Hey guys,
I just picked up Neverwinter Nights with two expansions, because I want to play the game before the second part hits the shelves. This is my first time playing the game, so I kinda need help with making a character.
I have been playing Baldur's Gate I and II, in part 2 I made a Fighter/Cleric which worked out pretty well. He was able to fight but also to heal himself when needed. I was kind of thinking on creating such character again.. only a few questions though.
- Is it wise to make one?
- What is the max level?
- When to multi class?
- I wish to persuade people with this character, is it doable with this sort of character?
Suggestions are welcome. Thanks!
Making a character, but what to make?
I would say go for it! Shouldn't be one of the hardest character, as it can also fight pretty well...Jeantjuh wrote:Hey guys,
I just picked up Neverwinter Nights with two expansions, because I want to play the game before the second part hits the shelves. This is my first time playing the game, so I kinda need help with making a character.
I have been playing Baldur's Gate I and II, in part 2 I made a Fighter/Cleric which worked out pretty well. He was able to fight but also to heal himself when needed. I was kind of thinking on creating such character again.. only a few questions though.
- Is it wise to make one?
Wasn't the level cap on the expansions 40? That would be the max level then (about)...- What is the max level?
Perhaps there is someone else better to answer this, since I haven't used too much multiclass characters...- When to multi class?
Yes, it is. Just have moderate CHA (around 10-12 should be okay), and then put at times few points to persuade -skill. Most dialogies should be easy enough to deal by this method...- I wish to persuade people with this character, is it doable with this sort of character?
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The fighter/cleric is a great way to muticlass but take into acount that most multiclass chars will always be weaker than pure classes (but more flexible!). I think that all your questions have been answered correctly but I wanted to and a little tip...
first you take either 1 or 3 lvl of cleric for the spells (1 lvl spells: http://www.gamebanshee.com/neverwintern ... velone.php ) (2 lvl spells: http://www.gamebanshee.com/neverwintern ... veltwo.php ) Most of the spells are combat buffing spells (+damage and/or attack) or otherwise great combat spells. Then you go for fighter for as long as you want (but not more than lvl 21 otherwise you might as well be pure fighter!) eventhough your clr spells for the time being are low lvl and don't grow in strength, they well for a long way be very helpfull. When you're done with fighter lvls go back to clr lvl.
list of bonuses you can gain from the few spells you have at start... look links for further info on spells.
with 1 lvl of cleric:
+ 2 deflection ac
+ 2 armor ac
+ 2 all saves
mind affecting spells immunity
+ 3 to damage and hit rolls
with 3 lvl of cleric (these stack with the other effects. And rember if you gain 3 lvl of cleric some of the bonuses increse):
+1d8 temp hit point
+2-5 strength (+1-2 damage and hit rolls)
+2-5 charisma (for your pasuasion skill
)
+ 2-5 wisdom (to increse the DC for your spells)
lesser restoration (removes alot of diffrent things like: most normal curses and alike, abillity drain, poisons?) (tjeck link!)
first you take either 1 or 3 lvl of cleric for the spells (1 lvl spells: http://www.gamebanshee.com/neverwintern ... velone.php ) (2 lvl spells: http://www.gamebanshee.com/neverwintern ... veltwo.php ) Most of the spells are combat buffing spells (+damage and/or attack) or otherwise great combat spells. Then you go for fighter for as long as you want (but not more than lvl 21 otherwise you might as well be pure fighter!) eventhough your clr spells for the time being are low lvl and don't grow in strength, they well for a long way be very helpfull. When you're done with fighter lvls go back to clr lvl.
list of bonuses you can gain from the few spells you have at start... look links for further info on spells.
with 1 lvl of cleric:
+ 2 deflection ac
+ 2 armor ac
+ 2 all saves
mind affecting spells immunity
+ 3 to damage and hit rolls
with 3 lvl of cleric (these stack with the other effects. And rember if you gain 3 lvl of cleric some of the bonuses increse):
+1d8 temp hit point
+2-5 strength (+1-2 damage and hit rolls)
+2-5 charisma (for your pasuasion skill
+ 2-5 wisdom (to increse the DC for your spells)
lesser restoration (removes alot of diffrent things like: most normal curses and alike, abillity drain, poisons?) (tjeck link!)
Did I just roll 1 on a save vs. death? DANG! *>.<