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and well as a fighter/RDD you have a ton of strength and an dominate with a Two handed weapon like a greatsword.
it can accomplish nearly everything in the campaign except some druid schenanigans in chapter 2. challenging the grove or something.
what I'm CURRENTLY doing is a Monk 1-Fighter 6-Weapon master 7.
I am making a master of the kama. No armor, not really much in the way of AC either, but Kamas that attack rapidly. Probably bring Monk up some at some point to raise Tumble. not actually that vulnerable so far.
using a companion to take hits its not too bad.
third thought is obviously the Cleric. or some variant of the cleric, who is stupidly broken in NWN with a variety of good spells from domain list, and basically everything that got nerfed in NWN2.
I usually go with the tactics of summoning familiars and animals (for the cleric, Animal domain even gives you stronger versions) and use them as tanks while the arcane casters attacks from range, or the clerics buff themselves and then go into the fray as well. At least for the lower levels, which are said to be hard for casters in D&D, but in NWN, with these tactics, they arent. Just note that creating your own party like that will result in your character getting a little less xp for every additional member (animal) in the party. But I still think it's worth it, as it also results in a much faster pace. There is so much same-y combat in the official campaign that you might not want to waste time on defeating every single trash mob all on your own. Among the familiars, I find the panther and the (dire?) wolf to be decent tanks, while the pixie can take on the role of a rogue and pick locks or disarm traps for you.
you do. if you do a bard/Fighter/RDD, you can use wands for various effects. Use any item doesn't even need to be that high. Wands, Scrolls, the world is your oyster. no napping to memorize spells, just loot and shoot.
but it adds the need to keep your allignment lawful neutral which is a pain.
There are few lawful/chaotic shifts in the game so start lawful should be fine. got a massive amount of buffs that are hellishly overpowered. mainly greater magic weapon, stoneskin (domain) darkfire, Divine Favor, Battletide, Divine Strength. Divine Vestment.
Chapter 2 you reach level 12, your greater magic weapon and divine vestment are now +4, you can take a level of monk, wear the robes of the dark moon that have haste, and cast divine vestment on it.
and now your WIS mod goes to AC, and you get permanent haste (Which is 4 AC and an extra main hand attack per round and increased run speed)
if you use a Kama you can enchant it with Darkfire for 1d6 +6 fire damage per hit. and greater magic weapon so you can grab an inferior weapon with a good mod, I think maybe 1d4 acid damage or doom on hit. and make it a +4 weapon.
enchantment gears don't get targetted by dispels and last a good long time.
and then there are the short term buffs, Aid, Bless, Divine Strength, Divine Favor. we extend these with Extend spell.
and finally the level of monk adds Cleave and Flurry of blows for an EXTRA extra main hand attack per round.
So maybe Barbarian is ideal.
Everything else requires planning like with magic, or other people to rely on.
And
For Shadows and Hordes of Underdark a Rogue /Assasin/Shadowdancer with Deekin
any cool tips for how to build Rogue classes?