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A few people have asked me occasionally for the build notes for some of my specialised character builds.
This one is for my human Weaponmaster with max BAB and dev crit. Skill selection is upto you, though Discipline is a must. This is based on dual-wielding Battleaxe's, you can choose more-or-less any weapon you like though. Start Stats: STR: 17 DEX: 14 CON: 11 WIS: 10 INT: 14 CHA: 8 1F: Improved Initiative, Two-Weapon Fighting, Dodge 2F: Weapon Focus: Battleaxe 3F: Mobility 4F: DEX + 1, Weapon Specialisation: Battleaxe 5F: 6F: Ambidexterity, Expertise 7F: 8F: STR + 1, Spring Attack, INTIMIDATE 4 9F: Whirlwind Attack 10F: Improved Two-Weapon Fighting 11F: 12F: STR +1, Power Attack, Improved Critical: Battleaxe 13WM: Weapon of Choice: Battleaxe 14WM: 15WM: Toughness 16WM: 17WM: 18WM: Blind Fight 19WM: 20F: STR + 1 21F: Epic Weapon Focus: Battleaxe, Epic Weapon Specialisation: Battleaxe 22M: 23F: 24F: STR + 1, Great Strength, Great Cleave 25F: 26F: Overwhelming Critical: Battleaxe 27F: Great Strength 28F: STR +1, Devastating Critical: Battleaxe 29F: 30M: Epic Prowess 31M: 32M: STR + 1 33M: Great Dexterity 34M: 35F: Armour Skin 36M: CON + 1, Great Strength 37M: 38M: 39F: Epic Skill Focus: Discipline 40F: STR + 1, Superior Initiative End Stats: STR: 28 DEX: 16 CON: 12 WIS: 10 INT: 14 CHA: 8 Build Notes: Ideal equipment for this character is a pair of heavily enchanted battleaxes (2 x Razor's Edge = ideal), Armour with a base AC of 0 (Shadow Silk), Finders Stone Amulet, and the Drow Shield of the Ages (for those really tricky battles). Just run in and mutilate everything. |
Always good to see how people develop their builds.
The Fighter/Weaponmaster build does seem to work well in Undermountain and it is one I emjoy using myself. Just one or two thoughts/comments. There is armour in Undermountain which gives two weapon fighing and ambidexterity. Using it allows you the option of taking other worthwhile feats including even more Strength. Also I get really ticked off at being hit by Implosion (this always happens just when my potion of protection against spells expires). Taking levels of Champion of Torm offers similar benefits to Fighter and can build up a nice fortitude save (though, as Legolas says, rolling a 1 still means you die). |
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This is only an outline anyway, I'll post the AC 85 monk build when I find the right sheet. |
Excellent, this sounds very similar to one that I'm working on, although I think that you may have taken the levels in a slightly different order. You seem to have great cleave without cleave. I believe that monks get cleave for free at an early level but not power attack, which is normally needed for cleave and great cleave. So I reckon that you got cleave as a monk for free and took power attack and great cleave as indicated. Besides monks get (4 + int bonus (+1 if human)) x 4 skill points at first level, better than fighters (2 + int bonus (+1 if human)) x 4. Not to be sniffed at in my opinion even if it means that you drop +1 to hit at level 20.
I've recently started planning my characters in outline, having been royally cheesed off (translation: irritated) by taking feats without thinking much on several occassions. I pay particular attention to the epic class feats that can be taken as bonuses and if there aren't that many for that class make sure that I don't take them as general feats. Pah! Not epic toughness x 3 again! I've also worked out characters based on items that would suit certain combinations. Of course that will all change in January as more items are discovered and old favourites removed, new "builds", yay! I'm not sure January which year, but I'm told that it's coming soon; lets hope for 2007. (Just messing with you Ziroc, I've been having a lot of fun with the recent parties and they certainly don't know everything and there are often a few changes that fool me too). |
Cleave is a L1 monk feat, hence Great Cleave being taken slightly afterwards.
Power attack was selected at L12. This isn't a perfect character obviously, just something for you chaps to consider and think about. If it helps, he got a Dev Crit on Duru the Drow Champion after only 5 minutes of Stalemate with the Drow Shield :D |
Okay, this is a character build I snagged off the net. Yes, this is the infamous "Ferromancer" build I was always raving about. Now, I tried to revise this by taking nine levels of assassin instead of the nine levels of wizard, but I didn't manage to quite get this to work. Any ideas on how to alter this build for this module?
=== === === Advantages -Epic Dodge. He avoids the first attack each turn -Level 5 Mage spells. He can cast mage spells, to buffs himself, and inflict injury on his opponents -Maxed out Use Magic Devices. He can cast any spell from a scroll and use equipment for other classes. -Improved Evasion. Vs. spells his saves are pretty good, so he should be able to avoid most spell damage. His will save is low so a will save boosting item is high on his list. -14D6 Sneak Attack. Coupled with darkness, invisibility spells and combat feats he should do major damage against opponents who are vulnerable to sneak attacks. -Improved Knockdown and Disarm. This should help with sneak attacks and combat survivability. -Good AC with just +5 items and attribute buffs. He can raise that further by switching out a shortsword for a tower shield. Disadvantages -Low Hitpoints. He only has 320 hitpoints, with his other abilities he should do alright, but over 400 would be preferable. -Low will save. -Mediocre AB. He can boost it quickly with true strike, and greater magic weapon in the long run. but it could be a problem in a high magic world. Taunt should help as well. -Low damage against the sneak attack immune. He does have UMD and his spells to fall back on here. Flame Weapon helps quite a bit too. -XP penalty at level 21. Ferromancer Race Human Alignment Any Base Attributes STR 14 DEX 16 CON 14 WIS 8 INT 14 CHA 10 Leveling Guide Level 1-4 Rogue Level 5 Fighter Levels 6-9 Rogue Level 10 Fighter Levels 11-14 Rogue Level 15 Fighter Levels 16-19 Rogue Level 20 Fighter Levels 21-29 Wizard Levels 30-37 Rogue Level 38 Wizard Level 39 Fighter Level 40 Rogue Final Level Distribution Fighter 5 Rogue 25 Wizard 10 Familiar Pixie Spell School Illusion Attribute Bonuses 4, 8, 12, 16, 20, 24, 28, 32, 36, 40 go to Dexterity Feats Level 1: Ambidexterity, Two-Weapon Fighting Level 3: Weapon Finesse Level 5: Weapon Focus (Shortsword) Level 6: Knockdown Level 9: Disarm Level 10: Improved Critical (Shortsword) Level 12: Improved Two-Weapon Fighting, Improved Evasion Level 15: Improved Knockdown Level 16: Defensive Roll Level 18: Blind Fight Level 19: Crippling Strike Level 20: Weapon Specialization (Shortsword) Level 21: Epic Weapon Focus (Shortsword) Level 24: Epic Prowess Level 25: Extend Spell Level 27: Great Dexterity I Level 30: Great Dexterity II Level 32: Epic Dodge Level 33: Great Dexterity III Level 36: Great Dexterity IV Level 37: Improved Sneak Attack I Level 38: Silent Spell Level 39: Epic Weapon Specialization (Shortsword) Final Attributes STR 14 DEX 30 CON 14 WIS 8 INT 14 CHA 10 Final Saves (vs. spells) Fortitude 21 (29) Reflexes 31 (39) Will 15 (23) Skill Points 383 Concentration 42 (44) (C) Discipline 42 (44) (D) Hide 43 (53) (H) Intimidate 5 (5) (I) Move Silently 43 (53) (M) Parry 43 (53) (P) Spellcraft 40 (42) (S) Taunt 21 (21) (Ta) Tumble 40 (50) (Tu) Use Magic Devices 43 (43) (U) Skill Point Distribution Level 1: H 4, I 4, M 4, P 4, Ta 2, Tu 4, U 4, Save 16 Level 2: H 1, I 1, M 1, P 1, Tu 1, U 1, Save 21 Level 3: H 1, M 1, P 1, Ta 1, Tu 1, U 1, Save 25 Level 4: H 1, M 1, P 1, Tu 1, U 1, Save 31 Level 5: C 8, D 8, P 1, Ta 1, Save 17 Level 6: H 2, M 2, P 1, Tu 2, U 2, Save 19 Level 7: H 1, M 1, P 1, Ta 1, Tu 1, U 1, Save 23 Level 8: H 1, M 1, P 1, Tu 1, U 1, Save 29 Level 9: H 1, M 1, P 1, Ta 1, Tu 1, U 1, Save 33 Level 10: C 5, D 5, P 1, Save 27 Level 11: H 2, M 2, P 1, Ta 1, Tu 2, U 2, Save 27 Level 12: H 1, M 1, P 1, Tu 1, U 1, Save 33 Level 13: H 1, M 1, P 1, Ta 1, Tu 1, U 1, Save 37 Level 14: H 1, M 1, P 1, Tu 1, U 1, Save 43 Level 15: C 5, D 5, P 1, Ta 1, Save 35 Level 16: H 2, M 2, P 1, Tu 2, U 2, Save 37 Level 17: H 1, M 1, P 1, Ta 1, Tu 1, U 1, Save 41 Level 18: H 1, M 1, P 1, Tu 1, U 1, Save 47 Level 19: H 1, M 1, P 1, Ta 1, Tu 1, U 1, Save 51 Level 20: C 5, D 5, P 1, Save 45 Level 21: C 1, S 24, Ta 1, Save 23 Level 22: C 1, S 1, Save 26 Level 23: C 1, S 1, Ta 1, Save 27 Level 24: C 1, S 1, Save 30 Level 25: C 1, S 1, Ta 1, Save 31 Level 26: C 1, S 1, Save 34 Level 27: C 1, S 1, Ta 1, Save 35 Level 28: C 1, S 1, Save 38 Level 29: C 1, S 1, Ta 1, Save 39 Level 30: H 9, M 9, P 10, Tu 11, U 11 Level 31: H 3, M 3, P 1, Ta 1, Tu 1, U 1 Level 32: H 1, M 1, P 1, Tu 1, U 1, Save 6 Level 33: H 1, M 1, P 1, Ta 1, Tu 1, U 1, Save 10 Level 34: H 1, M 1, P 1, Tu 1, U 1, Save 16 Level 35: H 1, M 1, P 1, Ta 1, Tu 1, U 1, Save 20 Level 36: H 1, M 1, P 1, Tu 1, U 1, Save 26 Level 37: H 1, M 1, P 1, Ta 1, Tu 1, U 1, Save 30 Level 38: C 9, S 8, Save 18 Level 39: C 1, D 19, P 1, Ta 1 Level 40: H 3, M 3, P 2, U 3 AB and Damage (no buffs, 2 regular shortswords) 38/33/28/23 8+1D6 (17-20 X2) (+14D6 sneak attack) 38/33 7+1D6 (17-20 X2) (+14D6 sneak attack) (+12 to DEX, +12 to STR, True Strike, 2 +5 keen shortswords) 64/59/54/49 19+1D6 (15-20 X2) (+14D6 sneak attack) 64/59 15+1D6 (15-20 X2) (+14D6 sneak attack) AC 28 (no items, no buffs) 58 (+5 robe, +12 to DEX, haste, +5 boots of the sun soul, +5 ring of protection, +5 amulet of natural armor) Hitpoints 320 (Maximum Every Level) Notes This character was designed for situations where devastating critical is banned. With just +5 equipment he did manage to kill a prismatic dragon, but he had to burn through several scrolls of true strike. _________________ Two wrongs don't make a right but three lefts do. Edited By griphook on 05/31/05 10:18:29 (that last part posted to show this is NOT my original work.) |
This one is for my Elf Greataxe Smiter build.
Fighter/Weapon Master/Ranger This is based on wielding a Greataxe and all out womping ability. As a result, the AC on this build is rather mediocre. Additonally, I chose an elf because I get fed up of seeing lots of humans running around (and even with the XP penalty, I still get from 1-40 in a few hours play). Start Stats: STR: 18 DEX: 13 CON: 10 WIS: 10 INT: 13 CHA: 8 1F: Dodge, Mobility 2F: Weapon Focus: Greataxe 3F: Expertise 4F: INT + 1, Weapon Specialisation: Greataxe 5F: 6F: Spring Attack, Whirlwind Attack 7F: 8F: STR + 1, Improved Critical: Greataxe, INTIMIDATE 4 9WM: Toughness, Weapon of Choice: Greataxe 10WM: 11WM: 12WM: STR +1, Power Attack 13WM: 14WM: 15WM: Cleave 16WM: 17WM: 18WM: Great Cleave 19F: 20F: STR + 1, Blind Fight 21R: Great Strength, Epic Weapon Focus: Battleaxe 22WM: 23F: 24F: STR + 1, Great Strength, Epic Weapon Specialisation: Greataxe 25WM: 26F: 27F: Great Strength, Overwhelming Critical: Greataxe 28F: STR +1 29F: Devastating Critical: Greataxe 30F: Great Strength 31WM: Epic Prowess 32WM: STR + 1 33WM: Great Strength 34WM: Armour Skin 35F: Epic Toughness 36WM: STR + 1, Great Strength 37WM: 38WM: Epic Toughness 39F: Great Strength 40F: STR + 1, Epic Toughness End Stats: STR: 34 DEX: 13 CON: 10 WIS: 10 INT: 14 CHA: 8 Build Notes: Ideal equipment for this character is the Masterwork Greataxe of Fire at the end of the DPG and a set of heavy armour. Bumblis Armour is pretty decent for this build. You will take hits with this character, the objective it to run into the middle of everyone and use the combination of Dev Crit and Great Cleave to annhialate everything in sight. EDIT: Just managed to get upto maximum level with this character, BAB with the belt/axe etc is +66. :D [ 03-27-2006, 11:17 PM: Message edited by: Dace De'Briago ] |
Mozenwrathe: I'd lose the wizard lvls all together, and take Bard instead. Increase the UMD feat, and max out perform. I'm not so sure about the 5 lvls of fighter either, you'd be better served to take at least 10, maybe even go fighter 15/rogue 15/bard 10. You won't have the memorized spells, but you will be able to use just about anything in game, and you'll have instabuffs with the bard song. I'd take curse song too, and if you can find a perform boosting item, all the better. With a build like this, I'd take weapon finesse, and probably, in Undermountain, go with daggers. My personal favorite dagger is the Drow Dark Dagger, the one w/out the darkness on it, which is relatively easy to get to, even at start up lvls. Of course, as you know, there are a couple more really good ones floating around as well. Some of the Bard spells I always take; grease, cloud of bewilderment, protection from alignment, ghostly visage, darkness, etc. Mostly passive offensive spells, and stand right in the middle of the cloud. Know your enemy is the basic rule too. If they are immune to mind affecting...yada yada. Bards have a slightly better combat table than wizards, and increasing the fighter lvls will also help. In a low magic world, that build might flourish as posted, but I think it would be inherently weak in a high magic world. Shadow Silk, or the Pharun's set that has no dex bonus for armor, because it will not affect your arcane spell casting. Just my opinion.
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okay, this is another build I scavenged off of the internet. I was wondering how one would make adjustments to it. Not to mention I would like to know if anyone has made any dual-wield builds that have been infinitely successful inside of the Undermountain. I need to figure out the best way to make a dexterity-based dual-wield character using fighter(base?) and blackguard/weaponmaster levels. As well, I need to do a strength-based dual wield for warhammers and bastard swords (two different characters).
Thanks for all your help, and thanks for the suggestion to my previous dilemna, robertthebard. -====- -====- Quote:
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I think, in the non dev crit version, I'd take the great const feat, instead of great str. Put the every fourth lvl stats into str though.
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okay, as I made mention in the Drow Proving Grounds posts:
- crossbow specialist build - pure gnomish sorcerer build what would be my best options for each? equipment is (relatively) easy in terms of what to use (powerful mage staff for the sorcerer so far, light drow crossbow for the specialist), so I am not that worried in that respect. still, with the chaotic evil gnome, I managed to finally put the Belt Of The Evil to good use (figuratively speaking). I was hoping to go pure sorcerer just to see if there are any other items for sorcerers (or gnomes) to pick up. I know as a fact, however, I will also need to make a revised build with sorcerer/rogue for the gnome to maximize his spellcasting ability via scrolls. (clerics can't use druid scrolls as far as I know.) oh, and has anyone attempted a halfling monk build yet? or come to think of it a half-orc monk build? I think I have one on the go now... no, that's the dwarf lawful-evil evil monk with the Imaskari Kama and the Suni gloves. my mistake. (not turning out too well, but I still have another 30 levels to see what I can do with her.) one last thing: how the heck DO I use that Death Attack that assassins are supposed to get? I create a character with assassin levels, and I have yet to see her deliver one of those death attacks. I go to the Trollbark Dungeons and everyone AND their mother (yes, I checked) delivers death attacks on a semiregular basis. It is frustrating. I may never play with assassin levels again at this rate. At least not for THIS module. Blackguard still looks cool to me, though. [ 04-08-2006, 08:48 AM: Message edited by: Mozenwrathe ] |
Death attacks, like sneak attacks are automatic. If you are fighting something that is immune to sneaks, it will also be immune to death attacks. The primary, and possibly only difference between them is the Fort save vs paralysis. If the paralysis works though, you can change targets, and taunt the paralyzed creature...One of my favorite things to do, they are totally helpless, and have to stand there and watch you slay their friends, knowing they are next, and that they are powerless to do anything about it. Hahahahahahahahaaaa
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couple of questions:
- for the crossbow build, is it possible to get Weaponmaster levels for a crossbow, or should I stick with straight fighter for that character? - for a gnomish sorcerer, what weapons (if any) should I get proficiency in? daggers? kukri? (that wind fire wheel looks cool, but you can't get weapon foci in CEP weapons sadly.) - for a paladin build, I am trying one pure paladin, and the other paladin with other stuff. what things should I be aiming for with the pure paladin, as opposed to the paladin with prestige class levels? (combat oriented both times. specializing in longsword as there are no Holy Avenger broadswords currently available.) I should also note this is going to be based on Aribeth from the original campaign. - for an avenging ranger build, I am going with the Aribeth before Neverwinter thematic. knowing that she never got levels in Arcane Archer, what would be the best way to set up this character? probably going with the broadsword for this version of Aribeth and specializing with the longbow. problem once again is how to boost up her slaying power with the longbow without Arcane Archer levels? perhaps a few level in sorcerer or rogue? (this one will have a Neutral Good alignment) [ 04-14-2006, 10:00 AM: Message edited by: Mozenwrathe ] |
Weapon master is strictly melee. And I'd check the base item type before you assume that. Some, not all, but some of the weapons can be focused in. The Chakram, for example, is a throwing axe.
As to the pally, I won't run a pure class one, saving throw bonuses aren't worth it better to take some CoT |
OK, here's another one I cooked up.
Fighter/Wizard(Divination)/Arcane Archer http://www.caerphillycastle.org.uk/nwn/ArcaneArcher.jpg This is an Elven Arcane Archer who finishes up with a decent Melee fighting ability, and an obscene Longbow BAB because of a dex (with goodies on) of 50. Start Stats: STR: 14 DEX: 18 CON: 12 WIS: 10 INT: 14 CHA: 8 1F: Luck of Heros, Power Attack 2F: Weapon Focus: Longbow 3F: Toughness 4F: DEX + 1, Weapon Specialisation: Longbow 5F: 6F: Cleave, Point Blank Shot 7W: Specialise in DIVINATION (2 castings of True Strike rather than one...). True Strike, Endure Elements, Idenfity, Shield and Magic Weapon all have their uses. 8AA: DEX + 1 9AA: Improved Critical: Longbow 10AA: 11AA: 12AA: DEX +1, Weapon Finesse 13AA: 14AA: 15AA: Dodge 16AA: DEX + 1 17AA: 18F: Mobility 19F: Spring Attack 20F: DEX + 1 21F: Epic Weapon Focus: Longbow, Epic Weapon Specialisation: Longbow 22AA: 23AA: 24AA: DEX + 1, Great Dexterity 25AA: Great Dexterity 26AA: 27AA: Great Dexterity 28AA: DEX +1 29AA: Great Dexterity 30AA: Great Dexterity 31AA: 32AA: DEX + 1 33AA: Great Dexterity, Great Dexterity 34AA: 35AA: 36AA: DEX + 1, Great Dexterity 37AA: Great Dexterity 38AA: 39AA: Great Dexterity 40AA: DEX + 1 End Stats: STR: 14 DEX: 38 CON: 12 WIS: 10 INT: 14 CHA: 8 Build Notes: This character is more of a support character than a front-line fighter, though that said, there is absolutely nothing he can't hit - a bab of +78 is bordering on insane. It gets slightly more insane if you use a scroll (or cast) True Strike in order to get an extra +20 to this for nine seconds... BAB of 98 won't leave you missing much... :D (this is when he's fully equiped with the bestest stuff :D ) His AC isn't bad with light armour on, getting your tumble up to 40 (including the dexterity modifier) by the end of the game will add an extra 8 onto his AC. A monk version of this character would be virtually impossible to hit and I'm considering this build as my next project. This character had absolutely zero problems hitting the DPG enemies, even our favourite poison-based adversary who is notoriously hard-to-hit. Ideal equipment is a top-notch longbow (ancient longbow of divine power gets my vote) and some decently enchanted arrows. You can use more-or-less any armour you choose in order to keep the AC high, but you'd best stick with something light to get your full dexterity bonus once your dexterity starts getting up there. Always keep a blunt melee weapon handy (preferably small, so your weapon finesse comes into play) for undead with resistances. Aside from that... its all good. For ultimate fun go down to L12 and use hail of arrows... your party will love you for that :D [ 04-15-2006, 06:40 AM: Message edited by: Dace De'Briago ] |
Party, what party...??? There are some places where Hail of Arrows is not advisable, and I'd say that's one of them. However, there are other places where it is just great. I have a screen of an accidental HoA up on the NWN's page of my site. I wasn't paying attention, just tooling around, and mistook it for rapid shot. Er, can you say, oops???
Nice looking build, if a little cheesey re the mage lvl...However, it does live up to your sig... [img]tongue.gif[/img] |
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[ 04-15-2006, 06:49 AM: Message edited by: Dace De'Briago ] |
Yes sir, I am quite familiar with the AA specs. One of my favorite classes. The cheesey comment, while in jest, was referring to the only one lvl of wizard. While just enough to get the AA class, that is also the source of the cheese. The just enough to get it.
Side note, while I didn't keep track of the feats/skills, etc, I went into Chewie's mod, and built a Bard 10/AA 30, just to see what I could get. With a non magical long bow, and poison arrows, she was +62 on AB, with a 56 or 58 ac, wearing out of the box magical gear from the stores. Bindings of Blood, Haste, Freedom, + 3 to ac, with no dex limit, and a +3 bonus to saves. Bracers of dex +10, Greater Swordsman's belt, Ring of Power, Ring of protection +10, Dragon Slippers, and +5 Nymph cloak. With Bard Song, Bless, and Aid from the scabbard of blessing, got her ab to 68, 72 with Forever. |
ABs to die for. Often.
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Working on a build right now, mostly taking the feats at "random," meaning "will I need this sooner or later? yes? then take it while it is available." One of these days I may actually sit down and try to plot something out, but the way I am working on this build is as follows: for every three levels of rogue, I take one in fighter. (id est: every fourth character level (4, 8, 12, et cetera) is a fighter level). when I hit twenty character levels, I'll take whatever prestige class is available to me for about six to eight levels (especially if I can get Shadowdancer by that time), and then go back to the original pattern for the rest of the character's creation. what I am hoping for is a character whose sneak attacks will dole out enought damage to take out the above average foe without needing spells. everything else I fully intend to crush with magic (maybe even getting a few scrolls of Flesh To Stone or Hold Monster) and then finish the job with Hide In Plain Sight and more sneak attacks.
Now, the questions are: - do I max out Dexterity or put more points into the Sneak Attacks? - since my character isn't lawful, monk is out. if Shadowdancer isn't available at twenty levels, what should I be looking for to boost this character's abilities? - if I am operation with kukri, what magical spells should I be buying in order to keep my halfling thief alive and kicking? (yes, this is my Tomi Undergallows the Second build, a distant cousin of the (semi)legendary thief of Neverwinter.) - aside from the Gauntlets of Lloth, what kind of equipment would people advise (in this module)? |
You can't add points to sneak attack, until epic levels, when I think you get improved sneak? For a rogue, dex is a must, as is int. But the primary thing is dex. I'd use either the Pharaun set with no dex penalties, or, ta da, Shadowsilk, and I'd kick those kukris to the curb, and use daggers; Drow Dark Dagger, and Ancient Dagger of Shadows. You'll be able to get shadow dancer probably around lvl 8 or 9, depending on feat selection/hide & MS skills. Take weapon finesse, you'll need it. For SD, you'll need 8 hide, 10 ms, and 5 tumble. Dodge and Mobility feats are also required. By the time you can actually take SD, before lvl 20, you should surpass all of the skills required, and the feats should be at the top of any dex based char. Also, down the line, you might want to look into Epic Dodge...Focus in daggers, but don't dual wield, the extra attacks really aren't worth the penalties, especially deeper down the well. Start with at least a 16 dex, and if you're willing to give up some cha, go ahead and make it 18. Since you're not a paladin, cha is wasted anyway.
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Ok, this character is a great all-rounder and excels in absorbing damage (total of 29 points of damage absorbed from the Monk and DD levels, throw in a belt of the Greater Swordsman and Duru's helm and you are absorbing 69 points of slashing damage which means provided anything can hit you, its very unlikely to damage you much...)
Dwarven Monk/Fighter/Dwarven Defender http://www.caerphillycastle.org.uk/n...enDefender.jpg Start Stats: STR: 17 DEX: 14 CON: 13 WIS: 12 INT: 12 CHA: 6 1M: Dodge 2M: 3M: Weapon Focus: Unarmed Strike 4M: CON + 1 5M: 6M: Toughness 7M: 8M: STR + 1 9F: Power Attack, Great Cleave 10F: Improved Critical: Unarmed Strike 11DD: 12DD: STR +1, Mobility 13DD: 14DD: 15DD: Spring Attack 16DD: 17DD: 18DD: Blind Fight 19DD: 20DD: STR + 1 21F: Epic Weapon Focus: Unarmed Strike 22DD: 23DD: 24DD: STR + 1, Great Strength 25DD: Overwhelming Critical: Unarmed Strike 26F: Weapon Specialisation: Unarmed Strike 27M: Great Strength 28M: STR +1 29F: 30F: Epic Weapon Specialisation: Unarmed Strike, Devastating Critical: Unarmed Strike 31M: 32M: STR + 1 33M: Epic Prowess 34M: 35M: 36M: STR + 1, Great Strength 37M: 38M: 39M: Great Strength 40M: STR + 1 End Stats: STR: 30 DEX: 14 CON: 14 WIS: 12 INT: 12 CHA: 6 Build Notes: This character is great AC wise. Ideally you want Shadow Silk, Finder's Stone Amulet, Boots of the Diamond + 8, Su Lee's Gloves of Pain, Duru's Helm, Belt of the Greater Swordsman and two Rings of the Bold +4. You arent going to be able to hit everything with a AB of 59, but they can't hurt you and eventually you'll score a Devastating Critical to take them down. |
There is the problem.
AB of less than 60 and the big stuff is very hard to hit. I do like Monk based builds, and I have tried with them, but it's not easy to stretch their AB that far. And Dev Crit with unarmed strike and a critical of 19 -20 takes so long to kick in, especially if the opponent has high fortitude. I had the same problem trying to build a good pale master. Sat there waiting (usually a very long time) to make a good hit but knowing that at the least nothing ould crit, sneak or death me. I tend now to prefer characters that can deal out more damage. |
Is it possible to get this thread stickied either in this section or in the general NeverWinter Nights thread? It would be greatly appreciated for myself and a few people I know who were looking for some nice builds for low or high magic worlds. As for myself, I have been working (slowly) on a ranger/rogue build but sadly I planned it out wrong. It was suppposed to go into Arcane Archer, but I then found out you had to be a pure elf and/or a caster for Arcane Archer levels. Being that I am using a half-elf, that wasn't going to happen. So now I was trying to figure out what prestige classes I was going to add on to this build after twenty regular character levels. I was leaning towards ShadowDancer for the ability to Hide In Plain Sight, and to maximize her stalking ability. If anyone has any better ideas (tried to max out her archery skills, mediocre Move Silently, high Hide skills, 15 fighter/ 5 rogue), I would love to hear them. Thanks!
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Elf or half elf for AA. However, you have to have innate arcane spells, so rogue is out; bard, sorc, or wizard can become an AA. A ranger/rogue build, with a focus in the bow should still be an effective char. Take the dual wield feats, and use a finesse-able weapon type, and before you know it, you'll have almost as many attacks as a monk. That, coupled with high dex, will make the char a formidable opponent, either from range, or in melee combat.
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OK, as promised...
The modified Greataxe Smiter (Final AB 69 with the correct equipment): Half-Orc, must be any non-evil alignment (CoT restriction) Fighter/CoT/WM This character is a very powerful fighter. The combination of high AB and Dev Crit will permit him to mow down most of the enemies in the game with ease. Start Stats: STR: 19 DEX: 14 CON: 10 WIS: 8 INT: 13 CHA: 6 1F: Weapon Focus: Greataxe, Dodge 2F: Mobility 3F: Expertise 4F: STR + 1, Spring Attack 5F: 6F: Weapon Specialisation: Greataxe, Whirlwind Attack 7F: 8CoT: STR + 1, INTIMIDATE 4 9CoT: Improved Critical: Greataxe, Power Attack 10CoT: 11WM: Weapon of Choice: Greataxe 12WM: STR +1, Cleave 13WM: 14WM: 15WM: Great Cleave 16WM: 17WM: 18WM: Toughness 19WM: 20WM: STR + 1, Blind Fight 21WM: Great Strength 22WM: 23WM: Epic Weapon Focus: Greataxe 24F: STR + 1, Great Strength, Epic Weapon Specialisation: Greataxe 25WM: 26WM: 27WM: Great Strength, Overwhelming Critical: Greataxe 28WM: STR +1 29WM: 30WM: Devastating Critical: Greataxe 31CoT: Blind Fight 32WM: STR + 1 33WM: Great Strength 34WM: Epic Prowess 35WM: 36WM: STR + 1, Great Strength 37WM: Armour Skin 38WM: 39WM: Great Strength 40WM: STR + 1, Epic Toughness End Stats: STR: 36 DEX: 14 CON: 10 WIS: 8 INT: 13 CHA: 6 Build Notes: Ideal equipment for this character is the Masterwork Greataxe of Fire at the end of the DPG, some strength increasing items and a set of heavy armour. This character is playable through the entire EfU mod as a fighter with success. The AB for this character is calculated as: STR 36 - +13 Extra 12 STR from items - +6 Maximum AB from fighter classes - +30 (at L30) Masterwork Axe of Fire - +10 Weapon Focus - +1 Epic Weapon Focus - +2 Superior Weapon Focus (L5 WM) - +1 Epic Superior Weapon Focus (L13 WM and +1 every 3 WM levels) - +6 Total = 69, which isn't too shoddy [img]smile.gif[/img] Bear in mind that you could use a decent one handed weapon (preferably one with a decent damage multiplier, such as regular axes...) in combination with a shield if you wanted this build to have a higher AC. Not too bad eh [img]smile.gif[/img] [ 05-29-2006, 08:00 PM: Message edited by: Dace De'Briago ] |
How would you all improve this build? There are two versions I am going to post up (neither of them being mine). I thought the name of this build was interesting enough to warrant a further look. Then after reading the rather amusing story to go along with it, I gave it a proper glancing over.
======== ======== A Disgrace to the Family (Monk 6/ Paladin 15/ Shadowdancer 19) by Amazon Queen Inspired by a conversation on the NWN General Discussion Forum Although a rather weak character at level 40 I found him quite playable 1-40 PvM A Disgrace to the Family Catch this week’s episode of Faerun’s favourite soap, Cormyrian Knights, ‘A Disgrace to the Family’. Recap: Miles has been summoned home by Sir Giles who hopes to convince his wayward son to return to Cormyr and take up the family sword. Miles is reluctant, knowing that his father is angry with him and does not know that he is obeying the instructions of the master of his order, and will not understand that Miles too does his duty to Cormyr and for the cause of justice and order as best he can. Meanwhile Vilmira waits pensively at camp. Although she knows her love for Sir Miles is unrequited and hopeless, still the renegade Drow would be heartbroken if Miles decided to leave the troupe and return home. This Episode: Sir Giles glared at his only son, ‘Miles, although I was disappointed when you chose to become a monk I did not oppose you. It is a honourable occupation although not the one I would have chosen for you. When you chose to join a fighting order I was proud. The ways of your order may not be those I am used to but I can respect them. Now however you have chosen to abandon your order and join a vagabond troupe of travelling players. My son sometimes before you have disappointed me but now you shame me. I beg you, reconsider this hasty decision. If you will not or cannot return to your order then come home. There is still a place for you here’. Miles hesitated before speaking, ‘Father, you may find this hard to accept but this vagabond troupe is now my home and not one I can or will give up’. Sir Giles lost his temper, ‘If that is your final word then leave this house and never darken it’s doors again. You are a disgrace to the family and no son of mine!’ Miles left without saying a word. Sir Giles followed his son to the door but as Miles rode away he did not look back nor would Sir Giles call out to him. As Miles disappeared from view the old knights shoulders sagged and he slowly walked back into the manor, no longer a home. As Miles returned to his troupes camp he brooded on his fathers words. He would likely die, executed on some false accusation, in an enemy camp and his father and peers would doubtless believe the story, never knowing why he had died, his name forever dishonoured. Still that was the duty he had been given and carry it out he would. When Miles returned to the encampment Vilmira knew his private business had not gone well. Despite his training she could always read his mood. She decided to speak of their next mission instead, ‘Sir, we have received permission to perform in Zhentil Keep. They await our arrival’. Miles was terse, ‘Very well, Vilmira, we will commence the journey at dawn tomorrow. Issue the necessary orders’. As his lieutenant began barking out orders Miles looked around the motley crew of rogues and villains he commanded. There wasn’t one he could really trust or call a friend except Vilmira, but best not to think about that, it could never be. Why, Hugo would’ve been hung if he hadn’t volunteered for military service, and Miles was not sure how far he could trust the wily rogue. Next Episode: Will Miles and Vilmira ever realise their love is mutual? If so will Miles break his vow of chastity? Does Hugo plan to betray the troupe or is there a spark of Cormyrian patriotism in that wily rogues black heart? Is the mission to Zhentil Keep the cunning masterstroke Miles believes it to be or is he leading the troupe into a deadly trap? And what of Sir Giles, devastated by his only sons apparent abandonment of family tradition and honour? Will he succumb to the blandishments of the beautiful but frequently widowed Lady Zenobia? Find out all this and more in the next episode of Cormyrian Knights. A Disgrace to the Family (Monk 6/Paladin 15/ Shadow dancer 19) Race: Human Alignment: Lawful Good Abilities STR 10 DEX 18/32 CON 10 INT 10 WIS 14 CHA 10 All ability increases go to DEX Levelling & Feats 1-2: Monk (1-2) – Dodge (1), Mobility (1) 3-6: Paladin (1-4) – Weapon Finesse (3), Weapon Focus: Kama 7: Monk (3) 8-11: Shadow dancer (1-4) – TWF (9) 12-13: Monk (4-5) – IC: Kama (12) 14-16: Paladin (5-7) – Ambidexterity (15) 17: Monk (6) 18-21: Paladin (8-11) – ITWF (18), GRT DEX I (21) 22: Shadow dancer (5) 23-25: Paladin (12-14) –GRT DEX II (24) 16-39: Shadow dancer (6-19) – GRT DEX III (27), GRT DEX IV (30), Epic Dodge (33), SC I (33)*, SC II (36), SC III (36)*, SC IV (39), SC V (39)* 40: Paladin (15) * Shadow dancer Epic Bonus Feat STATS AC (Robes): 32 HP (Maxed): 350 AB (Kama): +39/+36/+33/+30/+27/+24* Damage (kama): 1-6 (Crit 19-20/x2) Fort: +23 Refl: +33 Will: +21 BAB: +27 · I’m not going through the whole DW/Flurry/Haste thing as you all know it off by heart, suffice it to say a possible 10 attacks/round at a mediocre AB Skills Discipline 43 Hide 42 Move Silently 42 Tumble 40 56 to spend as desired. Pros Interesting RP opportunities Paladin Buffs SC 5 and Epic Dodge Cons Mediocre AB and Damage for a Melee Fighter Poor Hit Points for Anybody Only Good Save is Refl although Still Mind and Slippery Mind help out with the Will save Has trouble doing damage Magic Item Wishlist Obviously a pair of deadly kamas and a Haste item Other than that Attribute increasing items especially +4 WIS so that he can get 4th level Paladin spells at 25th rather than 40th level == == A Disgrace to the Family version 2.0 (Monk 6/Cleric 12/SD 22) A rebuild of my original version that seeks to give the build a little more offensive power using cleric buffing spells, especially Divine Power. Thanks go to Cinnabar for explaining to others and me the usefulness of this spell, especially for a build of BAB 15 or less. Although built in a levelling up module I haven’t played it yet but it looks as if it should be considerably more effective than the original build. Race: Human Alignment: Any Lawful (Lawful Good or Neutral fits the character concept I had in mind best) Domains: Strength and Trickery Abilities STR 10 DEX 18/30 CON 10 INT 12 WIS 14/16 CHA 08 The first 8 ability increases go to DEX, the last 2 to WIS. Levelling & Feats 1-2: Monk (1-2) – Dodge (1), Mobility (1) 3-6: Cleric (1-4) – Weapon Finesse (3), Weapon Focus: Kama (6) 7: Monk (3) 8-11: Cleric (5-8) – TWF (9) 12-19: Shadowdancer (1-8) – Ambidexterity (12), IC: Kama (15), ITWF (18) 20: Monk (4) 21-27: Shadowdancer (9-15) – GRT DEX I (21), GRT DEX II (24), Epic Dodge (25)*, GRT DEX III (27) 28: Monk (5) 29-31: Cleric (9-11) – GRT DEX IV (30) 32-38: Shadowdancer (16-22) – SC I (32)*, SC II (33), SC III (35)*, SC IV (36), SC V (38)* 39: Cleric (12) – EWF: Kama 40: Monk (6) * Shadowdancer Epic Bonus Feat Skill Points = 278 Concentration 43 Disable Traps 1 Discipline 43 Hide 43 Move Silently 43 Open Locks 1 Pick Pockets 1 Spellcraft 39 Tumble 40 This leaves 14 points to distribute as desired. Spells Cantrips (6): Resistance, Virtue 1st level (7): Bless, Divine Favour, Protection From Alignment, Shield of Faith 2nd level (6): Bull’s Strength, Endurance, Owl’s Wisdom 3rd level (6): Darkfire, Divine Power, Magic Vestment, Negative Energy Protection, Prayer 4th level (4): Death Ward, Divine Power, Greater Magic Weapon 5th level (4): Improved Invisibility, Spell Resistance, Stoneskin, True Seeing 6th level (3) I’ve just listed what seem to me to be the most useful clerical buffs but I don’t often play clerics so I may have missed some. The remaining slots can be filled with extra uses of short duration buffs (especially Divine Power), yet more buffs for allies or in case they get dispelled, and other useful spells e.g. healing spells, summons etc. STATS AC (Robes): 32 HP (Maxed): 320 AB (Kama): +38/+35/+32/+29/+26 Damage (Kama): 1-6 (Crit 19-20/x2) Fort: 22 Refl: 32 Will: 25 BAB: 25 Pros and Cons Retains the considerable defensive abilities of the original build and can enhance them and his offensive abilities considerably with buffing spells. Loses 1 AB and 1 attack compared to the original but with Divine Power will actually be a better fighter than the original. Problems Although both Domain powers are useful they don’t last long. Also the build doesn’t get access to 5th level spells until 36th level. Since the build gets SC IV at 36th level this means Improved Invisibility isn’t all that useful. There may be a better choice than Trickery for the 2nd domain. From an RP point of view Knowledge would fit. It seems a great pity to only get KD and IKD at 40th level. There are some feats the build doesn’t have that I would’ve liked especially Blind-fight, Extend Spell and Empower Spell. The only way I can see to get them is by dropping the dual-weapon feats. The build could still get 8 attacks a round with Divine Power, Flurry and Haste so it might be worth doing. Partial Solutions – versions 2.1 and 2.2 Version 2.1 – Levels are changed to Monk 7/ Cleric 14/ SD 19 meaning EWF: Kama will be lost. 2 points are taken off either STR or INT and 1 added to WIS. Advantages are KD, IKD and 5th level spells can be gained much earlier and eventually the build will have 7th level spells. Disadvantages are the loss of AB and if STR is lost the build will have an even harder time at low levels but if INT is lost it will be starved for skill points. Also WIS ends on 17 and 15th level cleric is much better for many buffing spells than 14th. Version 2.2 – Levels are changed to Monk 6/Cleric 15/SD 19. Again EWF: Kama is lost. 2 points are lost from both STR and INT and 2 added to WIS. Advantages are +1 AC, +1 Will Saving Throw, earlier access to 5th and 6th level spells, eventual access to 8th level spells and ending with a nice tidy 18 WIS. Disadvantages are back to not getting KD and IKD until 40th level, loss of AB, a hard time until Weapon Finesse and Divine Power are gained, and a shortage of skill points. == == [ 06-03-2006, 08:49 AM: Message edited by: Mozenwrathe ] |
Here is another one I found I liked the concept of. Not as detailed a leveling guide, however, which I find a little painful. People such as myself don't have quite the amount of patience to go through one of these without explicit directions, but I am sure with a few revisions even this build could be made more user-friendly. I just hope none of my standard (read: evil) characters run into this guy any time soon...
=============== =============== True Champion of Torm Cleric 20/ COT 18/ Paladin 2 by evo_dragon This character is about as buff as a melee character can get. Has lvl 9 cleric buffs, divine shield/might and 6 attacks/round. I find it the ultimate pvm character for me. In pvp against other melee character it holds it's own, with 46 fort saves(higher buffed) you can stand up to almost any dev crit. As with most cleric build this character will really hate to be dispelled, luckily the monster ai isn't smart enough to dispell you. This character is very powerful on a low magic server, but still scales well in a high magic one. If you hate late blooming characters or characters that make no sense role playing-wise then this char will be a nice switch. If your server has permahaste items, I'd pick a tickery or healing instead of travel. 20 Cleric / 18 Champion of Torm / 2 Paladin Starting Stats Str - 14 Dex - 8 Con - 14 Int - 10 Wis - 14 Char- 16 Leveling Order 13 * Cleric (War, Travel) 2 * Paladin 5 * Champion of Torm Epic 5* COT 7 * Cleric 8 * COT Feats 1 Power Attack, Divine Shield 3 Extra Turning 6 Divine Might 9 Cleave 12 Extend Spell 15 Weapon Focus Longsword(or whatever weapon you want) 17 Improved Critical Longsword * 18 Extra Smite 19 Knockdown * 21 Epic Weapon Focus Longsword, Great Wisdom 1* 23 Great Wisdom 2 * 24 Great Charisma 1 25 Great Wisdom 3 * 27 Great Charisma 2 30 Great Charisma 3 33 Great Charisma 4 36 Great Charisma 5, Epic Prowness** 39 Great Charisma 6 40 Armor Skin ** * COT bonus feats ** COT epic bonus feats Stat points Wisdom at lvl 4, 8 Charisma at remaining levels Ending Stats Str - 14 Dex - 8 Con - 14 Int - 10 Wis - 19 Char- 30 Without buffs (Full Plate, Scimitar, Tower Shield) 32/27/22/17 24 ac With Buffs 68/68/68/63/58/53 (51/51/46/41/36 long term) AC 57 HP Without Buffs 20 * 8(cleric) = 160 20 * 10(Pal&COT) = 200 2 * 40 (Con) = 80 = 440 hp Buffed 20 * 8(cleric) = 160 20 * 10(Pal&COT) = 200 8 * 40 (Con) = 320 1 * d8 = 8 = 680 hp Fort - 46 (64 - buffed) Reflex - 36 (53) Will - 42 (54) 32 Spell Resistance High Damage - GMW, Str, Darkfire, Prayer, Divine Power, Divine Might, Divine Wraith etc Advantages Huge AB Huge AC Huge Dmg Offensive Spells Tons of Healing Spells Immune to tons of things (including Death attacks, fear and mind spells) Long Term Buffs Disadvantages Dispelled == bye bye == == (comments: the person who made this build even stated he likes scimitars better than longswords, so if Ziroc could kindly include a few new holy avenger scimitars, I may even try to reconstruct this build myself! as well, I would really and truly love to get this thread stickied, as then people could also post up their own success and not-so-successful builds to see how they could be improved and easily reference them without having to hope for bumps to this thread.) [ 06-03-2006, 08:51 AM: Message edited by: Mozenwrathe ] |
I've created a monster. A dual-wielding F/WM/M combo with an AB of 68/68/63/63/58/53 and devastating critical. AC is mid 60's.
http://www.caerphillycastle.org.uk/n...lwieldmace.jpg Half-Orc F/WM/M Build (again :rolleyes: ) LAWFUL Alignment This particular build is based on dual-wielding maces. You can select any SMALL weapon though (dagger, handaxe, sickle, kama etc), be aware that to select kama you will need to be a human because you will need the exotic weapons feat and this build is very tight on feats (you'll lose one from your BAB, set your starting STR to 17). Bear in mind that you can slightly rework the later levels because they are based on the monk, and that you need cleave and great cleave to obtain the overwhelming/devastating critical feats. Depending on how much tumble you want determines how quickly you can choose the monk level (and the decent feats to follow...). Start Stats: STR: 19 DEX: 15 CON: 8 WIS: 9 INT: 13 CHA: 6 1F: Two-Weapon Fighting, Ambidexterity 2F: Dodge 3F: Mobility 4F: STR + 1, Spring Attack 5F: 6F: Toughness, Expertise 7F: 8F: STR + 1, Whirlwind Attack, INTIMIDATE 4 9F: Weapon Focus: Mace 10WM: 11WM: 12WM: STR +1, Improved Two-Weapon Fighting 13F: Weapon Specialisation: Mace 14WM: 15WM: Improved Critical: Mace 16WM: 17WM: 18WM: Power Attack 19WM: 20F: STR + 1 21WM: Great Strength 22WM: 23WM: Epic Weapon Focus: Mace 24WM: STR + 1, Great Strength 25F: 26F: Epic Weapon Specialisation: Mace 27WM: Great Strength 28WM: STR +1, Epic Prowess 29WM: 30WM: Great Strength 31WM: Armour Skin 32WM: STR + 1 33WM: Great Strength 34F: 35M: Great Strength, TUMBLE TO 38 36F: STR + 1, Great Strength, Great Cleave 37WM: Overwhelming Critical: Mace 38WM: 39WM: Geat Strength 40WM: STR + 1, Devastating Critical: Mace End Stats: STR: 36 DEX: 15 CON: 8 WIS: 9 INT: 13 CHA: 6 Build Notes: Two matching small weapons (drow mace of hellfire was my call, very useful against undead as well as everyone else, though daggers could be quite good as well). Armour with a base AC of 0 (Shadow Silk (again)), Finders Stone Amulet, and the Drow Shield of the Ages (for those really tricky battles where you need the AC). Oh, and monk boots... [ 06-04-2006, 01:48 AM: Message edited by: Dace De'Briago ] |
That's the build I'm playing about with at the moment Dace.
When do you take your Monk class? I take one Monk level early so that I can use the Monk equipment and then take a second at level 40 to max out on Tumble and push AC up a few notches. |
Quote:
Totally upto you mate, but I went for the single monk level in this build because weapon masters get +1 AB every 3 levels from (and including L13) so... 13, 16, 19, 22, 25 (which is how many WM levels this build has) +14 fighter levels (for all your lovely feats) +1 monk level = 40 levels of perfection It really is a good, good build. |
It certainly is a good build.
Currently I'm using 10 Fighter, 2 Monk and 28 Weapon Master. This lets me use monk gear, max out on tumble for +8 to AC and wear heavy armour for damage reduction. Dual-wielding maces the AC is 68 and AB 67. Single wielding with a shield gets an AC of 85 and AB of 69 (must do some tweaking on this build and try for the 70). Depending on choice of gear and feats its also possible to get Fortitude up to 50 and (almost) avoid being inconvenienced by nasty things such as Implosion. |
Just bringing this back up. Mainly because I have a build based upon Dace's F/WM/M from above, except with a few modifications. First, the build is a F/WM/R. I used Rogue instead of monk for the simple fact that if I save up enough points, when you take the single level of Rogue at 37th, you can drop 40 points on both Tumble and Use Magic Device, this allows you the +8 AC bonus, the ability to use monk items (boots of the Daimond +8) and all scrolls, wands etc.
Also the character uses Kukri. Final Critical threat is a 10-20 with the ending AB being +68 with two weapons and +70 fighting one handed (while using those kukris that the new NPC on 14 is nice enough to supply). The character is a Dev Crit machine. Starting race was human to gain an extra feat with which to take exotic weapon proficiency. Starting stats: St-18 De-15 Co-8 In-14 Wi-8 Ch-8 Final levels were F 14, WM 25, R 1 AB +68 two handed, +70 single AC +71 two handed, +85 with shield. [ 02-06-2007, 12:38 PM: Message edited by: Stormshadow ] |
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