04-26-2005, 02:36 AM | #1 |
Drow Warrior
Join Date: December 22, 2002
Location: UK
Age: 39
Posts: 258
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I realise that it can get quite mundane playing as a straight melee warrior (for me anyway) so i decided to become an archer....(i have about a billion new characters now....)
The question is.. If i make a sorceror arcane archer, 1) will it be a fairly good character? considering that i'm planning on investing about 11 levels on arcane archer and probably the rest in sorceror until i get the highest level spells, then probably a few levels in rogue... starting stats looked like this str 12 dex 15 con 14 int 10 wis 10 cha 15/16 something like that. I know that stats are changed a great deal by items but can anyone see if this character has potential? Also, Arcane Archers get an automatic 'enchant arrow' ability as they increase in exp...does that go over level 9? (it says in the SoU manual that at 9th level the arrows a +5) Do any level abilities continue on? ie the Hail of Arrows/ Seeker Arrow/ Imbue arrow...etc Soz for the big range of questions! Undermountain is opening up so many possibilities!
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04-26-2005, 06:45 AM | #2 |
Ironworks Moderator
Join Date: October 26, 2003
Location: Sydney, Australia
Age: 43
Posts: 4,415
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You can get an insanely high AB by investing in ALOT of AA levels.
Here is a AA Character that I have made that survives in EfU. Note: He doesn't have the Best AC but if he does get hit Epic Dodge Ignores the first attack to hit and SC V gives a 50% chance of that missing as well so he is more of a hit and run character. Class: Rogue 17/Wizard 1/Arcane Archer 22 Race: Elf Beginning Stats: Str 10, Dex 20, Con 12, Int 14, Wis 8, Chr 8 Skills: 30 levels in Tumble and Hide are needed to pull this build off. Other than that, you are free to spend skill points as you choose. I suggest that you keep the following skills maxed: tumble, hide, move silently, umd, open locks, disable traps and search. Max out Spellcraft when you take the wizard level and then increase it when you can at later levels. You can get 20 spellcraft points this way which will give you a +4 save against spells. The Build: 1. Rogue: Point Blank Shot 2. Rogue 3. Rogue: Weapon Focus Longbow 4. Rogue: Dex (21) 5. Rogue 6. Rogue: Rapid Shot 7. Rogue 8. Rogue: Dex (22) 9. Wizard: Dodge 10. AA 11. AA 12. AA: Dex (23), Imp Crit Longbow 13. AA 14. AA 15. Rogue: Toughness 16. AA: Dex (24) 17. AA 18. Rogue: Mobility, Improved Evasion 19. AA 20. Rogue: Dex (25) 21. Rogue: Great Dex (26) 22. AA 23. AA 24. AA: Dex (27), Great Dex (28) 25. Rogue: Defensive Roll 26. AA 27. AA: Epic Dodge 28. AA: Dex (29), Great Dex (30) 29. AA 30. Rogue: Self Concealment I 31. AA 32. AA: Dex (31) 33. AA: SC II, Epic Weapon Focus Longbow 34. AA 35. Rogue 36. AA: Dex (32), SC III 37. AA 38. Rogue: SC IV 39. AA: SC V, Great Dex (33) 40. Rogue: Dex (34) With rapid shot enabled and a mundane longbow and mundane arrows equipped, the Ethereal Archer has 5 attacks at +50, +50, +45, +40, +35. A haste item will add a 6th attack. True Strike can be cast twice a day adding +20 to each atack roll for a short period of time. Each attack is capeable of doing 1d8 +11 damage. When condtions allow for sneak attacks, the Ethereal Archer can add 9d6 damage to each attack. Saves: Fort 20, Reflex 35, Will 16
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04-26-2005, 06:55 AM | #3 |
Jack Burton
Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 39
Posts: 5,459
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A sorcerer gets access to level 9 spells by level 18. With 11 AA levels that's another 11 for rogue.
Personally, I wouldn't suggest this set-up. Sorcerers have some of the worst base attack bonusses around, and rogues are only average. Your hitpoints will be on the low end also. As an elf, you're risking experience penalties. I don't see the Arcane Archer adding anything to the build as your ranged combat will at best be a secondary skill for when you run out of spells. There is something to be said for 10 or so rogue levels though, as sorcerers benefit greatly from the improved evasion feat. But even then, you'll end up with an average sorcerer. Your only real advantage would lie in your ability to defeat other sorcerers and wizards by engaging them in combat without being terribly vulnerable to their spells. My suggestion would be to either specialise as a sorcerer, or as an archer, as in NWN you'll want to build on your strengths rather than compensating for your weaknesses. This holds true in nearly all cases. You specialise in casting, in melee, in ranged combat, in support, defense, it doesn't matter. So long as you're good at it it'll give you an edge, otherwise, it won't be enough. A better build might be either the bard/arcane archer (10/30), or the wizard/fighter/arcane archer. In the latter case you'll want one or two wizard levels, 8 to 10 fighter ones, and the rest in AA. Take an elf rather than a half-elf, and raise your starting dexterity to perhaps 19 or 20. You'll need an int of 11 for the wizad level(s), other than that, constitution perhaps, or strength. Concentrate on (long)bow feats and dexterity boosts for a final attack bonus of around 60 and (hasted) 6 ranged attacks per round. You'll have access to the Truestrike spell to increase the attack bonus to 80 for a short while, more with a magical bow. The AA arrow ability goes on past level 10, and will be +15 by level 29. |
04-26-2005, 07:25 AM | #4 |
Xanathar Thieves Guild
Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 60
Posts: 4,537
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I too am having some success with an archer in Undermountain, but the build is TDC's, and is posted elsewhere on this forum, the Devastating Archer build. Perhaps some one a little more forum literate could edit this to add a link, as I don't really know how. Regardless, I have had great success with AA's here in the past. Personally though, I tend to start them all with Bards. Decent combat abilities, spells, etc. and an oppurtunity for an additional class later, if I decide I need it, or want it. The rogue build above is interesting, and is something I might look at later.
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04-26-2005, 07:54 AM | #5 |
Drow Warrior
Join Date: December 22, 2002
Location: UK
Age: 39
Posts: 258
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We should make a group called the Hunters or something similar..all the people would have ranged weaponry! that would be interesting...might not last long but interesting...relying on ambushes, stealth and teamwork!
..thanks for all the info! I think i shall invest in AA levels with the rogue and 1 level of wizard! [ 04-26-2005, 08:01 AM: Message edited by: shadowolf03 ]
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05-11-2005, 02:46 PM | #6 |
Symbol of Cyric
Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 48
Posts: 1,214
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if you do something like that, you should have at least one combat wizard who specializes in evocation spells. nothing like being able to throw fireballs and ice storms in the face of daunting opponents, then blind them with one more incantation as your comrades pepper them with terrifying amounts of arrows and bolts. I still insist thta Ziroc make a +5 Hand Crossbow of Lightning Bolts with twice the firing speed of a regular crossbow and knockback. Ah yes, the semiautomatic WILL make its triumphant entry to NeverWinter Nights...
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05-11-2005, 06:30 PM | #7 | |
Xanathar Thieves Guild
Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 60
Posts: 4,537
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Quote:
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05-11-2005, 06:34 PM | #8 |
Jack Burton
Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 39
Posts: 5,459
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I hear it's on Undermountain level 17.
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