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Topic: NWN Rhun: general


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Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 01-Jan-09, 15:38:56
-- Albadaran:
[i][b]It's no problem. Come to BB's server so I can pk you![/b][/i]

A challenge? Pen & Paper fight style. Ready? Roll. I win. Haha! Want revenge? You lose! HAHA! Give up :-)

So fox.



-- bbKing:
[i][b]My sorceress is now level 16.
Still I lack powerful enough spells and I run out of them fairly quickly. Plus my defense is rather poor.
Another thing that I need to get used to is the many quick slots and to find the right ones.
Hopefully it all will improve as I advance.[/b][/i]
You will get used to quickslots. And discover 36 slots are few.

A trick:
Some spells do not require targeting.
You can cast them quickly by using the "dialer".
On your numeric keypad, press 0 (Ins) to open the radial menu on yourself.
Then press 1, 2, 3, 4, 6, 7, 8 or 9 to navigate the radial menu (and reach the spell you want).
Keypad 5 is to get out of the sub-radial you are in.

The trick is to memorize some magic numbers in your mind, and type them fast.


-fox
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 31-Dec-08, 17:58:16
I'd like to solve one annoying thing about running the Rhun server.
I have a router.
I have to use Hamachi for other players to be able to connect.
I'd like to know if and how it is possible to connect directly via my external IP.
I've done portforwarding to be able to properly share up- and downloads as member of 2 private music trackers.
But this "static" IP prevented me, after a short while, from loading internet sites any longer. It was a dilemma.
And now, running this server, I face a possible similar dilemma.
Anyone who knows the answer without the portforwarding?
Thanks.
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 31-Dec-08, 16:48:41
My sorceress is now level 16.
Still I lack powerful enough spells and I run out of them fairly quickly. Plus my defense is rather poor.
Another thing that I need to get used to is the many quick slots and to find the right ones.
Hopefully it all will improve as I advance.

In between Nova tried a drow monk. And so did I. Something completely different. Well, not that different except you can't enter Etum nor the ancient city, being Evil. The Seer spots you from afar and prepares himself in case you come too close for his comfort.
I managed to find the way to my Drow House (equivalent to the Etum's Guilds), where I got the proper Insignia as the recall item, so I can teleport back "home". Like many other areas in Rhun Drow City is far from being complete, compared to Etum.
Still I have to see what a drow does in the other areas.
I wonder if some spell casters will try positive energy and such on me.

Have all of you a wonderful New Year's eve and may you fulfill all of your wishes this new year. Cheers!
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 31-Dec-08, 14:54:22
lol Albadaran, you're not a PK
and fox can't play online any game due to his internet connection, which is very unfortunate
besides, fox likes it that way, more or less :)

Happy New Year to you all
may this new year be prosperous to you
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 31-Dec-08, 12:48:50
I was fooled by class builds in the nwn bioware forums,wher people tend to make cobo's with leaving open a choice between 2 classes. So it seems like combo's of 4 classes but in reality they mean 2 classes with for the 3th a choice between 2 other classes.

Anyway:
[B]I ask: do you read what I write?
No war if you do not. But do tell me so.[/B]

It's no problem. Come to BB's server so I can pk you!
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 31-Dec-08, 00:42:55
-- Albadaran:
[i][b]Ah, its bugged! The quests tell that the line Good-Evil will change, but in reality its the line Lawful-Chaos...[/b][/i]
Maybe you say "bug" too easy?
Conversation lines are only words.
You must change the script linked to those words.

[i][b]But I don't get an option to choose a 4th profession at all (After Fighter/Dwaven defenfer/Bard)[/b][/i]
On 14-Dec-08 23:56:21, in this same thread, I did answer (to you) by saying:
[b]And multi-class characters are limited to 3 classes. Can not have more.
[/b]

I ask: do you read what I write?
No war if you do not. But do tell me so.

-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 29-Dec-08, 17:59:37
Ah, its bugged! The quests tell that the line Good-Evil will change, but in reality its the line Lawful-Chaos...

Unfortunately it does not help me further, because what I planned seems not to work. After changing alignment I got the bard as planned, and after 3 levels in Arcane magic I would choose Palemaster... But I don't get an option to choose a 4th profession at all (After Fighter/Dwaven defenfer/Bard)...
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 29-Dec-08, 00:26:20
Giving it a 2nd thought; On Nova's server my monk got a warning when I completed the Kelinar's clock quest; his alignment shifted from Lawful to neutral, and he could no longer progress in monk until this was repaired. But now on BB's server the same quest changes the Good-Evil line instead of the Lawful-chaotic line. Thats kinda weird...
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 28-Dec-08, 18:34:38
On my own game it would never be a problem; there are add ons to make alignment switches on the internet. But I play at BB/Nova, and they have their own server with their own rules.
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 28-Dec-08, 18:28:37
I would stay away from it.

If that script is run enough times, you become sworn enemy of Tagnar (who-ever he is) and all those who belong to his Faction (which could mean half the world population from what you know).

It is better you prepare your own NPC, put him in Etum Capitol Building, and give him a basic conversation to shift your alignment.

-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 28-Dec-08, 12:54:43
There is a reference in the editor to Tagnar (Tagnar Ironforce??):

(from Tagnar_realign)

/* Script generated by
Lilac Soul's NWN Script Generator, v. 1.5

For download info, please visit:
http://www.lilacsoul.revility.com */

//Put this on action taken in the conversation editor
void main()
{

object oPC = GetPCSpeaker();

object oTarget;
oTarget = OBJECT_SELF;

AdjustReputation(oPC, oTarget, -5);

AdjustAlignment(oPC, ALIGNMENT_CHAOTIC, 5);

}

Unfortunately I can't find any jumps to this routine, so I'm clueles if it works at all. Tagnar seems to trade something if I look at the other Tagnar routines. Does anyone know this Tagnar and where I can find him?
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 28-Dec-08, 00:24:07
How do I get rid of my lawful alignment in Rhun? Switching in the line Good-evil is easy, but I did not find ways to change the Lawful-chaotic line...
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 26-Dec-08, 16:44:47
Ty Fox. That was the missing link.
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 26-Dec-08, 14:12:06
-- Aldabaran
When you read a requirement of "Base Attack", it means "Base Attack".
It is a specific entry you have in your character sheet.

-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 25-Dec-08, 22:20:10
Dodge and thoughtness are feats I have, and weapon focus Long sword (=melee). See below.
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 25-Dec-08, 22:18:46
Requirements Prestige class messed up?

I have this dwarf:
-Level 4 (leveling up now to 5)
-Lawful/neutral
-str. 16
-dex. 13
-const. 18
-int. 10
-wisd. 10
-charisma 8
-attack bonus +7 (without wearing anything)
Among the feats are these?
-Dodge
-Weapon focus
-Weapon focus Longsword

According to the prestige class descriptions in the game and on Bioware I should now be able to play:

Dwarven defender
req.:
-Dwarf v
-Allignment: Any lawful v
-Basic attack bonus +7
-Feats: Dodge and Thoughness v
-And the not on Bioware page that Dodge needs at least 13 dex v

Or Champion of Torn
req:
-Base attack bonus +7 v
-Weapon focus in melee weapon v
-Alignment non evel v

As far as I see I meet all requirements, yet in leveling up from lvl 4 to 5 I don't have the option to choose thes classes...
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 14-Dec-08, 23:56:21
Hello.

[b]Gems: sell them or keep them?[/b]
Gems have no use in Rhun. Sell them.


[b]Leveling: 40 is the limit, but can i level each classcombo to 40? e.g. warrior/cleric/archer/ = 3 * 40; wa/cl/ar/enchanter = 4 * 40 max, etc. So the larger the combo, the more powerfull in the end. Or would it not work because XP is capped?[/b]
No. 40 is the limit.
40 is "character" levels, not "class" levels.
The sum of the classes you take may not exceed 40.
And multi-class characters are limited to 3 classes. Can not have more.


[b]-I gave the clock to Kelinar Nufgen, and got the message that my alignment moved towards chaos. Why? What's the bad thing of that clockquest?[/b]
You had 5 choices. Each would affect your alignment in a different way.
You chose the one to make you more Chaotic. That is all.


-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 13-Dec-08, 15:30:27
Gems: sell them or keep them?

Leveling: 40 is the limit, but can i level each classcombo to 40? e.g. warrior/cleric/archer/ = 3 * 40; wa/cl/ar/enchanter = 4 * 40 max, etc. So the larger the combo, the more powerfull in the end. Or would it not work because XP is capped?

-I gave the clock to Kelinar Nufgen, and got the message that my alignment moved towards chaos. Why? What's the bad thing of that clockquest?
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 03-Dec-08, 21:21:30
bags of holding are the solution for that lol
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 03-Dec-08, 20:04:48
Nice to hear.
It seems storage is a problem in every rpg game ;-) So many items players want to keep!
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 03-Dec-08, 16:09:27
Sorry. Forgot a word:

But if you play [other] modules, you be wise to not make assumptions on chests.

-fox
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 03-Dec-08, 16:06:25
Single or Multiplayer = no difference.
If you talk of BioWare original modules, then short answer is: yes.

When a chest is born, by default it forever holds what items are found/put/left inside.
No questions asked.

But this behavior can be altered in [b]ANY(!)[/b] bizarre way, if the modder so desires.

BioWare modules tend to adhere to default behavior.
But if you play modules, you be wise to not make assumptions on chests.

-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 02-Dec-08, 21:23:33
One more question: Storage.

Is it safe to store items into chests? Will they stay there? In singleplayer?
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 02-Dec-08, 12:51:56
Hello :-)

[b]Hmmm, but originally in AD&D you can use all the proficiencies of both professions.
[homissis]
So at NwN you can only access the proficiency of the latest selected chr. class? That makes no sense.[/b]

Incorrect. I did say:

[b]But once a Feat is taken, you keep it forever (that and the aids you gain from it), regardless of future Classes you may level in.[/b]

To be extra clear:
You make your Cleric (1), and you receive all the "starting" Cleric feats.
Then you take a 1st level in Fighter and you receive all the "starting" Fighter feats.
And you keep them all and can use them all, forever.



I teach you a trick for when you want to experiment with classes, feats, et cetera...

Start the original NWN campaign, in Single Player.
Choose the Prelude module.
No reason other than it is fast fast to load.

Once in game, in the chat bar you type exactly:
[b]##DebugMode 1[/b]

And hit Enter on your keyboard.

Next, you can type:
[b]##dm_givelevel N[/b]

Where [b]N[/b] is the number of levels you desire.
N can range from -39 to 39.
If it is a negative number, you will lose levels.
If you specify no N number, you will gain all the levels you need to reach level 40.

Once you input the dm_givelevel command, your mouse cursor changes to target-mode.
Left-Click on your character, and receive all the XP for the levels you requested.
Or Right-Click anywhere to cancel the command.

You disable the debug mode by typing:
[b]##DebugMode 0[/b]

Now fun yourself with the level ups, one by one, and see in detail where your character can go.

This will not work on a server.

-fox
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 01-Dec-08, 22:50:23
NOVA, the constant lag makes playing impossible
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 01-Dec-08, 19:50:53
Hmmm, but originally in AD&D you can use all the proficiencies of both professions. E.g. A fighter-cleric has access to all fighter and all clerice proficiencies. But, as you say, at half the original levels.
So at NwN you can only access the proficiency of the latest selected chr. class? That makes no sense.
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 01-Dec-08, 03:36:45
It is not true that I am glued to the keyboard :-(
I try to write good answers.

[b]It looks like they are profession based. So I can't use certain weapons. But in AD@D you can choose a 2nd profession, e.g. a cleric can become a cleric-fighter, and thus use the exotic feat for using swords (am I right?).[/b]

You are correct.

[b]I notice with leveling up I"m asked if I want to change profession, but all I want is choose my 2nd profession. When can I do that?[/b]

Incorrect.
You "add" a new profession, or you "improve" a profession you already have. Take it to the letter.
You can select a 2nd, or even 3rd, profession (Class) as soon you meet the requisites for the Class you desire.
Previous taken classes will remain.


Example:
At character making (level 1) you select to be Cleric.
At level 2 you choose Fighter.
You are Cleric (1), Fighter (1). Total level: 2.
If at level 3 you select Cleric, you become Cleric (2), Fighter (1).
At levels 4, 5, 6 you select Paladin? You become Cleric (2), Fighter (1), Paladin (3).

Feats can have all kind of pre-requisites.
Some Feats are only accessible to a specific Class.
The opportunity to select specific Feats is restricted to when you level-up in Classes who have access to those Feats.
But once a Feat is taken, you keep it forever (that and the aids you gain from it), regardless of future Classes you may level in.

Example:
You desire "Weapon Specialization". It is a Fighter-only Feat.
You are level 2: Cleric (1), Fighter (1).
You meet all the requisites for "Weapon Specialization".
You must select the Class to take for level 3.
That Class will dictate what Feats will be available for selection.
If you choose Cleric, you will not see "Weapon Specialization", even if you did take a previous level in Fighter.
You must select Fighter, instead. But then you will not see any of the Cleric-only feats.

Does that answer your question?

-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 30-Nov-08, 18:42:26
Thanks for the info! Your fingers must be attached to the keyboard :)

One more question: Feats & professions.
It looks like they are profession based. So I can't use certain weapons. But in AD@D you can choose a 2nd profession, e.g. a cleric can become a cleric-fighter, and thus use the exotic feat for using swords (am I right?). I notice with leveling up I"m asked if I want to change profession, but all I want is choose my 2nd profession. When can I do that?
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 30-Nov-08, 18:13:31
Addendum:
(this is shorter speech :-)

I remembered the feats for negating the Arcane Spell Failure.
They are 4:
-- Still Spell,
-- Automatic Still Spell I
-- Automatic Still Spell II
-- Automatic Still Spell III

Last 3 are Epic feats.


Remember that all your AC will be useless versus spells.
The "Armor" to shield you against spells is the "Spell Resistance".
But not all spells can be "resisted". Read their descriptions.

Other ways to "resist" spells is to use the so-called "mantles".
They are regular spells, named:
-- Shield
-- Minor Globe of Invulnerability
-- Globe of Invulnerability
-- Lesser Spell Mantle
-- Spell Mantle
-- Greater Spell Mantle

Maybe there are a few others.
I am not any of them exist in AD&D.

These spells either give you Immunity to all spells up to a specific level (the first 3), or they absorb all incoming harmful effect from any spell any level, until they collapse and wear off (the last 3).

Items can give you a maximum Spell Resistance of 32.
It is a hard-coded limit in the game.
If you want more than 32, you must use specific spells.

There are also spells to reduce (or "Breach") your Spell Resistance.
They are:
-- Lesser Spell Breach
-- Spell Breach
-- Greater Spell Breach (not sure this exists)
-- Mordenkainens Disjunction

These too are invented by NWN.
Other invented spells are the so-called "dispellers":
-- Lesser Dispel
-- Dispel Magic
-- Greater Dispel
-- Mordenkainens Disjunction (yes, both dispeller and breacher)


Monk is the only class that can achieve permanent Spell Resistance by just level up.
Monks can achieve impressive Spell Resistances of 50+.

Monks also possess an AC bonus on their own, based on Wisdom Modifier.
It works exactly like the Dexterity AC that all classess have access to.
But this Wisdom AC is only for Monks.
And it stacks with Dexterity AC.

Monks are really over-powered in NWN.
A level 20 Monk gets the glowing eyes because -technically- he becomes an "Outsider".
He is no longer Human, nor Elf, or other earthly race.
This the rule says.
But in NWN a level 20 Monk stays what race he was in the beginning.
Could he become a true Outsider he would find reasons to fear spellcasters :-)

-fox
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 30-Nov-08, 17:00:00
I try to make a comprehensive lesson.
Long speech. Sorry.
(why it is so difficult to write less words?)

---------------
There are many AC types. They are named:
-- Armor
-- Shield
-- Deflection
-- Dodge
-- Natural
(hope I am not forgetting some)

All of them can stack with each other. They stack because they are different.

Similar types will not stack instead.
If you wear 2 different items that give you the same AC type, like Deflection, they will overlap instead of stack. And you receive only the highest of the two bonuses.

Some spells also improve your AC. You are not told which AC type.
Usually they are several AC types at once. This is done so they always find appliance.
That is why when you cast one of those you receive a yellow console message telling you that you have several AC of the same type and the effects will not stack.
It is a normal thing.

There are exceptions to the rule. Natural armor will stack with other Natural armor, there is no limit.
If I remember correctly, Dodge armor too can stack with other Dodge armor. But maybe not.

The more your AC the better.
But note that attack rolls are made from a 1d20 roll.
When your attacker rolls a lucky 20, he hits you ignoring all your AC.
So it means that your foes always have at least 5% chance (1 of 20) to hit you.
The same rule applies to you, naturally.

A lucky 20 roll is called "Critical Success".
Critical for a reason: an attack roll of 20 collaterally triggers a Critical Hit.
The opposite also exists, and it is the "Critical Failure": the unlucky attack roll of 1.
When your foe rolls a 1, he will miss you even if you have 0 AC and he has +600 Attack Rating.
The same rule applies to you, naturally.

"Concealment" is another way to improve your Armor Class.
Some spells give you a percentage of concealment.
Your AC stays the same. But the concealment affects the Attack roll of your foe.
So if he rolls 18 for attack, and you have concealment 50%, then his attack is halved to 9.
It is like saying that you have doubled your AC.
Concealment is not invisibility. Do not confuse the two.
There are specific feats you can take to make your character permanently concealed.
Rogues, Assassins, and Shadowdancers have access to these mighty feats. If I am not mistaking.

You receive AC bonus from your Dexterity modifier too. This bonus is type-less and always stack with all other AC types you have.
Usually this Dexetrity Modifier bonus is capped by the very armor you wear.
When you read that a body armor has a Max Dexterity Modifier of 0, it means that there is no cap in place.
Otherwise there is a cap that may range from 1 to 8 points.
A Full Plate heavy armor possesses a max cap of 1. In fact Fighters are Strength based, and they do not care about Dexerity. So that cap means nothing to them.
A Rogue instead would want a Light Armor, which usually has a cap of 8.
Epic Rogues may even desire to wear simple robes, because they possess no cap.

Last AC bonus you get is from your Tumble Skill. It is a +1 AC for every 5 Tumble points.
It is base Tumble. Base Tumble is the one you see when you do level up.
Tumble is a Dexterity based skill. Armor Check Penalty will affect it, but will not cancel the base points you have in Tumble, and so you retain your bonus AC from it.

------------------------------
Armor Check Penalty is a... penalty you suffer.
This penalty is always a negative number that affects all your Dexterity-based Skills.
Look at it this way: Dexterity makes you nimble. Wearing armor or equipping shields makes you a little encumbered, and so you are less nimble.
That is why you lose power in Dexterity Skills.
If you are Fighter, or other character in heavy armor, you do not care about Armor Check Penalty. Because the Skills you like are not Dexterity based.
Same goes for a spellcaster.
But a Rogue would be fool to wear Heavy Armor, because most of her Skills of interest are Dexterity based.
Like shooting herself in the foot :-)

------------------------------
Arcane Spell Failure is another penalty you suffer.
You care for it only if you are spellcaster, and only if your spells are of "Arcane" type.
So Wizards and Sorcerers would fear this penalty.
But Druids and Clerics would not, because their spells are of "Divine" type, and can never be subject to Arcane Spell Failure.

There are always exceptions.
Some armor items possess a positive Arcane Spell Failure that negates the natural Arcane Spell Failure of the item itself.
So the Failure would drops back to 0% and you would receive no penalty from that item.

Otherwise there is a feat you can take (I always forget its name) that allow an arcane spellcaster to wear ANY armor and suffer not from Arcane Spell Failure.
You may have noticed that in the spells description there is often the word "Somatic".
A Somatic spell is one that requires the caster to move his hands freely, to cast.
This has nothing to do with being rooted in place (like when you are entangled by a spell).
Again wearing heavy armors makes you move less freely.
That is why "Somatic" spells suffer from Arcane Spell Failure.
All Arcane Spells are Somatic (if I remember correctly).
Arcane spellcasters can only learn Arcane spells.

-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 30-Nov-08, 15:46:58
About AC:

This seems to be differnt from the official AD&D rules. Looks like higher AC in this game is better?
And what about Armor check penalties? The lower (negative) the better? What exactly does it do?

Arcane spell failure xx%: Spells cast on the wearer? Or is it more difficult to cast spells for the wearer? Is a higher value better here?
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 28-Nov-08, 14:47:22
Really any weapon is fine.
I liked the idea of the arche-type Dwarf and the Dwarven Waraxe seemed the obvious choice.
The cool Waraxes can drop. I did collect several when I was Wizard.
I can not explain myself why now I am not finding any better than +3.
I am level 33 now. This is beyond bad luck.
So it must be the treasure scripts that are doing something (I am not sure though).

Remember that dwarves are Medium Size creatures.
If they use a weapon that is bigger than them (a Greatsword is a Large weapon), then it will be two handed and you will not be able to use a Shield.
And remember that if you choose a Weapon that is not Exotic, you can avoid the Weapon Proficiency (Exotic) feat and replace with something more useful for you.

You can boost your AC very much with my build.
The Monk level, for example, allow you to equip Boots of the Sun Soul, or similar, which give you extra AC, and either Dexterity of Constitution.
The Defensive Stance Ability gives you another +4 AC.
Haste is +4 AC.
Tumble 40 is +8 AC.
The BarkSkin spell is +4 AC.
Armor Skin feat is another +2 AC.

You can reach 60 AC before level 37 and without the stuff from the Village of Desert Springs :-)
But the enemy will hit you anyway if they roll the occasional 20 for attack.

When you reach Defensive Awareness (2) you become immune to Sneak Attacks.
This is because you are able to react to any number of targets regardless of their attacking position.
Sneak Attacks will trigger on you only if your foe strikes when invisible (because -technically- you are not "aware" of him yet).
When foe is visible, no Sneak Attack can ever trigger even if you are in combat with 10 Rogues all around you.

The Dwarven Defender is truly a monster of defense. Giants will have extra trouble in hitting you, because Dwarves have specific +4 AC versus them.
Use this Dwarf good and Rhun will be very easy until you reach Taer or go face the Matron Mothers :-)

-fox
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 28-Nov-08, 00:40:57
it really is too bad you can't have a DSL line where you live.
i'm sure it would be nice to play together.
my monk is now level 40 and i also have a little wicked and ofcourse very good looking lady fighting with 2 ass kicking kukris at level 39.
however, i must admit that NOVA made it pretty easy for me to explore the huge world of Rhun, both through his documentation and his actual help in pointing out the important locations.
anyway, time for a dwarf!
but since war axes are so rare (i found 2 +4 and just 1 +5 war axes in the guild shop) i was thinking of having the little man wield a greatsword, which will be bigger than the dwarf himself. it should be fun just to see him handle that huge sword lol.
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 25-Nov-08, 15:32:16
Thank you :-)

I am testing this build myself.
I am level 25 now (with the revision feat-list I posted).

Only problem I am having is with the Dwarven Waraxe.
Have not found any better than +3 so far.

It is odd. When I was Wizard I would find several +7 from the Goblins in Galum Hills, at character level 5!

Must be only bad luck.

-fox
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 24-Nov-08, 11:03:45
lol fox
you have a sharp eye for little details, great!
thanks for the dwarf char and building stats
i might build one
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 23-Nov-08, 12:31:43
I believe the male dwarf looks better.

Try the one with the half-bald head + pointy beard + pony tail.
Use the arrow keys, page-up, page-down, to rotate your character in the preview when you customize him.

Darken a little the initial skin shade.

Then (in Rhun) go to the Gem Shop in Etum Trade District.
Buy a Light Gem and use it to craft a light on your armor.
The Orange light looks best.

Maybe go to a dark place.
Your light will cast a black shadow on your face, covering your eyes :-)
Very mean-looking!

-fox
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 23-Nov-08, 05:10:55
thats right, i didn't (nor can) change anything.
i installed the game, patched it to 1.68 and that was it.
as to your dwarve char, fox. can i not be a she-dwarf? lol
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 23-Nov-08, 02:08:33
Nobody is telling Bbking to modify his game.
Where do you read it?

Keep what NOVA said. It is flawless.
I only correct you on the [b](1.62?)[/b] part.
No: you need the same patch in use on server.
NOVA uses 1.68. You need exactly 1.68.

1.62 is the version of NWN when you install.
That is Jurassic Patch. Homo Sapiens Sapiens has evolved to 1.68.

Are you Homo Sapiens 2x? Check your brain socket (Cranium Industries).
Does the little label above your s/n read: 1.6KG-3.5LBS ?
Then you are 1.68 ready :-)

My logic is flawless.

-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 22-Nov-08, 12:01:46
This is confusing... When I read carefully Nova seems to explain that players don't need the Rhun module to play NwN Rhun on his server. It only takes a particular version (1.62?) of NwN to log on and gogogo!

Now BB asks a question about gameplay in NwN (and I suppose he's talking about playing the Rhun module on Nova's server), and the answer is a suggestion to edit the Rhun module??? Now correct me if I'm wrong, but either:

-you play on clientsite and never need to change anything.
-or you host the server and keep administration of the Rhun module

Assuming that BB does not play single at home with a Rhun module of his own of course.

So what is it?
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 22-Nov-08, 02:16:35
Sorry.
I forget to label Level 21.
It is:

Fighter 21) Epic Weapon Focus (dwarven waraxe) + Epic Weapon Specialization (dwarven waraxe)


Too much internet for today.
-fox
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 22-Nov-08, 02:09:52
Revision:
this level progression is much nicer than the previous.
You sacrifice 1 BAB point to get many key feats sooner. In some case much sooner.

BAB 30 does not keep you alive if you can not take hits.
This build is much more robust :-)


Fighter 1) Blind Fight + Toughness
Fighter 2) Power Attack
Fighter 3) Cleave
Fighter 4) [dex:13] + Dodge
Fighter 5)
Fighter 6) Weapon Proficiency (exotic) + Weapon Focus (dwarven waraxe)
Fighter 7)
Fighter 8) [str:19] + Weapon Specialization (dwarven waraxe)
Fighter 9) Knockdown

Monk 10) ***Evasion***

DwD 11) ***Defensive Stance***
DwD 12) [str:20] + Great Cleave + ***Defensive Awareness (1)***
DwD 13)
DwD 14)
DwD 15) Expertise + ***Defensive Awareness (2)***
DwD 16) [str:21] + ***Dwarven Defender Damage Reduction***
DwD 17)
DwD 18) Improved Knockdown
DwD 19)
DwD 20) [str:22] + ***Defensive Awareress (3)***

21) Epic Weapon Focus (dwarven waraxe) + Epic Weapon Specialization (dwarven waraxe)

DwD 22)
DwD 23)
DwD 24) [str:23] + Improved Critical (dwarven waraxe)
DwD 25) Overwhelming Critical (dwarven waraxe)
DwD 26)
DwD 27) Epic Reflexes
DwD 28) [str:24]
DwD 29) Armor Skin
DwD 30) Epic Will
DwD 31)
DwD 32) [str:25]
DwD 33) Epic Fortitude + Devastating Critical (dwarven waraxe)
DwD 34)
DwD 35)
DwD 36) [con:15] + Great Constitution I

Monk 37) ***Deflect Arrows***

DwD 38) Epic Prowess

Fighter 39) Great Fortitude
Fighter 40) [str:26] + Improved Expertise


-fox
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 22-Nov-08, 00:24:01
Hello.

If you get bored with the Monk and want to try something different, I propose a Dwarven Defender character.
Dwarves are nice. Little. Compacts. Robust. Strong. Stubborn. Axey.

This Dwarven Defender is the typical Dwarf: skilled with Shield and Dwarven Waraxe.

The Dwarven Defender is excellent in defense. With careful planning he becomes a Living Wall.
Give him combat feats, and the Living Wall fights back :-)
This character is good to walk around in Rhun.


------------------------------------------------------------
Start with:
-- Race: Dwarf
-- Sex: Male
-- Class: Fighter
-- Alignment: any Lawful
-- Str: 18/4
-- Dex: 12/1
-- Con: 14/2
-- Int: 14/2
-- Wis: 8/-1
-- Cha: 6/-2
-- Discipline: +4 (keep the 12 extra Skill points for later)
-- Voiceset: "Violent Fighter" (Rrraaaaagh!!)

Feats to pick at character creation:
-- Blind Fight
-- Toughness



------------------------------------------------------------
Character progression:
(starting at level 2)

DwD = Dwarven Defender
*** = feat for free

Fighter 2) Power Attack
Fighter 3) Cleave
Fighter 4) [dex:13] + Dodge
Fighter 5)
Fighter 6) Weapon Proficiency (exotic) + Weapon Focus (dwarven waraxe)
Fighter 7)
Fighter 8) [str:19] + Weapon Specialization (dwarven waraxe)
Fighter 9) Knockdown
Fighter 10) Improved Knockdown

DwD 11) ***Defensive Stance***
DwD 12) [str:20] + Great Cleave + ***Defensive Awareness (1)***
DwD 13)
DwD 14)
DwD 15) Expertise + ***Defensive Awareness (2)***
DwD 16) [str:21] + ***Dwarven Defender Damage Reduction***
DwD 17)
DwD 18) Improved Critical (dwarven waraxe)
DwD 19)
DwD 20) [str:22] + ***Defensive Awareness (3)***
DwD 21) Epic Weapon Focus (dwarven waraxe)

Monk 22) ***Evasion***

DwD 23)

Fighter 24) [str 23] + Epic Weapon Specialization (dwarven waraxe)

DwD 25)
DwD 26) Overwhelming Critical (dwarven waraxe)
DwD 27) Epic Reflexes
DwD 28) [str:24]
DwD 29)
DwD 30) Epic Will + Armor Skin
DwD 31)
DwD 32) [str:25]
DwD 33) Epic Fortitude
DwD 34) Devastating Critical (dwarven waraxe)
DwD 35)
DwD 36) [con:15] + Great Constitution I

Monk 37) ***Deflext Arrows***

Fighter 38) Improved Expertise

DwD 39) Great Fortitude
DwD 40) [str:26] + Epic Prowess


------------------------------------------------------------
Skill points allocation:

You wear Heavy Armor, and likely a Tower Shield or similar.
Combined, they make a big "Armor Check Penalty" (like -18) which ruins all your Dexterity-based skills.
So it is a waste to spend Skill points in Dexterity-based skills.
Only one exception there is: "Tumble".

You get Tumble because of the AC bonus you receive from it: +1 AC every 5 base Tumble.
The Armor Check Penalty will lower your final Tumble, but can not cancel the base points you have in it.
And the AC stays :-)

Skill points available:
4 x4 at level 1
+ 11 x4 (Fighter levels)
+ 26 x4 (DwD levels)
+ 2 x6 (Monk levels)
Total: 176 points.

Raise "Discipline", "Listen", "Spot" and "Tumble" to score 40 each.
Last 16 points should go somewhere useful, like "Concentration".

Therefore:
During Fighter levels, put points only in "Discipline". Keep any extra for later.
During DwD levels, put points in "Discipline", "Listen" and "Spot". Keep extras for later.
During Monk levels, put points in "Tumble", "Discipline" and "Listen".

Give priority to Discipline, Listen, Spot and Tumble. So they reach 40 each, first.
Any extra you have, then, should be put in "Concentration" (16 points total).

Make sure you put points in a Skill only when you read it is a "Class-Skill".
So wait for Monk levels before you touch Tumble.


------------------------------------------------------------
Notes:
-- Dex 13 and Dogde
You start with Dexterity 12. At character level 4 you must increase Dexterity to 13.
If you do not, you can not select the Dodge feat, which is prerequisite for the Dwarven Defender.


-- Int 14
Why the need for Intelligence above 10?
Description of Improved Knockdown is misleading. This feat has a requirement of Int 13+, but you are not told of it.
Improved Expertise too requires Int 13+ anyway.
Since it is 13, why not make start with 14 and get an INT modifier of 2 (and not 1)? More Skill points for you.
But because of it, Dexterity has to be 12 at character creation.
That is why there is the odd need to raise Dexterity (one time) during level up.


-- Weapon Proficiency and Weapon Focus
At character level 6 you select these 2 feats at once.
Order of feats does matter.
First: Weapon Proficency (exotic).
Second: Weapon Focus (dwarven waraxe).
The Waraxe is an Exotic weapon. If you invert the order, you can not see the Weapon Focus for it.


-- Fortitude
The better your Fortitude, the harder to resist your "Devastating Criticals".
The target must make a nude 1d20 + Fortitude roll versus your own Fortitude DC.
So it is a do or die thing (unless he has Immunity to Critical Hits).
Raise your Fortitude the more you can! :-)

And find a Dwarven Waraxe with the "Keen" property (if possible).
It will increase your chances to make Criticals.
If a foe with high Fortitude escapes your Devastating Criticals, your Overwhelming Criticals will trigger anyway and inflict +2d6 extra damage.


-- Reflex
Many elemental spells inflict halved damage if you win a Reflex Save.
This character has lot of HP to sustain punishment.
But things really improve when you get "Evasion" feat (with the 1st Monk level).
High Reflex + Evasion, translates to impunity instead of half damage :-)
Do not forget that "Defensive Stance" (when active) raises all your saves by +2.


-- "Expertise" versus "Power Attack"
Both abilities drain your attack rating to give you extra AC or extra Damage.
I planned this character with "defense" in mind, so I choose "Improved Expertise" instead of "Improved Power Attack".
If you want "Improved Power Attack", take it in place of "Expertise" (at level 15).
Then take "Expertise" in place of "Improved Expertise" (at level 38).


-- "Dwarven Defender Damage Reduction"
At character level 16 (in my guide) you are given this mighty feat for free.
It is a universal damage reductor versus all physical damage.
It does stack with similar reductions from items or other feats.

It starts with 3/-- at DwD level 6, and improves by 3/-- every 4 levels in DwD.
Formula is: (((DwD_Lvl - 6) / 4) * 3) + 3

In this build there is room for 26 DwD levels (not all 30).
You end with DwD Damage Reduction of 18/--.
In detail:
- Lvl 16 (DwD 6) = 3/--
- Lvl 20 (DwD 10) = 6/--
- Lvl 26 (DwD 14) = 9/--
- Lvl 30 (DwD 18) = 12/--
- Lvl 34 (DwD 22) = 15/--
- Lvl 40 (DwD 26) = 18/--


-- "Monk" versus "Rogue"
I take 2 Monk levels.
But the bonuses I care for are given the same if I take Rogue.
Maybe the Rogue is a better choice? Make your pick.
The differences are:
1) With the 1st Rogue level you get "Sneak Attack (+1d6)" instead of "Evasion".
2) With the 2nd Rogue level you get "Evasion" instead of "Deflect Arrows".
3) With Monk, you get 4 HP more than with Rogue.
4) With Rogue you get 8 Skill points more than with Monk.

And with Rogue you get a bonus skill: "Use Magic Device".
All the points you would put in "Concentration" should be detoured to "Use Magic Device".


-fox
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 20-Nov-08, 01:17:58
I see.
No no no: the three saving throws are not Skills.
You can not put points in them.
They automatically increase with your class levels.
Each class follows her own Saves progression.

But there are many ways to alter your saves.
Wear equipment to boost them, or take feats, or buff with certain spells...

Some special-abilities too can raise your saves, for a while.
From what I know, Monks do not possess any such ability.

-fox
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 19-Nov-08, 23:32:54
In the NWN forums they talk about Skills like Appraise, Discipline, Heal, Intimidate, Lore, Tumble and .... Save.
So it seems Save is a skill.
But i don't find this skill option when leveling.
Hence my question.
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 19-Nov-08, 19:45:12
Hello,
you speak of Fortitude, Reflex and Will?

Those are not Skills. Nor Feats. Nor Abilities.

You improve them with leveling. They auto-do.
Or you also improve them by taking specific Feats.

Feats are broken in sub-sets.
Not all sets are available at every level up.

Or maybe I do not understand your question? :-)

-fox
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 19-Nov-08, 14:51:50
anyone knows why i don't find the Save Skills?
has it something to do with the patch version?
 
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