Sloty1984 wrote:So how many levels exactly of monk, fighter, ranger would you give this char?
Dont I get an xp penalty for mixing so many classes?
And why the Level of rogue?
I got a mod with no alignment class restrictions.
Considering this what do you think are the best alignments for them 3?
Which are the most potent weapon combinations for dual wield?
Which spells should the cleric mostly use?
What do I do against enemies with magic resistance?
Do you know a good walkthrough out there for this game(because some parts of the game are hard to complete without a walkthrough)?
Which character? The Wizard? (..if it's the Cleric then modified as was shown.) If it's the Wizard I'd have to think that one over..
A level of Rogue has 3 potential uses: Skills (particularly at level 1), class-restricted AC bonus items (notably more so in HoF), and Evasion (at 2nd level). Anything more than 2 levels starts becoming a problem for multi-class penalties.
Multi-class penalties are based on classes with *more* than one level away from another class. i.e. 3 levels of fighter and 1 level of Monk ='s a 20% penalty per level until those classes are within one level of each other again. If you have 3 levels of fighter and 1 level of Monk and 1 level of Druid the penalty is 40% per level.
The Favored class acts as if it's not there. So a Drow Female with favored class Cleric, never counts any level of Cleric in its multi-class penalty calculation. You could have 2 levels of Bard, 1 level of Rogue, 1 level of Barbarian, 1 level of Ranger, 2 levels of fighter, 2 levels of Druid, 2 levels of Wizard, 1 level of Sorcerer, and never have a penalty with any number of Cleric levels added-on.
Alignment removal seems hinky to me.
(..I can see doing it for your Cleric of Mask for Lawful Neutral, especially considering the lore of Mask that toward the end of his existence he was more neutral than neutral evil. Anything more than that however is basically cheating.)
Weapon "potency" depends on the opponent. (..and in fact the whole game is largely this way with absurd damage immunity's).
General: weapons dual-wield: (..based on max damage per hit for the specific damage-type, not total damage per round or damage from other sources like wounding/poison/elemental.)
Slashing damage: +3 Bastard Sword of Heroism (..end of "nomal" and random drop HoF).
Blunt damage: +5 Club of Confusion (..end of "normal").
Piercing: +5 Brilliant Short Sword (..battle squares final reward).
Critical Hits: +5 Masher hammer (..random drop HoF).
Evil damage: +5 Cera Sumat Holy Avenger longsword (..end of chapter 6 graveyard Kuldahar).
Lawful damage: +5 Club of Punishing (HoF).
Dis-abler: +5 Club of Dazing (..HoF).
Note: +3 of anything will work on almost all opponents in-game. Exceptions include: Undead with immunity-types (Boneguard Slashing & Zombie Lord Blunt damage), and Isair (Slashing & Blunt +5/50 & Piercing +3/50 & +5/10) and Madae (Slashing & Piercing +5/50 & Blunt +3/50 & +5/10) - though their immunity's seem to be variable based on the highest character in your party (..and as show is I believe their highest). (..Ex. reports of Mordenakainen's sword (..+3 slashing) have worked with no character higher than level 16.)
Note: not having played with the Holy Sword before.. it's perhaps possible that despite being a slashing blade that the 2d6 evil passes through against the twins at high level (21+) for one or more of your characters. Don't know. If so, the same should be true for Lawful damage. (..forget about elemental damage at high levels against them, their most vulnerable damage: Cold, still has 10 damage resistance - so even 2d6 Cold damage is likely to not damage them at all.)
The Cleric is mostly a summoner, a buffer, and a healer, but can also do disabling. Assuming you use your alignment mod for lawful neutral (instead of lawful evil) for the Cleric of Mask, then you don't need the "healing" portion - you can convert any left-over spell into a healing spell of that level.
Healing and a few protective buffs not mentioned:
1st level Protection from Evil, *Summon Monster I.
2nd *Summon Monster II, Bull's Strength (save and cast to get it to +4), Hold Person & Silence (on ground near target) - depending on target, and Draw Upon Holy Might, Aid (..in that order as the Cleric gains levels).
3rd: *Animate Dead, Rigid Thinking, Prayer.
4th: Holy Power, Recitation. (Deathward & Freedom of Movement when appropriate.)
5th: Champion's Strength (save and cast to get it to +8), Iron Skins, Greater Command..
6th: Divine Shell, Harm.
7th: Holy Word (..fast-cast stun), Elemental Barrier, Destruction (..for really tough targets).
8th: Symbol of Hopelessness (or if that doesn't work try Tremor).
9th: Gate, or if it can be dominated, Summon Monster IX.
*At some point you can drop most of your summons *except* for Animate Dead. In fact, except for a Gelugon's fear (Gate), I generally prefer the Animate Dead summons which scale in level with the caster. I almost always save the game before each summon of Animate Dead to make sure I get the summon I want (..most of the time Boneguards rather than Zombies.. an exception would be Golems).
Wizard/Sorcerer spell: Lower Resistance. Higher level casters *generally* don't need it though. That's for Spell Resistance.
http://nwn2.wikia.com/wiki/Spell_resistance
Saves are based on save-type, spell-level, attribute modifier bonus for that class (i.e. Wisdom for Cleric, Charisma for Sorcerer), and spell focuses from that spell's spell-school (..like Enchantment).
http://nwn2.wikia.com/wiki/Difficulty_class
http://www.gamebanshee.com/icewinddalei ... hrough.php