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Need help making a build.

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Sain
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Need help making a build.

Post by Sain »

I recently beat another game I was interested in and decided to set my sights on NWN2. But the last time i played, my character, was crap, being killed by a weak enemy at lvl 16. And now I need help making a better build. I would like a a melle class, but aside from that most things are good.

Please say the race, class, starting feats, skill levels, and any usefull information.

Thank you in advance for any info you contribute.
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Mz_Trixter
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Post by Mz_Trixter »

This might be abit vague, but the best im able to suggest would be for you to just experiment with different builds, see which fits your style. Especially since the expansion's comin out in a few days. I've read through a large number of threads on here & so far ppls been 'planning' out new builds or continuing what they already have.

But personally, whether im playing Nwn2 or a diff rpg, I look for either a strong tanker (fighter, paladin, monk or barb) or a multi tasker (rogue/wiz, bard or a general caster).

And depending if you're gonna be getting the xpansion, I'd suggest you play through and go with what you feel; this way if you decide on buying it - you'll have a general idea on what you want. :)
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Xandax
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Post by Xandax »

The good ole fighter/rogue mix is pretty solid and should do well enough plus provide you with enough skill points. Mix a prestige class into it if you like to.
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sun_facer
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Post by sun_facer »

Do some HW - gamefaqs have a build guide.

Standard Melee builds
------------------------------------------
4, 8, 12 fighter/7Weapon Master
(Good for criticals. Choose your weapon carefully. Most prefer bladed. Just remember that the undead are immune to criticals and sneak attack)

Barbarian/Frenzied Berserker
(Good tanker with lots of hp and can frenzy)

Mix with bard/rogue/Blackguard/Divine Champion/Red Dragon to suit your taste. Remember that some races cannot reach level 20.

Just remember to obtain 16BAB for melee builds. It will SUCK if your melee does not do 4 attacks per round at level 20.
And of course, the infamous lvl 20 monk. I have seen a level 40 monk in HotU. Other than the lack of damage, a pure monk is a mage's nightmare.
------------------------------------------------------

Standard Mage's build
Sorc/Paladin
(super saves!)

Wizard/palemaster/EKnights
(get to hold a sword while spellcasting. Still a dumb class if you ask me)
I still think that mages are best left without much multiclassing. Their spells are dependent on caster level, not character level.

Cleric
Strong class on its own.

Druid/Shapeshift.
(Fun but IMO, you can just puppet Elanee)
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Ripuanewhole
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Post by Ripuanewhole »

Why not a Monk?

So Sain... before I address your question I'd like to comment on sun_facer's statement that monks don't deal much damage. The most powerful weapon in the game deals a base damge of 2D6, while a monks base damage is 2D10. At level 28 a monk's base damage is 3D10... do the math.

That being said, monks are are weaker than most melee characters early on in their development.

If you're looking for the most powerful level 20 melee character in the game, than this build is in the top 3. You will have very high saves, very high AC, several imunities, decent skills, and very high damage. The tough part will be to legally change from lawful to Nutral by level 5 (but not before level 4), and then back to lawful again by level 16. One neet trick about this build is that being a Bard allows your Monk class to keep it's AC modifier while wearing light armor. Just be patient you won't be tougher than every one else until level 15 or 16.


Bard(1), Paladin(6), Monk(3), Red Dragon Disciple(10)
Race: Aasimar
STR: 14(26)
DEX: 16(17)
CON: 10(12)
WIS: 16
INT: 10(12)
CHA: 16(18)
Lvl 01: Monk(1): Background: Devout, Luck of Heroes
Lvl 02: Paladin(1):
Lvl 03: Monk(2): Two-Weapon Fighting
Lvl 04: Paladin(2): DEX+1
Lvl 05: Bard(1): *Alignment Change*
Lvl 06: Red Dragon Disciple(1): Lightning Reflexes
Lvl 07: Red Dragon Disciple(2):
Lvl 08: Red Dragon Disciple(3): STR+1
Lvl 09: Red Dragon Disciple(4): Improved Two-Weapon Fighting
Lvl 10: Red Dragon Disciple(5):
Lvl 11: Red Dragon Disciple(6):
Lvl 12: Red Dragon Disciple(7): STR+1
Lvl 13: Red Dragon Disciple(8):
Lvl 14: Red Dragon Disciple(9)
Lvl 15: Red Dragon Disciple(10): Improved Critical (Longsword)
Lvl 16: Paladin(3): STR+1, *Alignment Change*
Lvl 17: Paladin(4):
Lvl 18: Paladin(5): Power Critical (Longsword)
Lvl 19: Paladin(6):
Lvl 20: Monk(3): STR+1

Hitpoints: 230
BAB: 15
Saving Throws (Fortitude/Reflex/Will): 21/20/23
Max. Melee AB: 24 (Longsword)

Appraise: 3(4), Diplomacy: 20(25), Listen: 15(21), Lore: 8(10), Perform: 1(5), Spellcraft: 9(10), Tumble: 13(16)



Lvl 01 (M): Diplomacy 4(4), Listen 4(4), Lore 4(4), Tumble 4(4)
Lvl 02 (Pa): Diplomacy 1(5), Lore 1(5)
Lvl 03 (M): Diplomacy 1(6), Lore 1(6), Tumble 2(6)
Lvl 04 (Pa): Lore 1(7), Save 1
Lvl 05 (Ba): Appraise 3(3), Lore 1(8), Perform 1(1), Tumble 2(8)
Lvl 06 (RDD): Diplomacy 2(8)
Lvl 07 (RDD): Diplomacy 2(10)
Lvl 08 (RDD): Diplomacy 1(11), Listen 1(5)
Lvl 09 (RDD): Diplomacy 1(12), Listen 1(6)
Lvl 10 (RDD): Diplomacy 1(13), Listen 1(7)
Lvl 11 (RDD): Spellcraft 2(2)
Lvl 12 (RDD): Spellcraft 2(4)
Lvl 13 (RDD): Spellcraft 2(6)
Lvl 14 (RDD): Spellcraft 3(9)
Lvl 15 (RDD): Listen 2(9) Spellcraft 1(10)
Lvl 16 (Pa): Diplomacy 1(14), Tumble 1(9)
Lvl 17 (Pa): Diplomacy 1(15), Tumble 1(10)
Lvl 18 (Pa): Diplomacy 1(16), Save 2
Lvl 19 (Pa): Save 5
Lvl 20 (M): Listen 5(14), Tumble 5(15)
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sun_facer
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Post by sun_facer »

Hmmm... how did you get 2d10 for monks?

Monks are also weaker because they cannot wear armour plus their hit die is d8.
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Ripuanewhole
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Post by Ripuanewhole »

Hey there sun_facer. I was mearly stating that a Monk can dish out more damage than most melee characters, not that they could take more. After re-reading your original statement, it looks like that may have been what you meant to begin with. Sorry about the misQ. A level 20 Monk does have an unarmed attack of 2D10 though. Look it up in the manual if you don't believe me.

Also, their Wisdom based Defence bonus makes up for the lack of armer. If you max out their dex, than it more than makes up for it. Plus, they get an additional 4 AC points by level 20, so overall they will usually have a higher AC than your average melee character.
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sun_facer
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Post by sun_facer »

Hey there. No prob. It's fine. I wasn't too clear in my previous post too.

I still question that monks can dish out more damage though.
Their +15/+15/+15/+10/+5 can't be better than +20/+15/+10/+5. They hold a variety of weapons with magical enchantments. The monks' gloves are limited in the game. So, with weapons, fighters can do more than monks.
That is debatable of course. Feel free to enlighten me.

You meant medium monks? Yes, I forgot that medium sized monks do iNDEED do 2D10. But that is only when they reach level 20. The OC campaign is almost over.
I wonder if the cleric casts Righteous Might on a monk, will that do 2D12?

Most standard melee builds may pale in comparison.
Consider
1) WM builds, their criticals are impressive.
2) Barb/FB, their enchanced power attacks and frenzy are consistent in dishing out damage.
3) RDD - a powerhouse purely on STR. +8 STR is no joke!
4) Fighters - Weapon Specialisation... +4 total.

For example, the bruiser build 1bard/4fighter/10RDD/5FB
possesses both +8 STR, Frenzy, enhanced power attack, weapon specialisation and Supreme cleave.
Morever, with a HP of 306 at level 20, with a STR of 28++ (very resistant to knockdown) and with immunities to paralysis, sleep, fear and fire (most of the most powerful evocations are fire based)
with access to heavy armour, tower shields, all sorts of weapons and Dragon Breath. I never had such things in melee classes in NWN1, so I am interested in this one particularly. BTW, RDDs also have a +4 AC at lvl 10. Also take into account that at West Harbour itself after character creation, the bard perform4 gives the aura +1attack and +1 bludgeoning damage to party and self. Bard (with able learner) also allows taking BLUFF, APPRAISE, DIPLOMANCY as class skills all the way till lvl20.

with all that, I failed to see how monks can surpass in damage.
On par, maybe.

To me, monks are impressive because of their immunities and speed.
Monks are immune to disease, poison, and mind-affecting spells (lvl20). They also possess a natural spell resistance of 32 (lvl20). They move really quick (perhaps the most unique trait of this class) and have diplomacy and tumble as class skills.
But there are items which give the other melee classes immunities to disease, poison and mind-affecting spells. Only difference is while they look for immunities, monks are looking for +WIS and +STR items.

Comparable. And monks are definitely formidable. (Otherwise, Khelgar wouldn't consider sacrificing his hp for it).
In the end, everything will be alright. If it is not alright, it is not the end.
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