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Orc Illusionist/fighter ?

Discussion in 'Icewind Dale 2' started by Crom the Powerfull, Apr 23, 2004.

  1. Crom the Powerfull Gems: 3/31
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    I want to play this game for fun now, I was thinking of the following combination, anyone any comments ?

    half orc wizard (17) Necromancer - Fighter (13)
    ( 10 feats standaard, 3 bonus feats wizard, 6 bonus feats fighter )

    Skills he will be using :

    Alchemy
    Knowledge Arcana
    Concentration
    Spellcraft
    ( hide + move silently once I get more points from INT)

    STR 20
    DEX 13
    CON 14
    INT 16
    WIS 10
    CHA 1

    2 bonus points into INT
    3 bonus points into STR
    2 bonus points into CON

    Idea behind this is I can cast level 9 spells for black blade of disaster + tensers transformation. To turn into the big green meanie orcs where supposed to be.

    feats :

    aegis of rime ( resistance ! )
    3 armored arcana
    subvocal casting
    blind fight
    dirty fighting
    Cleave
    Dash
    Deflect Arrows
    Discipline
    Dodge
    improved critical
    Improved Initiave
    Iron will
    Martial weaons : Large swords
    scion of storms ( resistance )
    spirit of flame
    2 spell penetration

    I know I get multiclass penalties, but I dont care..
     
  2. Goon66 Gems: 6/31
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    You wont get many points to put into hide and move silently. As you will only get 1 skill point per level extra (apart from the ones for your other skill) that you will then need to split between the two. Meaning you can only increase them once every four levels so i dont see how thats any use especially with invisibility spells.
     
  3. Crom the Powerfull Gems: 3/31
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    I just happen to have extra skill points , I cant allocate anywhere.. thats why I think Ill spend some in those two, there is no other choice that makes sense. Also, I wont put any more points in spellcraft once I get have 10 modded spellcraft, so I can actually put at least one per level as soon as my Int mod gets one higher.

    Also I just saw my topic name was wrong, I thought I would take illusionist, only to find out that I wouldnt be able to cast stoneskin then, so I took necro instead.

    [ April 23, 2004, 18:05: Message edited by: Crom the Powerfull ]
     
  4. Goon66 Gems: 6/31
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    As a wizard you kind of need spellcraft to learn spells from scrolls.But i get why you put the 10 for the elemental feats i think.

    Also i just noticed your dont end up with a high enough INT to cast level 9 spells your INT goes to 18 yet you need 19 to cast level 9 spells(10 + the level you need to cast is needed). However i think you may have just switched INT and STR accidently when you wrote it down if not do it the other way from what you wrote which is(this is the other way) +2STR and +3INT.

    BTW you need power attack to get cleave and also you should try to get expertise as if you have the INT to get it its pretty good. Also you get 4 extra wizard feats dont you as you get 1 at first level then 5th, 10th and 15th. Also you get get 7 fighter feats and 11 normal(as long as you reach max level) so i think you always miss out the feat you get upon reaching the first level in the class(or the one for a first level character) Als you havent filled in enough feats you get 22 i think you have only listed 17.

    [ April 24, 2004, 04:10: Message edited by: Goon66 ]
     
  5. Crom the Powerfull Gems: 3/31
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    No the +2 Int is good, maybe even only 1, there are items in the game that improve intelligence, so I will have 19, just enough to cast that level 9 spell.

    10 standard feats ( 30 levels, each per 3 levels )
    fighter gets an extra feat per 2 levels, that means 6 feats
    Wizard get an extra feat per 5 levels, that means 3 feats from the wizard.
    I forgot the feat you start the game with yeah, so it should be 20 feats and I thought I wrote down 19 ( some feats are taken more than once )
    I guess the one missing should be power attack yes.
     
  6. Goon66 Gems: 6/31
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    Oh yeah i forgot to count the feats you took multiples times multiple times.

    Yet i am sure that the first level of both fighter and mage give feats as i thought that if you take 4 levels for weapon specialisation you got 3 feats(i might be wrong by i thought i was right and havent had a chance to recently test it though i am sure my fighter and wizard started with 2 feats).

    BTW the reason i thought you would want 19 INT is that most of the items that i have seen/heard of so far that increase INT are weapons(iron bound staff) or cloaks though i am not sure if they fit in the armor slot(meaning their robes) or the cloak slot. As you should be wearing armor as you have amored arcana and you probably wont be using staves.
     
  7. Crom the Powerfull Gems: 3/31
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    Well there is an amulet that gives +1 intelligence and there are potions that give you intellegence in trade for 1 other point. So I might even not spend a single point at all in intelligence ! I have to do a search on the items, anyone knows what the best +int Item gives ? I dont want to put points into something I dont use, so CON and STR will get all the points I have.

    I just saw a the HOF item of the school cap, anyone knows where I can find this ? the best item I see in normal mode is a ring or hat that gives +1 int, this means I will indeed be putting two points into intelligence, 2 in con for the HP and 3 in STR

    [ April 25, 2004, 15:31: Message edited by: Crom the Powerfull ]
     
  8. Goon66 Gems: 6/31
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    Out of curiosity are you going to use light or heavy armor.
     
  9. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    There IS a better version of the Scholar Cap available in HOF mode with +3 INT, but the problem is that you'll get it only AFTER the second last battle of the game.

    You'll find the Xvimian Fang dagger in Chp5 in normal mode, it gives +2 INT and is thus an OK weapon switch.
     
  10. ugly Gems: 1/31
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    School Cap is carried by T'rsosl Malign ch.6.7 according to the item list i have. also there is

    Xvimian Fang of Despair

    As gratitude and a show of good faith towards Saablic Tan for joining with the
    Legion of the Chimera, Isair and Madae gave Saablic the Xvimian Fang of
    Despair dagger.

    Forged from the finest metals and enchanted with the darkest magics akin to
    Xvimian lore, the Xvimian Fang reflects no light from its blackened steel.
    The blade is so black, in fact, that any details that usually stand out from a
    curved dagger blade are completely absent. It is as if the blade actually
    absorbs light.

    Saablic Tan always keeps the Xvimian Fang of Despair close, not just because
    the dagger has the awesome power to potentially turn individuals to stone, or
    cause eminent hopelessness, when attacked, but because the dagger actually
    increases the wielder's intellect - truly a powerful weapon befitting a
    powerful wizard.


    STATISTICS:

    Damage: 1d4 + 5
    Attack Bonus: +5
    Enchantment: +5
    Damage Type: Piercing
    Special:
    Spell Process: 5% chance of casting the spell Flesh to Stone on target per
    hit
    Spell Process: 20% chance of casting the spell Emotion: Despair on target
    per hit
    Stat Bonus: +4 to Intelligence while equipped
    Weight: 1 lb.
    Feat Requirement: Simple Weapon, Small Blade
    Type: One-handed

    Carried By: Saablic Tan (Chp 6.2-HoF), Saablic Tan (Chp 6.3-HoF),
    Saablic Tan (Chp 6.6-HoF)

    Not my work, this is a direct quote from the item list that can be downloaded from SP.

    Oops that's the hof setting in normal he carries a +2INT dagger

    [ April 27, 2004, 12:21: Message edited by: ugly ]
     
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