Zarkhes wrote:Thx i will play with it a bit.
Bzw, no Luck of heroes or any og the only 1st level feats?
No Luck of Heroes.. It's a nice feat, but it's not that good (+1 AC, +1 Saves). Extended Spell will serve you a lot better over the course of the build.
I moved around the feats for earlier access to Elephant's Hide. That way you'll have your +7 AC bonus for 10 minutes several levels earlier.
I also moved around Empower Spell vs. Practiced Spell Caster Druid. The reason here is that most spells you would want to empower are at higher levels (particularly Call Lightening Storm - which when empowered would be at level 7). Whereas the Practiced Spell Caster Druid will add power and duration to spells "instantly".
Provided you use a Wisdom modifier Necklace, you'll have access to 7th level spells at the correct time, and 8th level spells at character level 20. That gives you access to Body of the Sun as a Persistent effect - so I moved Persistent Spell down to character level 18.
As mentioned in the comments section - Oaken Resilience is a very nice feat to have, and Storm Avatar is provided via 8th level spells from the Druid.
A few things to note though.
SL's Extended Storm Avatar lasts longer at an earlier level - and specifically for the OC final battle, and won't take up an 8th level spell slot (..where you might want something else, particularly Body of the Sun persisted).
Even if you make the changes for Oaken Resilience, you won't have access to Oaken Resilience until almost the end of the game (if then - because there is no guarantee you'll get to level 28), and you should have gotten access via equipment or spells from companions that perform the same functions.
Additionally, the character's AB actually came out pretty good for what is essentially a medium BAB class. I'd forgotten about the attack bonuses with SL's spear.
Note: with a +8 Strength belt and spear (available at the start of MOTB) with +6 enhancement - Improved Power Attack will work just fine on most of the opponents in MOTB. Note that it won't work on the really tough opponents (unless you roll a 20) - but it's not really designed for that (rather it's designed to take out mobs quickly with Supreme Cleave).
All things considered, it's actually a better build then I was expecting.
It's still not what I would call a Berserker-build though, but I think it's about as close as you can get to what you are asking for.
Another option might be just going Full FB at Epic levels and forgetting about Wisdom enhancements - instead going with Strength. But ultimately it won't be quite as powerful overall (..you'll never have access to 9th level spells and you won't have as many spells to cast per day for 7th and 8th level spells), but perhaps it will be more of a Berserker at those higher levels. Up to you.
I tested out the FB at higher levels and the class high BAB only added 1 to attack numbers, where the +4 to Strength added the other +1 to attack. (..loss of epic prowess takes away one). So the net attack number increase over the original design is +2. IMO that's not worth the loss in Spells.
I then tested it out with Fighter levels.. there the difference is substantial (net +6), and worth it if you want more of a melee character at higher levels (..which is not a bad idea in MOTB):
http://nwn2db.com/build/?143857
I've also updated the original version to include skills.
Here is Rykard's alteration:
http://nwn2db.com/build/?143864
I've got some comments as you scroll down from his build.
The way he has it loaded at the start it is a bit more "melee-centric". On the other hand it looses out on Elephant's Hide early-on, which I *know* is a very big deal. It also delays several buffs that are very nice - particularly Flame Weapon *extended*. (..yes, I actually tested the difference in Vordan's Hero Creator - my way is at the very least MUCH safer if used properly.)
He also doesn't have Empower Spell, which will remove your Empowered Call Lightenings, BUT as mentioned in the comments section - you can safely remove Blind Fight and return Empower Spell.
Also as mentioned, what I like best about it is the addition of 2 more levels of Druid at the end of the build which nets you one 9th level spell, and a few more spells at 7th and 8th. (..it also "opens-up" some class skills.) The "cost" is only -1 to attack. Of course it's unknown if you'll get that far in level in MOTB, but personally I think it's worth it.