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Messages - Raconteur02

Pages: [1] 2
1
Character Builds / Base Class: Warlock
« on: November 30, 2010, 01:32:03 PM »
Quote

Least: Dark One’s Luck (Invocation)


That doesn't do you any good with a negative charisma modifier.

2
Character Builds / Base Class: Warblade
« on: November 30, 2010, 12:50:42 AM »
Quote from: ThE LoSt BoY

No Off Prescience? +5 dam with Sweeping Strikes would be good.


I tend to prioritize +hit over +dam as a rule. Also, I can just switch my Brutal Strikes if I need more damage and have the +hit to spare (which, as a rule, this character most likely will, now that I think about it). It's a totally sweet option now that you mention it though. +10 damage per round is pretty hot. But I figured Ubiquitous Vision would be a good thing to have given the setting. I get flanked a lot. I may trade another one out though. It's a tough selection with War Mind.

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Did you mean Greater Concealing Amorpha?


Nope - the shorter duration on the Greater version does not play well with the low caster level. It's 1 round per level as opposed to 1 minute per level.

Out of curiosity, do you know if the AC debuff from Leading the Strike has a duration?

3
Character Builds / Base Class: Warblade
« on: November 24, 2010, 07:59:09 PM »
"Power is achieved through victory. Victory is achieved through training."

Warblade 6
Warmind 10
Fist of Hextor 24

Zakya Rakshasha (Lawful Neutral)

Str: 26 (+8) ----> 36 (+13)
Dex: 18 (+4)
Con: 24 (+7)
Int: 12 (+1)
Wis: 16 (+3)
Cha:  8 (-1)

HP: 690

BAB: 30

Attack Progression: +56/+51/+46/+41 unbuffed with a mundane weapon, +60/+55/+50/+45 with Offensive Precognition fully augmented

AC: 29 unbuffed with no gear, 33 with Defensive Precognition fully augmented
    35 unbuffed with mundane chain shirt and large shield, 39 with Defensive Precognition fully augmented

Feats: Wild Talent, Weapon Focus, Power Attack, Cleave, Great Cleave, Dodge, Improved Critical, Speed of Thought, Overwhelming Critical, Devastating Critical, Epic Weapon Focus, Epic Prowess, Epic Will, Fast Healing 1, Fast Healing 2, Psionic Dodge, Weapon Specialization, Blind Fight

Maneuvers

Leading the Attack
Sapphire Nightmare Blade (Or Iron Heart Endurance)
Disarming Strike
Emerald Razor
Iron Heart Surge

Stances

Hearing the Air (Or Blood in the Water)
Pearl of Black Doubt

Powers

Offensive Precognition
Defensive Precognition
Energy Adaptation
Inertial Barrior
Ubiquitous Vision
Concealing Amorpha


Pros: Can switch weapon feats on rest, very high attack bonus, high melee damage, high Dev Crit DC, auto-cleave on hit, useful self-buffs, very high HP, spell resistance, Warblade maneuvers give some decent utility, difficult to flank or sneak attack.

Cons: Little spellcasting, cannot use scrolls, buffs are easily dispellable, poor will save, no social skills, no evasion, no on-demand AOE attacks

Commentary: This is a potential character build for playing solo through the Lord of Terror module. As such, a few qualities were needed. First, the ability to deal with large numbers of enemies, since you're often swarmed by them. This is accomplished with Great Cleave and Sweeping Strikes. Second, the ability to use a wide variety of weapons. This is where the Warblade class comes in - with the ability to switch all weapon feats to any weapon of my choice, it is a piece of cake to switch over to whatever the sweet drop the latest boss I conquered happened to give up for me.

The Fist of Hextor levels give a lot of power and versatility in Brutal Strike, along with some self-buffing capability with the Chains and a nice AOE debuff with Frightful Presence. These levels are a pure numbers game.

Warblade is the perfect answer to the infeasibility of committing to a single weapon type in the Lord of Terror module. Along with the flexibility of Weapon Aptitude, the Warblade levels give us some nice functional debuffs. Leading the Attack is the perfect opener against boss mobs, while Disarming Strike gives a chance of defanging some of the tougher weapon-wielders. Iron Heart Surge lets you strip a single negative status effect each battle. The two Diamond Mind abilities are kind of traps, but they're only there for the wonderful stances. Hearing the Air allows you to grant yourself Blindsense on demand for all those stealth-using mobs I've noticed so far. Pearl of Black Doubt, if it works the way I'm reading it, allows you to constantly increase your AC as the combat progresses. Even if it works in a much more sensible sense than I'm understanding it, AC is a little hard to come by and as such is always welcome. (Alternatively, you can take Iron Heart Endurance for an on-demand heal, and Blood on the Water for a hit and damage buff on critical strikes.)

As for War Mind, all I have to say is "Sweeping Strikes is amazing." Everything else (as good as it is) is just icing.

4
Character Builds / Base Class: Monk
« on: November 17, 2010, 06:37:31 PM »
Quote from: Mindflayer


You should consider boosting your wisdom because improved ki-strik +4/5 require at least 21 wis.


I always miss a prerequisite somewhere. :P  Thanks!

I'll probably just remove it for this particular build, unfortunately - 21 wis on a troll is really hard to get. >.>

5
Prestige Classes / Issue I'm seeing with PnP Shifter (but may be elsewhere)
« on: November 17, 2010, 06:13:41 PM »
Quote from: CapnQ


I've looked at this, and at least in this particular case it appears to be a case of the character sheet giving incorrect information. I see the electrical immunity in the character sheet as you say, but it's not really there. If you want to see exactly what effects you actually have and where they're coming from, try entering the following debug commands (if you don't know how to enter debug commands, you can find info about it on the web or ask and I'll give more details):

DebugMode 1
runscript prc_shifter_debug


Ah - thank you! I had considered that possibility, and could have sworn that I was experiencing the actual reduction. I'll test that (there's an easy lightning trap I can do it with early in HotU) and if I can get the immunity to apply out of form I'll upload a savegame at that spot.

Thanks again!

6
Prestige Classes / Issue I'm seeing with PnP Shifter (but may be elsewhere)
« on: November 16, 2010, 09:48:16 PM »
Quote from: CapnQ


I agree that the changed prereqs probably aren't the problem. A saved game could be helpful, and a specific list of the immunities you have and should't along with it.


Here you go: http://rapidshare.com/files/431322004/000036_-_electricalimmunity.rar

To recreate the issue from that savegame, shift into a Bebilith. It's in the first quickchange slot on the toolbar. Then shift back into normal form. The electrical immunity should remain on the character sheet, presuming it isn't just some weird fluke that only I'm having.

The AC will also remain really high from the bebelith bonuses. That can be fixed by shifting into a bugbear (Quickchange slot 2 on the toolbar) and back into normal form, but the electrical immunity remains regardless.

7
Character Builds / Base Class: Monk
« on: November 16, 2010, 06:12:33 PM »
Quote from: Mindflayer

I just tried it and it actually works mostly. Unfortunately, the dragon shapes have their own claws which deal less damage than the monk/iodm fists. You also cannot manifest powers in dragon shape since the psionic power feats disappear. Also, the size modifier for fist damage only starts working after at least one level of iodm (a message appears about the PRC unarmed damage system).


Hmmmm. That really makes the IoDM levels a bit of a trap, since you're basically only getting two damage die increases out of five levels. The dragon form is nice, but less so when you're so physically beastly to begin with.

I'll probably repurpose the build with that in mind. Thanks for the info.

8
Character Builds / Base Class: Monk
« on: November 15, 2010, 08:56:32 PM »
OK, so apparently monks don't get increased unarmed damage for being large-sized in NWN. That sorta kinda invalidates this whole build.

That's what I get for assuming it works like tabletop. :P

9
Prestige Classes / Issue I'm seeing with PnP Shifter (but may be elsewhere)
« on: November 15, 2010, 06:56:08 PM »
Quote from: CapnQ


I thought I saw the problem you're describing on a few occasions a long time ago, but on closer investigation I was never able to find the item property that was giving the extra immunity, so I was never able to try to fix it. I only saw it a couple of times, I believe in HOTU as well. Are you seeing it a lot? ARe you sure the unexpected immunity isn't being given by something you're wearing? I haven't seen the problem in a good while, so maybe some of my other changes have fixed it. What PRC version are you using?


I'm using the 3.4 beta. I've reproduced the issue with two different characters now, using two different forms that have elemental resistances/immunities. It should be relatively easy for me to send you a savegame, if that helps. It definitely isn't any equipment that I'm wearing because I'm at the very beginning, and therefore have no equipment that provides resistance to elements, much less immunity.

Quote
I'm not sure I understand what you mean by "the three class limit was messing up where I wanted to go with it". My first thought is that you changed it so you could cross-class into more than 3 classes, but I don't think that's possible, is it? My next thought is that you meant the prerequisites for PnP Shifter required you to take one of 3 classes, but that's not really true either. So I'm not sure what you mean.


I removed all the prerequisites for PnP Shifter except for the feats so I wouldn't need level 3 spellcasting, and therefore could do a Monk/Shifter/Initiate of Draconic Mysteries. I mention that in case doing this would bug out the class somehow, but I don't think it would, and I've had the same thing happen with a stock shifter.

I can see if I can recreate it with an unaltered .2da, but like I said, I don't see how altering the prerequisites would cause this, although I could certainly be wrong.

10
Character Builds / Base Class: Monk
« on: November 15, 2010, 06:09:14 PM »
Troll Monk 20/Initiate of Draconic Mysteries 10/War Mind 10

"SMAAAAAAAAASH!"

Unbuffed stats:

Str: 26 (36 at level 40)
Dex: 18
Con: 26
Int: 10
Wis: 12
Cha: 4

HP: 580
AC: 30
SR: 30

Feats: Wild Talent, Power Attack, Alertness, Weapon Focus (Unarmed Strike), Improved Crit (Unarmed Strike), Great Cleave, Dodge, Psionic Dodge, Speed of Thought, Improved Ki Strike +4, Improved Ki Strike +5, Devastating Critical, Overwhelming Critical, Fast Healing 1

Skills:

Jump 8
Tumble: 40
Heal: 43
Lore: 8
Discipline: 43
Concentration: 10


Pros: Absurdly high melee damage, high DevCrit DC's, very high HP, regeneration, excellent attack bonus, good saving throws, improved evasion, some spell resistance, immune to poison and mind-controlling effects, very high speed (especially when psionically focused), limited self-buffing, 5% chance to stun on-hit.

Cons: Terrible AC, can be a healing sponge, easily dispellable buffs, no social skills, few skills in general, several blown class features in IoDM, needs a +Wis item to cast some War Mind buffs.


Overview: This is the closest you'll ever get to being The Incredible Hulk in D&D. Trolls are large size, and thus use an increased monk unarmed damage progression table. You do 4d8 unarmed damage as a large level 20 monk. Initiate of Draconic Mysteries ups that to 4d12. Use Expansion (from War Mind) to become Huge sized. Now you do 6d12 unarmed damage. Augment that expansion, and you're Gargantuan sized. Now you do 8d12 unarmed damage. Start as a Huge sized dragon (War Mind again) and use an augmented Expansion, and you're Colossal size. Now you do 12d12 unarmed damage. That's an average of 78 HP per strike without even considering any bonuses. Hawt.

Added on top of that, you've got a +17 BAB thanks to your stint as a War Mind. That's four attacks a round. Add one more for Flurry of Blows. Then another for Haste. Then another for Circle Kick. Then for every one of those, you'll get a free attack against an adjacent enemy, courtesy of Sweeping Strikes. And as if that isn't bad enough, anyone you hit twice in a row will be eating a Rend as well. All that comes together for a minimum of six attacks a round, and potentially up to fifteen, all of which can hit for 70+ HP even when completely ungeared. This character packs an utterly horrifying level of offensive melee power. Team this guy up with strong buffers for maximum lulz, because he enjoys monstrous, monstrous scaling from any +hit he can get.


Variants: Nathzarune Rakshasha can trade off Regeneration, Rend and some physical stats in exchange for better mental stats and some really neat abilities. +6d6 sneak attack sends your unarmed damage even higher, and your spell resistance will be much improved as well. The extra intelligence can be spent on stealth skills to make Hide in Plain Sight really shine. Change Shape allows you to get to large size for use with Expansion.

Zakya Rakshasha are a solid race as well, combining the physical stats of a troll with the spell resistance of a Rakshasha, along with some other goodies. True Strike is a big hit, so to speak, offering you 9 seconds of pure, unmitigated beatdown potential.

Trading Initiate of Draconic Mysteries for Fist of Hextor is another solid choice. You lose some damage, and the dragon form, but gain big (around +5) on +hit in return. This is an especially attractive choice since so many of the IoDM class features are duplicated by Monk acquisitions, and even more so for Nathzarune or Zakya Rakshasha since they already start with Martial Weapon Prof.



Disclaimer: This build is not completely tested in NWN, meaning that it's mostly theorycraft. If the unarmed damage progression has changed in any meaningful way from tabletop, or if there is a limit on how big a PC can get, or if the unarmed damage chart doesn't include very large-sized monks, then some of these results may change in the actual application.

11
Prestige Classes / Issue I'm seeing with PnP Shifter (but may be elsewhere)
« on: November 15, 2010, 03:05:29 PM »
I don't know if this is related to what you guys are discussing, but another problem that I'm seeing with PnP Shifter is that elemental immunities and resistances aren't being dropped from your character traits when you shift back to your normal form or into another form.

So, for example, if I shift into a Mummy Lord I get a 50% immunity to electricity damage. Once I shift back into a mind flayer (my original race), I keep that 50% electricity immunity, and continue to keep it despite whatever other forms I shift into.

I removed a few of the prerequisites from the .2da for this class because the three class limit was messing up where I wanted to go with it, so maybe that has something to do with it, but I don't think so. Also, this is occurring in the single-player campaign for HotU.

(Edit: Didn't see the date. This is a bit of a necro post, here.)

12
Base Classes / Dread Necromancer inflict spells
« on: November 15, 2010, 02:57:42 PM »
Quote from: barna10

 Many of the PvP settings in the Bioware modules are set instead of defering to the server setting. This takes some time, but all you need to do is change the PvP setting in each area of the module to either "Full PvP" or "Default(use server settings)". I tested it and it works.


That's exactly it - I noticed on my other character that areas past the first floor or two of Undermountain in HotU are correctly listed as full PVP. Presumably, I would be able to cast Inflict spells on my minions there, making this only a temporary problem. I never made it that far with my Necro because I was assuming I wouldn't ever be able to heal my undead without using area effects.

13
Character Builds / Prestige Class: Sublime Chord
« on: November 15, 2010, 01:14:30 PM »
Quote from: ThE LoSt BoY

Unless there is a strong need for 2 Arc Duel pre-epic, you may consider going straight L20 bard pre-epic for 15 BAB. Arc Duel is half progression and bard L19, 20 are both +1.


It depends. If you're playing the character from level 1, the extra AC will help insure you get to epic levels. It's hard to put that off, although it does make for a more powerful final character. I made a conscious decision to lose the +1 BAB in order to distribute some of the power curve into the pre-20 levels, because it's already hard enough relying on low-damage melee and support spells until level 20+. If the character is being created at or near epic levels, then doing 20 levels of bard first is the clear choice, and arguably taking Arc Duel early is only the difference between a good AC and an obscene AC before then.

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Since all classes are 4 +Int mod skills, you may be able to back off of 20 Int and still get the (skill) totals you want and have higher combat related abilities.


It's a possibility, but on the other hand, you can definitely use the skill points. Concentration, heal, discipline, lore, listen, persuade, spellcraft, tumble and UMD can all be maxed out, as far as I know. Perform needs a skill check of at least 30, so you're already cutting into one of the aforementioned skills to get that.

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I don't think I've seen a bard focused build get Epic spells. Great use of Sublime Chord.


Thanks - it's a great PrC, hence my surprise at why a charbuild hasn't been posted that uses it until now.

14
Spells, Feats, and Skills / Steady Hand
« on: November 12, 2010, 06:03:16 PM »
I notice this feat is listed for Justice of Weald and Woe, but it isn't actually on the class list in-game. Is it not implemented, or did I screw up somehow?

15
Base Classes / Dread Necromancer inflict spells
« on: November 11, 2010, 02:25:25 PM »
Quote from: DM Heatstroke


I think kicking the difficulty level temporarily will fix this.


No dice - I'm already playing on Hardcore.

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