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Cleric, Strength and War domains, Endure Elements, Protection From (Evil), Magic Weapon, Bull's, Bear's, Cat's. Level 3 and I can get a +7 To-Hit and 4-11 damage roll...Without using the domains. Level 4 now and I added another Protection From (Evil), Magic Weapon and Bull's Strength.

OTOH, I have far less gp than I'd expect in Tabletop.

...I may need to turn up the difficulty slider.
It does change later on. in later levels you will need the bonuses due to having a lower BAB compared to high BAB classes.
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Narf_the_Mouse: Cleric, Strength and War domains, Endure Elements, Protection From (Evil), Magic Weapon, Bull's, Bear's, Cat's. Level 3 and I can get a +7 To-Hit and 4-11 damage roll...Without using the domains. Level 4 now and I added another Protection From (Evil), Magic Weapon and Bull's Strength.

OTOH, I have far less gp than I'd expect in Tabletop.

...I may need to turn up the difficulty slider.
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Beomagi: It does change later on. in later levels you will need the bonuses due to having a lower BAB compared to high BAB classes.
Not an issue, Divine Power will give you BAB of a fighter of the same level (and is also a strength domain spell, making it available at L3 and L4 for extra usage).
Divine Power is an amaing spell, especially with strength domain. Get extend spell so you can extend your lvl3 spells to double duration.

Also at lvl7, 12, 17 (every 5 thereafter etc) take a class with tumble as a class skill and maximise your tumble score. (rogue, assassin, bard etc ) as this increases your AC by 1 each time.

Have fun :)
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Narf_the_Mouse: Cleric, Strength and War domains, Endure Elements, Protection From (Evil), Magic Weapon, Bull's, Bear's, Cat's. Level 3 and I can get a +7 To-Hit and 4-11 damage roll...Without using the domains. Level 4 now and I added another Protection From (Evil), Magic Weapon and Bull's Strength.

OTOH, I have far less gp than I'd expect in Tabletop.

...I may need to turn up the difficulty slider.
Chapter one a breeze compared to two and 3
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shia_luck: Divine Power is an amaing spell, especially with strength domain. Get extend spell so you can extend your lvl3 spells to double duration.

Also at lvl7, 12, 17 (every 5 thereafter etc) take a class with tumble as a class skill and maximise your tumble score. (rogue, assassin, bard etc ) as this increases your AC by 1 each time.

Have fun :)
You actually don't have to do it every 5 levels. You can stockpile your skills each level up and dump it all later to maximize leveling. It CAN make it more difficult, but if you spare an extra skill point per level it shouldn't affect you much.
Here's a power gamers tip: Play through, "The Dark Ranger's Treasure" and stockpile yourself with a mega-ton of loot. Never worry about money again.
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shia_luck: Divine Power is an amaing spell, especially with strength domain. Get extend spell so you can extend your lvl3 spells to double duration.

Also at lvl7, 12, 17 (every 5 thereafter etc) take a class with tumble as a class skill and maximise your tumble score. (rogue, assassin, bard etc ) as this increases your AC by 1 each time.

Have fun :)
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Beomagi: You actually don't have to do it every 5 levels. You can stockpile your skills each level up and dump it all later to maximize leveling. It CAN make it more difficult, but if you spare an extra skill point per level it shouldn't affect you much.
With a cleric with divine power and some multiclass characters who have levels in a 1/1 BAB (base attack bonus) class, it will make no difference. But for many characters, it is better to keep increasing the AC via tumble.

BAB is affected by character class choice pre lvl20, and there is no difference to BAB by taking 1 lvl of rogue or 4 levels of rogue. Only the 5th level introduces another reduction to the BAB. So for many tank type charactersyou maximise levelling and playabilty by taking 4, not 1, lvl of a tumble class before lvl20.

If the OP's character has divine power then s/he wants a BAB of 15 for maximum power, soooo more tumble dumps lose nothing excpet caster level, and 24 is the magic number for caster level so a few rogue levels'll be good.

Have fun :)
Thanks; was wondering if I was going to attract posts.

I was thinking of taking a 1-level dip into Barbarian, for the Str and Con bonuses.
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Narf_the_Mouse: Thanks; was wondering if I was going to attract posts.

I was thinking of taking a 1-level dip into Barbarian, for the Str and Con bonuses.
From the rage you mean? hmmmm I maybe have a suggestion for you if you want STR and CON. (but I don't know if you are playing SoU and HoTU, or the original Campaign (OC), and it is only a useful suggestion if it is SoU and HoTU. Still, I'll take a chance *grin*.)

Cleric26/4/[url=http://nwn.wikia.com/wiki/Red_dragon_disciple]RDD10

It's a 40 lvl build and to truly appreciate it you do need to go all the way, but it is fun to play through the levels as well. RDD gives you the STr and COn (and more), Bard gives you chance to make Tumble dumps, and you are still mostly a cleric with 2 bonus feats.

It would go something like this:

Get WIS to 19 and increase STR as you progress, and keep conentration maxed and spellcraft as high as you can. INT 14 will be enough for that and a bit more. INT12 is possible with this character if you don't want the feats INT13 allow you (but I wouldn't *grin*, always go INT14 is my rule. Expertise saves your life when trying to drink potions.)

1-21 cleric
22 bard ( 25 points to tumble)
23-26 RDD (max discipline)
27 bard (5 points to tumble)
28-32 RDD (max discipline)
33 bard (5 points to tumble)
34-36 cleric
37 bard (5 points to tumble)
38-40 cleric

EDIT: oops, forgot something. *blush*.

After you've finished HoTU, the Sands of Fate series will take you to lvl40. A perferct adventure for a divine class and designed to carry on after HoTU.

have fun :)
Post edited November 12, 2010 by shia_luck