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IWD2 Powergaming guide: please post related questions, comments or input here!

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Lazigothi
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Post by Lazigothi »

What are the added bonuses? Is it just more rages, stun attacks, or is there something more special? I'd love to know actual details.
"Secret spiders collecting waiting the venom
Something more twisted than their smiles"
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excerpt from Zoroastrian Pattern by Eric Tenneson, c. 2005
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kmonster
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Post by kmonster »

Everything is listed in the manual and also in the in-game description.
Barbarians get a little additional damage reduction every few levels while monks mainly keep improving their fist damage and AC according to the tables. Multiclassing your monk will screw the unarmed BAB into the armed BAB.
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Lazigothi
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Post by Lazigothi »

Thanks for the replies. I've read the manual already and was familiar with what the book said, but I was curious if there was anything special that wasn't mentioned in the manual as a surprise benefit for playing HOF.

With your responses, now I can rest easy multiclassing away.

I haven't multiclassed my Monk much, just 3 levels of Rogue, and he's currently a 15th level Monk. I was planning on maybe another level or two of Rogue just to be less hassle to disarm traps and open locks. (Chult Temple was a pain with all of the traps I couldn't disarm, and one trap that could not be circumnavigated.)
"Secret spiders collecting waiting the venom
Something more twisted than their smiles"
--
excerpt from Zoroastrian Pattern by Eric Tenneson, c. 2005
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Klorox
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Post by Klorox »

Lazigothi wrote:
I haven't multiclassed my Monk much, just 3 levels of Rogue, and he's currently a 15th level Monk. I was planning on maybe another level or two of Rogue just to be less hassle to disarm traps and open locks. (Chult Temple was a pain with all of the traps I couldn't disarm, and one trap that could not be circumnavigated.)
I would NEVER have given up the unarmed BAB, but to each his own.
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson

Baruk Khazad! Khazad ai-mênu!
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Lazigothi
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Post by Lazigothi »

Klorox wrote:I would NEVER have given up the unarmed BAB, but to each his own.
Part of it is that I had no idea this would happen. I can't find in the manual where it says they lose Unarmed when multiclassing. So, it's too late now.

However, I didn't want any other class to level as a Rogue, and I enjoy having someone trained to nullify traps. I have always found the traps irritating and annoying, like nails on a chalkboard, and even if I had known the repercussions, I'd still do it to get a decent trapfinder. I came across a way to mirror image to defeat traps, but that would only help with chest or one-time-only area traps. There are many traps in the Chult temple where I need my whole party to enter areas to make certain battles easier, and MI won't cut it. In PnP D&D there are many more clever ways to foil traps that won't work, period, and I have found it of personal preference to have somebody with Rogue skills.

If it were possible for a Ranger concept to entertain the idea to excel in searching for and disarming traps on par with Rogues, I'd love to use them instead so I could keep the Monk class pure.

I am finding out (at least so far) that, 3 Rogue levels included, that my 15th level Monk is now having more of the percentage of kills & experience in HOF. I'm hopeful it stays that way.
"Secret spiders collecting waiting the venom
Something more twisted than their smiles"
--
excerpt from Zoroastrian Pattern by Eric Tenneson, c. 2005
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Klorox
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Post by Klorox »

Lazigothi wrote:Part of it is that I had no idea this would happen.
B-b-b-but kmonster told you it would! ;)
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson

Baruk Khazad! Khazad ai-mênu!
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Lazigothi
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Post by Lazigothi »

Klorox wrote:B-b-b-but kmonster told you it would! ;)
I'm sure he did. Let's just say I wasn't in the forest when the tree made the sound. :rolleyes:

Kmonster and others here have been an excellent source for sage advice. I just tend to be selective when skimming thread topics.
"Secret spiders collecting waiting the venom
Something more twisted than their smiles"
--
excerpt from Zoroastrian Pattern by Eric Tenneson, c. 2005
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Klorox
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Post by Klorox »

It's all good. You still have a very good character on your hands.

BTW, the manual is misleading in this area.
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson

Baruk Khazad! Khazad ai-mênu!
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zerosse
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Post by zerosse »

Gear question

Hey, i know its been about 5 years since you last posted on this thread, but am taking a wild guess that you will see it :D .

I am an old fan of IWD II, and i play it again from time to time. So i just started again, and i found your very nice guide. I was just wondering if you could give a little more information about the gear your expecting to use.

Mainly i want to know which kind of weapon your giving each PC (sword, 2h sword, etc.) and what kind of armor they are wearing (light, medium, etc). Since almost all PC have near 18 dex at start, i guess none are wearing full-plate. Plus is it true that to get the monk wisdom AC boost you need to wear nothing (no body armor, including robes).

idealy i would like to know your end game gear, but i know it might be hard to remember :D

Thx alot for your time and again, AMAZING guide!
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gbeck1
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Post by gbeck1 »

New JUPP

Powergamers, there is a revamp of JUPP being planned:

[url="http://www.sorcerers.net/forums/showthread.php?t=48760"]http://www.sorcerers.net/forums/showthread.php?t=48760[/url]
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lendial
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Post by lendial »

JUPP 2009 edition is released and i follow it like my iwd2 bible.

the only flaw with upp is that it lacks a focused ac decoy but makes it for it with simple effective and rather ingenius builds(bombadier + healer+buffer lathanther cleric), the only flaw with jupp is that it takes too many levels in spell caster classes.

wizards gain absolutely nothing useful after level 20, essentially a few additional casts of very low level spells. sorcs and clerics have this issue to but not nearly as bad because they gain more spells and certain spells are bettered such as skull trap. with that in mind, it really is better to spend the last 5-8 levels on additional add ins and this is where this guide does right.

from the manual and this guide please correct me if any are wrong:

benefits of mix-ins:

ranger (1): ambidexterity & two weapon fighting when wearing light armor also favored enemy

Paladin (1): + save bonus from charisma, use of cera sumat but most be lawfulgood
paladin (2): + fear immunity, courage aura

Rogue (1): use of crow’s nest(3AC), sneak attack(negligible)
rogue (2): evasion!

Monk (1):+2 to saves spell, evasion!, attack additive gauntlets
Monk(2):+1 AC to missle (negligible)
Monk(3):+2 will save vs enchantment spells (negligible)

Fighter(1): additional feat
fight(4): weapon specialization feat (+2dmg somewhat negligible for 4 levels)
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