Playable from level 1 - 40 ..PvM or PvP Build

This is an updated version of the original Irksome Wonder. His STR is 2 points lower and he doesn't have improved knocdown or the disarm feats, but his fortitude save is 9 points higher and his will save is 2 points higher. With these modifications he can now take it (devastating critical) as well as he can dish it out. Hopefully this an improvement over one my most popular builds.

Advantages
-With Taunt and Curse Song he can lower an opponents AC by 11 points. Let's say your playing on one of those servers where enemies have an AC of 100. With a melee weapon the best AB you can get (STR based) is 80. You can still only hit on a 20. If this guy in your party, he can lower that opponents AC by 11, with that 80 you now have a 55% chance to hit on your first attack.
-Good AB and Damage per hit.
-Use Magic Device of 42 (45). He can use scrolls and items for other classes.
-Immune to Fire.
-Devastating Critical with a base DC of 42.
-Level 5 Bard Spells. With his charisma buffed he can cast level 6 spells.
-A base fortitude save of 35. This may seem low relative to most devastating critical DCs, but with resistance bard song, and protection from alignment he can raise that to 38 (40 vs. a chosen alignment) that should be good enough to minimize the risks of being killed.
-A will save of 32 vs. spells. With spell boosts he should be able to save against most mind affecting spells.

Disadvantages
-Low reflex saves, and no spell defense. Silence and immunity to fire might help a bit, but it's not a sure thing, and he can't do much against the Bigby's spells (though he should be strong enough to have a chance of making the grapple checks against a multiclassed mage).

Irksome Wonder V. 2

Race Human

Alignment True Neutral

Base Attributes
STR 16
DEX 8
CON 15
WIS 8
INT 14
CHA 14

Leveling Guide
Level 1 Bard
Level 2 Fighter
Level 3 Bard
Levels 4-5 Fighter
Level 6 Bard
Levels 7-8 Fighter
Level 9 Bard
Levels 10-16 Fighter
Levels 17-26 Red Dragon Disciple
Levels 27-28 Fighter
Levels 29-40 Bard

Final Level Distribution
Bard 16
Fighter 14
Red Dragon Disciple 10

Attribute Bonuses
All 10 go to Strength

Feats
Level 1: Luck of Heroes, Strong Soul
Level 2: Weapon Focus (Greatsword)
Level 3: Lingering Song
Level 4: Knockdown
Level 6: Still Spell
Level 7: Weapon Specialization (Greatsword)
Level 9: Curse Song
Level 10: Improved Critical (Greatsword)
Level 12: Power Attack, Skill focus (Taunt)
Level 14: Cleave
Level 15: Blind Fight
Level 16: Great Cleave
Level 18: Great Fortitude
Level 21: Overwhelming Critical (Greatsword)
Level 24: Devastating Critical (Greatsword)
Level 27: Epic Weapon Focus (Greatsword)
Level 28: Epic Weapon Specialization (Greatsword)
Level 30: Epic Skill Focus (Taunt)
Level 33: Epic Prowess
Level 36: Epic Fortitude
Level 39: Great Constitution I

Final Attributes
STR 34
DEX 8
CON 18
WIS 8
INT 16
CHA 16

Final Saves (Vs. Spells)
Fortitude 35 (44)
Reflexes 19 (28)
Will 23 (32)

Skill Points 268
Concentration 23 (27)
Discipline 43 (55)
Lore 8 (27)
Perform 27 (30)
Spellcraft 42 (45)
Taunt 43 (59)
Tumble 40 (39)
Use Magic Devices 42 (45)

Skill Point Distribution
Level 1: Discipline 4, Lore 4, Perform 4, Spellcraft 4, Taunt 4, Tumble 4, Use Magic Devices 4
Level 2: Discipline 1, Lore 1, Save 3
Level 3: Discipline 1, Lore 1, Perform 1, Spellcraft 2, Taunt 2, Tumble 2, Use Magic Devices 1
Level 4: Discipline 1, Lore 1, Save 3
Level 5: Discipline 1, Lore 1, Save 6
Level 6: Discipline 1, Perform 2, Spellcraft 3, Taunt 3, Tumble 3, Use Magic Devices 1
Level 7: Discipline 1, Save 4
Level 8: Discipline 1, Save 8
Level 9: Discipline 1, Perform 4, Spellcraft 3, Taunt 3, Tumble 3, Use Magic Devices 1
Level 10: Discipline 1, Save 4
Level 11: Discipline 1, Save 8
Level 12: Discipline 1, Save 12
Level 13: Discipline 1, Save 16
Level 14: Discipline 1, Save 20
Level 15: Discipline 1, Save 24
Level 16: Discipline 1, Save 28
Level 17: Discipline 1, Spellcraft 8, Save 24
Level 18: Discipline 1, Spellcraft 1, Save 27
Level 19: Discipline 1, Spellcraft 1, Save 30
Level 20: Discipline 1, Spellcraft 1, Save 33
Level 21: Discipline 1, Spellcraft 1, Save 36
Level 22: Discipline 1, Spellcraft 1, Save 39
Level 23: Discipline 1, Spellcraft 1, Save 42
Level 24: Discipline 1, Spellcraft 1, Save 45
Level 25: Discipline 1, Spellcraft 1, Save 48
Level 26: Discipline 1, Spellcraft 1, Save 52
Level 27: Discipline 1, Save 57
Level 28: Discipline 1, Save 62
Level 29: Discipline 1, Perform 11, Spellcraft 3, Taunt 20, Tumble 20, Use Magic Devices 15
Level 30: Discipline 1, Spellcraft 1, Taunt 1, Tumble 1, Use Magic Devices 4
Level 31: Discipline 1, Spellcraft 1, Taunt 1, Tumble 1, Use Magic Devices 4
Level 32: Discipline 1, Spellcraft 1, Taunt 1, Tumble 1, Use Magic Devices 4
Level 33: Concentration 2, Discipline 1, Spellcraft 1, Taunt 1, Tumble 1, Use Magic Devices 2
Level 34: Concentration 3, Discipline 1, Spellcraft 1, Taunt 1, Tumble 1, Use Magic Devices 1
Level 35: Concentration 3, Discipline 1, Spellcraft 1, Taunt 1, Tumble 1, Use Magic Devices 1
Level 36: Concentration 3, Discipline 1, Spellcraft 1, Taunt 1, Tumble 1, Use Magic Devices 1
Level 37: Concentration 3, Discipline 1, Spellcraft 1, Taunt 1, Tumble 1, Use Magic Devices 1
Level 38: Concentration 4, Discipline 1, Spellcraft 1, Taunt 1, Use Magic Devices 1
Level 39: Concentration 4, Discipline 1, Spellcraft 1, Taunt 1, Use Magic Devices 1
Level 40: Concentration 1, Discipline 1, Perform 5, Taunt 1

AB and Damage
(Mundane Greatsword, no buffs)
44/39/34/29 24+2D6 (17-20 x2)
Devastating Critical DC 42

(Bull's Strength (+4 to STR), War Cry, Bard Song, Greater Magic Weapon, Keen Edge, Mundane Greatsword)
55/50/45/50 32+2D6 (15-20 x2)
Devastating Critical DC 44

(+12 to Strength, True Strike, +5 keen Greatsword)
70/65/60/55 38+2D6 (15-20 x2)
Devastating Critical DC 48

AC
21 (No armor, no buffs)
56 (Haste, +5 pull plate, +5 amulet of natural armor, +5 ring of protection, +5 boots of the sun soul, mage armor, Cat's Grace)

Hit Points 476 (Maximum Every Level)

Spells

Level 0: Cure Minor Wounds, Daze, Flare, Light, Resistance

Level 1: Balgarn's Iron Horn, Expeditious Retreat, Grease, Mage Armor, Protection from Alignment

Level 2: Cat's Grace, Silence, Bull's Strength, Ultravision

Level 3: Greater Magic Weapon, Haste, Keen Edge, Wounding Whispers

Level 4: Dismissal, Dominate Person, Improved Invisibility, War Cry

Level 5: Ethereal Visage, Greater Dispelling, Healing Circle, Mind Fog

Level 6: Dirge, Energy Buffer
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Edited By griphook on 05/27/05 12:50

This is a great build. 'Nuff said.
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Ariel, Ookla, RIDE! very strange, but seems like a very effective build.
with a fort save that high you dont have to worry too much about anything with a fort save.
you do have a problem casting spells, but i guess thats unavoidable. so im thinking, will you have to cast any still spells? only retreat when you need to and get away fast with taht lvl 1 spell. oh well, spells are just a nice bonus here.

its kinda funny how you can start with Bard x / Rdd 10 / x x and just make a pretty good build that can do much more than just melee like a barbarian...

but now you've got me thinking...
bard / rdd / Cot? maybe you can even pump up saves higher.. but im not sure that its such a good thing since your AB will probably suffer a bit more, but you can have dev crit (low DC, I know) and maybe even Divine Might?

Edited By aluka on 05/20/05 14:07

Quote: Posted 05/20/05 14:04:55 (GMT) -- aluka

bard / rdd / Cot? maybe you can even pump up saves higher.. but im not sure that its such a good thing since your AB will probably suffer a bit more, but you can have dev crit (low DC, I know) and maybe even Divine Might?

Divine Might requires turn undead capability. B/RDD/CoT couldn't pull it off, but a Pal/Sorc/RDD could.

Also, you do bring up a good point about the armour. The Irksome Wonder is going to need the best he can get, and it doesn't look like he's using a shield. I'm not sure what the plan is there.
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Ariel, Ookla, RIDE!

Edited By grizzled_dwarflord on 05/20/05 14:11

Bards don't get "True Strike"
Quote: Posted 05/20/05 14:04:55 (GMT) -- aluka

very strange, but seems like a very effective build.
with a fort save that high you dont have to worry too much about anything with a fort save.
you do have a problem casting spells, but i guess thats unavoidable. so im thinking, will you have to cast any still spells? only retreat when you need to and get away fast with taht lvl 1 spell. oh well, spells are just a nice bonus here.

its kinda funny how you can start with Bard x / Rdd 10 / x x and just make a pretty good build that can do much more than just melee like a barbarian...

but now you've got me thinking...
bard / rdd / Cot? maybe you can even pump up saves higher.. but im not sure that its such a good thing since your AB will probably suffer a bit more, but you can have dev crit (low DC, I know) and maybe even Divine Might?

I did a similar build to this using CoT levels hre:

Click Here
Quote: Posted 05/20/05 16:05:56 (GMT) -- MartinJHolm

Bards don't get "True Strike"

Yeah, I noticed that too, but thought maybe he was figuring on someone else casting it.
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Ariel, Ookla, RIDE!
Quote: Posted 05/20/05 16:05:56 (GMT) -- MartinJHolm

Bards don't get "True Strike"

UMD. Just shown to illustrate the maximum possible AB.
_________________
Two wrongs don't make a right but three lefts do.
Quote: Posted 05/20/05 14:04:55 (GMT) -- aluka

very strange, but seems like a very effective build.
with a fort save that high you dont have to worry too much about anything with a fort save.
you do have a problem casting spells, but i guess thats unavoidable. so im thinking, will you have to cast any still spells? only retreat when you need to and get away fast with taht lvl 1 spell. oh well, spells are just a nice bonus here.

He actually mentioned in the version 1 thread how he would pretty much rely on stilled spells for most levels. It looks to me like most of the major spells here are ones that could be cast pre-battle. Just remove armor, cast your buffs, and slap the armor back on and you're set for the day. The few he might want to cast more on the fly can then be stilled if need be.

Quote: but now you've got me thinking...
bard / rdd / Cot? maybe you can even pump up saves higher.. but im not sure that its such a good thing since your AB will probably suffer a bit more, but you can have dev crit (low DC, I know) and maybe even Divine Might?

The other problem (aside from the Divine Might thing) is that you'd have to blow a feat on Weapon Proficiency (Martial) or else you'd be stuck with simple weapons for your weapon focus. Plus no weapon specialization of course, but he does a ton of damage already.

Steve
Quote: Posted 05/20/05 22:26:28 (GMT) -- Mithdradates

Quote: Posted 05/20/05 16:05:56 (GMT) -- MartinJHolm

Bards don't get "True Strike"

UMD. Just shown to illustrate the maximum possible AB.

I figured you were counting on something like that, Mith. No disrespect to you, as I love your builds, but it is a bit misleading. Half the characters in this forum have UMD, but I thought that went without saying.

True Strike aside, as I have disdain for that as well (is there a way to combine that with 26 levels of Assassin with an 18+Int? nevermind, I'm on it. Just made a Bard/RDD/ASSn--change Bard to Sorc, done), I still like the build. When my Warmonger falls thrice, then I shall begin anew, and will attempt this mate.
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Ariel, Ookla, RIDE! One suggestion:

If you can squeeze out 3 more skill points (from concentration and discipline maybe) to dump into perform, you could pick up Lasting Inspiration by level 39 at the latest. That would increase your bard song from 15 rounds to 15 turns (that's assuming lingering song and lasting inspiration stack, otherwise it's 10 turns). Maybe drop Epic Fortitude...hrm. Well, I think Lasting Inspiration is worth it, because your 16 bard songs a day will last a very, very long time.

Steve I view lasting inspiration as a bit of a double edged sword. Yes, your bard song lasts very long but so does your curse song. Curse song inflicts damage on your opponent, so it can be useful to be able to use it multiple times in a single battle. I remember when I was testing the build I didn't use any magical weapons and I forgot about the Adamantine golem in my training module. I effectively spammed knockdown to keep it from attacking and used curse song to kill it. In general, I find I ussually need to rest before I run out bard songs anyway, so it seems to work okay. Also, If you check the 2da you'll find that you need the level 20 bard song as a pre-requisite feat, so it would take a greater change to accomadate that feat.
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Two wrongs don't make a right but three lefts do. I'm new at this so maybe I'm missing something; but how does your Con go from 15 to 18 if all attr bonuses go to str and only taking greater con once? Build looks sweet although I may use the V1 over 2 since dev crit is banned on the server I play on. I don't think I would need the higher fort as bad. Thanks for posting the builds.
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Chars:
Morfin
Wili
Quote: Posted 05/26/05 17:02:33 (GMT) -- belorsch

I'm new at this so maybe I'm missing something; but how does your Con go from 15 to 18 if all attr bonuses go to str and only taking greater con once? Build looks sweet although I may use the V1 over 2 since dev crit is banned on the server I play on. I don't think I would need the higher fort as bad. Thanks for posting the builds.

Good question. The +2 Constitution comes from RDD levels (in addition to bonuses to Strength, Intelligence, and Charisma).

From the NWN Grimoire
Dragon Abilities
Type of Feat: Class
Prerequisite: Red Dragon Disciple 2
Specifics: As the character gains levels in this prestige class, his ability
scores increase by the following table:
· Level 2 +2 STR
· Level 4 +2 STR
· Level 7 +2 CON
· Level 9 +2 INT
· Level 10 +4 STR, +2 CHA

Kaliban.
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Quote: Posted 05/26/05 17:02:33 (GMT) -- belorsch

I'm new at this so maybe I'm missing something; but how does your Con go from 15 to 18 if all attr bonuses go to str and only taking greater con once? Build looks sweet although I may use the V1 over 2 since dev crit is banned on the server I play on. I don't think I would need the higher fort as bad. Thanks for posting the builds.

That rogue point you're looking for comes from a clever Great Con feat at Lvl 39.
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Ariel, Ookla, RIDE! Ahhh, I forget about those other attr bonuses from RDD. Strength always jumps out and is remembered though.
Thanks. Now to find this Grimoire I always see everyone referring to.
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Chars:
Morfin
Wili It looks like you have only 25 perform, even though you are a level 16 bard you need 30 perform to get the effect of the level 16 bard song (an extra 1 will, 4 hp, 1 AC and 1 to skills compared with level 15).

Are you relying on an item to boost this? or more likely I have missed something.

Other than that, it looks good.
Quote: Posted 05/26/05 18:25:36 (GMT) -- belorsch

Ahhh, I forget about those other attr bonuses from RDD. Strength always jumps out and is remembered though.
Thanks. Now to find this Grimoire I always see everyone referring to.
*cough* Click Here *cough*

Kaliban
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"Where there is life, there is hope." - Grover
Quote: Posted 05/26/05 20:56:41 (GMT) -- mphacon

It looks like you have only 25 perform, even though you are a level 16 bard you need 30 perform to get the effect of the level 16 bard song (an extra 1 will, 4 hp, 1 AC and 1 to skills compared with level 15).

When I build, I generally use the Toolset descriptions.

For bard song,
Code:

View Post/Code in separate window



for Curse Song
Code:

View Post/Code in separate window



Because the toolset is in general correct, I didn't bother to check. However, I did check in game and you do need a perform of 30. The fix is simple enough though. At level 40 spend your skillpoints as follows:
Concentration 1, Discipline 1, Perform 5, Taunt 1

That would change the final skills to:
Concentration 23 (27)
Discipline 43 (55)
Lore 8 (27)
Perform 27 (30)
Spellcraft 42 (45)
Taunt 43 (59)
Tumble 40 (39)
Use Magic Devices 42 (45)

I think this is the first time I've ever seen a mistake in the toolset documentation.
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Edited By Mithdradates on 05/27/05 03:02

Hey no problem, the Bard song requirements are very badly documented. Someone, somewhere once, managed to get the values from a 2da file I think. The grimoire seems to have the correct requirements as well. Glad we could get the build back in tune .