Nwn2 which class is best
A class is one of the fifteen player character types -- barbarian, bard, cleric, druid, favored soul, fighter, monk, paladin, ranger, rogue, sorcerer, spirit shaman, swashbuckler, warlock or wizard. Class defines a character's predominant talents and general function within an adventuring party. Character class may also refer to a nonplayer character class or a prestige class. Class determines what a character is able to do: combat prowess, magical ability, skills , and more.
Class is probably the first choice made about a character -— just ahead of race , or perhaps in conjunction with that decision. The class chosen determines where a character should best place ability scores and suggests which races are best to support that class choice. Try adjusting the terms of your search, you can search by game titles, publishers, and developers. TBA Owned Free. Menu Store New releases.
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Posted July 01, Recently I decided to return to NWN2. In the past I usually picked spellcasting classes. Now I decided to select a melee class. I'm planning to make a dual-wielding Ranger. So here's my question. Do you have any suggestions regarding a prestige class for this character? Which prestige class would fit here best? Or maybe it's a good idea to go with a pure Ranger as it gains perfection in dual-wielding on level 21?
Engerek01 Engerek01 Sorry, data for given user is currently unavailable. Game gives you a cleric I don't really like the cleric the game gives you. You also pick up a cleric, a shaman, a bear, and some evil unit that can switch class as needed. Otherwise the lack of a Mask thief is somewhat notable. Storm of Zehir uh, you make 4 units and you pick up 2 more units and you can build them however you like. Lacking in meat so I'd pick up other things that are warrior like for the next two slots.
I had planned on doing arcane Scholar of Candle keep and red Wizard on my mage. If the next one is called, because of his MO, the underwear bomber, you'll know I'm on to something. Calvin Trillin June 16, Rangers get 6 skill points. Fighter 8 is a nice mix nice ending numbers but for campaign playability I'd shoot for more Ranger earlier instead, maybe splash levels of something.
I mostly like it if you're going for high ability requirement epic feats like epic divine might You'll typically only want 5 levels of Frenzied Berserker, over FB is 5 we got 11 levels we could take dwarven defender for some damage reduction I mean we get the free toughness from the ranger. Reads build. As a Frenzied Berserker we want to 2-Hand a weapon for Power attack and 1.
This is a power attack build. With Supreme Cleave, Enhanced Power Attack and Favored Power attack you can blow apart two enemies and do great damage to the non favored ones. Undead should be one of those enemies. The other is optional. I like human but Fey is another good choice for MotB Outsiders isn't bad You could take Ranger higher, that isn't a bad way to go, but feats become tight to make the most of it with Frenzied Berserker.
It will be good for Focus, though, which is indeed the stronger line of feats if you must cut fighter. Fighter 12 is where you want to be to take Specialization further. Race customization is possible with this plan. It can fit a lot of different roles, much like a Bard. Note that you can only take 5 levels max of HA. Plus, it makes a good build for all those who read the error-ridden manual and thought that the HA requirements which were transposed onto the EK requirements were for the EK, and thus started builds with this in mind.
Niche: A Warlock who turns enemies to ash. While it lasts, it will wreck house, though. Only time I can actually imagine a use for Hideous Blow, too. Either take Dark Foresight, or load up on Fey feats for extra damage reduction. Kukris are probably the better choice for your Weapon Focus, since they get a good crit range similar to Scimitars and Rapiers. Bleeding damage is relatively weak, but it does count toward Sneak Attack dice, so it can be useful for obtaining PrCs which require SA.
Decent INT allows this character to do almost any skill in the book, and he can tank too! Niche: Tanking with extra abilities. It has style. Spiffy uniform, too. Protective Aura is alright, but the Deflection bonus to armor will be largely negated by the time in the game you get it; the better part is the bonus to saves, which does stack.
It also has a decent range, especially when it upgrades at level 4. Guarding the Lord is a niche ability which allows you to take damage for someone else; part of the damage dissipates instead of affecting either you or the intended target, making it quite a bit better than the Shield Other spell.
Frantic Reactions is pretty decent, allowing you to run faster, take fewer attacks while dodging through enemy ranks, and giving you sneak attack damage; all of this for an always-active feat.
Finally, All-Out Assault is a wonderful ability. For three rounds, all your attacks are maximized. No damage die rolls for you. This ability is especially useful for dual-wielders, making for 24 or so attacks at maximum damage, and thus a world of hurt. You may want to hold a level over until you get the NW9 epithet feat at the beginning of Act III, so you can get all 5 levels if you want them.
Very cool, makes for a great tanker with skills, feats, and abilities to spare. Niche: Spellcasting from behind a barrier of undead, AC and immunities. Description: Another of my favourite classes that got nothing from Obsidian. Lots of powerful abilities, all drowned out by the fact that the PM only gets spells every odd level. The abilities, however, are very tempting. Or change it to whatever you feel is balanced.
Practiced spellcaster brings you up to caster level 20, and you just deal without level 9 spells. Niche: Ridiculous melee stats. Description: This PrC is a bit of a mixed bag. The breath weapon is neat, but only gets one use per day at low damage, so neglect it at will.
Blind- Fight is a very useful feat to get for free, and the armor bonuses are always a plus. Immunity to fire is lovely, as are immunity to sleep and paralysis, though as with most of the tertiary abilities the RDD has, these can be gained through equipment, spells, and feats. But the real reason to take RDD is the permanent stat bonuses.
RDDs are very focused on melee combat, but are far more flexible than other tank classes for this reason. One thing to keep in mind, however, is that the majority of the RDD bonuses arrive at level Essentially, all builds utilizing RDD should go all the way to level 10, or not at all. Now throw Fireballs around and watch them bounce off your fire immunity. And everyone loves a Dragoon. Niche: Spellcasting tailored to frying enemies with a subset of spells.
Description: RWs give up some flexibility to gain extra power with their chosen school. Note the impressive array of requirements, and make sure you follow them to the letter if you want this class! RWs lose a second school of magic based on their original choice for specialization: Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion Divination: lose Enchantment Enchantment, Illusion: lose Abjuration And for completeness, here's the list of original prohibited schools: Specialization Prohibited School Abjuration Conjuration Conjuration Transmutation Divination Illusion Enchantment Illusion Evocation Conjuration Illusion Enchantment Necromancy Divination Transmutation Conjuration For giving up two schools of magic, your specialized school's spells gain DC and SR checks so they're more likely to stick , better defense, and improved caster level.
Note, however, that all of these cases are ONLY for your specialized school, so you can cast from other schools which aren't prohibited, but they will cast as though you were a regular vanilla Wizard.
First off, make sure your specialized school is something you want improved. Divination is a useless choice because none of its spells have DCs, and the rest of the Divination spells' characteristics don't gain much either. Illusion, Conjuration, and Abjuration gain relatively little likewise. Enchantment can be useful for some, though mind spells don't work as well as in some other games.
The most balanced choice is probably Necromancy Divination and Illusion are probably the weakest schools, so being prohibited doesn't hurt , and a few fabulous spells primarily Undeath to Death, Horrid Wilting, and Wail of the Banshee belong here. Evokers and Transmuters have their place too. All that said, the RW is highly specialized and will suit any spellcaster who doesn't mind being relegated to a niche role based upon their chosen specialization.
There is no finer caster in the game than a well-crafted Thayan. If you want a Pale Master who can actually cast, this is a good one. Choose Evocation as your Specialist School or Necromancy if you're purist. Losing Conjuration and Illusion normally hurts because you lose out on a lot of defensive spells, but PM recoups this; likewise, his natural summoning can make up for losing Summon Creature spells.
With Practiced Spell-caster, and minor tinkering, this guy can still cast like an Archmage. Niche: A Monk with spells, or a Cleric who works without armor. Description: At first blush, this seems like a superbly powerful PrC. It does take some finesse to get them to work, though; Monks are notoriously difficult to multiclass, since they are so powerful singleclassed but lose power quickly with other levels. Spell progression is pretty decent, and is better than Warpriests.
Just remember that the class abilities are all cherries on top; your real reason for taking this class is to let your Monk cast spells and be more flexible. It should go without saying that you should never, ever try for SF without levels of Monk. Forget about your animal companion though!
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