Posted October 30, 2016
So the Bioware Forums died, and along with it lots of nwn 1 related stuff. It included a character build I’d posted for the Original, Shadows of Undrentide and Hordes of the Underdark Expansions. Fortunately, I’d saved an early draft in a word document, so I thought I’d post them here now that Bioware is kaput. =)
Backstory: I recently [beginning of this year] had the compulsion to go back and play the single player campaign and expansions, solo, on Very Difficult, and see how I fared. I'd played NWN online for about 10 years, but had never really concentrated on single player.
Given the silly difficulty setting, my thinking was that my chosen character would best be a munchkin powerbuild, and it would need to be strong from beginning to end. After searching for a while, I found lots of nwn character builds and ideas catering to level 40 environments, but not many that concentrated on the single player campaigns. So I thought that I'd share this one!
The OC typically ends around level 17, SoU around level 13, and HoTU around 28, assuming Solo play, with all the side quests done, and no powerlevelling via spawning monsters/farming an infinitely spawning enemy/cheats/etc.
This build has two slightly different variants: One for the Original Campaign and one for the Expansions. They are virtually the same concept, with slight tweaks. This particular build plan is for the Original Campaign, and goes up to level 17. There's an item/play guide at the end, though I'll give plenty of alert and space for those that wish to play around with it for themselves.
It was designed with 1.69/Diamond Edition in mind, which I realise includes spells not available in the Original Campaign. These include from SoU: The Faerie Dragon Familiar, Several level 1 spells [Shield, Expeditious Retreat, True Strike], Bigby's hands and Isaac's Greater Missile Storm.
From HoTU: Several Weapon Buffs [Magic Weapon, Flame Weapon, Keen Greater Magic Weapon], and additional Damage Shields [Death Armour, Mestil’s Acid Sheath].
One can of course choose not to use these, but it is a lot more fun playing with them. =)
So here it is. It's a Battlemage. With a halberd.
Wizard(15), Fighter(1), Monk(1), Human
Alignment:
Any Lawful, required for the Monk Level.
Abilities:
STR: 16 (18)
DEX: 12
CON: 14
WIS: 8
INT: 16 (18)
CHA: 8
Specialised Spell School: Illusion.
The main reason for this is to gain access to the extra spell slot per level, without copping too much of a penalty from having a prohibited school. Illusion prohibits Enchantment, which mainly concerns will-based mind spells [such as Sleep and Confusion], for which there are alternatives in other schools.
Familiar: Faerie Dragon to start, then switch to Pixie once at Level 5 Wizard [i.e. Level 6].
Skills:
W 01: Concentration(4), Heal(4), Lore(4), Spellcraft(4), Taunt(2), Save(4),
F 02: Concentration(1), Heal(1), Lore(1), Save(7),
W 03: Concentration(1), Heal(1), Lore(1), Spellcraft(2), Save(8),
W 04: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(10),
W 05: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(12),
W 06: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(14),
W 07: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(16),
W 08: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(18),
M 09: Concentration(1), Heal(1), Lore(1), Persuade(12), Tumble(10), Save(1),
W 10: Concentration(1), Heal(1), Lore(1), Spellcraft(2), Taunt(1),
W 11: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 12: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 13: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 14: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 15: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 16: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1), Save(1),
W 17: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1), Search (1).
Final Skills:
Concentration 20(22), Heal 20(19), Lore 20(24), Persuade 12(11), Search 1 (5), Spellcraft 20(24), Taunt 10(9), Tumble 10(11).
Feats:
Human: (Quick to Master)
01: Wizard(1): Power Attack, Cleave, {Scribe Scroll}
02: Fighter(1): Weapon Focus: Halberd
03: Wizard(2): Extend Spell
04: Wizard(3): STR+1, (STR=17)
05: Wizard(4)
06: Wizard(5): Knockdown, Empower Spell <-- SWITCH TO PIXIE FAMILIAR HERE.
07: Wizard(6)
08: Wizard(7): STR+1, (STR=18)
09: Monk(1): Great Cleave, {Evasion, Improved Unarmed Strike, Stunning Fist}
10: Wizard(8)
11: Wizard(9)
12: Wizard(10): INT+1, Spell Penetration, Maximize Spell, (INT=17)
13: Wizard(11)
14: Wizard(12)
15: Wizard(13): Improved Knockdown
16: Wizard(14): INT+1, (INT=18)
17: Wizard(15): Greater Spell Penetration
Spoilers below!
First up, some pre-emptive answering of questions! [with answers containing potential spoilers].
Why human?
Because humans are great at multiclassing [3 base nwn classes and no xp penalty!] and get extra feats and skills. The SoU/HoTU version of this build is a dwarf, which provides a little extra tankiness in the early stages, but does not multiclass as much until into the 20's.
Why Halberd?
One word: Ravager. Any two-handed martial weapon is of course viable. But again: Ravager....
Why Wizard and not Sorceror?
Sorcerors get a lot of spell slots available for blasting everybody, but not many spells to choose from, which can hurt early on. Wizards get a larger spell selection, more feats and more skills than sorcerors do, plus the ability to learn spells from scrolls, which means a large variety of buffs and spells early game.
The main downside of a wizard is that they don’t have many spell slots, so they run out of firepower quickly. Not a problem if you have a Halberd!
Why Faerie Dragon and Pixie?
Improved Invisibility! Both familiars can be possessed, and amongst their special abilities is the Improved Invisibility spell, which can be cast on the player via their Radial Menu [right click on familiar: Left, Top Left, Right]. Improved Invisibilty provides both invisibility [useful for sneaking up on enemies] and 50% concealment thereafter [50% chance for enemies to miss, great for a tank]. It only lasts 1 minute per level however, so early on it is best used sparingly.
Faerie Dragons receive this at level 1 wizard, pixies receive this at level 5 wizard [level 6 character]. Pixies double as awesome lockpicks and trap disarmers, so I recommend switching to them once they’re able to cast Improved Invisiblity. In the event of no pixie lockpick, there’s always Power Attack, Flame weapon and Fireball…
Why the dabbing in Fighter and Monk?
Fighter gets Heavy Armour and Martial Weapon Proficiency, which when combined with a wizard’s abilities make for quite the melee tank early on. Monk is for Evasion, Tumble, and to make use of the many monk items available in the Original Campaign, including Robes of the Dark Moon in Chapter 2.
A Wizard with Heavy Armour: How do you cast any spells?
In armour, you try not to! One can take their armour off to buff outside of combat, then put it back on before running in to fight. In this regard, it helps to Quickbar your armour to remove/equip it easily. The spells Darkness and True Strike are also special in that they can be cast with no armour penalty!
At the beginning of Chapter 2, Robes of the Dark Moon [Permanent Haste!] become available, so it’s recommended to switch out of Heavy Armour and into these, which in the process makes major spellcasting in combat viable again.
Why no Discipline?
Never found much of a use for it. There are not many enemies that will attempt Knockdown or Disarm on the player if their AC is high enough, and even then, there are Dragon Slippers to prevent Knockdown.
Why no spell focus?
Because I like to gear this build with strength/immunity/resistance/regeneration gear over intelligence/spell slot gear, and because there are plenty of damage/crowd control spells with no save. That's not to say one can't cast spells that still have a save: Unfocused Color Spray, Fireball and Evard’s Tentacles are not to be underestimated.
Can this Ponce Mage actually hit anything with its' big stick?
Prepare to be surprised! Most single digit level monsters have less than 20 AC, which is low enough for a multitalented mage to consistently hit. There are also a lot of buffs available to wizards that help increase attack and melee damage, and by the time these spells start to level out in the teens, high level wizard spells kick in. Additionally there’s the Forge which can be used to create Ravager Halberds in Chapters 1 and 3.
POST SPLIT INTO PARTS. THIS IS PART 1.
Backstory: I recently [beginning of this year] had the compulsion to go back and play the single player campaign and expansions, solo, on Very Difficult, and see how I fared. I'd played NWN online for about 10 years, but had never really concentrated on single player.
Given the silly difficulty setting, my thinking was that my chosen character would best be a munchkin powerbuild, and it would need to be strong from beginning to end. After searching for a while, I found lots of nwn character builds and ideas catering to level 40 environments, but not many that concentrated on the single player campaigns. So I thought that I'd share this one!
The OC typically ends around level 17, SoU around level 13, and HoTU around 28, assuming Solo play, with all the side quests done, and no powerlevelling via spawning monsters/farming an infinitely spawning enemy/cheats/etc.
This build has two slightly different variants: One for the Original Campaign and one for the Expansions. They are virtually the same concept, with slight tweaks. This particular build plan is for the Original Campaign, and goes up to level 17. There's an item/play guide at the end, though I'll give plenty of alert and space for those that wish to play around with it for themselves.
It was designed with 1.69/Diamond Edition in mind, which I realise includes spells not available in the Original Campaign. These include from SoU: The Faerie Dragon Familiar, Several level 1 spells [Shield, Expeditious Retreat, True Strike], Bigby's hands and Isaac's Greater Missile Storm.
From HoTU: Several Weapon Buffs [Magic Weapon, Flame Weapon, Keen Greater Magic Weapon], and additional Damage Shields [Death Armour, Mestil’s Acid Sheath].
One can of course choose not to use these, but it is a lot more fun playing with them. =)
So here it is. It's a Battlemage. With a halberd.
Wizard(15), Fighter(1), Monk(1), Human
Alignment:
Any Lawful, required for the Monk Level.
Abilities:
STR: 16 (18)
DEX: 12
CON: 14
WIS: 8
INT: 16 (18)
CHA: 8
Specialised Spell School: Illusion.
The main reason for this is to gain access to the extra spell slot per level, without copping too much of a penalty from having a prohibited school. Illusion prohibits Enchantment, which mainly concerns will-based mind spells [such as Sleep and Confusion], for which there are alternatives in other schools.
Familiar: Faerie Dragon to start, then switch to Pixie once at Level 5 Wizard [i.e. Level 6].
Skills:
W 01: Concentration(4), Heal(4), Lore(4), Spellcraft(4), Taunt(2), Save(4),
F 02: Concentration(1), Heal(1), Lore(1), Save(7),
W 03: Concentration(1), Heal(1), Lore(1), Spellcraft(2), Save(8),
W 04: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(10),
W 05: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(12),
W 06: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(14),
W 07: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(16),
W 08: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Save(18),
M 09: Concentration(1), Heal(1), Lore(1), Persuade(12), Tumble(10), Save(1),
W 10: Concentration(1), Heal(1), Lore(1), Spellcraft(2), Taunt(1),
W 11: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 12: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 13: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 14: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 15: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1),
W 16: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1), Save(1),
W 17: Concentration(1), Heal(1), Lore(1), Spellcraft(1), Taunt(1), Search (1).
Final Skills:
Concentration 20(22), Heal 20(19), Lore 20(24), Persuade 12(11), Search 1 (5), Spellcraft 20(24), Taunt 10(9), Tumble 10(11).
Feats:
Human: (Quick to Master)
01: Wizard(1): Power Attack, Cleave, {Scribe Scroll}
02: Fighter(1): Weapon Focus: Halberd
03: Wizard(2): Extend Spell
04: Wizard(3): STR+1, (STR=17)
05: Wizard(4)
06: Wizard(5): Knockdown, Empower Spell <-- SWITCH TO PIXIE FAMILIAR HERE.
07: Wizard(6)
08: Wizard(7): STR+1, (STR=18)
09: Monk(1): Great Cleave, {Evasion, Improved Unarmed Strike, Stunning Fist}
10: Wizard(8)
11: Wizard(9)
12: Wizard(10): INT+1, Spell Penetration, Maximize Spell, (INT=17)
13: Wizard(11)
14: Wizard(12)
15: Wizard(13): Improved Knockdown
16: Wizard(14): INT+1, (INT=18)
17: Wizard(15): Greater Spell Penetration
Spoilers below!
First up, some pre-emptive answering of questions! [with answers containing potential spoilers].
Why human?
Because humans are great at multiclassing [3 base nwn classes and no xp penalty!] and get extra feats and skills. The SoU/HoTU version of this build is a dwarf, which provides a little extra tankiness in the early stages, but does not multiclass as much until into the 20's.
Why Halberd?
One word: Ravager. Any two-handed martial weapon is of course viable. But again: Ravager....
Why Wizard and not Sorceror?
Sorcerors get a lot of spell slots available for blasting everybody, but not many spells to choose from, which can hurt early on. Wizards get a larger spell selection, more feats and more skills than sorcerors do, plus the ability to learn spells from scrolls, which means a large variety of buffs and spells early game.
The main downside of a wizard is that they don’t have many spell slots, so they run out of firepower quickly. Not a problem if you have a Halberd!
Why Faerie Dragon and Pixie?
Improved Invisibility! Both familiars can be possessed, and amongst their special abilities is the Improved Invisibility spell, which can be cast on the player via their Radial Menu [right click on familiar: Left, Top Left, Right]. Improved Invisibilty provides both invisibility [useful for sneaking up on enemies] and 50% concealment thereafter [50% chance for enemies to miss, great for a tank]. It only lasts 1 minute per level however, so early on it is best used sparingly.
Faerie Dragons receive this at level 1 wizard, pixies receive this at level 5 wizard [level 6 character]. Pixies double as awesome lockpicks and trap disarmers, so I recommend switching to them once they’re able to cast Improved Invisiblity. In the event of no pixie lockpick, there’s always Power Attack, Flame weapon and Fireball…
Why the dabbing in Fighter and Monk?
Fighter gets Heavy Armour and Martial Weapon Proficiency, which when combined with a wizard’s abilities make for quite the melee tank early on. Monk is for Evasion, Tumble, and to make use of the many monk items available in the Original Campaign, including Robes of the Dark Moon in Chapter 2.
A Wizard with Heavy Armour: How do you cast any spells?
In armour, you try not to! One can take their armour off to buff outside of combat, then put it back on before running in to fight. In this regard, it helps to Quickbar your armour to remove/equip it easily. The spells Darkness and True Strike are also special in that they can be cast with no armour penalty!
At the beginning of Chapter 2, Robes of the Dark Moon [Permanent Haste!] become available, so it’s recommended to switch out of Heavy Armour and into these, which in the process makes major spellcasting in combat viable again.
Why no Discipline?
Never found much of a use for it. There are not many enemies that will attempt Knockdown or Disarm on the player if their AC is high enough, and even then, there are Dragon Slippers to prevent Knockdown.
Why no spell focus?
Because I like to gear this build with strength/immunity/resistance/regeneration gear over intelligence/spell slot gear, and because there are plenty of damage/crowd control spells with no save. That's not to say one can't cast spells that still have a save: Unfocused Color Spray, Fireball and Evard’s Tentacles are not to be underestimated.
Can this Ponce Mage actually hit anything with its' big stick?
Prepare to be surprised! Most single digit level monsters have less than 20 AC, which is low enough for a multitalented mage to consistently hit. There are also a lot of buffs available to wizards that help increase attack and melee damage, and by the time these spells start to level out in the teens, high level wizard spells kick in. Additionally there’s the Forge which can be used to create Ravager Halberds in Chapters 1 and 3.
POST SPLIT INTO PARTS. THIS IS PART 1.
Post edited October 30, 2016 by SeanGoodOldGames