Because bards are awesome.
Frenzied Berserker5/Bard1/RDD10/Fighter14 avoids the problem with crit immunes.
Bard 21/Fighter8/Shadowdancer1 might be good. Because bards are awesome.
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.
Yeah you are new to the game so you would not be sure what feats to take. For weapons scimitar is king or kukri if using weapons finesse.
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 found this:
Bruiser - 1bard/4fighter/10RDD/5FB.
This build is excellent for low/medium magic worlds and is a well rounded
warrior with the highest possible strength. He has solid immunities,
very high HPs, good AB, great damage, and solid AC with full plate.
He is very easy to level, due to his extreme damage.
Note the 20% XP penalty, in its unmodified form however.
Half-Orc, Any Non-Lawful.
MUST be non-lawful to go Bard!
str 20 +5 = 25 ->33(from RDD)
dex 12
con 14 ->16(RDD)
int 12 -> 14(RDD)
wis 8
cha 6 -> 8 (RDD)
Note: you must start out as FIGHTER, or you are forced to take
11 CHA! Don't go lawful!
Option1: Go Human for no XP penalty, -2 STR, +2 skills per lvl, +1feat
Option2: -4dex for +2CON. Only do this if you can get +4dex item
early on to cover AC loss.
DO NOT gimp INT to 6! You require Perform5,Lore8 really early on.
Detailed lvling instructions:
-----------------------------
1: Fighter (nonlawful) - Wpnfocus, luck of heroes
Lore 4. Tumble 2 save 4 points.
2: bard
PERFORM 5, tumb 5, UseMagicDevice3
(you MUST have perform 5 (-2 cha) to get the +1ab/dmg aura!)
3 fighter - Power attk, Cleave
4 fighter (+1 STR)
5 fighter - **wpn specialization**
Tumble to 7, LORE to 8!!!
6 RDD - great cleave
*Work toward skills shown at level 10
7 RDD
8 rdd (+1 STR) (Free blindfight feat somewhere along here)
9 rdd -- Power Critical.
10 rdd
Tumble should be 10, UMD7, Spellcraft 2
11 rdd
Increase spellcraft now. Ignore other skills.
12 rdd -- (+1STR), Knockdown
13 rdd
Spellcraft should be at 10.
14 rdd
You get 1 extra skill per lvl now. Increase tumble.
15 rdd -- Extended Rage
Increase tumble to 20, and UMD to 11, as you level up.
16 fb (free tuffness feat)
17 fb (free supreme cleave feat)
18 fb -- Improved Power Attk or Improved Crit Range.
19 fb
20 fb (+1 STR)
Final skills:
tumble 20 - +2 AC and immunity to attk of Opp even in full plate!
Spellcraft 10 = +2 saves vs spells.
UMD11 (-1 cha)= 10. Use scrolls, wands, and some clickey items or
monk boots.
Lore8 - required for RDD
Perform 5 - required for bardic aura.
Weapon Choice:
1h/shield - great combo for tanking, due to immunities, high HP, and
+7 bonus ac from dragon, tumble, luck of heroes.
I recommend scimitar due to crit range, although longsword/warhammer
are ok. You have the option to unequip shield and go 2handed, for
50% more STR dmg, and extra +5/10 dmg from pwr attk/imp PA over 1handed.
You retain all feats bonuses when doing it this way.
2handed - Scythe or Falchion for best crit power. Scythe if you like
big bursty numbers, falchion for more constant damage. Upside is
more base dmg (5 vs 3.5 2handed scimmy), downside is equipping shield
and 1hander removes your weapon-feat bonuses.
Final notes:
-- Knockdown works very well due to extremely high strength.
-- immune to paralysis, mind, fire.
-- Immune to deathmagic when frenzying.
-- 5th free attack when frenzying.
-- Supreme cleave works well with high dmg attacks for more free attks.
-- Dont forget free bardic aura for +1ab/dmg.
-- PowerAttk/Imp PA has big bonuses, esp for 2handed mode.
-- DO NOT DUALWIELD! This gimps you bigtime, trust me.
base HP = 306 at lvl20.
AB = 16bab +1bard aura +1 wpnfocus + 14str (in frenzy) = 32
AC = 10base +8plate +1dex +4dragon +2tumble +1luck = 26 + shield +extras.
UPGRADES:
---------
You do not want to upgrade the bard levels, since it does not buy you much.
Upgrading FB to 10 would improve your power attack... but not by much. You
gain only +2 extra damage for 5 levels.
RDD is capped at 10, and you can only have 4 classes. So...
I would take 10 fighter levels. This will give you 5 bonus feats, which are
promoted to epic feats. At fighter 8, you gain Greater Wpn Focus for another
+1ab. Then, you qualify for EPIC Wpn Focus for +2more! You can also take
greater and epic weapon Specialization as well, if desired.
!!!!!!!
It seems to do well so far- I just got to 7, and I can kick some butt, but scimitars are hard to fin so far D:
Thanks for all your helpful suggestions!
Bruiser - 1bard/4fighter/10RDD/5FB.
This build is excellent for low/medium magic worlds and is a well rounded
warrior with the highest possible strength. He has solid immunities,
very high HPs, good AB, great damage, and solid AC with full plate.
He is very easy to level, due to his extreme damage.
Note the 20% XP penalty, in its unmodified form however.
Half-Orc, Any Non-Lawful.
MUST be non-lawful to go Bard!
str 20 +5 = 25 ->33(from RDD)
dex 12
con 14 ->16(RDD)
int 12 -> 14(RDD)
wis 8
cha 6 -> 8 (RDD)
Note: you must start out as FIGHTER, or you are forced to take
11 CHA! Don't go lawful!
Option1: Go Human for no XP penalty, -2 STR, +2 skills per lvl, +1feat
Option2: -4dex for +2CON. Only do this if you can get +4dex item
early on to cover AC loss.
DO NOT gimp INT to 6! You require Perform5,Lore8 really early on.
Detailed lvling instructions:
-----------------------------
1: Fighter (nonlawful) - Wpnfocus, luck of heroes
Lore 4. Tumble 2 save 4 points.
2: bard
PERFORM 5, tumb 5, UseMagicDevice3
(you MUST have perform 5 (-2 cha) to get the +1ab/dmg aura!)
3 fighter - Power attk, Cleave
4 fighter (+1 STR)
5 fighter - **wpn specialization**
Tumble to 7, LORE to 8!!!
6 RDD - great cleave
*Work toward skills shown at level 10
7 RDD
8 rdd (+1 STR) (Free blindfight feat somewhere along here)
9 rdd -- Power Critical.
10 rdd
Tumble should be 10, UMD7, Spellcraft 2
11 rdd
Increase spellcraft now. Ignore other skills.
12 rdd -- (+1STR), Knockdown
13 rdd
Spellcraft should be at 10.
14 rdd
You get 1 extra skill per lvl now. Increase tumble.
15 rdd -- Extended Rage
Increase tumble to 20, and UMD to 11, as you level up.
16 fb (free tuffness feat)
17 fb (free supreme cleave feat)
18 fb -- Improved Power Attk or Improved Crit Range.
19 fb
20 fb (+1 STR)
Final skills:
tumble 20 - +2 AC and immunity to attk of Opp even in full plate!
Spellcraft 10 = +2 saves vs spells.
UMD11 (-1 cha)= 10. Use scrolls, wands, and some clickey items or
monk boots.
Lore8 - required for RDD
Perform 5 - required for bardic aura.
Weapon Choice:
1h/shield - great combo for tanking, due to immunities, high HP, and
+7 bonus ac from dragon, tumble, luck of heroes.
I recommend scimitar due to crit range, although longsword/warhammer
are ok. You have the option to unequip shield and go 2handed, for
50% more STR dmg, and extra +5/10 dmg from pwr attk/imp PA over 1handed.
You retain all feats bonuses when doing it this way.
2handed - Scythe or Falchion for best crit power. Scythe if you like
big bursty numbers, falchion for more constant damage. Upside is
more base dmg (5 vs 3.5 2handed scimmy), downside is equipping shield
and 1hander removes your weapon-feat bonuses.
Final notes:
-- Knockdown works very well due to extremely high strength.
-- immune to paralysis, mind, fire.
-- Immune to deathmagic when frenzying.
-- 5th free attack when frenzying.
-- Supreme cleave works well with high dmg attacks for more free attks.
-- Dont forget free bardic aura for +1ab/dmg.
-- PowerAttk/Imp PA has big bonuses, esp for 2handed mode.
-- DO NOT DUALWIELD! This gimps you bigtime, trust me.
base HP = 306 at lvl20.
AB = 16bab +1bard aura +1 wpnfocus + 14str (in frenzy) = 32
AC = 10base +8plate +1dex +4dragon +2tumble +1luck = 26 + shield +extras.
UPGRADES:
---------
You do not want to upgrade the bard levels, since it does not buy you much.
Upgrading FB to 10 would improve your power attack... but not by much. You
gain only +2 extra damage for 5 levels.
RDD is capped at 10, and you can only have 4 classes. So...
I would take 10 fighter levels. This will give you 5 bonus feats, which are
promoted to epic feats. At fighter 8, you gain Greater Wpn Focus for another
+1ab. Then, you qualify for EPIC Wpn Focus for +2more! You can also take
greater and epic weapon Specialization as well, if desired.
!!!!!!!
It seems to do well so far- I just got to 7, and I can kick some butt, but scimitars are hard to fin so far D:
Thanks for all your helpful suggestions!
Arbok wrote: I guess I'll go browse NWN2DB, unless you have suggestions...
Best race/class by far for the OC is a Human Sorcerer with ASoCK class (and selecting the correct spells at the correct time). Starts off weak, but from level 6 onward it's a powerhouse. (..it's also more fun to play than any weapon wielder IMO).
Best race/class by far for MOTB is a Strongheart Halfling pure Warlock. NOT the most *fun* I've had for this campaign however, THAT would be a particular assassin build (The Left Hand of Gargauth).
SOZ - you create a party of 3 to 4.
Dobby, the sock sorcerer.
Now I want to see that build on nwn2db..
Now I want to see that build on nwn2db..
[INDENT]'..tolerance when fog rolls in clouds unfold your selfless wings feathers that float from arabesque pillows I sold to be consumed by the snow white cold if only the plaster could hold withstand the flam[url="http://bit.ly/foT0XQ"]e[/url] then this fountain torch would know no shame and be outstripped only by the sun that burns with the glory and honor of your..'[/INDENT]
Arcane Scholar of Candlekeep. It's a prestige class, wrapped a little bit of Baldur's Gate lore.
[INDENT]'..tolerance when fog rolls in clouds unfold your selfless wings feathers that float from arabesque pillows I sold to be consumed by the snow white cold if only the plaster could hold withstand the flam[url="http://bit.ly/foT0XQ"]e[/url] then this fountain torch would know no shame and be outstripped only by the sun that burns with the glory and honor of your..'[/INDENT]
Arbok wrote:Huh, I don't remember seeing that....
EDIT: I launche the game and found it, but when I looked up sor/ASoCK on nwn2db, there were a million of em. Can you link a good one to try out?
Give me today and I'll do one for you..
Making the build for the class (ASoCK) isn't difficult - what is difficult is selecting the correct spells and the correct time (with explanations on why and use). I'll integrate that into the notes section.
I like Scottg, but I wouldn't say that Sorc/ASoCK is the "best" class combo.
And let me first of all say that for the campaigns, they are fairly easy, and you can beat them with any class.
Sorc/ASoCK is definitely a powerful combo no doubt about it. Though I would wager that if you know your spells well a Wizard/RWT (Red Wizard of Thay) is one scary spell casters. The DC on the spells he casts especially from his chosen school just cannot be matched by any other combo.
Also, with the amount of undead in OC and MOTB campaigns, never underestimate the power of a Cleric/Doomguide.
And let me first of all say that for the campaigns, they are fairly easy, and you can beat them with any class.
Sorc/ASoCK is definitely a powerful combo no doubt about it. Though I would wager that if you know your spells well a Wizard/RWT (Red Wizard of Thay) is one scary spell casters. The DC on the spells he casts especially from his chosen school just cannot be matched by any other combo.
Also, with the amount of undead in OC and MOTB campaigns, never underestimate the power of a Cleric/Doomguide.
Here it is:
http://nwn2db.com/build/?129754
Here is the adaptation with Divine Shield (which builder Bob prefers):
http://nwn2db.com/build/?129805
Here is the guide on crafting:
http://www.thieves-guild.net/index.php?pid=242
You should be planning-out which companions will do your crafting based on spells in these recipes. Those companions will need the appropriate crafting feat.
http://nwn2db.com/build/?129754
Here is the adaptation with Divine Shield (which builder Bob prefers):
http://nwn2db.com/build/?129805
Here is the guide on crafting:
http://www.thieves-guild.net/index.php?pid=242
You should be planning-out which companions will do your crafting based on spells in these recipes. Those companions will need the appropriate crafting feat.
Ares2382 wrote:I like Scottg, but I wouldn't say that Sorc/ASoCK is the "best" class combo.
And let me first of all say that for the campaigns, they are fairly easy, and you can beat them with any class.
Sorc/ASoCK is definitely a powerful combo no doubt about it. Though I would wager that if you know your spells well a Wizard/RWT (Red Wizard of Thay) is one scary spell casters. The DC on the spells he casts especially from his chosen school just cannot be matched by any other combo.
Also, with the amount of undead in OC and MOTB campaigns, never underestimate the power of a Cleric/Doomguide.
Well, best meaning strongest overall under any combat situation in the OC.
The best thing a Wizard has going for it is versatility with spells, but that's really weakened by the Red Wizard requirements.
The worst thing about a Wizard is that versatility largely requires "meta-gaming", i.e. knowing what's going to happen before it happens so you can stock your spell-book with the proper spells.
I've played both on side-by-side comparison basis before (in the OC) - the Sorcerer just annihilates a Wizard *overall* (..even knowing what's going to happen next). If it weren't for the interaction with meta-magic feats and the Sorcerer's spell system it wouldn't be that way IMO.
Of course you have to play both well.
Cleric/Doomguide is excellent for the OC - lots of Undead. Not as fun to play though, and often a buffed melee'er until mid+ levels. (..and IMO a buffed Melee'er is the least fun character type to play.)
Again though, it's all just my opinion (..but it is based on a LOT of experience).