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Feats Question

Discussion in 'Icewind Dale 2' started by Taz, Feb 12, 2003.

  1. Faragon Gems: 25/31
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    Look at it this way: If you want your spellcaster to be a highly efficient archer, then yes, maxing DEX is important. However, if you want it merely for situations where you don't want to waste spells, I think you're better off with a higher WIS so your mage has better willsaves. And like I said, 5 STR will let your carry just about nothing :D

    As for items for evil alignments, yes they are in the game but most don't show until chapter 6. I've not found any really, really good evil items yet though.
     
  2. Taz Gems: 2/31
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    OFF TOPIC

    Ive made my paladin with start 10 wisdom, and as i can recall he needs (16) to it to use the maximum lvl of lvl 6 a paladin he can use.
    My question is would the be any difference if i start the game with giving my paladin 16 to wisdom or giving him the points late in the game ??
     
  3. Faragon Gems: 25/31
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    Well, to get him 6 points in WIS during levelups, you'd have to get him to lvl24. That's not going to happen in Normal mode. :D

    Personally I do this: (I'm not a powergamer, so deal with it ;) )
    STR 16
    DEX 8
    CON 18
    INT 8
    WIS 10
    CHA 20

    Then on the 4th and 8th levelup I put a point in WIS, and from there on I boost it with items. You can't cast lvl1 spells before clvl6 and lvl2 spells before clvl10 anyway. You can get pots and items which boost WIS from there on. If you feel you need to start out with more WIS so that you have to rely less on items further on, take STR at 14 and throw another 2 in WIS. You can easily boost STR further on in the game with items.

    [ February 13, 2003, 21:30: Message edited by: Faragon ]
     
  4. Taz Gems: 2/31
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    Faragon i wanted to get dex to 13 from start so my paladin can get Dirty Fighting and, is good using Bows.

    And about the Wisdom i think i maybe will give him the "the every god ring" i think + 5 to wisdom.

    And my way i think is to give him all the gained ability points to Charisma for better ST and of course lay on hands.

    And as i asked from an the earlier post, is their any difference to how many spell slots and spells my paladin can use when i give him the Wisdom points later instead of in the beginning of the game ?.

    Would this work.
     
  5. Faragon Gems: 25/31
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    Ah, yes if you want dirtyfighting and bows a 13 dex would be usefull. Of course use at least one Dex boosting item to get to 14, so the +2 modifier kicks in. :)

    That ring would most certainly do much good on a paladin, especially if you want to invest the other points in CHA (which is a very good choice for further boosting his ST's.)

    Your paladin should be able to cast the same amount and level of spells the moment he assigns the points later. It's not like you get a bonus for starting out higher in a certain stat.
     
  6. Taz Gems: 2/31
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    thanx alot for the help!!!!!!!!!!!! :D
     
  7. Ofelix

    Ofelix The world changes, we do not, what irony!

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    You know Paladin spell are not that usefull, okay they get "some" healing spell, but by the time they get them your cleric will have a lot BETTER, and the rest "can" be good, but in general they aren't very usefull... ;)
     
  8. Taz Gems: 2/31
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    Yes i know but it is always good to have a (allround) paladin instead of a Tanker like ;) .

    [ February 14, 2003, 08:22: Message edited by: Taz ]
     
  9. Faragon Gems: 25/31
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    There are actually some very usefull Paladin spells. Dispel Magic anyone? Champion's Strength? Remove paralysis? I find them to be extremely usefull in case my Cleric is not able to cast it for the Paladin.

    As for healing, he's got laying on hands.
     
  10. Taz Gems: 2/31
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    I have a question about my Fighter 4/Barbarian x Which race would be best at this, and which weapon feats should i take (i have a Tempus cleric and a paladin) ?

    And Which race would be best for a bard A clean human for example or them with The charisma boost ?

    And ive heard that there is many that uses a Human Sorcerer and not the Aasimar :S why ?

    [ February 14, 2003, 14:53: Message edited by: Taz ]
     
  11. Faragon Gems: 25/31
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    I have a question about my Fighter 4/Barbarian x Which race would be best at this, and which weapon feats should i take (i have a Tempus cleric and a paladin) ?

    I'd say make him a HalfOrc. They get a bonus to STR which'll help you deal more damage. As for feats, weapon specialisation, ST improving as well as powerattack and cleave are very good options. Extra Rage is also possible iirc.

    And Which race would be best for a bard A clean human for example or them with The charisma boost ?

    Aasimars get a +2 bonus to CHA, so they're very good. They start out one level higher than the normal humans though, which means they'll level slower. But in my opinion the +2 CHA is worth it.

    And ive heard that there is many that uses a Human Sorcerer and not the Aasimar :S why ?

    This may be because the person wants to get as much levels as possible with the sorcerer, instead of basically spending one level on getting the +2 bonus on CHA. More levels means more spells.
     
  12. Taz Gems: 2/31
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    But isnt it better to make a Clean human sorcerer instead of a Aasimar then if he gets more spells ?

    And what is the special with 20 cha ?
     
  13. Faragon Gems: 25/31
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    Well, a straight human gets one more effective sorcererlevel, while the aasimar 'loses' one level in order to balance the race with the bonusses. So yes the clean human will get more spells, but this is a very minor amount. VERY minor.

    The special thing about 20 charisma, is that for a sorcerer, his spellchecks are made on charisma. This means that the higher your charisma, the harder your spells are to resist.
     
  14. Kuldaharian Gems: 4/31
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    for bard aasimar...class...bard/sorcere is good!!
     
  15. Taz Gems: 2/31
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    And to 'Faragon. I saw this guide about Powergaming team But look here what he sais about Sorcerer, and tell me if you still favor Aasimar :

    2.4 - A Note About Sorcerers
    --------------------------------------------------------------------------------

    The only race choices that make the cut in the UPP are Humans and Aasimars,
    but it's difficult to tell for sure which of the two races is more
    powerful. At one point in the game (sometime through HoF mode) the Human
    Sorcerer’s advantages (the extra skill points and the bonus feat) will not
    be as noticeable, although there is still something to be said for having
    these things from the beginning.

    It really comes down to a few things. First, the Aasimar can put up to 20
    points into Charisma to start off, thus he'll get 2 extra spells when
    compared to the Human Sorcerer. These spells will be in levels 3 and 6 at
    the beginning of the game and this will only get better as the Charisma
    increases when the Aasimar levels up. The thing to remember, however, is
    that both characters will gain Charisma throughout the game, so the Aasimar
    will, at most, have 2 extra spells at all times due to their Charisma
    advantage.

    Although the Human Sorcerer doesn't have this extended Charisma bonus, he
    makes up for it by leveling faster. Thus, when the Human Sorcerer
    reaches an odd level, he will have 1 more spell than the Aasimar version,
    and this spell is always a higher level one than either of the extra
    spells the Aasimar receives. So the tradeoff is this:

    1 More powerful spell vs. 2 Lesser spells

    It's really up to you to decide which is better, since it really depends on
    the spells you are comparing. Remember though, this extra level also gives
    you better BAB scores, more hit points, extra save bonuses and possibly
    another feat earlier among other minor things. So let's just say for the
    moment that they are at least equal and the Human probably stacks better with
    the varied benefits.

    The next point is that Aasimars receive the following:

    * +2 to Wisdom and +2 to Charisma
    * Acid, cold, and electrical Resistance: 5 points
    * Sunscorch 1/day
    * Darkvision

    Now, the best of these is the extra ability points and the elemental
    resistances while the others are helpful to have (Sunscorch can get rid of
    trolls later in the game and Darkvision isn't a bad thing to have, but it's
    not anything to write home about either).

    But before you think, "Wow! Aasimars have the upper hand here!", there is
    something else you should be aware of. First, any Sorcerer must have
    Spellcraft AND Concentration. Without these skills, you'll miss out on some
    great feats and you'll have a pretty tough time casting those spells in a
    battle, even with 18 Constitution (which gives you a +4 to Concentration
    checks). In order to get these skills, the Aasimar Sorcerer must invest 12
    ability points into Intelligence while our Human Sorcerer only had to invest
    3. This nets our Human Sorcerer with a whopping "9" ability points to
    allocate elsewhere, namely Dexterity and you can put some in Strength and
    Wisdom too. Let's take a look at the ability scores for both the characters
    side-by-side to see what happens:

    Human Sorcerer Aasimar Sorcerer:
    -------------- -----------------
    Str: 9 <- Str: 8
    Dex: 18 <- Dex: 12
    Con: 18 vs. Con: 18
    Int: 3 Int: 12
    Wis: 10 Wis: 10
    Cha: 18 -> Cha: 20

    As you can see, the only area that our Aasimar excels at is in the Charisma
    category. Our Human Sorcerer can still can max out his Concentration and
    Spellcraft skills with an Intelligence of 3 because he is Human. Since
    we already determined that the Human could compensate for the bonus charisma
    points, it is easily shown that the extra strength and dexterity could be
    very helpful.

    Now, you have to ask yourself, does the Aasimar really receive +4 ability
    points? The answer is "No". The human actually gets 5 extra ability points
    over the Aasimar because of the min-maxing. This isn't a matter of adding up
    all the points and seeing which total is higher, it's investigating the worth
    of where your points are spent.

    Now, remember the Aasimar's elemental resistances? Ask yourself, do these
    resistances compare to an overall +4 to AC and +4 to reflex
    saves the Human Sorcerer receives? If you think about it, acid, cold, and
    electricity resistance only comes into play at specific times in the game.
    The bonus to your AC and reflex saves will be with you the 'entire' game. I
    think a permanent advantage is always better than a selective advantage, so
    that was one of the many reason why Human was chosen over Aasimar.

    This leaves the Aasimar with the remaining Darkvision and Sunscorch
    abilities. As I said earlier, Darkvision is not critical and Sunscorch is
    just a spell that clerics of any kind can cast. In this party, there are 2
    clerics in total, so if you really need Sunscorch, you won't be of short
    supply. I also found that the 'single' Sunscorch was annoying as the game
    went on because I didn't want to dedicate an interface slot for it since
    I never used it all that much. You can only have 6 or so spells on there at
    once, so why waste it on Sunscorch? These aren't anything to write home
    about.

    The last point to mention is that the Aasimar receives a +1 DC when casting
    spells, which makes all your spells harder to resist. You could argue that a
    +6 to +7 DC, for instance, isn't much of a difference. Honestly, if you think
    of all the +1 bonuses that you think are worth getting (such as +1 to AC or
    Will Saves, etc.), the advantage can be appreciated. So in truth, it's
    really difficult to argue that the Human Sorcerer has something else that
    remotely compares to this other than the additional feat you get at first
    level in combination with all the other areas the human scales better on.

    So what is the recommendation? If you really think the +1 to your DC is
    critical to your success, then choose an Aasimar Sorcerer. Otherwise, if you
    think you'll appreciate faster access to more powerful spells and the other
    benefits to early leveling, then choose the Human Sorcerer. After a great
    deal of playing this game, I come to appreciate the Human Sorcerer a lot
    more while playing the game for the first time. There is something to be
    said when you get "Sunfire", "Disintegrate", "Finger of Death" and
    "Horrid Wilting" a few areas sooner than later. The impact is really
    significant since you level up really slow when you get access to these
    spells (which could be several hours of game play).

    As you progress to HoF mode, you'll notice that the fast-access advantage
    isn't as important any longer since the Aasimar Sorcerer will have all the
    spells available to them. Recall that the Aasimar will get 1 more spell in
    the long run and will have a better DC, so eventually the Aasimar will come
    out on top. The Aasimar will also be allowed to gain 1 more level than the
    Human Sorcerer, which puts it over the top if you are willing to play
    the characters that long.

    --------------------
    But wont the sorcerer be better with more ability points ?.

    [ February 17, 2003, 22:29: Message edited by: Taz ]
     
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