Monk/Fighter Human Spear or Dire Mace or Quarterstaff (?) Which is most potent? Max discipline, spell craft, etc...
I ask for spell resistant, without class specification(if a third is needed), becuase I do not know the best way to do this. I am sure that I max spellcraft...but this character will not cast many spells himself. Beyond that, what do the weapons require...ie finesse (spear?), two handed fighting and such-ambi, improved Two...? Could I double a small dagger with any of the afore mentioned weapons? I think this post is better than my first. I hope it offers more for you guys to work with. (non-gender specific reference "guys") _________________ Calling out to the little known class of Bard-barians. Your brute creativity has been acknowledged! Stand and yelp, for it is time to unite.
You don't need Spellcraft for Spell Resistance. What you need are lots of Monk levels. Spellcraft will give you a boost to your saves vs spells though.
None of the weapons you chose can be finessed.
Spear and Quarterstaff = two-handed weapon, so best if you go STR based.
Dire Mace = double weapon, so you need Ambidexterity and Two Weapon Fighting to get the minimum penalty. Imp TWF is a good idea for the extra attack. STR-based is also the best idea for this weapon as well.
All of these weapons require both hands, so you cannot dual wield with a dagger, although you could opt for dagger as an alternative weapon. _________________ It's rogue, dammit, ROGUE!!!
Monks get SR by an amount of 10 + Monk level from level 11 or so I think, so if you want a spell resistant I guess you're taking about 30 Monk levels, by which you should take unarmed or kama.
Even if you're not taking a heavy Monk for the SR route (doesn't seems like the case) take kama anyway, that way you get +2 APR and Flurry of Blows.
Kama is finessable by the way.
I'd probably make a Fighter 34 / Fighter 6 or something like that, but definitely wearing kamas _________________
Quote: Posted 12/19/06 19:54 (GMT) -- FinneousPJ
Thax the Shadow Dragon sez: MONKS USE KAMAS. Just ask him.
I'd probably make a Fighter 34 / Fighter 6 or something like that, but definitely wearing kamas
Nice split _________________ They can't stop us Let them try For Heavy Metal We will die
I am still trying to understand the ins and outs of splits and combinations. I suppose it's all based on what is inherant per class selection and it's level. So Monk comes with some adavntages right off, as does cleric. Level 9 or so Ranger gets two-handed weapon for free...so you just map out your plan with these variables in mind and hope. There are some penalties however, and that is where I think I get lost. Also. the starting attributes still bug me. What kind of penalty does one recieve for having a low charisma, or wisdom? Do I give up points if I make a Conan toon with low int? Anyway, I am sure this belongs on another thread. Thanks guys! _________________ Calling out to the little known class of Bard-barians. Your brute creativity has been acknowledged! Stand and yelp, for it is time to unite.
Quote: Posted 02/19/08 14:28 (GMT) -- Bwootza Baa
Also. the starting attributes still bug me. What kind of penalty does one recieve for having a low charisma, or wisdom? Do I give up points if I make a Conan toon with low int?
Starting stats:
Strength determines the amount of weight your character can carry without becoming encumbered. It also affects the amount of damage you do and your likelihood of hitting an opponent, AB (unless finessing).
Dexterity determines your AC, although this can be restricted by the type of armour you're wearing, e.g. full plate will allow you a maximmum bonus to your AC from dexterity of only 1 point. When using weapon finesse it takes the place of strength as the factor affecting your AB. It also affects your reflex save.
Constitution determines your character's total number of hitpoints (together with their class modifier). It also affects your fortitude save.
Wisdom is used for spellcasting on druids, clerics, rangers and paladins. You need a base level of 10+spell level to cast spells and more of it allows you more spell slots (castings per day) and increases the DC (difficulty check - how hard it is to resist the effect of the spell) The same applies with intelligence and charisma when used in spellcasting. Wisdom also affects your will save.
Intelligence determines your total number of skillpoints to spend per level. It is also used in the spellcasting of wizards, and is key in some important combat feats - most popularly taken Improved Knockdown, Disarm/Improved Disarm, and Expertise/Improved Expertise.
Charisma is used in sorcerors' and bards' spellcasting, and is important to many cleric/paladin/blackguard abilities, and the champion of Torm's Divine Wrath.
All ability modifiers are used in their respective skills. E.g. healing uses 1d20 + healing ranks + wisdom modifier, discipline uses 1d20 + discipline ranks + strength modifier.
I hope none of this is inaccurate, and I hope I haven't left too much out.
Hope you find a suitable character! Kurth
Edited By K U R T H on 02/19/08 16:56
Quote: Posted 02/19/08 16:53 (GMT) -- K U R T H
(quote)Posted 02/19/08 14:28 (GMT) -- Bwootza Baa
All ability modifiers are used in their respective skills. E.g. healing uses 1d20 + healing ranks + wisdom modifier, discipline uses 1d20 + discipline ranks + strength modifier.
I hope none of this is inaccurate, and I hope I haven't left too much out.
Hope you find a suitable character! Kurth
Alrighty, now this leads me to a specific question then. What is the mathematical function in modifiers. What does the dice roll static per skill actually mean. I guess I'm just getting into D&D stuff now. Is there a basic D&D rules thread or site anyone could recommend?
Thanks Kurth _________________ Calling out to the little known class of Bard-barians. Your brute creativity has been acknowledged! Stand and yelp, for it is time to unite.
So I'm looking at a monk 20/fighter9/rogue 11 split. It seems to offer great spell resistance and some stealth bonuses, which I think stack, or atleast make a top notch stealth/tactical striker. My notes, manual, don't go into levels beyond 20, so I don't know whats available there. And I haven't looked at epic models in depth yet...so if you notice any overkill or "whats the point" type stuff, please so. The answer will be...um, I don't know. Probably didn't know better.
Max: discipline, hide, move silently,
best I can with: lore, perform (if applicable), intimidate, appraisal, open, concentration _________________ Calling out to the little known class of Bard-barians. Your brute creativity has been acknowledged! Stand and yelp, for it is time to unite.
I'm not sure if I understand your questions, but:
Quote: Posted 02/19/08 17:10 (GMT) -- Bwootza Baa
Alrighty, now this leads me to a specific question then. What is the mathematical function in modifiers.
They're added to (or subtracted from) your total roll to determine the final value of the skill check, saving throw, attack roll, damage roll, etc.
Quote: What does the dice roll static per skill actually mean.
This question I'm not sure I understand. What does it mean? It's your character's attempt to perform that specific action. The final value is compared against a certain Difficulty Class and if it meets or exceeds the DC, then your character is successful in the attempt.
As an example, let's assume you have a character that wants to disarm a trap. He has 8 ranks in Disable Device and 14 INT for a +2 modifier, so his total Disable Device skill score is 10 (8 + 2). The trap has a Difficulty Class of 25 to disarm it. When your character tries to disarm the trap, the game 'rolls' a twenty-sided die (the 1d20) and adds the result to your character's skill rank + modifier. In this case a number between 1 and 20 is generated and the result is added to 10 (your skill rank + modifier). If the result is 25 or higher, your character succeeds at disarming the trap. So he must roll a 15 or better on the d20 in order to succeed.
Quote: I guess I'm just getting into D&D stuff now. Is there a basic D&D rules thread or site anyone could recommend?
Thanks Kurth
Take a look through the System Reference Document. This is for the 3.5 rules, but the same mechanics apply to NWN's 3.0 ruleset. _________________ It's rogue, dammit, ROGUE!!!
Quote: Posted 02/19/08 20:57 (GMT) -- Bwootza Baa
So I'm looking at a monk 20/fighter9/rogue 11 split. It seems to offer great spell resistance and some stealth bonuses, which I think stack, or atleast make a top notch stealth/tactical striker. My notes, manual, don't go into levels beyond 20, so I don't know whats available there. And I haven't looked at epic models in depth yet...so if you notice any overkill or "whats the point" type stuff, please so. The answer will be...um, I don't know. Probably didn't know better.
Max: discipline, hide, move silently,
best I can with: lore, perform (if applicable), intimidate, appraisal, open, concentration
Perform is Bard only, so you can't invest in it with that class split.
Concentration is only good for a non-caster if you're going to be facing Taunts. If you're not, it's a waste of points.
Appraise: this can be handy, depending on your environment, but I wouldn't invest more than 15 to 20 ranks tops.
Intimidate: where you're playing, is this skill used in convos with NPCs or in a PvP opposed skill check between players? If not, it's a waste of points except for a BBN with Terrifying Rage.
Lore: can have a good roleplaying angle, but if you're not going to be using magic items, I don't see the value of investing heavily in this. It will allow you to immediately identify found magic items in the field, though, but I wouldn't put a whole lot of points here. Maybe 15 to 20 tops.
Most people will point out that the 9th level of FTR is pointless. Either drop a Rogue level and take another FTR level for the extra feat, or drop a FTR level and take another level of Monk (a bit more SR) or another Rogue level (a couple more skill points and an opportunity to do a Rogue skill dump). _________________ It's rogue, dammit, ROGUE!!!
Cinnabar Din,
Excellent responses! Thank you. The reference page is amazing and you pretty much got to the core of my other ramblings. I had no idea what DC meant, difficulty class. That makes SO MUCH sense! I get it. I assume there is no way to predict the DC of an act prior to engaging in it ehh... HIPS? I need an abbreviation reference now. LOL...(Looks Old Lately)
Thanks again. _________________ Calling out to the little known class of Bard-barians. Your brute creativity has been acknowledged! Stand and yelp, for it is time to unite.
I'd probably make a Fighter 34 / Fighter 6 or something like that, but definitely wearing kamas
Nice split
Thanks that's the best way to make a pure Fighter. Well, I guess you can figure out I meant Monk 34 / Fighter 6...
Hmmmmm, I'd recommend you to start playing a bit more before traumatizing about making the most powerful character possible, since your character is a meleer, you want to raise STR to get Attack Bonus and damage, many other choices can be trivial in comparison so you can just take that and start playing already until you get a hang of it, experience playing can be more important than just a strong build... I guess you could read a better manual if yours is limited to pre-epic, but I don't remember the url of the site with the manual, sorry.
EDIT: I need to post faster...
HIPS is short for Hide in Plain Sight, is a Shadowdancer skill which does exactly what is says, enables you to hide when someone is looking at you.
There are some DCs which can be somewhat static, but most of the useful stuff get DCs that depend on the character using that skill / spell / feat. Sometimes you can predict a DC if you recognize your opponent, for example, if you see a player in dragon shift (very noticeable I believe), you can expect a high Stunning Fist DC from him, since Wisdom increases its DC and all dragons must have at least 30 Wisdom, you know his DC is already boosted by +10, if he's a high level Druid (which is highly probable too) he can also buff WIS and his boost can get up to +16 (supposing he has 30 WIS, he could have more). My best DC on a Stunning Fist is a 63, predicting it makes no difference _________________ "My name is Thaxll'ssyllia, but you simians may refer to me merely as "Sir", if you prefer a less... syllable intensive workout."
Edwin Odesseiron - Baldur's Gate II: Shadows of Amn
Edited By Thaxll'ssyllia on 02/19/08 23:37
(quote)Posted 02/18/08 21:42 (GMT) -- Thaxll'ssyllia "Hmmmmm, I'd recommend you to start playing a bit more before traumatizing about making the most powerful character possible,..." Thaxll'ssyllia
What? Where do you get that? I have narrowed my request down to a basic build that I can tweak to fit a character that I have in mind. Assuming the most simple minded motive doesn't work here, so don't put that on me. This isn't an uber build. SR is part of the character, uber damage isn't...otherwise I would skip rogue (I had considered, and still do, a bard mix) and just gone with a monk-heavy/fighter build. When I tried to describe the character I got flack, so I tried this. Not appriciated...avoid this in the future please. _________________ Calling out to the little known class of Bard-barians. Your brute creativity has been acknowledged! Stand and yelp, for it is time to unite.
Edited By Bwootza Baa on 02/19/08 23:50
... well sorry, I'll read more carefully. I don't know where that came from, since I'm a crazy powerbuilder, must've been drunk or something.
Well, forget that, in your split, I'd work with something like this (I always play Monks with kamas, and I advice you to use kamas, but if you really need other weapons it's your problem):
You're using 3 core classes so you will get XP penalty on most spreads anyway, what I suggest is taking more Rogue levels in order to qualify for Epic Dodge, one of the best feats in the game.
1 Fighter1 - Weapon Finesse, Ambidexterity, Two Weapon Fighting 2 Monk1 3 Rogue1 - Weapon Focus: kama 4 Fighter2 - DEX +1 (18), Blind-Fight 5 Fighter3 6 Fighter4 - Weapon Specialization: kama 7 Rogue2 8 Monk2 - DEX +1 (19) 9 Rogue3 - Toughness 10 Monk3 11 Rogue4 12 Monk4 - DEX +1 (20), Improved Critical: kama 13 Rogue5 14 Monk5 15 Fighter5 - Improved Two Weapon Fighting, Iron Will 16 Monk6 - DEX +1 (21) 17 Rogue6 18 Rogue7 - Great Fortitude 19 Rogue8 20 Monk7 - DEX +1 (22) 21 Fighter6 - Weapon Focus: kama, Weapon Specialization: kama 22 Monk8 23 Monk9 - [Improved Evasion] 24 Rogue9 - DEX +1 (23), Epic Prowess 25 Rogue10 - Defensive Roll 26 Rogue11 27 Rogue12 - Great Dexterity I (24) 28 Rogue13 - DEX +1 (25), Epic Dodge 29 Monk10 30 Monk11 - Great Dexterity II (26) 31 Monk12 32 Monk13 - DEX +1 (27) 33 Monk14 - Great Dexterity III (28) 34 Monk15 35 Monk16 36 Monk17 - DEX +1 (29), Great Dexterity IV (30) 37 Rogue14 - [Skilldumps] 38 Monk18 39 Monk19 - Great Dexterity V (31) 40 Monk20 - DEX +1 (32)
Skills... well, take Tumble, Use Magical Device, Hide, Move Silently, and whatever else you want... I'm lazy to count the skillpoints. I'm also a bit lazy to make the saving throws, but Reflex is good, that's assured.
BAB: 26 naked AC: 35 (10 base +2 WIS +4 Monk +11 DEX +8 Tumble) AB Mainhand: +40/+37/+34/+31/+28/+25 AB Offhand: +40/+35 _________________
Quote: Posted 12/19/06 19:54 (GMT) -- FinneousPJ
Thax the Shadow Dragon sez: MONKS USE KAMAS. Just ask him.
Edited By Thaxll'ssyllia on 02/20/08 03:00
Thaxll'ssyllia,
I will take note of your build and use it, I assure you. However, for this guy it's a diffrent weapon. I have wanted to try a kama weilding monk, but wanted to understand why the build makes sense before using it. I do thank you and will follow your guide with another character...perhaps on a server that presents more challenges, or different challenges than my current favorite does. _________________ Calling out to the little known class of Bard-barians. Your brute creativity has been acknowledged! Stand and yelp, for it is time to unite.