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Sacred Purification Feat Gone ?

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Mulligan
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Sacred Purification Feat Gone ?

Post by Mulligan »

Hi Forum
I just recently decided to play through my 2 NVN2 titles again, as i never finished them the first time years ago. I have the OC + the Storm of Zehir. I made it almost to the end of OC and SoZ both, with the same main Character, a DoomGuide.

I loved this character as i could use Turn Undead for more than just undeads the way i built him. I Clearly remember having a feat called Sacred Purification, it working as described in NvNwiki, doing either 1d8 heal to my party or 1d8 dps to any undeads. I had War & Undeath as starter Domains, Power Attack & Great Fortitude as main feats, giving me a head start on my way to the Doomguide Prestige Class.

When i try to remake this build i cannot in any way get to pick Sacred Purification as my 3rd lvl pick. I have tried many combinations on start feats, all containing "Extra Turning" in some way. Have this feat been removed or changed into high lvl feat ? or anything else ?

Does anyone out there know how i can get to this feat again ? Please help me if you can.
With thanks, Mulligan
:mad: Oh, When all else fail, put the Dwarf up front!
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Scottg
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Post by Scottg »

You should be able to get this at 3rd level as long as you have Extra Turning chosen at 1st level. If you have Power Attack and Great Fortitude (Race Human or Strongheart Halfling for extra feat at 1st level), then there is no way you could have also chosen Extra Turning at 1st level as well. ;) (..and all other races only allow 1 feat at 1st level as a Cleric).

I tested it out to be sure - and it worked for me (with Extra Turning chosen at 1st level).

HOWEVER - it's not a good feat. :oops:

1d8 + Charisma modifier bonus of say 4 averages only 8 points of healing or 8 points of damage to each Undead. That's really low.



Also, considering the emphasis on Turning - the domains should be Evil and Sun. Evil for turning Outsiders (which is the single largest racial class there is - with some really tough opponents as well), and Sun for the added power to your Turning via Exceptional Turning. Note, neither feat can be taken at levels below 20, and only Turn Outsider can be taken via Planar Turning at epic levels and with a minimum Charisma of 25.


Note that a "Turning" class/build (Doomguide) is not to great for MOTB or SOZ (particularly SOZ..), BUT it is fantastic for the OC. :) It does make role-playing sense for an orderly path in MOTB though.
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Post by Mulligan »

Hey Scottg and tnx for your reply.

I took as my Cleric Domain the Undeath Domain.....it gives the first lvl of Extra Turning for free, so that is how i had my lvl 1 human cleric end up with Extra Turning. Great Fortitude & Power Atttack was chosen as normal during the creation steps. I also tested a Asimar build with Undeath & War Domains, giving me Wpn focus Bastard Sword , Extra Turnning 1 and chose Power Attack for the one feat, to broaden my availible Divine selections at lvl 3.

But Alas...the Sacred Purification Feat simply does not appear on my list of Choices !! And it did Before !

I have new PC now, a gaming Laptop (Toshiba Qosmio) with Windows 7 (64) as op. And game was Updated upon installation to ver. 1.020 (1541)(FINAL) OCT 22 2008. The updater doesnt find any more recent updates than this, and i think that update claims to be "the final". My old Sys was a HP with Windows Vista. In all aspects my new lap is far superior to my old. But i cannot remember if i had newer patches than that i have now....

As for the Greatness of the feat i disagree with you. Later it is not so great, but it makes the early play a lot more easier as it heals my entrire party for 10 x 1d8 + (3, as my Cleric had 16 in Cha) each resting on lvl 3. In other words a "free (10)" Mass Cure Light Wounds on lvl 3. The Actual Spell is superior but comes at much higher levels and uses up precious Spell Slots. Versus actual Undead most CHA + priests is better off using a normal TU attempt. But it makes the PC a lot more usable right from the start. In Soz at lvl 4 i makes all initiall battles super easy, and in OC at lvl 3 you have a steady supply of free heals, making it even more attempting to make an Evil priest. I choose this line of feating mainly for the Curing effect. A CHA + priest usually needs no help with the undead so in that fact the feat is not so great.

But your Point on taking Evil & Sun, i agree full hearted for making it a Superior Turner Build. I will Sure try this route now with my Doomguide. I then would Have to get the Exotic Wpn Bastard the normal way or just simply not get it. I felt it natural to take War Domain (free Wpn Focus / Deity wpn) too, as Doomguide RP wize are in "touch" with Kelemvors Weapon (BSword). But this is not needed at all. The +flame weapon i find in swamps after Kelgor is a fine enough weapon for a long time in OC, and in Soz i can later make whatever i need.

As of now i am still Stuck on getting the Sacred Purification feat. Any other help & insight from anyone would be much appreciated.
:mad: Oh, When all else fail, put the Dwarf up front!
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Post by Scottg »

Mulligan wrote:Hey Scottg and tnx for your reply.

I took as my Cleric Domain the Undeath Domain.....it gives the first lvl of Extra Turning for free, so that is how i had my lvl 1 human cleric end up with Extra Turning. Great Fortitude & Power Atttack was chosen as normal during the creation steps. I also tested a Asimar build with Undeath & War Domains, giving me Wpn focus Bastard Sword , Extra Turnning 1 and chose Power Attack for the one feat, to broaden my availible Divine selections at lvl 3.

But Alas...the Sacred Purification Feat simply does not appear on my list of Choices !! And it did Before !

I have new PC now, a gaming Laptop (Toshiba Qosmio) with Windows 7 (64) as op. And game was Updated upon installation to ver. 1.020 (1541)(FINAL) OCT 22 2008. The updater doesnt find any more recent updates than this, and i think that update claims to be "the final". My old Sys was a HP with Windows Vista. In all aspects my new lap is far superior to my old. But i cannot remember if i had newer patches than that i have now....

As for the Greatness of the feat i disagree with you. Later it is not so great, but it makes the early play a lot more easier as it heals my entrire party for 10 x 1d8 + (3, as my Cleric had 16 in Cha) each resting on lvl 3. In other words a "free (10)" Mass Cure Light Wounds on lvl 3. The Actual Spell is superior but comes at much higher levels and uses up precious Spell Slots. Versus actual Undead most CHA + priests is better off using a normal TU attempt. But it makes the PC a lot more usable right from the start. In Soz at lvl 4 i makes all initiall battles super easy, and in OC at lvl 3 you have a steady supply of free heals, making it even more attempting to make an Evil priest. I choose this line of feating mainly for the Curing effect. A CHA + priest usually needs no help with the undead so in that fact the feat is not so great.

But your Point on taking Evil & Sun, i agree full hearted for making it a Superior Turner Build. I will Sure try this route now with my Doomguide. I then would Have to get the Exotic Wpn Bastard the normal way or just simply not get it. I felt it natural to take War Domain (free Wpn Focus / Deity wpn) too, as Doomguide RP wize are in "touch" with Kelemvors Weapon (BSword). But this is not needed at all. The +flame weapon i find in swamps after Kelgor is a fine enough weapon for a long time in OC, and in Soz i can later make whatever i need.

As of now i am still Stuck on getting the Sacred Purification feat. Any other help & insight from anyone would be much appreciated.


Ah, the Undead Domain.. Just tested it out and it works with mine, so I don't know what to suggest. :oops:

With respect to early game-play:

Healing shouldn't be a problem, nor should battles in general. There are a LOT of different ways to improve your chances of success in battle, and the very best "scale" with character level. Add into that the ability to rest to heal afterward and it really does make Sacred Purification a poor feat (vs. other feats).

Ex. (at lower levels): making use of summons; utilizing defensive "buffs"; making use of summons with defensive "buffs".

The big "2" feats that most want ASAP for Cleric are Divine Might and Divine Shield. Personally I think it depends on the build structure. Divine Shield for +3 or +4 AC is great at lower levels, but NOT when you factor-in its time length of only 3 or 4 rounds (..4 rounds is just starting to be usable, 5 round is really where it becomes more effective). Once you have substantial Charisma Modifiers from Cloaks then duration starts to become really good. Divine Might on the other hand can be pretty good at lower levels even for that brief period IF you have added substantial damage bonus (from other sources) and at least Cleave.

For a "pure" Cleric the Animal Domain + Dino companion feat is excellent. I'd choose this over the Sun domain's Exceptional Turning (which only averages 2 levels higher in the calculation - which is equal to a +2 Charisma bonus, or +4 Charisma).

http://nwn2.wikia.com/wiki/Turn_undead



In fact, IMO a semi-pure Cleric is a better choice than a Doomguide version.



Here is why I'm not fond of the Doomguide class:

1. An animal companion won't scale in level as it should (if having the Animal Domain).
2. Extra Turning is not needed (..you rarely need more than 2 in any encounter before you can rest again).
3. Improved Turning is a very marginal improvement under the calculation, and isn't really needed either.
4. Empowered Turning is *the* feat for improvement under the calculation, but isn't provided until 10th level Doomguide (where you could otherwise select it at a much lower character level).
5. Deathward handles the same immunity as 10th level Doomguide, costs only one 4th level spell (and is available earlier), and lasts for so long that it effectively is persistent.
6. It costs 2 feats you don't need: Great Fortitude and Extra Turning, effectively requiring a race that delays a Charisma bonus.
7. It costs you bonus feats at epic levels (again, costing you Charisma).
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Post by Mulligan »

tnx again for your swift reply.

I will now just skip the SP feat altogether as i can only find a Cheating way to get it, with feat import. I found the code for it, 2255, on Wiki. I read your Test build on the Chearacter Builder Page, and i totally love the Dino Comp, but not for this Build. I want a Prestige Class Cleric ( also fond of the Stormlord Class) and animal companion needs more feats to scale well (natural Bond). In a Soz only campaign lvl will be around 18-20 on end given i dont use many Ecl characters. Also i have not the MoB (second add-on campaign) so no lvl 30 for me yet.

I am originally a Big Druid Fan, and have exploited almost every aspect of druid i can think of :)
I originally Built my Doomguide as a Meele DPS class, and never got to use the TU much ( i didnt as you recall have Evil / Sun Domains ). Now i want to se how he plays on Turning as main Focus, so no animal companion for me. Eleny can do that or in Soz the Druid you get early on has a Dino. And With ephazis on Turn still find converting a Turn attempt into a group Heal very useful. Usefulness over time, Usefulness in any given Situation, even out of Combat. But, i consider myself a strong player, strong enough to play the game on higher difficulties and i never really have issues on Dying or needing to heal a lot. I really like to play Evil priests too, but in the OC i think evil gets Whimped.

For the Dino i would play a Druid with the Elephants Hide feat, after that a good Druid can be built in many ways.

Oh and as i see it on my installed products, Doomguide get to Choose a feat from the Divine list at certain lvls. Then Empowered Turnig can be taken as first pick not last at lvl 10. Can this be related to my game beeing version 1.020 (1541) ??
:mad: Oh, When all else fail, put the Dwarf up front!
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Post by Scottg »

Yeah, for SOZ any racial penalty is brutal.

With SOZ the easiest party I ever constructed had *3* dino companions ( 2 from Clerics and 1 from a Druid - all built with Wisdom Archery). In that game "multiples" works extremely well. (..also 2 or more Warlocks has a similar effect).

I can actually see Sacred Purification working well in that context - say 3-4 characters all firing it off at the same time. :)

Yeah, Evil gets hosed in the OC.. Ammon Jerro seems to take the lead plot-wise, and that's pretty much it. In MOTB however Evil makes a LOT more sense (..and has the best ending if played correctly).

Druids are probably the most versatile of any class for this game (at least for combat). They get even better with Kaedrins installed.


As for Divine feat selection - you can select Empowered Turning at any time (with the correct prerequisites), but doing so just wastes the feat (..in that you'll get it at Doomguide level 10). Say you select it earlier, then you hit Doomguide level 10 - at which point you don't get any extra feat. :(

IMO "buff" characters work rather well in SOZ (provided you have the party built correctly), but in the OC it just doesn't work well at all. By the time you have most of your "buffs" cast, Khelgar has finished off everything in sight, looking at you as if you are an idiot. :p The exception is really longer duration buffs, but for the first half of the OC most buffs won't meet that condition even with extended spell. :oops:

Anyway - IF it's a Turn Undead character (without Animal companions) then definitely go for Evil and Sun domains. And Doomguide is still a good option, but it will require some sacrifice to Charisma (and as a result Turn Undead, Divine Might & Shield). Practically speaking though the Sun domain's powers will take-up the slack from a lack of a better Charisma for Turn Undead (..but not for Divine Might & Shield).
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Post by Scottg »

Just for something fun, the next two posts are concept prestige classes I drafted that include Turn Undead as a major part of the build..
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Post by Scottg »

Dominus:

This is a 22 level Prestige class.

Requirements:
Alignment: any
Skills: Lore 12, Spellcraft 12
Feats: Turn Undead, Empower Turning
Class: any Divine spellcasting class
Spellcasting: ability to cast 1st level divine spells


Hit die: d6
Proficiencies: none
Skillpoints: 4 + Int. modifier
Class Skills: Cleric
Base Attack Bonus progression: low




1st level: Spellcasting progression (Divine)
2nd level: Exorcist (Evil Domain & Sun Domain)
3rd level: Exorcism
4th level: Divinity (Great Charisma I & II)
5th level:
6th level: Dominium I
7th level:
8th level: Improved Turning
9th level:
10th level: Divinity (Great Charisma III & IV), Dominium II, Greater Exorcism
11th level:
12th level: Grace
13th level:
14th level: Dominium III
15th level:
16th level: Bonus Feat
17th level:
18th level: Dominium IV
19th level:
20th level: Bonus Feat
21st level:
22nd level: Dominium V

Exorcist: Evil and Sun Domains added to the class they have chosen to progress in for the Dominus class.

Exorcism: Dominus class-based spell of Banishment. This spell may be cast once per rest period for every odd level of the Dominus class except first level.

Dominium (I–V): Character can add an additional Domain to the class they have chosen to progress in for the Dominus class.
Greater Exorcism: Epic Spell Damnation.

Grace: Dominus version of the Warlock Inovocation – The Dark One’s Own Luck. (..functions in the same manner with the same limitations, does not “stack” with The Dark One’s Own Luck.)
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Post by Scottg »

Profane:

Description: A Profane can be any Bard willing to barter his or her soul for infernally enhanced obscenity over that of artistic beauty. Fundamentally a Profane is an inversion of a Cleric – an arcane adept receiving fiendish powers from a Devil, Archdevil, or a demi-power who was once an Archdevil (ex. Gargauth). Some of these powers are Clerical in nature while other powers leverage the Profane’s performance “art”. These added powers however exact an additional physical and performance toll on the Bard.
Most Profanes are Tieflings because of the enhancements provided to their natural corruption; a great number are often Warlocks as well. Many Profanes never reach the highest levels, but those that do are physically changed – desecrating every opponent in their vicinity, and are known simply as Abominations.

Requirements:
Alignment: any Evil.
Skills: Intimidate 8, Perform 8.
Class: Bard (3 or more levels).
Feats: Fiendish Heritage, Curse Song.

Class Features:
Hit die: d4.
Base Attack Bonus: Low.
High Saves: Will.
Proficiencies: None.
Skill Points: 6 + Int. Modifier.
Class Skills: Bluff, Concentration, Crafting (All), Hide, Intimidate, Listen, Lore, Move Silently, Perform, Sleight of Hand, Spellcraft, Taunt, Tumble, and Use Magic Device.

1st Level: Demoralize Opponent, Fiendish Presence, Infernal Pact, Revile, Spellcasting progression: Bard or Sorcerer at every level except 1st.
2nd Level: Profanity.
3rd Level: Unholy Horror.
4th Level: Fiendish Legacy.
5th Level: Blood Curdling Scream.
6th Level:
7th Level: Fiendish Resistance.
8th Level:
9th Level:
10th Level: Abomination, Fiendish Power.

Demoralize Opponent - You try to intimidate your opponent and demoralize them. Failure to make a Will save (DC equal to d20 + your Intimidate skill) causes the enemy to suffer a 2 point penalty to attack rolls, saving throws, and skill checks. This ability does not affect those immune to fear.

Infernal Pact: For the Bargainer’s soul the Bargainer may change their Favored Class to either Bard, Sorcerer, or Warlock. Additionally,
-this pact and its further effects are dependent on 2 separate conditions:
I. Was the Bargainer a Warlock when making the pact?
A. If the Bargainer was not a Warlock when making the pact then the Bargainer receives one bonus feat of any kind normally available to the Bargainer at that time.
B. If the Bargainer has one or more levels of Warlock then each Profane level is a continuation level for the Warlock’s Invocations and any level-dependent variable they might have, (NOT Eldritch Blast or any other class bonus a Warlock has). Furthermore the Profane receives these bonus feats (based on Profane levels):
1st Level: Practiced Invoker
4th Level: Ability Focus (Invocations)
7th Level: Lord of all Essences
10th Level: Paragon Visionary
II. Is the Bargainer a Tiefling? If yes then the Bargainer receives these bonus feats (based on Profane levels):
1st Level: Spellcasting Prodigy
5th Level: Great Charisma I
10th Level: Great Charisma II

Revile: Your access to new Bard Song and Inspirations are suspended while advancing as a Profane. Bard Song (per day) continues as does the effects of known Inspirations – essentially advancing as if continuing as a Bard. While the knowledge of new Bard Song and Inspirations stops advancing, the Profane however increases their Perform skill by +1 (per Profane level).

Profanity: As an instant action a Profane can shout an infernally enhanced obscenity, (an attack), that lowers the Saves of one opponent in a medium-sized area centered on the Profane.

This area effect increases in size with Profane level: 2 - Medium (10 ft.), 3 - Large (15 ft.), 4 - Huge (20 ft.), 5 – Gargantuan (25 ft.), 6 - Colossal (30 ft.), 7 - Tremendous (40 ft.), 8 - Ginormous (50 ft.), 9 - Vast (60 ft.), 10 - Astronomical (80 ft.).

The number of opponents affected, (highest hit dice first within the area effect), increases with Profane level: 2 – 1 opponent, 3 – 2 opponents, 4 – 3 opponents, 5 – 4 opponents, 6 – 4 opponents, 7 – 5 opponents, 8 – 5 opponents, 9 – 6 opponents, 10 – 6 opponents.

Any opponent that is Silenced, or standing in a Silenced area, will not be affected. Furthermore, if the Profane is Silenced or standing in a Silenced area, (and without the effect of the spell Joyful Noise), then they cannot utter the obscenity. There is no calculation for saves or resistance; if an opponent is in the area of effect and is one of those targets when it is uttered - then they have their saves reduced. When the Profane can utter this obscenity they may do so an unlimited number of times a day, however its effectiveness, duration, and cool-down period are all based on the Profane’s Performance Skill:
10-14 Perform = -1 to Saves for 3 rounds with a 5 round cool-down.
15-19 Perform = -2 to Saves for 3 rounds with a 5 round cool-down.
20-24 Perform = -3 to Saves for 3 rounds with a 5 round cool-down.
25-29 Perform = -4 to Saves for 4 rounds with a 6 round cool-down.
30-34 Perform = -4 to Saves for 4 rounds with a 5 round cool-down.
35-39 Perform = -5 to Saves for 5 rounds with a 7 round cool-down.
40-44 Perform = -5 to Saves for 5 rounds with a 6 round cool-down.
45-49 Perform = -6 to Saves for 6 rounds with an 8 round cool-down.
50+ Perform = -6 to Saves for 6 rounds with a 7 round cool-down.
Additionally, a 9th or 10th level Profane with 45 or more Perform skill points rolls a d20 die for each affected opponent. A roll of 1 Damns that opponent. (666: -6 to Saves for 6 rounds effecting 6 opponents). This sends that opponent to the lower planes for endless torment (..though the actual effect is instant death with no immunity).

Unholy Horror: This provides the Turn Undead feat with each Profane level counting as 2 Cleric levels for the purpose of a Turning Check. This feat improves with the following bonus feats (based on Profane levels):
6th Level: Planar Turning
9th Level: Empower Turning

Blood Curdling Scream: At 5th level the Profane effectively has access to the spell “Blood to Water” twice per day. At 10th level the Profane has access to it 4 times per day. (..for the purpose of DC calculation it remains as a 7th level spell and utilizes bonuses from Charisma modifiers, Spellcasting Prodigy, Epic caster bonuses, and any of the Necromancy focus feats. It is not a “spell” however, but rather a song-like effect that is not subject to any spell failure except for Silence effects. All other conditions of the spell Blood to Water remain the same.)

Abomination: As a 10th level Profane you have seen, heard, and personally committed some of the most obscene acts in all the Planes. As a result you have gained a brutally hardened nature and are now immune to Fear, Phantasms, and Paralysis. Furthermore, your very presence weakens others: +10 to Intimidate and Aura of Despair (..or if you already have that feat then you receive Improved Aura of Despair).
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Post by Mulligan »

Scottg wrote:You should be able to get this at 3rd level as long as you have Extra Turning chosen at 1st level. If you have Power Attack and Great Fortitude (Race Human or Strongheart Halfling for extra feat at 1st level), then there is no way you could have also chosen Extra Turning at 1st level as well. ;) (..and all other races only allow 1 feat at 1st level as a Cleric).

I tested it out to be sure - and it worked for me (with Extra Turning chosen at 1st level).

HOWEVER - it's not a good feat. :oops:

1d8 + Charisma modifier bonus of say 4 averages only 8 points of healing or 8 points of damage to each Undead. That's really low.



Also, considering the emphasis on Turning - the domains should be Evil and Sun. Evil for turning Outsiders (which is the single largest racial class there is - with some really tough opponents as well), and Sun for the added power to your Turning via Exceptional Turning. Note, neither feat can be taken at levels below 20, and only Turn Outsider can be taken via Planar Turning at epic levels and with a minimum Charisma of 25.


Note that a "Turning" class/build (Doomguide) is not to great for MOTB or SOZ (particularly SOZ..), BUT it is fantastic for the OC. :) It does make role-playing sense for an orderly path in MOTB though.


Heya again. I just wnated to say that after all patches finally was aplied ( had to do it manually without internet connection ) all is working in perfect order. My all time favorite Cleric, the doomguide , is back in action !

I think Scottg has put so many helpful insights to all my threads, and i am greatful for it :) But i just have to state why i consider Sacred Purification a GREAT feat.

Turning is an ( RPG wise ) pretty much important part of a Clerics Life. And his Companions. He will increase hes Turn Attempts Number per day, his Power with it as he increases in power ( levels). But Alas : it only works on ..Undead. And there is a whole bunch of Divine feats that also is great....if my Cleric lives in a world of Undeads. How then, to make a Pretty much Vanilla Cleric, more effective ? The Domains that give the cleric ability to turn other monster groups are just great, and Scottg is correct, Outsiders are a very large Group. You encounter them on a regular basis. Maybe even more often than undeads. But for all those fights, with not undead for vanilla priests, or not undeads & NOT outsiders for my Kelemvor Turn master, all the 14 + turn attempts jsut sit there. A very large part of my Build is not usable. I counter this with 2+ things : the Divine Might / Shield AND the SacredPurification. It makes my turn attempts effective in ANY fight. That is maybe not needed at lvl 20 +, but at lvl 2+ survival is more of the issue for me. And 14 Heal Group Spells For Free is in my opinion very very strong for a lvl 3 cleric, no mather how one plans ahead on the build.

In the Oc, you can just rest & rest & rest. SO not so needed there but still good. In SoZ, just try the initial beach fights on insane, with or with out the Sacre Pur feat. it makes a huge difference. For getting the protector feat. on insane difficulty. and it is affective on the overland map as you can go much much deeper into the wilderness at early low levels, speeding up the xp gain for your group. you can go attack anythibng you like, and if you take some damage, after combat healu up with 10 + mass Cure light Wounds. At lvl 3 !!
:mad: Oh, When all else fail, put the Dwarf up front!
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