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Avatar 08-29-2002 07:26 AM

<fonr color=skyblue>

hay i need some advice on what feats to get, skill points etc...
here i am:

Name: Cassilas Evershine
Race: Elf
Class: Level 9 Wizard

Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 10 (+0)
Intelligence: 18 (+4)
Wisdom: 8 (-1)
Charisma: 14 (+2)

Hitpoints: 42
Armour Class: 15

Familiar: level 9 Panther
Summon: Celestrial Anchon/Skeleton Warrior
Henchman: level 8 Linu

Feats: Weapon Focus - Longbow
Point Blank Range Shot
Combat Casting
Martial Weapons
Spell Penetration - Evocation

Skills: Spellcraft (9+3)
Concentration (10+1)
Disable Traps (6)
Open Locks (7)
Persuade (3)
Weapons: Longbow +2
Dual Weld: Astral blade +1 and Namarra +1

Resistances: Fire: 15
Spell: 12
Immune to Fear


Now i need advice on what feats to get. I want ambidexterity, weapon finess and 2 weapon fighting. Is this good? I love a deadly Wizard with swords :D
Time stop and chop chop :D

Micah Foehammer 08-29-2002 07:42 AM

Why not consider taking a single level of ranger and get the dual wield feat for free? You give up a meta magic feat at 20th level and one ninth level spell, but you get dual wield, favored enemy and one extra feat (weapon finesse?). Then you can add improved two weapon fighting for an exra offhand attack. Also there is no penalty for having the ranger level so different from the mage level, since the wizard is the favored class for the elf.

BTW, i would consider making the dual wield weapons the rapier and a short sword so as to avoid dual wielding penalties by using the rapier in the offhand. The rapier is NOT considered a "light" weapon for purposes of dual wielding. That saves you a -2 penalty to your BAB.

AndyG 08-29-2002 08:44 AM

Why are you trying to melee with a wizard? Those 42 hps will last you maybe two hits against a tough foe. Wizards are much better off sticking with ranged attacks and spells. Your low hps, low AC and low attacks will not help you much in close fighting. If you want a spell casting fighter, go with a bard, a cleric or some sort of multi-classed fighter/sorceror.

If you really want to try it, take the Weapon Finesse feat (uses dexterity for attack bonus), Toughness (bump up those HPs) and then go for the dual wielding feats. Other good feats would be Dodge (improves AC against current attacker) and Mobility (improves AC for Attacks of Opportunity). Take Toughness no matter what you do, it will increase your HPs by 25%.

DraconisRex 08-29-2002 09:27 AM

Crud. You've kind of messed up you mage if you're powergaming. Not overly fatal, but there are some flaws. Of course, that's what makes role-playing interesting. [img]smile.gif[/img]

Okay. You're still to get ability points at L12, L16 & L20. You MUST put the L16 point into intelligence. Because all of your attributes are "even," you need 2 points to go up +1 on the modifier. This means L12 & L20 "could" be put into constitution. I suggest one of two courses: 1 - Put them ALL into intelligence. Or, 2 - L12 into constitution in conjunction with +3 boots of hardiness. (bumps you to 11 + 3 = 14 which = +2/level hp and put the other two into intelligence (20 Int, +5 modifier).

*****

Stop all this "fighting" stuff. You're NEVER going to be deadly with your weapons. Your base attack bonus is one-half that as a fighter. Even if you're "good" at fighting (all those feats), I think you'll be as follows with a +2 Astral Sword and a +2 Namarra dual-wielded (Chp 3):

+8/+6/+3

Your plain vanilla fighter (18 st) +2 sword/shield would be:

+26/+21/+16/+11

Your typical enemy AC at those levels oft times runs into the mid or high 30's. Not even a fighter will be guaranteed to hit on all but a one.

Also, your armor class will suck. (Paladins, rangers, etc., will be running around at 35 to 39. You'll be at 24 to 26.)

*****

Feat selection:

Toughness. You *have* to take this feat. You won't survive without it. Your hit points are pretty messed up.

Dodge. Your AC needs all the help it can get.

Mobility. You need this to stop provoking attacks of opportunity when you cast spells in combat.

Alertness. Many hidden enemies in this game. As a mage, you're a stand-off missile platform, not a tank. Finding your enemy is half the battle.

Disarm. (And improved disarm) Use a staff (lg weapon) and the disarm feat if you get stuck in a melee. You'd be surpised how not-tough some of these encounters with mini-bosses become when they're disarmed.

Knockdown. Didn't use this the first few throw-away characters. Major mistake on my part.

Metamagic Feats: Maximize Spell, Quicken Spell,Silent Spell, Still Spell, Spell Focus (Enchantment), Spell Penetration.
.......

Final advice. Unless you really love this character, start over. You've wasted too many feats. As an elf, you get bows, longswords & rapiers for free. Why take martial weapons?

You were smart with Point Blank Shot. Longbow was a good weapon focus feat. But your character is very unfocused. Unlike 2E rules, and without the 3E "epic campaign" additional level progressions, losing focus can really harm you.

If you want to powergame and take ONE level of FIGHTER, you can use "still" spells to circumvent the armour casting penalties. I've done this with an experimental character. It works VERY WELL. PLUS, you get a ton of feats for "free."

DraconisRex 08-29-2002 09:47 AM

Here is one of my mages.

Elf Male. Level 16.

8, 16, 10, 22, 10, 10.

STR is enhanced with Gauntlets of Ogre Power to 10.
CON is enhanced with Amulet of the Silent Lord to 14.

All other attributes are un-enhanced. Because I deliberately skewed this characters beginning intelligence at the expense of strength and constitution (this is a role-playing character, not a power-gaming character) I started with a higher INT than most mages. This, in turn, bolstered my skill points.

He is a specialist mage: Illusionist.

His non-metamagic feats are: Alertness, toughness and weapon finesse.
His meta-magic feats are: Spell focus (illusion), spell pentration, still spell, silent spell and maximize spell.

He has high scores in Spellcraft, Concentration, Lore, Search, Listen, Spot, Heal and Disable Traps. He has some points in Open Locks, Move Silently and Hide. Few anywhere else.

His primary weapon is "The Crossbow of the High Forest (+4/regen 1/hp/mr)." His secondary weapon is "Ice Talon (+2 Dagger, 1d6 cold)." He also has a +3 staff, for when +3 weapons may be required.


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