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Meet my SoZ party (108th draft)

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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Claudius
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Location: Hyrule
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Meet my SoZ party (108th draft)

Post by Claudius »

Edit (switch Ranger for Pal to stick the intimidate to the OM leader)

This character provides the conversation trap skills is the meat shield.
As his ranged attack he likes to taunt his opponents before devestating
them with his greatsword. Greatsword was selected because 2 handed
combat suits a weapon master and I found it a balance between a scythe
and Falchion. He has an outstanding AB and can keep
combat expertise switched on as his shield. In desperate straits or
against crit immunes he can monkey grip with a tower shield. The heal
skill is his most important and he also can dump extra points into
Tumble and Spellcraft. His Natural leader skill will help his companions
and with a nymph cloak and DC levels he will still have ok saves
for a block headed warrior. Spring attack allows him to go where he
needs to be on the battlefield.


STR 15 + 5
DEX 14
CON 14
INT 14
WIS 8
CHA 12

Skillpoints = 92
Hitpoints = 260

Skills: Heal 23, Tumble 10, Spellcraft 5-10, Set Trap 23, Taunt 23
Concentration 1, Survival 2, Listen 2

Human

1 Ranger 1 Natural Leader, Able Learner, Combat Expertise
2 Fighter 1 WF Two Handed Sword
3 Fighter 2 Dodge, Mobility
4 Fighter 3
5 Fighter 4 Spring Attack
6 Fighter 5 Improved Favored Enemy Undead
7 Fighter 6 Whirlwind Atack
8 Weapon Master 1
9 Weapon Master 2 Blindfighting
10 Weapon Master 3
11 Weapon Master 4
12 Weapon Master 5 Improved Critical Greatsword
13 Fighter 7
14 Fighter 8 GWF Greatsword
15 Weapon Master 6 WS Greatsword
16 Weapon Master 7
17 Fighter 9
18 Fighter 10 Power Attack, Monkey Grip
19 Fighter 11
20 Fighter 12 GWS Greatsword


Leader and Overland Map character...elf...Perhaps the leader
Ranged attacker and contributes an additional animal companion which
can be buffed by the druid at high levels. Creates eligibility for 6
Teamwork feats. Heavy ranged damage.

STR 14
DEX 15 + 5
CON 12
INT 16
WIS 12
CHA 10

Skillpoints = 72 + 20 + 70 + 5 = 167

Skills: Intimidate 23 , Search 23, Listen 23, MS 23, HS 23 , Survival 23, Spellcraft 15+ ,
Tumble 10, Concentration 1

Sun Elf

1 Ranger 1 Able Learner, Bully
2 Fighter 2 Point Blank Shot
3 Ranger 2 WF Longbow
4 Fighter 2 Blindfighting
5 Ranger 3
6 Fighter 3 Improved Favored Enemy ?
7 Wizard 1
8 Arcane Archer 1
9 Fighter 4 Improved Critical Longbow, WS Longbow
10 Arcane Archer 2
11 Arcane Archer 3
12 Arcane Archer 4 Manyshot
13 Arcane Archer 5
14 Arcane Archer 6
15 Arcane Archer 7 Improved Rapid Shot
16 Arcane Archer 8
17 Arcane Archer 9
18 Ranger 4 Dinosaur Companion
19 Ranger 5
20 Arcane Archer 10

The rogue. What can I say 16 BAB, feats, aura, shopping, 9d6
sneak and intelligence to damage (even on non-sneaks though
NOT vs crit immunes)..


Str 10
Dex 15 +5
Con 14
Int 16
Wis 8
CHA 14

Skills: 120 + 36 + 56 = 212 (some wasted at level 1)

Perform 23* Concentration 23 Open Locks 23 Disable Device 23
Bluff 23* Diplomacy 23 UMD 18*(enough to use divine wands)
Tumble 20 Appraise 23 Lore X Survival 2* Listen 2* Hide 8* MS 3*
Intimidate 3*

(note he might miss this total but with Bard levels boosting lore, SToA
boosting Diplomacy, and Inspiration of Competance boosting locks/traps
all should be well) I star ones that must be what the number says

Human

1 Rogue 1 Able Learner Two Weapon Fighting
2 Swash 1
3 Swash 2 Stealthy
4 Swash 3
5 Rogue 2
6 SToA 1 Weapon Focus Kukri or Dagger
7 SToA 2 Blindfighting
8 SToA 3
9 Rogue 3 Improved Two Weapon Fighting
10 NWN 1
11 NWN 2
12 SToA 4 Combat Expertise, Feint
13 NWN 3
14 Rogue 4
15 Rogue 5 Negotiator
16 Rogue 6
17 Rogue 7
18 Rogue 8 Greater Two Weapon Fighting
19 Rogue 9
20 Rogue 10

Early on mainly a caster providing barkskin an animal companion etc..call
lightning. Later on he will have persistent spells in effect ;) . Mass Bulls
Mass Cat's etc if gear is short for stat bonuses as well...Warpriest aura
9th level spells. Lots of dodge AC but at high levels will have spot
and uncanny dodge. Sacred Fist screws up animal form which is what
oaken resilience is for to give you immunities for wildforms. This
character will have a lower AB along with the rogue and all the AB
effects from my party will help her.

STR 14
DEX 14
CON 14
INT 12
WIS 15 +5
CHA 10

Skillpoints: 113
Skills: Spellcraft 20, Survival 2, Tumble 20, Diplomacy 23, Spot 23,
Lore 8, Concentration 23, , Listen 2


Human

1 Druid 1 Able Learner Spellcaster Prodigy Devout
2 Druid 2
3 Druid 3 Combat Casting
4 Druid 4
5 Druid 5
6 Druid 6 Extend Spell
7 Druid 7
8 Warpriest 1
9 Monk 1 Practiced Caster Druid
10 Druid 8
11 Druid 9
12 Druid 10 Blindfighting
13 Druid 11
14 Druid 12
15 Sacred Fist 1 Oaken Resilience
16 Sacred Fist 2
17 Sacred Fist 3
18 Sacred Fist 4 Persistent Spell
19 Sacred Fist 5
20 Sacred Fist 6

Natural Leader
War Glory
NWN aura
Bard Inspirations
Druid Persistent Spells: body of sun, mass lesser vigor (mod that keeps these up on map)
Paladin aura
2 animal companions buffed by a druid effictively level 17

Group Trance
Camp Routine
Improved Camp Routine

Team Rush
Circle of Blades
Awareness
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
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Scottg
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Post by Scottg »

Remember to install the *user* made patch that allows for persistent spells. ;)
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Claudius
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Joined: Sun Aug 13, 2006 12:48 pm
Location: Hyrule
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Post by Claudius »

Scott I made some changed to glue the Intimidate skill to the OM char...ah I can't wait the game arrives soon it is in transit! :mischief:

Ranger actually works better for the WM because the CHA was kind of cumbersome...and improved favored enemy is bugged to do +5 to one favored
for a total of +6...Which is his weakness as a crit immune...Between the greatsword and the WS he should do ok damage against constructs and elementals too I guess, but he really gets a boost vs undead.

What do you think the archers favored enemy should be? It will also enhance
OM skills against that enemy. So I guess something challenging...or possibly
even something I want to avoid for awhile...maybe even a second undead hunter? Or simply human or beast?
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
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Scottg
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Post by Scottg »

Claudius wrote:Scott I made some changed to glue the Intimidate skill to the OM char...ah I can't wait the game arrives soon it is in transit! :mischief:

Ranger actually works better for the WM because the CHA was kind of cumbersome...and improved favored enemy is bugged to do +5 to one favored
for a total of +6...Which is his weakness as a crit immune...Between the greatsword and the WS he should do ok damage against constructs and elementals too I guess, but he really gets a boost vs undead.

What do you think the archers favored enemy should be? It will also enhance
OM skills against that enemy. So I guess something challenging...or possibly
even something I want to avoid for awhile...maybe even a second undead hunter? Or simply human or beast?
SPOILERS..
Spoiler
I believe the final boss is an outsider.. but there really aren't any others that I can think of. (..cold iron is a requirement here.)

The other 2nd most challenging fight is against undead (..it can actually be the most challenging fight depending on how you set-up the end-fight). There damage (and lots of it), is absolutely crucial to overcome hideous amounts of damage reduction.

There were 3 other difficult fights in addition to those two (..depending on how you play the game). One of which was a Yuan-ti abomination (Monstrous Humanoid) early in the game (which was why it could be difficult), and the other two close-quarter fights:

1. All human I believe.
2. Mixed Race ("party").

Everything else is pretty easy.

Overland map encounters varied as well.
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