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Builds for the OC

This forum is to be used for all discussions pertaining to Obsidian Entertainment's Neverwinter Nights 2, the Mask of the Betrayer expansion pack, the Storm of Zehir expansion pack, and the Mysteries of Westgate adventure pack.
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Tehmags
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Builds for the OC

Post by Tehmags »

Alright so i'm a nwn2 newbie, infact it's been awhile since i've played a dnd based game. I loved BG2, played through that probably 5 or 6 times. Played the original nwn as well but couldn't really get into it. I prefer the party system. Trying to come up with ideas for both a good and evil character for the official campaign. I prefer melee or hybrid characters to full casters, sometimes I just like to sit back and watch the action unfold, and I prefer being in the thick of things. Not only that but having to control party member casters is already enough of a hassle as the companion AI is horrid...don't really need another caster to babysit. That said, i'm still open to the idea of a caster for my PC.

Anyways, one of the concepts i'm leaning towards for an evil character is a wizard/pale master/monk. The idea is to stack all the immunities and defensive bonuses from the monk and pale master class with some low level wizard spells for buffs and defense. Mage armor, mirror image, haste, stone skin, etc. With MotB I was thinking of either a 5 wiz/10 pm/15 monk, or possibly a 7 wiz/10 pm/13 monk (lvl 7 is when you get 4th level spells correct, or is it 6?). I have a couple of questions however. One, is this build viable? Are the stats going to be spread to thin? Two, should I go for monk levels first or wiz/pm levels first? And three, are 13-15 monk levels going to be enough to be effective in melee combat throughout the game? Oh yes also, are level four mage spells worth losing out on quivering palm + a few monk levels?

If this doesn't work I may try something like a 11 ranger/12 assassin/7 wm or 11 ranger/17 barbarian/2 frenzied berzerker for supreme cleave and use monkey grip to dual-wield two-handed weapons. Possibly even something with a little blackguard as it fits the villain role nicely.

For a good character I was thinking maybe something along the lines of cleric/dwarven defender and maybe either divine champion for sacred defense and divine wrath or warpriest, they get some pretty decent looking abilities as well, or maybe just some fighter levels to be more effective in melee combat. Or maybe even a monk/cleric/sacred fist.

Any feedback or additional build ideas/suggestions would be helpful. Don't know the in's and out's of the dnd ruleset or the nwn2 campaign, and I don't have the manual for the game (borrowing from a friend, he has all the game documentation) so all the info i'm working off of is just from ingame or off fansites.

Thanks.
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Mz_Trixter
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Post by Mz_Trixter »

After going through the whole game Oc + Nx1, I personally think that going with 2-3 classes would be pushing it if you later plan on benefiting from the new epic abilities from level 21-30 in Motb.

Such as monks, I'd leave them pure. It's more work in the long run to find out what works with them Vs. what they can syncronize with. The only time I'd combine 3+ or more classes is if the PrC (prestige class) requires you to go 10 lvls inorder to get full benefits from it.

Edit: Even though the limit of classes you can have is 4, unless I see a build that benefits from it w/o losing a reasonable amount of dmg, I don't see that need.*

This is just my opinion, but I prefer these kind of builds, (they're strong as a base - but to make 'em more diverse, I add one of the (5 lvl) PrC's - unless I see something I like from one of the (10 lvl) PrC's - which tends to be every other build..

[25 lvls Rogue (Swashbuckler - my favored choice), 5 lvls Invisible Blade] - one of a few builds.


However, feel free to experiment more. This is just a tip I decided to stick with to keep away from unneeded trial & error.

G' Luck
:)
''White light beams through darkness, beset by immense haze over a few seconds followed by a loud cacophony. Motionless, the repercussion of your action strikes your feebled mind and senses. Still dazed, the intensity lingers that follows after tripping over your own sonic blind trap.''
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Tehmags
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Post by Tehmags »

Thanks for the reply. Yeah I used to mostly pure class back when I played BG2, but with all the Prestige Classes there's just so many seemingly viable options and benefits from multi-classing. Something like a Wizard/Pale Master/Monk also seems a lot more unique and fun than a pure monk, but losing out on higher level abilities was something I was worried about. I'd rather be able to kill stuff than have a few extra toys from other classes.
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Snipercon
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Post by Snipercon »

I have some comments about your Monk/Wizard/Palemaster from one who has played one through the OC (not MOTB yet though).

Your concerns are valid. This class does not do lots of damage and has mediocre BAB. At times you will have trouble hitting and killing things (githyanki comes to mind), but don't let that discourage you. This build is ALL about AC. With the right spells you are virtually unhitable. I have stood toe to toe with 5 orcs for 15 or so rounds taking maybe 2-3 hits. Also the damage and to hit can be remedied for a tough boss with a timely enlarge person/true strike.

However I played as a Svirfneblin Monk(5)/Wizard(5)/Pale Master(8)/Duelist(2)! By level 30 the idea is Monk(7)/Wizard(8)/Pale Master(10)/Duelist(5). This guy had ~10 more AC than most of your builds would have. To sort of compensate for the level adjustment I would wait to level up only when I recieved a new spell level. IE - Monk - Wizard - wait - wait - Monk,Wizard,Wizard - wait - wait - wait - Monk,Monk,Wizard,Wizard - wait - Monk,Pale Master. Also, I would only take 1 or 2 party members with me at a time.

Well before I get longwinded here is a link to a thread where I do get longwinded about this build. http://www.gamebanshee.com/forums/never ... post932917

Have another evil idea with a charisma based character with all those diplomacy,intimidate,bluff,taunt,appraise skills for OC fun. Evil Bard(14)/Blackguard(10)/Divine Champion(5)/Cleric(1) - Destruction Domain. Key feats - Extra Smiting, Extra Turning, Divine Might.
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Tehmags
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Post by Tehmags »

My thinking was that it was going to be a primarily defensive build, and it's good to know that it works in that role. The idea was to run into the middle of a group of enemies as a decoy while the rest of the party cuts them down. Honestly though, I don't really want a character that's just going to sit there soaking up damage but not be able to put down a beating on the baddies himself. I know i'm probably not going to be able to find a build that excels in both roles and that's fine.

I've thought about the bard/blackguard idea as well, the charisma bonus applying to your saving throws is perfect for a bard. I've never played a bard though and don't really know the playstyle. I'm really liking the idea of a monkey grip two-weapon fighter as well. Seems like it could be really good damage with the right feats. Kind of the opposite of the monk/pm, defense won't be that great but the offense would be awesome. Thinking along the same lines, a stormlord dual-wielding spears sounds pretty badass too.
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sun_facer
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Post by sun_facer »

Do think of dealing different damage types. You will meet Damage Resistance. Also, while you may have a high AC, you may want to think about fighting mages and spells too.
In the end, everything will be alright. If it is not alright, it is not the end.
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Tehmags
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Post by Tehmags »

Well that's the thing about the monk/pale master. Not only would you have high ac, but you have decent saves, imp evasion, immunity to disease/poison/hold/paralysis/stun as well as spell resistance. You'd just kinda be lacking when it comes to actually dealing damage.
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Snipercon
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Post by Snipercon »

Some other ideas. So what! I like monks and bards.

Uber Ninja
Monk(13)/Invisible Blade(5)/Shadow Dancer(5)/Weapon Master Kama(7)
Key feats: Epic Dodge, Perfect Two Weapon Style, Combat Insight
Play style: Many, many, many attacks per round with two kamas 14+

Furious Whirlwind of Firey Death
Monk(19)/Cleric(1)/Sacred Fist(10)
Key feats: Blazing Aura, Circle Kick, Great Cleave
Play style: Walk into a croud and let the anihilation commence

Supremely Skillful Swashbuckler
Drow Bard(13)/Duelist(10)/Weapon Master Rapier(7)
Key feats: Improved Parry, Skill Focus Parry, Militia, Combat Insight
Play style: Maximum DEX+ Inspire Competence + Heroism = Impeneterable Parry
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sun_facer
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Post by sun_facer »

Very interesting swashbuckler! Hahaha... never tried parry before.

Has your swashbuckler gone against the shadow reavers before? That would be a sight.
In the end, everything will be alright. If it is not alright, it is not the end.
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Tehmags
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Post by Tehmags »

I like that monk/sacred fist build. I think I may try it out as a good character. For evil I've been thinking about a RDD build. 1 bard/3blackguard/10 rdd/16 favored soul for a buff and smash build, or 16 warrior for pure melee to be more effective in combat but at the cost of the cleric spells the favored soul has access to.

Thanks for all the ideas and suggestions so far.
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Snipercon
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Post by Snipercon »

I havn't played the swashbuckler in through a campaign but I did some testing vs some fighters, demons, udead, and a dragon. Funny sight parrying vs the dragon, until he decided to blast me back 100 feet and hit me with his fire breath. Guess I should have invested in Use Magic Device and given myself a scroll of Energy Imunity.
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