?'s about my player (9 Bar/5Rog) and game
?'s about my player (9 Bar/5Rog) and game
Hello,
I am new to NW, having only played though the first two chapters of the OC. I have never played D&D player games so I really don't understand how the Rules really work. For example, what is the diffrent between a great axe and a great axe +2? They both have 1d12 (what does that mean?), but the +2 axe has a +2 enhancement, which means what excatly?
I got an half-orc Level 9 Barbarian/5 Rouge. I have maxed out what I want from the Rouge (open locks/disarm trap) so I am planning on just leveling up the bar levels. Should I add a thrid class?
Now all I want to add is melee power. The fighter seems to have some good feats. Would I have an xp-penalty if I add a thrid class? And if I did, could I still get a weaponmaster later-on?
A few weapon and armor questions:
Right now I got the Armor of Horus-Re. Would getting Heavy armor be a good idea or not (since medium armor has a Dex bonus and I use Dex skills)? What is the best medium armor in the OC?
I have the Stonefire Axe +2. Will I find/buy a better weapon in the OC? I plan on using great axes exclusivly.
Thanks for any help, sorry about the spelling errors
I am new to NW, having only played though the first two chapters of the OC. I have never played D&D player games so I really don't understand how the Rules really work. For example, what is the diffrent between a great axe and a great axe +2? They both have 1d12 (what does that mean?), but the +2 axe has a +2 enhancement, which means what excatly?
I got an half-orc Level 9 Barbarian/5 Rouge. I have maxed out what I want from the Rouge (open locks/disarm trap) so I am planning on just leveling up the bar levels. Should I add a thrid class?
Now all I want to add is melee power. The fighter seems to have some good feats. Would I have an xp-penalty if I add a thrid class? And if I did, could I still get a weaponmaster later-on?
A few weapon and armor questions:
Right now I got the Armor of Horus-Re. Would getting Heavy armor be a good idea or not (since medium armor has a Dex bonus and I use Dex skills)? What is the best medium armor in the OC?
I have the Stonefire Axe +2. Will I find/buy a better weapon in the OC? I plan on using great axes exclusivly.
Thanks for any help, sorry about the spelling errors
- thegreywolfe
- Posts: 7
- Joined: Mon Jan 12, 2004 11:07 am
- Contact:
Ok, let's see how many I can answer.
1) Great Axe & Great Axe +2 The great axe +2 is actually a magic weapon and the +2 is a bonus to hit and to the damage. It is always better to have the magic weapon, as there are creatures that can only be harmed by such. The 1d12 that they both have refers to the damage roll. It means you would roll a twelve sided die once to determine the amount of damage. Then you would add in the various pluses you would receive. Fortunately the computer does this for you.
2) Personally I wouldn't add a third class to your character. Unless I'm mistaken Barbarian is an preferred class for orcs so you don't get any penalties for your current combination. Stick with what you have, although you might consider another level in rogue and picking up the Use Magic Device skill with a few points.
3) Stick with your barbarian for melee fighting. Pick up the exotic weapons feat next time you get a feat. Try out the double axe, after watching Daelan use it in the OC and Hotu, I think it is a rather effective weapon.
4) For now stick with your current armor of Horus-Re. It has an armor class of 4 and a +3 to the ac. You would have to get the heavy armor feat in order to switch to plate. As for weapons, yeah there are a few great axes better than the one you have. More if you get the expansions. Check out the page that has gamebanshee's walkthroughs for NWN and look at the weapon lists, that should give you a better idea what to expect.
Good luck
1) Great Axe & Great Axe +2 The great axe +2 is actually a magic weapon and the +2 is a bonus to hit and to the damage. It is always better to have the magic weapon, as there are creatures that can only be harmed by such. The 1d12 that they both have refers to the damage roll. It means you would roll a twelve sided die once to determine the amount of damage. Then you would add in the various pluses you would receive. Fortunately the computer does this for you.
2) Personally I wouldn't add a third class to your character. Unless I'm mistaken Barbarian is an preferred class for orcs so you don't get any penalties for your current combination. Stick with what you have, although you might consider another level in rogue and picking up the Use Magic Device skill with a few points.
3) Stick with your barbarian for melee fighting. Pick up the exotic weapons feat next time you get a feat. Try out the double axe, after watching Daelan use it in the OC and Hotu, I think it is a rather effective weapon.
4) For now stick with your current armor of Horus-Re. It has an armor class of 4 and a +3 to the ac. You would have to get the heavy armor feat in order to switch to plate. As for weapons, yeah there are a few great axes better than the one you have. More if you get the expansions. Check out the page that has gamebanshee's walkthroughs for NWN and look at the weapon lists, that should give you a better idea what to expect.
Good luck
Originally posted by Odd_ballz
<snip>
Now all I want to add is melee power. The fighter seems to have some good feats. Would I have an xp-penalty if I add a thrid class? And if I did, could I still get a weaponmaster later-on?
<snip>
You would get a XP penalty if you start leveling up as a fighter untill your fighter levels reach within 1 level of you rogue levels. As mentioned above the Half-Orcs favoured class is Barbarrian, but if you take 1 level of fighter there is a gab between your rogue level and fighter levels. The favoured class doesn't count towards XP penalty, wich means that if you add a third class, you will have two non favoured classes, wich then works with XP-Penalty.
I'd advice to read page 127 on multiclassing XP in the original manual (well - p127 in my version) on it, where this is explained in detail with an example.
And you would not be able to take weaponmaster later on, because there is a maximum in NwN on 3 classes for multiclassing.
Insert signature here.
Thanks for the help, just want to clearify a few things:
For damage possible with my PC:
-got Stone fire Axe +2 (1d12) plus Fire damage(1d6)
-My guy has damange bonus of +21/+16/+11
-Damage says (under Character Record)
=1 - 12 +9 (critical: 20 /x3)
+1d6 fire damage
+ 2 slash damage
So that means for every attack I do 12-23 ([1-12]+9+2) damage +1-6 (fire) for a total of 13-29? What does damage bonus mean? Since I have 3 of them (21/16/11) that means I attack 3 times/turn right, with the 1st strike being strongest and last one being weakest? And how does critical fit in?
Sorry for all the questions, I know this games is numbers based and I am just trying to figure out how to read it all.
For damage possible with my PC:
-got Stone fire Axe +2 (1d12) plus Fire damage(1d6)
-My guy has damange bonus of +21/+16/+11
-Damage says (under Character Record)
=1 - 12 +9 (critical: 20 /x3)
+1d6 fire damage
+ 2 slash damage
So that means for every attack I do 12-23 ([1-12]+9+2) damage +1-6 (fire) for a total of 13-29? What does damage bonus mean? Since I have 3 of them (21/16/11) that means I attack 3 times/turn right, with the 1st strike being strongest and last one being weakest? And how does critical fit in?
Sorry for all the questions, I know this games is numbers based and I am just trying to figure out how to read it all.
You are confusing damage modifiers with attack modifiers.
The 21/16/11 is your bonus to your attack roll to determine whether or not you hit your target. You get 3 attacks per round - the first with a +21 bonus, the second with a +16 bonus, and the third with a +11 bonus.
If you hit with any of your attacks they will deal the amount of damage you describe: 12-23 ([1-12]+9+2) damage +1-6 (fire) for a total of 13-29. If two attacks hit you will have two damage rolls and if all three hit you will have three damage rolls.
Clear?
The 21/16/11 is your bonus to your attack roll to determine whether or not you hit your target. You get 3 attacks per round - the first with a +21 bonus, the second with a +16 bonus, and the third with a +11 bonus.
If you hit with any of your attacks they will deal the amount of damage you describe: 12-23 ([1-12]+9+2) damage +1-6 (fire) for a total of 13-29. If two attacks hit you will have two damage rolls and if all three hit you will have three damage rolls.
Clear?
Check out Mirrors Online a premier NWN2 roleplaying persistent world and D20 campaign world publishing project.
strange multiclass
I started a sorc with the intention of making a fighting Dragon Disciple with some mid-level sorcerer capabilities (taking the Epic Dragon Disciple levels instead of maxing the sorc abilities.) Part of this was intending the exotic weapon capabilities - I have already used a feat for that access but had not read the fine print completely - the exotics are only the double weapons, oriental weapons and the bastard sword (even the GREAT-sword is considered martial).
My question is if it would be worthwhile to add one level of Ranger to this mix?
This would most importantly give the ambidexterity, 2-weapon fighting, & martial weapons feats to the char with no negatives to attack rolls and a d10 for hp.
Would the other way have been better (Ran9/Sorc1/DD10 @ L20)?
I started a sorc with the intention of making a fighting Dragon Disciple with some mid-level sorcerer capabilities (taking the Epic Dragon Disciple levels instead of maxing the sorc abilities.) Part of this was intending the exotic weapon capabilities - I have already used a feat for that access but had not read the fine print completely - the exotics are only the double weapons, oriental weapons and the bastard sword (even the GREAT-sword is considered martial).
My question is if it would be worthwhile to add one level of Ranger to this mix?
This would most importantly give the ambidexterity, 2-weapon fighting, & martial weapons feats to the char with no negatives to attack rolls and a d10 for hp.
Would the other way have been better (Ran9/Sorc1/DD10 @ L20)?
It may be better to be a live jackal than a dead lion but it is better still to be a live lion - and usually easier.
Lazarus Long
Lazarus Long
Personally - if you wish to make a fighting RDD (and there are hardly any other kind), I'd go with only one level of either sorc. or bard.
Otherwise you loose to many hitpoints and to-hit bonus etc.
I actually fail to see the validation of the RDD prestige kit - except for high level bards or for a fighting RDD (with 1 level of sorcerer or bard).
The kit is no good for spell-casters as you don't gain any spells while taking RDD levels, and the breath ability isn't very good.
IMO
Otherwise you loose to many hitpoints and to-hit bonus etc.
I actually fail to see the validation of the RDD prestige kit - except for high level bards or for a fighting RDD (with 1 level of sorcerer or bard).
The kit is no good for spell-casters as you don't gain any spells while taking RDD levels, and the breath ability isn't very good.
IMO
Insert signature here.
I think that they messed up on the implementation of the Dragon Disciple. If you read the info in the D&D 3.5 SRD you will find that they are supposed to gain spells as they gain Disciple levels.
They are also supposed to gain claw & bite attacks which should heterodyne tremendously well with a monk(9)/sorc(1) and increase STR(+4), CON(+2) & INT(+2) instead of STR(+6), CON(+2), DEX(+2), & CHA(+2).
I was considering making a Sorc18/RDD10/EPIC-RDD12 to make use of the Epic RDD feats @ every 4th level (DR, AutoStillI,II,&III, etc) to enhance this beast.
sorc » 6
RDD » 10
sorc » 18
ERDD the rest of the way.
With the mistake of taking the exotics instead of simply martial, I will probably need to take that one level of Ranger and lose the final ERDD feat.
And I probably mis-spoke about the fighting RDD; upon thinking about it, I was aiming for more of a wu-jen style character but in a western application.
They are also supposed to gain claw & bite attacks which should heterodyne tremendously well with a monk(9)/sorc(1) and increase STR(+4), CON(+2) & INT(+2) instead of STR(+6), CON(+2), DEX(+2), & CHA(+2).
I was considering making a Sorc18/RDD10/EPIC-RDD12 to make use of the Epic RDD feats @ every 4th level (DR, AutoStillI,II,&III, etc) to enhance this beast.
sorc » 6
RDD » 10
sorc » 18
ERDD the rest of the way.
With the mistake of taking the exotics instead of simply martial, I will probably need to take that one level of Ranger and lose the final ERDD feat.
And I probably mis-spoke about the fighting RDD; upon thinking about it, I was aiming for more of a wu-jen style character but in a western application.
It may be better to be a live jackal than a dead lion but it is better still to be a live lion - and usually easier.
Lazarus Long
Lazarus Long
Personally - I would never plan a character with the level 40 cap in mind. You will not reach level 40 unless you play through several times with the same character.
I started a L17 sorcerer in HotU and finished as level 27 (22 sorc/5 RDD) totally.
Plan your character for around mid twenties, and then work from there, if you gain more levels.
40 is the maximum possible level, and is made mostly for multiplayer - not the level you will get to while playing the single player.
In hindsight I would not have taken thoese 5 levels of RDD (was from level 21-25) because they did nothing for my character.
I started a L17 sorcerer in HotU and finished as level 27 (22 sorc/5 RDD) totally.
Plan your character for around mid twenties, and then work from there, if you gain more levels.
40 is the maximum possible level, and is made mostly for multiplayer - not the level you will get to while playing the single player.
In hindsight I would not have taken thoese 5 levels of RDD (was from level 21-25) because they did nothing for my character.
Insert signature here.