SOZ Power Party..
SOZ Power Party..
Something I did a while back - I decided to "release" these for viewing..
SOZ First Character: "Lead" | NWN2 Character Builder
SOZ Second Character : "Shine" | NWN2 Character Builder
SOZ Third and Fourth Chracters: "Face" & "Lore" | NWN2 Character Builder
SOZ First Character: "Lead" | NWN2 Character Builder
SOZ Second Character : "Shine" | NWN2 Character Builder
SOZ Third and Fourth Chracters: "Face" & "Lore" | NWN2 Character Builder
If your interested I have a challenge for you
Design the traditional strength warrior, sneaky rogue, arcane caster, and divine caster! I have a strengther rogue and a buff bot an archer mage and a straight up warrior, but I haven't done the traditional yet. I am out of practice I don't remember most of the building principles and even then in any case I never play tested much I just tried to squeeze in as much fireworks in feats. The divine caster may have a dino so there can be enough beef up front.
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.
Claudius wrote:If your interested I have a challenge for youDesign the traditional strength warrior, sneaky rogue, arcane caster, and divine caster! I have a strengther rogue and a buff bot an archer mage and a straight up warrior, but I haven't done the traditional yet. I am out of practice I don't remember most of the building principles and even then in any case I never play tested much I just tried to squeeze in as much fireworks in feats. The divine caster may have a dino so there can be enough beef up front.
Hmm, I might get to that latter - with a "twist" via Kaedrins classes.
On a different note what do you think of this build? http://nwn2db.com/build.php?id=64019&version=1 I might try it for the original campaign, but I don't want to get midway and discover gimpage. Or maybe just room for improvement on the basic concept ie not changing to a pure sorceror warlock or ranger or EK.
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.
You'll get a lot more power going to something more "pure" class-wise.Claudius wrote:On a different note what do you think of this build? Melee Warlock for Original Campaign | NWN2 Character Builder I might try it for the original campaign, but I don't want to get midway and discover gimpage. Or maybe just room for improvement on the basic concept ie not changing to a pure sorceror warlock or ranger or EK.
I'm not really sure what is going on with the build structure with respect to the Ranger class and the Warlock class. There isn't anything spell-wise that Sorcerer can't do (except unlimited casting). I could understand for the Dark Ones Own Luck as a "pickup".. and perhaps even one other least innovation for a potential total of 2 class levels of Warlock. The Ranger on the other hand doesn't seem to be offering much at all when compared to a Fighter.
A few notables:
Haste and Flee the Scene now work the same (or almost), but Haste lasts longer. In the OC you can rest to replenish your spells at any time so the Warlock's infinite casting is a waste in this campaign.
Darkness requires Blindsight, Devils Sight (bugged and doesn't work), or True Seeing - to see. Blindfighting is an advantage here but it's not the same as actually being able to see in Darkness. (also again - the Sorcerer could select Darkness from it's spell list, and in the OC there is no significant reason to having "infinite" castings.)
You will also run into a level penalty at 3rd level through I think level 9, but this shouldn't be a problem in the OC with a no-level penalty race.
Another way to add medium BAB and spell-casting progression would be with the Harper Agent class (..though it does require 2 feats). In this respect however Kaedrins classes is vastly superior (if overdone).
My recommendation then is to look at Kaedrins for a mixed class like this - there are just a LOT more options then.
Ranger is to avoid martial weapon proficiency for EK
Or does warlock get that? The reason for warlock in a melee build is flee the scene. You lose AB and an attack but you gain an attack and for your whole party with flee the scene. Unlimited use. Since you are melee losing blasts is irrelevent to melee. Of course pure worlock *may* be superior to any melee, but that doesn't mean that I want to play a caster. The reason for sorceror is the buffs. If I replaced them with fighter levels/feats I would gain an attack and 3 AB but I would lose: stoneskin, protection alignment, mirror image, ghostly visage, heroism (gaining AB back), the armor spell forgot name... This makes for a better tank than a dwarven defender in the few fights when you actually need a tank.
Maybe it would be better as Warlock 7 Sorceror 6 EK 7 and lose a feat? Probably thats the kind of refinement is why I asked you!
Summary-
Ranger: martial weapon
Sorceror: spellsword buffs
Warlock: flee the scene and DR 2 plus other mediocre invocations (saves aren't a problem in OC)
EK: casting with BAB
"Haste and Flee the Scene now work the same (or almost), but Haste lasts longer. In the OC you can rest to replenish your spells at any time so the Warlock's infinite casting is a waste in this campaign."
I don't like the resting thing. It seems odd to rest in a dungeon of orcs. Thats just me I could get over it I am sure. Warlock gets DR and higher AB though it would make higher level spells to take more EK instead and get the AB. Its really not the best build, but it would be an opportunity to play a melee spellsword. Sorceror 8 EK 10 Fighter 2 is kind of cool but its torn because it can't tank and cast at the same time. My build has a clear role though less flex.
"Darkness requires Blindsight, Devils Sight, or True Seeing - to see. Blindfighting is an advantage here but it's not the same as actually being able to see in Darkness. (also again - the Sorcerer could select Darkness from it's spell list, and in the OC there is no significant reason to having "infinite" castings.)"
Blindfighting cuts the concealment penalty by half I think and monsters don't have blindfighting. Elenee I think can cast blindsight.
"You will also run into a level penalty at 3rd level through I think level 9, but this shouldn't be a problem in the OC with a no-level penalty race."
Hmm maybe I forgot the rule. Ranger is favored class of wood elf. Do sorceror and warlock have to be step and step?
"Another way to add medium BAB and spell-casting progression would be with the Harper Agent class (..though it does require 2 feats). In this respect however Kaedrins classes is vastly superior (if overdone).
My recommendation then is to look at Kaedrins for a mixed class like this - there are just a LOT more options then."
Harper agent is usually a bad idea other than role playing. I haven't made the switch to Kaedrins yet. I had thought it was all too overpowered. I might try it in mask of the betrayer because I am poor player at high levels. I was getting slaughtered in mask.
Thanks always good to get some feedback from an avid builder
Maybe it would be better as Warlock 7 Sorceror 6 EK 7 and lose a feat? Probably thats the kind of refinement is why I asked you!
Summary-
Ranger: martial weapon
Sorceror: spellsword buffs
Warlock: flee the scene and DR 2 plus other mediocre invocations (saves aren't a problem in OC)
EK: casting with BAB
"Haste and Flee the Scene now work the same (or almost), but Haste lasts longer. In the OC you can rest to replenish your spells at any time so the Warlock's infinite casting is a waste in this campaign."
I don't like the resting thing. It seems odd to rest in a dungeon of orcs. Thats just me I could get over it I am sure. Warlock gets DR and higher AB though it would make higher level spells to take more EK instead and get the AB. Its really not the best build, but it would be an opportunity to play a melee spellsword. Sorceror 8 EK 10 Fighter 2 is kind of cool but its torn because it can't tank and cast at the same time. My build has a clear role though less flex.
"Darkness requires Blindsight, Devils Sight, or True Seeing - to see. Blindfighting is an advantage here but it's not the same as actually being able to see in Darkness. (also again - the Sorcerer could select Darkness from it's spell list, and in the OC there is no significant reason to having "infinite" castings.)"
Blindfighting cuts the concealment penalty by half I think and monsters don't have blindfighting. Elenee I think can cast blindsight.
"You will also run into a level penalty at 3rd level through I think level 9, but this shouldn't be a problem in the OC with a no-level penalty race."
Hmm maybe I forgot the rule. Ranger is favored class of wood elf. Do sorceror and warlock have to be step and step?
"Another way to add medium BAB and spell-casting progression would be with the Harper Agent class (..though it does require 2 feats). In this respect however Kaedrins classes is vastly superior (if overdone).
My recommendation then is to look at Kaedrins for a mixed class like this - there are just a LOT more options then."
Harper agent is usually a bad idea other than role playing. I haven't made the switch to Kaedrins yet. I had thought it was all too overpowered. I might try it in mask of the betrayer because I am poor player at high levels. I was getting slaughtered in mask.
Thanks always good to get some feedback from an avid builder
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.
Haste works for all party members as well!
The one real difference is that you need to be somewhat near the party to add Haste to the party. For Flee the Scene you can be anywhere and everyone gets the effect.
I can understand it though in conjunction with armor (spell-failure) and not wanting to loose spells.
Excepting spell failure.. Sorcerers tend to have so many castings (especially with meta magic like extend and empower) that you aren't going to be persistently napping.
IMO the biggest difference in the spell grouping between Warlock and Sorcerer is Walk Unseen vs. Invisibility. Perform any action other than movement (or inventory swapping) with Invisibility and you loose invisibility. For Walk Unseen you remain invisible for many different actions (obviously excepting an attacking action). You could base an entire build around this particular difference. :mischief:
Marital Weapon Proficiency: Barbarians, fighters, paladins, rangers, swashbucklers, dwarven defenders, BLACKGUARDS, duelists and arcane archers get it. Clerics also get it depending on the domain and God chosen. Working-in 2 levels of Blackguard nets you another Charisma modifier.
A third and fourth can provide you with Divine Shield and Divine Might if desired.
Yeah, Kaedrins is overpowered for several of the classes - DON'T CHOOSE THEM.
(..I know, that Swiftblade is MIGHTY tempting!
)
Sticking to your basic plan though I'd do it something like this:
Wood Elf: 17/14/12/10/12/14 (always increase Strength)
Evil (chaotic, neutral, or lawful)
2 Warlock
2 Sorcerer
Warlock
Sorcerer
Warlock
Sorcerer
Warlock
Warlock
Sorcerer
Sorcerer
Blackguard
Blackguard
Blackguard
EK, EK, EK, EK, EK
Feats (in order): (Background: Veteran), Luck of Heroes, Power Attack, Cleave, Combat Casting, Brew Potion, Divine Might or Divine Shield, Craftwand.
Basically interleave Warlock + Sorcerer to avoid penalties and start getting good with buffs at easier lower levels while having a decent Attack Bonus and Cleaves.
Invocations: Darkness, Hideous Blow, The Dark One's Own Luck, and finally Walk Unseen.
That gives you the counter offensive of Darkness from the start (and improves latter with Blindsight) - which should be a good "edge" throughout the game. Saves aren't terribly important early on so we can delay the Dark Ones Own Luck until your 3rd and final Least Invocation.
Hideous Blow plus this mod should give you some additional leverage with your Eldritch blast (..not a lot, but a little at least):
http://nwvault.ign.com/View.php?view=NW ... ail&id=320
or this one with some more functionality and bit of "cheese":
http://nwvault.ign.com/View.php?view=NW ... ail&id=320
I "pushed" the build once at level 10 to accelerate the selection of Walk Unseen and your BAB. At level 10, and ONLY level 10, you will have a 20% exp. penalty.
The real "magic" of the build is Walk Unseen with potions (and later wands). Walk Unseen, though susceptible to spell failure, can be cast infinity. Potions and Wands don't have spell failure. Basically you can motor about unseen in full plate with a shield and still do most "casting" - if you wanted to.
Shields in particular are nice to have.. NOT because of the +1 or +2 Shield bonus (though that is nice), but rather the enchantment potential.
PLUS, Mithral shields you can use (Light or Heavy) without any spell failure penalty.. OR take a 5% penalty later on with Shield of the Void. You can use them at level 13.. which is about when your party can start making better enchantments.
The one thing you give up is Flee the Scene (because it would require 2 more Warlock levels and it isn't a cost effective trade, especially not because you'll have access to Haste). Blindfight is also missing, but it really isn't needed in this game (..I've tested this out and there are *very* few concealed opponents, plus you'll have access to Blindsight). Finally, skills are seriously lacking and you'll need to plow 10 points into Hide (for a net of 5) before level 13.
Spells (in order):
1st level: Enlarge Person, Protection from Alignment, Nightshield, Grease, Truestrike.
2nd level: Mirror Image (or Fireburst*), Blindsight, Ghostly Visage, Gust of Wind.
3rd level: Haste, Improved Mage Armor (or Heroism*), Flame Arrow.
4th level: Orb of Sound and Evards.
*Several spells are apparently bugged with respect to potion brewing. NEITHER Mirror Image nor Improved Mage Armor create their respective potions. However Fireburst creates Mirror Image and Heroism creates Improved Mage Armor. I guess it depends on how you want to build it for which you would select. The nice thing is that both of these spells are long duration from a bottle, but it would delay the use of Mirror Image until character level 12. I'd probably stay with the Mirror Image spell but select Heroism instead of Improved Mage Armor (basically getting a two-for-one bonus).
Protection from Alignment, True Strike, and Ghostly Visage ALL produce potions, and all the potions have excellent durations (and are inexpensive).
Note that Blade of Fire is useless because of duration, but Enlarge Person adds as much average damage AND most of that damage is magical (non-resistible, unlike fire damage) - while also having a good duration. (..it also makes you more difficult to knockdown.)
Note that Flame Arrow via a wand is effectively 16d6 per casting, and doesn't require a touch attack calculation.
The one real difference is that you need to be somewhat near the party to add Haste to the party. For Flee the Scene you can be anywhere and everyone gets the effect.
I can understand it though in conjunction with armor (spell-failure) and not wanting to loose spells.
Excepting spell failure.. Sorcerers tend to have so many castings (especially with meta magic like extend and empower) that you aren't going to be persistently napping.
IMO the biggest difference in the spell grouping between Warlock and Sorcerer is Walk Unseen vs. Invisibility. Perform any action other than movement (or inventory swapping) with Invisibility and you loose invisibility. For Walk Unseen you remain invisible for many different actions (obviously excepting an attacking action). You could base an entire build around this particular difference. :mischief:
Marital Weapon Proficiency: Barbarians, fighters, paladins, rangers, swashbucklers, dwarven defenders, BLACKGUARDS, duelists and arcane archers get it. Clerics also get it depending on the domain and God chosen. Working-in 2 levels of Blackguard nets you another Charisma modifier.
Yeah, Kaedrins is overpowered for several of the classes - DON'T CHOOSE THEM.
Sticking to your basic plan though I'd do it something like this:
Wood Elf: 17/14/12/10/12/14 (always increase Strength)
Evil (chaotic, neutral, or lawful)
2 Warlock
2 Sorcerer
Warlock
Sorcerer
Warlock
Sorcerer
Warlock
Warlock
Sorcerer
Sorcerer
Blackguard
Blackguard
Blackguard
EK, EK, EK, EK, EK
Feats (in order): (Background: Veteran), Luck of Heroes, Power Attack, Cleave, Combat Casting, Brew Potion, Divine Might or Divine Shield, Craftwand.
Basically interleave Warlock + Sorcerer to avoid penalties and start getting good with buffs at easier lower levels while having a decent Attack Bonus and Cleaves.
Invocations: Darkness, Hideous Blow, The Dark One's Own Luck, and finally Walk Unseen.
That gives you the counter offensive of Darkness from the start (and improves latter with Blindsight) - which should be a good "edge" throughout the game. Saves aren't terribly important early on so we can delay the Dark Ones Own Luck until your 3rd and final Least Invocation.
Hideous Blow plus this mod should give you some additional leverage with your Eldritch blast (..not a lot, but a little at least):
http://nwvault.ign.com/View.php?view=NW ... ail&id=320
or this one with some more functionality and bit of "cheese":
http://nwvault.ign.com/View.php?view=NW ... ail&id=320
I "pushed" the build once at level 10 to accelerate the selection of Walk Unseen and your BAB. At level 10, and ONLY level 10, you will have a 20% exp. penalty.
The real "magic" of the build is Walk Unseen with potions (and later wands). Walk Unseen, though susceptible to spell failure, can be cast infinity. Potions and Wands don't have spell failure. Basically you can motor about unseen in full plate with a shield and still do most "casting" - if you wanted to.
Shields in particular are nice to have.. NOT because of the +1 or +2 Shield bonus (though that is nice), but rather the enchantment potential.
The one thing you give up is Flee the Scene (because it would require 2 more Warlock levels and it isn't a cost effective trade, especially not because you'll have access to Haste). Blindfight is also missing, but it really isn't needed in this game (..I've tested this out and there are *very* few concealed opponents, plus you'll have access to Blindsight). Finally, skills are seriously lacking and you'll need to plow 10 points into Hide (for a net of 5) before level 13.
Spells (in order):
1st level: Enlarge Person, Protection from Alignment, Nightshield, Grease, Truestrike.
2nd level: Mirror Image (or Fireburst*), Blindsight, Ghostly Visage, Gust of Wind.
3rd level: Haste, Improved Mage Armor (or Heroism*), Flame Arrow.
4th level: Orb of Sound and Evards.
*Several spells are apparently bugged with respect to potion brewing. NEITHER Mirror Image nor Improved Mage Armor create their respective potions. However Fireburst creates Mirror Image and Heroism creates Improved Mage Armor. I guess it depends on how you want to build it for which you would select. The nice thing is that both of these spells are long duration from a bottle, but it would delay the use of Mirror Image until character level 12. I'd probably stay with the Mirror Image spell but select Heroism instead of Improved Mage Armor (basically getting a two-for-one bonus).
Protection from Alignment, True Strike, and Ghostly Visage ALL produce potions, and all the potions have excellent durations (and are inexpensive).
Note that Blade of Fire is useless because of duration, but Enlarge Person adds as much average damage AND most of that damage is magical (non-resistible, unlike fire damage) - while also having a good duration. (..it also makes you more difficult to knockdown.)
Note that Flame Arrow via a wand is effectively 16d6 per casting, and doesn't require a touch attack calculation.
Reworked without sorceror Another melee warlock for OC | NWN2 Character Builder
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.
-very different, but much better.Claudius wrote:Reworked without sorceror Another melee warlock for OC | NWN2 Character Builder
If it were me I'd go Cleric 5 instead of NW9 and one Ranger level. Domains Trickery for Feint and Strength for 3rd level Divine Power. Free-up 2 feats, and select one "Divine" feat and Brew Potion.
Divine Power can be made into a potion.. and you can drink it with Walk Unseen and not be seen. :mischief: There are also several other excellent "buffs" the Cleric has that can be made into potions.
Divine Power can be made into a potion OMG, the horror! Arcane trickster becomes viable! How many gp for a potion?
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.
Here is my party I made a while back, anyone know if the spirit shaman bug still works on the latest patch?
Overland Map, Caster
Divine Caster
Critage
Swiss Army
Overland Map, Caster
Divine Caster
Critage
Swiss Army
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.
Scott regarding the Herald I never completed the game. If not I bet that the herald would be a tough fight, but I would be surprised if you had to have a specific party design just to complete the game
The spirit shaman bug (if it still exists).. If you have spirit shaman and an arcane class.. Sorcer, wizard, or bard. And then you take an arcane prestige class. Normally you take a free feat, pale master spellcasting (wizard) for example. The thing with spirit shamans is that the game treats that in addition to the prestige class counting for wizard it also counts for SS.
The catch is that you only get new spell picks, but you get all accumulated hitherto, on levels when you level up as a ss.
So my build is a level 5 wizard 1 pale master 10 arcane scholar 4 spirit shaman. Therefore his casting is treated as a 16 wizard 15 spirit shaman. So thats enough spells pretty much even for the overland map if you rest a bit. A lot of diverse utility also. And it means the party has wizard, spirit shaman, two sources of druid if umoga is out for a spin, cleric, and bard if finch is out for a spin.
The spirit shaman bug (if it still exists).. If you have spirit shaman and an arcane class.. Sorcer, wizard, or bard. And then you take an arcane prestige class. Normally you take a free feat, pale master spellcasting (wizard) for example. The thing with spirit shamans is that the game treats that in addition to the prestige class counting for wizard it also counts for SS.
The catch is that you only get new spell picks, but you get all accumulated hitherto, on levels when you level up as a ss.
So my build is a level 5 wizard 1 pale master 10 arcane scholar 4 spirit shaman. Therefore his casting is treated as a 16 wizard 15 spirit shaman. So thats enough spells pretty much even for the overland map if you rest a bit. A lot of diverse utility also. And it means the party has wizard, spirit shaman, two sources of druid if umoga is out for a spin, cleric, and bard if finch is out for a spin.
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.
Actually I think SOZ is very much designed like that..Claudius wrote:Scott regarding the Herald I never completed the game. If not I bet that the herald would be a tough fight, but I would be surprised if you had to have a specific party design just to complete the game![]()
Mostly it's a cake-walk UNTIL the final battle (with one exception). In this respect it's very much a *party* oriented game, and far more like pen and paper (than the OC and MOTB).
I *think* he is immune to criticals (depending on the difficulty setting), he also requires very high attack numbers to hit him and has damage reduction and all sorts of immunities (including some weird spell-specific immunities that ONLY make sense to create a much more difficult battle).
..shaman bug sounds strange..
I've tried to work with Kaedrin's a few times to "dial-down" even one character that I really like, and I'm still coming up with sub-par solutions.
-btw, if you are into reading fantasy books try checking out Brian Sanderson's recent paper-back release of "The Way of Kings".. I've only read 25 pages so far and it's *awesome*. :mischief:
Scott, what kind of strategies did you find successful against the Herald?
For the Kaedrin's did you mean you hadn't found the perfect build yet or that they hadn't been fun to play?
If I remember I'll check this thread out to pick up some reading, thanks.
For the Kaedrin's did you mean you hadn't found the perfect build yet or that they hadn't been fun to play?
If I remember I'll check this thread out to pick up some reading, thanks.
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.
Claudius wrote:Scott, what kind of strategies did you find successful against the Herald?
For the Kaedrin's did you mean you hadn't found the perfect build yet or that they hadn't been fun to play?
It's fairly classic - take out support, then slowly drop the Herald. There is a LOT of support (depending on how you play the game). I like to follow the games "advice" resulting in as much support as possible (to make the battle more challenging).
By FAR the easiest method is with magic for both support and the Herald (specific damage). (Area effects spells in particular for support and single target spells for the Herald.)
Traps (with leading bait) can handle the support however (adding in sneak attacks as well). The Herald on the other hand requires high attack numbers and damage (specific damage) IF going the non-magic route. Net high attack numbers can be native to the build, or buffed, or specifically a hidden flat-footed attack (from Stealth).
For Kaedrins it was getting the build "perfect" (..not that there is such a thing, but rather something that fully benefited from some of the nicer "perks" that Kaedrin's has to offer).
EX. One of the classes I wanted was a non-traditional stealth attacker. The Warlock is the preferred choice here - Walk Unseen provides the Stealth (..even while buffing). The Warlock's eldritch blast is basically sneak attack damage, at least on a single attack basis. Better still, you can make a single attack with grouped multiple attacks via Kaedrin's Eldritch Glaive (if your character has multiple attacks). Then you can further "up" the damage factor with Eldritch Maximize and Empower. Finally he has listed, but not yet available, a Hellfire Warlock add-on class to really crank-up damage.
No Hellfire Champion though.
http://nwn2customcontent.wikidot.com/hellfire-champion
Here is another funkier (and worse) level 30 spirit shaman bug build merlin
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.
character building is down. all the builds are gone. must have been a zhentarim plot.
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.
It comes and goes. Beta issues.Claudius wrote:character building is down. all the builds are gone. must have been a zhentarim plot.
I just went to the site and it's currently "up".
I really wish Kaedrin would update his PRC with the Hexblade class and Hellfire Champion..
(..Current gaming for me: I recently picked up King's Bounty Armored Princess in the bargain bin, and I'll play that for a bit after I've finished a work project I've got.)