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NWN Tactics
Posted: Sat Nov 09, 2002 1:19 am
by XMEN Ravok
Archers should make full use of the CTRL F(key) hotkeys as an ammo belt. That way, you can swap out your arrows depending on the situation. <br><br>Fighters should have a dual proficiency, because they weaken at higher levels. However, I think that a fighter dualling into a fighter class _Pal_Barb_Ranger keeps all of his base attack bonus, so even if he jumps to one of those he will end with the 20/15... base attack bonuses...<br><br>I am currently wondering if I play a Paladin to the chaotic side, and become an ex-paladin, then switch to Barbarian (Roleplay THAT! FUN FUN FUN) what that would be like. <p></p><i></i>
Re: NWN Tactics
Posted: Sat Nov 09, 2002 6:29 am
by XMEN Ravok
My Paladin is about to go on his Dejemma, meaning he will take a single level in Cleric to bolster his Turn Undead ability. (This level also happens to be the time I choose Extra Turning as my Feat. The game gives me 22 turn undead abilities per day. Wicked.)<br><br>Now, I can pick advance turn undead, turn elements, turn outsiders, and/or turn (damage) constructs, but what the heck is a construct, and would I want to use my turn undead ability to harm it? Which two domains should I pick? Any comments would be appreciated, thanks! <p></p><i></i>
Re: NWN Tactics
Posted: Sat Nov 09, 2002 10:40 am
by Atheist
I need to set a hotkey to tell you guys to move out of my way when I'm going to launch an area effect spell. I wasted Asha accidentally with my hands of fire spell early in the round - purely accidental. I didn't realize it was an area affect spell.<br><br>Aside from that, my mage is a pussycat right now. <!--EZCODE EMOTICON START :) --><img src=
http://www.ezboard.com/images/emoticons/smile.gif ALT=":)"><!--EZCODE EMOTICON END--> He has to rely on his summoned creatures and his familiar (Meeri!). <p></p><i></i>
Re: NWN Tactics
Posted: Sat Nov 09, 2002 11:45 am
by RedSirus
Meeri, who WAS doing a cool job of kicking ass, but also stepped right into a high level trap I was in the middle of diabling, nearly killing me.<br><br><br>Say Ravok, you can't just take a single level as a cleric and go back to gaining levels as a paladin. Once you leave the path of light, you can never return. (Same goes for a monk). You don't loose any paladin abilities at all by multiclassing, but you can't 'go back' and gain more paladin levels. I'd look ahead on the paladin charts and see what you're missing, if you take cleric. Turn undead, while being useful, still gets powerful for a paladin at higher levels, and he gets his own spells later on. A cleric, on the other hand, gets domain powers and many more spells.<br><br><br>*Edit* Now that I think of it, gaining a level of cleric won't increase the strength of your turn undead had you gained a level of paladin, instead. The levels simply stack: Your effective turning level is going to be:<br>Cleric Levels + (Paladin Levels -2 (min 0))<br><br>They're both linear, with a value of increasing by 1 per level, so either class would increase your turning power by the same rank. <p><center><table border=0 cellpadding=0 cellspacing=5><td><img border="0" src="
http://www.xmenclan.org/avatars/t2red.g ... ><td><font size=5>RedSirus<a href=mailto:
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Re: NWN Tactics
Posted: Sat Nov 09, 2002 10:34 pm
by XMEN Ravok
This is something I have been researching... Technically, I could start the Paladin off during his "dejemma" and begin as a level one Cleric, and THEN become a Paladin. However, the NWN engine allows a Paladin to advance in levels after he/she takes on a level as something else; in the game, its only once he loses his alignment and becomes an ex-paladin that he cannot continue to earn levels. (Though he does retain Pal skills) Even so, once the Paladin gets back to a Lawful Good Alignment, he can once again take Paladin levels.<br><br>These rules are like 'House Rules' that the folks at Bioware decided to use for the game.<br><br>The Turn Undead Ability is counted as the same Ability between Cleric and Paladin - so when I use it, I get the Domain bonus powers to turn constructs, or what have you, and those bonuses will continue through the game.<br><br>So, my Paladin is going to take a single level as a Cleric, and get to turn two other types of monsters - and my question is here - Which ones do you think I should use?<br><br>Choices are:<br>Good/Evil - Turn Outsiders<br>Sun - Power Turn Undead!<br>Fire/Air/Earth/Water - Turn Elementals<br>Destruction - Damage(turn) Constructs<br><br>I know Red has been a GM before, and knows monsters better than I do, which would you pick?<br> <p></p><i></i>
Re: NWN Tactics
Posted: Sun Nov 10, 2002 1:23 am
by RedSirus
I've never GMed a cleric, though. But my current character in another campaign is a cleric. She's an archer cleric, though, which took a bit of work (clerics aren't meant for that!) and I would have sacrificed the turn undead ability for something more in character if my DM had let me. Oh well.<br><br>It's a matter of what kind of monsters we expect to come up against in the future. Outsiders are probably the best idea between Outsiders, Elementals and Constructs (note that turning gained from the Destruction domain actually DAMAGES constructs instead of 'turning' them). If you really want to ruin undead's day (something Vera can't do), then the Sun Domain is looking like a wicked choice.<br>It's a bit of a guess about what's coming up in the game. Assuming they're balanced, the ability to turn demons/devils (outsiders) could be really useful, but being able to damage constructs is nice because they're often resistant to so many things (golems have damage resistance, spell resistance, and a slew of spell immunities. They can't be criticalled, and rogues can't sneak them, either. Tough cookies).<br><br>For your other domain, Healing won't be too useful (you only pick up one healing spell, as a Paladin), Death and Evil are probably out. Magic would give you Mage Armour as a first level spell, which (unlike the pen and paper version) will stack with your suit of armour. The domains of Protection, Strength and War may give your character spiffy combat abilities to complement your melee fighting. I don't know what each one does specifically, but read up on them in-game (when you gain your first cleric level and choose domains, read about each one).<br><br>Or, you could always take another turning domain. Have the ability to damage constructs AND layeth the total smack down against the undead. <p><center><table border=0 cellpadding=0 cellspacing=5><td><img border="0" src="
http://www.xmenclan.org/avatars/t2red.g ... ><td><font size=5>RedSirus<a href=mailto:
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Re: NWN Tactics
Posted: Wed Nov 20, 2002 2:18 pm
by Ambush Bug
Healing is what Neb has at the moment, Red. That's how his itty-bitty spells manage to heal you guys for so much damage. This'll save him some slots later, so I don't have to use up a whole bunch of slots for Heal or something. <p></p><i></i>
Re: NWN Tactics
Posted: Wed Nov 20, 2002 6:04 pm
by XMEN Ravok
You can reset the roll for HitPoints when you level up by Cancelling the level-up and retrying it. Thus wash and repeat until you get the max HP for your character.<br><br>I know, its a cheat... I doubt any table-top games would have you roll until you max out on HP. What's the point of rolling? But since I bumped into it, I thought it might help Krokan and Vera to keep their health up. <p></p><i></i>
Re: NWN Tactics
Posted: Wed Nov 20, 2002 6:26 pm
by Atheist
I don't care too much. <!--EZCODE EMOTICON START :) --><img src=
http://www.ezboard.com/images/emoticons/smile.gif ALT=":)"><!--EZCODE EMOTICON END--> HPs are HPs and they're helpful and all, but it takes too much out of the game to keep re-levelling up. <p></p><i></i>
Re: NWN Tactics
Posted: Thu Nov 21, 2002 12:15 am
by RedSirus
You won't find me doing that. Vera's hit points are fine right where she is, and in all honesty, I'm even further away from the bad guys than the mage! <!--EZCODE EMOTICON START :) --><img src=
http://www.ezboard.com/images/emoticons/smile.gif ALT=":)"><!--EZCODE EMOTICON END--> <br><br>The only problem is when fools feel the need to set off traps in my presence. <!--EZCODE EMOTICON START :) --><img src=
http://www.ezboard.com/images/emoticons/smile.gif ALT=":)"><!--EZCODE EMOTICON END--> <p><center><table border=0 cellpadding=0 cellspacing=5><td><img border="0" src="
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redsirus@dragontalonmercs.com>@</a></font><br><br><a target=_top href=http://www.dragontalonmercs.com>Dragon Talon Mercenary</a> > <a target=_top href=
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Re: NWN Tactics
Posted: Thu Nov 21, 2002 1:56 am
by XMEN Ravok
Sweet, I knew I could count on you guys. Its more fun this way. <!--EZCODE EMOTICON START :) --><img src=
http://www.ezboard.com/images/emoticons/smile.gif ALT=":)"><!--EZCODE EMOTICON END--> Personally, I think it would be funny if our Paladin got some seriously bad HP roles. "Krokan, help! Beat this guy up, I can't handle it!" *laughs*<br><br>Its all part of the game...<br><br> <p></p><i></i>
Re: NWN Tactics
Posted: Thu Nov 21, 2002 9:47 am
by Atheist
And then Krokan replied "No. I'm busy counting my gold. Get Vera or someone."<br><br>heheheheh. <p></p><i></i>
Re: NWN Tactics
Posted: Tue Nov 26, 2002 5:01 pm
by XMEN Ravok
Archery and NWN::<br><br>When first confronted with archery in this game, I was like, "THIS SUCKS!" The arrows launched ... and then you waited while everyone else was hacking away ... and then an arrow launched. One shot per round, and for damage like 1 ... 4 ... 6! ... 1 ...<br><br>However, there are three things that make archery great ... Rogues, Power Attack, and Rapid Shot. <br><br>Archery can be used with Power Attack to help get a +5 damage bonus on that single shot per round. Used in tandem with a sneak attack, and that is some hefty damage!<br><br>16... 20 ... etc You need a 13+ STR, to get Power Attack.<br><br>You will need animals, or a henchman, or a party to play an archer. Single player types may want to use a Ranger, because after Level 6, he gets a companion that can take the heat, but you lose your sneak attack bonuses with the weapon, and that just sucks.<br><br>I have tested out dual classing a rogue to help with a single player, no henchman type of game, but the archer is simply too underpowered to go through the game alone.<br><br>Archery is also great because you have a range of weapons at your disposal. Slings, Bow, and the slow as heck Crossbow.<br><br>Know how to use them, though, and your archer can really start to shine. Slings to blunt damage, and while you may think piercing damage will throw off a spellcaster, bullets actually stop spells better. Nothing goes for a First Strike like a large x-bow sneak attack. 1d10 X3 crit damage with a power attack bonus and a sneak attack modifier hurts!<br><br>Switch tactics after your first shot by choosing your bow and rapid shot to finish the charging wounded enemy off.<br><br>Called Shot is more for attacks later on in the game, I think. I was hoping beyond hope that I could get SAP off of Called Shot, but the manual is wrong here. I never leveled up and received the Sap Feat as an option. Darn, dazing an enemy would be awesome.<br><br>One thing you will like about your Rogue Archer, once you get a henchman, or join a party, is that you will slowly get more attacks per round in the game. Add that with better bows, arrows, and the ever present Rapid Shot Feat, and the later the game gets, the more you'll see the enemies fall. Yet you will also need use of an ammo belt to pick and choose your arrows for the right situations.<br><br>Lastly, the more attacks per round you get, and the more arrows you'll need. Be sure to back your Archer up with Weapon Finesse, and a quick blade for those hairy up close encounters. You're solitary +1 STR attack bonus is no match for that in your face combat. Get a shield to boost your AC, and a small weapon that can deliver its damage quickly. <br><br>Now that I am through experimenting with it, I can respect the skill that it takes to become a good archer in the new DnD rules. Its not automatic, but its a great way to enjoy building a character that can disrupt spells, and do some fiendishly evil damage once Improved Power Attack is gained.<br><br>A rogue may not have a fighter's attack bonuses, but given the right opponents, a rogue's skills plus his archery moves can be a grand boost to the right party. <p></p><i></i>
Re: NWN Tactics
Posted: Tue Nov 26, 2002 9:21 pm
by RedSirus
That's what I've been having fun doing so far. Rapid Shot was the first feat I grabbed (along with Point Blank).<br><br>But... Power Attack works with missile weapons? Have you confirmed this? It most definately (and explicitly) does not work with missile weapons in pen and paper rules, and if that's true, I know what feat I'm picking up at level nine. It's too bad I just got one, now I'm going to have to wait longer.<br><br>As for sap, I'm not sure how you get that... Looks like all you need is called shot, according to the manual. Hrm... have you searched online?<br><br><br><br>Oh, and if your rogue doesn't get his/her sneak attack bonus, "It sucks!" Party teamwork is useful! <p><center><table border=0 cellpadding=0 cellspacing=5><td><img border="0" src="
http://www.xmenclan.org/avatars/t2red.g ... ><td><font size=5>RedSirus<a href=mailto:
redsirus@dragontalonmercs.com>@</a></font><br><br><a target=_top href=http://www.dragontalonmercs.com>Dragon Talon Mercenary</a> > <a target=_top href=
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Re: NWN Tactics
Posted: Tue Nov 26, 2002 11:28 pm
by XMEN Ravok
<!--EZCODE EMOTICON START :D --><img src=
http://www.ezboard.com/images/emoticons/happy.gif ALT=":D"><!--EZCODE EMOTICON END--> Try it, you'll like it. I would suggest making sure of it for yourself first, Red. Just create a human, get Power Attack for your Bow, and go into the Tutorial. Shoot the dummy with the Power Attack Mode Activated, and see what happens. <!--EZCODE EMOTICON START :D --><img src=
http://www.ezboard.com/images/emoticons/happy.gif ALT=":D"><!--EZCODE EMOTICON END--> <br><br>The Dummy has an AC of 15, so you wont come against that AC for some time. And your Human wont have the wicked Elven/Halfling Dex bonus working for him/her. It may take a few shots to hit, but first try it without the Power Mode, and then shoot it with. The Dummy has about 14-15 HP, so it should give you a good sampling. <p></p><i></i>