Playing a Paladin in the original campaign

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Galuf the Dwarf
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Post by Galuf the Dwarf »

[QUOTE=Ravager]Oh, I don't blame you, I don't like backtracking much either.
It's just a little hard for me to advise you without knowing the kind of stuff you do possess. I act like a pack rat in these games refusing to give up magical weapons unless I have more than I could use at the same time or am hopelessly encumbered, that gives me more options for these battles generally.
I think I've had problems with that Summoned Skeleton Chieftain before myself. In those cases a Haste potion is also useful (though you're probably using those anyway). It could be possible to attract Desther's attention, causing him to cast a spell then retreat out of the distance of whatever the result is, if you could then rest whatever he has summoned should vanish and he is more unlikely to summon another. Other than that, you should be able to recognise the spell animation for when he is summoning a creature - if you have any way of increasing your possibility to hit - Divine Favour, Bless, a wand of Magic Missiles, anything like that - use it in an attempt to disrupt his casting.

I think there's a kid on the bottom floor of Helm's Hold who acts as a merchant. You could buy a magical blunt/crushing weapon, that would require a lot less backtracking and be far more effective against any kind of Skeleton than a slashing/piercing type of weapon.[/QUOTE]

Ah, yes, the Bag of Holding vendor in the dungeon! :cool: Too bad his reaction is unfavorable (aka: mark-up on prices). I'll probably buy a +1 warhammer off of him if I can.

Now, if only he had a lot of good potions (healing, buffs, etc.) on him as well. :mischief:
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Oh my goodness...

I do not know how I managed it, but I was actually able to beat the Chapter 1 final boss into a pulp! I got rid of all the special creatures (like previously mentioned) and somehow got the boss's summoning spell interrupted (probably by Tomi's archery skills), and - without any buffs and the few powerful healing potions I had left - kicked MAJOR butt!

I'm so glad to be in Chapter 2 now... :cool:
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Post by Ravager »

Excellent. :)
Disrupting that summoning spell really makes a difference.
Good luck in Chapter 2. I'd suggest taking on the ares north of Port Llast first.
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Post by Avid Player »

On the North road in the Brotherhood tomb lurks one of the toughest undead, Brother Torias.
My paladin bit the dust several times before i wore him down.
Found my first bracers of locking grip there, so the risk is worth it.
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Post by Ravager »

I think treasure like that is generally random. The only thing for certain on or near Toras is a Tome of Imaskar.
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Arius
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Post by Arius »

**SPOILERS***




I'm also playing a paladin character (although multiclassed) but I'm surprised noone had the same difficulties as me with this fight. The hardest thing I found about the fight with Desther was dealing with all the Shadow Fiends. Thier touch attacks are capable of draining your STR and with about 4-5 of them around you this can mean your STR will drain to zero quite quickly (STR = 0 = instant death). Also these creatures are partially invisible which makes hitting them very difficult, add to the fact that your STR is probably being drained so your attack bonus is probably dwindling as well (unless you are using weapon finesse of course). I had Tomi with me as well and since his STR is 10 in the OC he would get smacked down quite quickly, even if his hit points were still at 75%. Lesser potions of resoration really helped me here. The blind fight feat would also be of considerable help if you took it (I didn't). But I'm glad to hear you eventually did make it through :)
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Post by joewigwam »

I personally found those two fights to be among the toughest although tobias isn't really so tough if you have immunity to certain types of spells. I've even read that Desther may be the hardest fight in the game so there is obviously no shame in having a hard time with him as any class. A good rule is hit g every time you get any sort of advantage in the battle.
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Post by Avid Player »

Arius, the level/ability drain can be avoided by wearing a amulet or greater amulet of health, these give immunities against level drain, disease and poison. For myself i also use a golden circlet to ward against mind affecting spells.
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Arius
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Post by Arius »

[QUOTE=Avid Player]Arius, the level/ability drain can be avoided by wearing a amulet or greater amulet of health, these give immunities against level drain, disease and poison. For myself i also use a golden circlet to ward against mind affecting spells.[/QUOTE]

Aye you are certainly right. Although I don't remember the amulet of health being available at that point in the game, correct me if I'm wrong. Amulet of lesser health I can imagine would be but that won't help. Same thing with the golden circlet, unless the boy merchant underground in Chapter 1E has one, again I can't remember. But hey, if you had these powerful items, you were more prepared than I!
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Another thing of mine:

Well, my Good alignment meter-thingey maxed out at 100 a LONG time ago. The thing is, my law rating's still stuck at a rather high 85. Even though my paladin's alignment is the same, and he hasn't fallen yet, I wonder if...

1) There are ways to make it go up, and

2) if there's any benefit to that (or having my good rating at 100 for that matter).

What's the scoop?
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Post by Krusader »

I gave myself the same game as a Xmas gift and am playing with practically the same configuration for my paladin (I always play as a paladin), 'cept that I had 15 ST and 9 DX, but that wasn't much of a problem since you can up the stats later in the game as you level up, and since ranged weapons aren't really useful, you don't really miss the -1 penalty to dexterity in the first chapter.

I have been investing in disarming traps skill because I picked Sharwyn (she's hot) and she doesn't disarm traps, but can pick locks with ease.

My pet peeve is that you can't change (or I haven't found out how to) your henchman's tactics while in a fight. And Sharwyn is constantly getting herself killed when she's set to use ranged weapons, because she is too stupid to switch to a melee weapon in a fight AS THE CRITTERS IN THE GAME DO. What gives? Ah, well.
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Post by Ravager »

There are ways to make your alignment more lawful but it is harder than making it more chaotic. Presumably refusing rewards where possible and the like would have this effect.
No rewards exist for having your alignment at either of the extremes.

@Krusader, you gain more control over what your henchman/woman does in the SoU and HotU areas. hen you can enter their inventory and change equipment manually.
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Arius
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Post by Arius »

Regarding the lawful-chaotic alignment shifts:

I'm certain that in the NWN Origional Campaign there is no deed/action that will result in a shift between these two alignments. Once you are set on lawful or neutral or chaotic , there is no adjusting it. There are several ways to change between good and evil however. I'm not sure about how it is in SoU/HotU. There's also no benefit I know of for having an alignment on the high side of good (100) instead of the low side or in between (EDIT: 70 or higher).

@Krusader:

Agreed that high dexterity is not necessarily required for a good Paladin build. However I'd just like to add that by having your dexterity at 9 with a (-1) modifier affects a typical melee Paladin most by giving you a -1 penalty to your AC and reflex saving throws. I tend to worry least about the -1 penalty to attack rolls for ranged weaponry, since my typical evil-smashing Paladin wields a longsword or greatsword the majority of the time.
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Krusader
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Post by Krusader »

Interesting. Well, I don't really like negative numbers so I did up the DX to 10 the second time I was given a chance to modify main stats. :)
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Also don't forget about the Parry skill, which is good for preventing some strikes from hitting you. ;)

BTW, long time no see, Krusader. :)
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Post by Krusader »

Aye, indeed. 'Tis nice to see I'm remembered. :)

Ahh, parry skill. What's the deal with that one? I dunno how to use it. That time I enabled it my character just stood there, not returning blows. What's it s'posed to do?
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Post by LeMasterMind »

[QUOTE=Krusader]

Ahh, parry skill. What's the deal with that one? I dunno how to use it. That time I enabled it my character just stood there, not returning blows. What's it s'posed to do?[/QUOTE]

When in parry mode, you only hit back when your DC is over 10. Parry is nice if you have a high DEX. Which I think you don't. :D
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Krusader
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Post by Krusader »

I see. Ah well. :(
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Galuf the Dwarf
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Post by Galuf the Dwarf »

But don't forget, there are items you can find that help with these: (Greater/Epic) Gloves of Swordplay. I've found both a regular pair early on, and a Greater pair some time after that. The Greater pair is like I'm using the skill at my current rank with a +3 Dex modifier and the 'Skill Focus (Parry)' feat. :cool:

My guy does block a good amount of swings, even from elite orcs and goblins in Chpt. 2!
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Post by Avid Player »

[QUOTE=Arius]Aye you are certainly right. Although I don't remember the amulet of health being available at that point in the game, correct me if I'm wrong. Amulet of lesser health I can imagine would be but that won't help. Same thing with the golden circlet, unless the boy merchant underground in Chapter 1E has one, again I can't remember. But hey, if you had these powerful items, you were more prepared than I![/QUOTE]

The amulet of health is sold by Neurik in the temple, the golden circlet can be bought from Eltoora.
I could buy them because i sold EVERYTING i got my hand on and could not use. (Scavenger mentality, from playing Fallout) :) :) :)
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