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Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 12:58 pm
by metaquad4
Another build suggestion:
Fighter 12/Thayan Knight 5/Rogue 3/Dragon Warrior 10
Could pick up 21 CON and however else much STR. Dragon Warrior's breath recently got a buff, it'll do an average of 100 damage on a save and 200 damage if they don't save. And the benefits the class gives are quite nice as well. You can also pick up epic DR, if you can fit it. And, of course, expose weakness is always useful.
If you wanted to go the CHA route, you could go:
Fighter 16/Divine Champion 6/Thayan Knight 5/Blackguard 3 (Or cleric 3, if you wish to optimize. Water domain for expose, and you can also pick up divine shield)
This would would net high saves, and divine champion's buff is pretty good for an EDM fighter.
On either character, you probably will also have enough bonus feats to take some of the charge and/or shield feats. If EDM applies to shields, then that may be very useful for the second build. It should apply, but, I have never tested it.
Shield Charge can be quite useful, as you add on +4 (the equivalent of +8 STR) to your knockdown attempt if you have improved knockdown and +4 if you have powerful charge. If you can fit it in, dire charge is generally what makes the damage viable, but shield charge with powerful charge and improved knockdown is very effective it seems, for disabling.
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 1:30 pm
by chad878262
Calodan wrote:chad878262 wrote:4 feats, you could get both, which essentially could give +6 ac when needed or +6 damage (12 with no shield). The AC is only 1 less than divine shield and the damage when two handing 2 less than divine might and usage is not capped. Would actually be more versatile worth similar AC/Damage potential. The thing you get from the divine might/ shield route is the ability to use both, but only a few times per rest.
Right that is a good point. It would be versatile. I do not PvP so the feats are perfect for PvE and PvM.
Okay I am listening on that. Now to curb my PBer. So I get this when I need it but not both when fighting a boss like I would with DS and DM also DM is not just that it gives +14 Damage since I will take EDM. Which is nice for bosses. 14 more damage and 7 AC for just about as long as I need to fight a boss.....However I could build for DS and DM and negate trying to get the EDM that would allow for Epic DR instead since I do not have to get to 21 STR and CHA instead could build to get 17 CHA and then pump STR and CON instead. Get Epic DR and have DS + DM when needed......
IPA with no shield would give +12 damage vs +14 with EDM . The benefit is you have it whenever you need it and can also mix and match. For instance use your tower shield with IPA when you can afford the -8 AB for +8 AC/+6 Damage. Or you could go with ICE and no shield for 1.5 strength to damage and +6 AC. The diversity is mixing the two modes with tower shield/ heavy shield/ no shield to come up with the perfect combo of AB, AC, and damage. Ideally you always want jyst enough AC and the right AB while maximizing damage. ICE and IPA allow you to do this on the fly whereas EDM /D'S, while more powerful will also be more limited (you'll only have about 10 uses to split between the two) The thing is reducing cha to bring con up to 21 also gives you dr access.
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 1:54 pm
by Calodan
metaquad4 wrote:Another build suggestion:
Fighter 12/Thayan Knight 5/Rogue 3/Dragon Warrior 10
Could pick up 21 CON and however else much STR. Dragon Warrior's breath recently got a buff, it'll do an average of 100 damage on a save and 200 damage if they don't save. And the benefits the class gives are quite nice as well. You can also pick up epic DR, if you can fit it. And, of course, expose weakness is always useful.
If you wanted to go the CHA route, you could go:
Fighter 16/Divine Champion 6/Thayan Knight 5/Blackguard 3 (Or cleric 3, if you wish to optimize. Water domain for expose, and you can also pick up divine shield)
This would would net high saves, and divine champion's buff is pretty good for an EDM fighter.
On either character, you probably will also have enough bonus feats to take some of the charge and/or shield feats. If EDM applies to shields, then that may be very useful for the second build. It should apply, but, I have never tested it.
Shield Charge can be quite useful, as you add on +4 (the equivalent of +8 STR) to your knockdown attempt if you have improved knockdown and +4 if you have powerful charge. If you can fit it in, dire charge is generally what makes the damage viable, but shield charge with powerful charge and improved knockdown is very effective it seems, for disabling.
Right the old 3 rogue dip and or other dips.... I got to say I am bored of that type of combo really. They all work much the same in play buff and spam EW...... I avoided fighter/rogue for that reason. Wanted to go the non evasion + expose Weakness + uncanny dodge route for once. Especially since there is a nerf bat coming out. Who the feck asked for Lucille to come and play?
However I did consider a 15 MaA/5 TK/10 DS build with Epic DR. In fact I went over doing the 15 MaA/5 TK/ 10 ? for many build styles. Even considered Ghost Faced Killer.
How about we assume I do not want Fighter at all instead lets use MaA exclusively for the base class. Then build from there for this discussions sake. I guess I should have been more precise but I did want to see what others had and could come up with.
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 1:59 pm
by chad878262
What about barbarian 20/TK5/WOD5 (Or DC5). Rashemi can be barbarians, minsc style so it could work.
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 2:09 pm
by metaquad4
You can always drop expose weakness and epic prowess. I'd still recommend rogue for the +2 AC from 30 tumble (as opposed to 10), Full UMD, and Spot/Listen.
Other alternatives include:
Bodyguard 3 (Guarding the Lord and no BAB loss) or Ranger 3 (Free Toughness, Heal, Spot/Listen, No BAB loss and Listen)
Without expose, you also have 2 extra feats, so epic DR becomes way more viable with my suggested builds.
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For man at arms, your DCs will be based on CHA, so the best route will be an EDM build. Unfortunately Thayan Knight will lower your DCs with no real gain, but what to do.
Man At Arms 22/Thayan Knight 5/Blackguard 3 would do the trick. If you can tolerate the DCs falling further, you could add in 6 divine champion. I wouldn't consider it worth it, though.
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 2:12 pm
by chad878262
Come on Calodan... Be evil Minsc! But kicking for evil! Hamsters and Blackguards everywhere, REJOICE!
Re: fighter 30?
Posted: Sun Mar 26, 2017 2:19 pm
by Steve
Calodan wrote:Steve wrote:Full plate is 8/1, so with +4 AC = 12 (you list 13).
What is "DS +7?"
9+4=13. Let us do it barney style. 9 + 1 = 10, 10+1=11, 11+1=12...still got one left....12+1=13. Not like a +3 DEX item to get the +1 for DEX bonus on the FP is hard either.
Right. 51 AC without additional buffs. Your build plan on nwn2db.com says 55+ with +4 Gear...THAT is why I questioned your writing!
Add +7 Divine Shield for 7 rounds, then yes, you're up there in holy AC goodness.
But unless you're walking around with a CL 30 Wizard + a CL 30 Cleric, your magic buffs aren't reliable, for your written 60+ AC statement.
But then, considering it has 500 hp with a +3 CON item, that's gonna really help out the build.
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 2:41 pm
by Calodan
This class can only be granted by a DM as it is a guild class.
Thayan Knight
While the Red Wizards are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan Knights, familiar with magic and loyal to none but the tattooed mages. The Thayan Knights act as bodyguards and enforcers for the Red Wizards and as an extension of their reach. They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards. Almost all Thayan knights are fighters, although monks and rangers have been known to pursue this career. Barbarians are typically too reckless to concentrate on defense, and the Red Wizards consider other individuals too weak for the duties of a Thayan knight.
Requirements:
Alignment: Any nongood.
Race: Human.
Base Attack Bonus: +6
Skills: Lore: Arcana 2 ranks, Lore: Local 2 ranks, Intimidate 2 ranks, Spellcraft 2 ranks.
Feats: Iron Will, Weapon Focus (Longsword) (This was changed to any melee weapon).
Class Features:
- Hit Die: d10
- Base Attack Bonus: High.
- High Saves: Fortitude.
- Weapon Proficiencies: Simple and Martial.
- Armor Proficiencies: Light, Medium, Heavy, and Shield (not Tower Shield).
- Skill Points: 2 + Int modifier.
- Class Skills: Craft Armor, Craft Weapon, Intimidate, Listen, Lore: Arcana, Lore: Local, Lore: Nobility and Royalty, Parry, Spellcraft, Taunt.
Class Abilities:
Level 1: Horrors of Thay, Zulkir's Favor
Level 2: Zulkir's Defender
Level 3: Bonus Feat
Level 4: Bonus Feat
Level 5: Zulkir's Champion, Epic Skill focus: Intimidate
- Horrors of Thay: Because of long exposure to the cruelty of her homeland, Thayan knights gain a +2 morale bonus on saving throws against fear effects.
- Zulkir's Favor: At 1st level a knight undergoes a long and painful tattooing ritual. This magic tattoo grants the Lightning Reflexes and Skill Focus (Intimidate) feats for free. The tattoo also marks the knight as someone loyal the Red Wizards.
- Zulkir's Defender: A 2nd level Thayan Knight gains the Guarding the Lord feat. This protection acts as the shield other spell cast at the Knightâs character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the caster takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day.
- Bonus Feat: At 3rd and 4th level, a Thayan knight may choose any one feat (except Weapon Specializations feats) from the fighter bonus feat list.
- Zulkir's Champion: At 5th level, the knight receives a large magic tattoo across her face signifying her devotion to the Red Wizards. This tattoo grants a +1 Luck bonus on all saving throws.
What the hell is Lore : Local? I looked in JEGs there is no Local Lore.....so 4 Lore arcana to take this class? What is it?
What about barbarian 20/TK5/WOD5 (Or DC5). Rashemi can be barbarians, minsc style so it could work.
I want to go LE. I have a few PCs that are CE and not wanting to be chaotic here. I want a pretty devoted to his craft and the law guy on this one.
You can always drop expose weakness and epic prowess. I'd still recommend rogue for the +2 AC from 30 tumble (as opposed to 10), Full UMD, and Spot/Listen.
MaA gives Tumble so I get that anyway and it grants so much more than fighter in a defensive sense. So did not drop Fighter just because of the EW and things with Rogue. Not sure I really need to go and max Spot/Listen not worried about HIPSers not thinking in terms of PvP at all here. So 10 should be enough in RP with a D20 roll in events. Otherwise skill rolls mean very little and that is why so many people focus directly on the mechanical skills. Like Tumble/Spot/Listen and the likes. I really do not have room to max other skills like that. Instead it focuses on Lore skills for RP and hitting up RP skills. Intimidate/Sense Motive/Survival and things. This is going to be a attempt to play a seriously RP oriented concept. Kory is serious but he is my first PC he has evolved and re evolved over and over again. He is a Frankenstein PC and is mostly mechanical. I wanted to get away from that as a whole and built this to satisfy the RP need and still be viable mechanically.
http://nwn2db.com/build/?263607
So this build is with TK in it instead of BG. Gets IPA and ICE through Bonus feats not listed on the builder. Gains permanent 12/- DR through WoD and Epic DR
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 2:43 pm
by chad878262
Update your jegs bro, lore local is PREGO (its in there)
Regarding your build, you still got divine might in there even though paladin is a stand in for TK. You also should consider tk gets two fighter bonus feats so might want to use fighter and jyst leave the feat at f1 blank.
Re: fighter 30?
Posted: Sun Mar 26, 2017 2:50 pm
by Calodan
Steve wrote:Calodan wrote:Steve wrote:Full plate is 8/1, so with +4 AC = 12 (you list 13).
What is "DS +7?"
9+4=13. Let us do it barney style. 9 + 1 = 10, 10+1=11, 11+1=12...still got one left....12+1=13. Not like a +3 DEX item to get the +1 for DEX bonus on the FP is hard either.
Right. 51 AC without additional buffs. Your build plan on nwn2db.com says 55+ with +4 Gear...THAT is why I questioned your writing!
Add +7 Divine Shield for 7 rounds, then yes, you're up there in holy AC goodness.
But unless you're walking around with a CL 30 Wizard + a CL 30 Cleric, your magic buffs aren't reliable, for your written 60+ AC statement.
But then, considering it has 500 hp with a +3 CON item, that's gonna really help out the build.
Who needs a Cleric and or Wizard when I can call up a master Alchemist? Expensive yes. However if I need 60+ AC I will most likely have those types available to help. Like I said Kory has 53 AC and rolls the server just fine. This one reaches 51 AC that can not be dispelled. Throw in smart consumable usage and it does great solo and even better in groups. Yet again as I posted just recently I am think I am going to drop the BG cheese and go TK gain 12/- DR and enjoy the RP.
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 2:56 pm
by Calodan
chad878262 wrote:Update your jegs bro, lore local is PREGO (its in there)
Regarding your build, you still got divine might in there even though paladin is a stand in for TK. You also should consider tk gets two fighter bonus feats so might want to use fighter and jyst leave the feat at f1 blank.
Right and without going into JEGs and building it I will not know. However I am pretty sure that LORE : LOCAL requirement is going to get in the way of taking it in the builder. I have considered trying to get the charge feats but isn't one of them a EPIC FEAT?
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 2:59 pm
by chad878262
I built two TKs in the builder yesterday. If you have the most recent version you won't have an issue. Jyst don't forget to have the feat giver grant you the dm approval feat.
Edit: new phone... not sure why it keeps coming up jyst instead of just. Bah!
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 3:04 pm
by Calodan
chad878262 wrote:I built two TKs in the builder yesterday. If you have the most recent version you won't have an issue. Jyst don't forget to have the feat giver grant you the dm approval feat.
Edit: new phone... not sure why it keeps coming up jyst instead of just. Bah!
Is Lore Local in the server but not in the version of jegs I have? It has all the other lore splits in it.......because if I have to add another lore to take....I have to consider dropping something else for that.
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 3:12 pm
by Valefort
Re: Thayan Knight Concept
Posted: Sun Mar 26, 2017 3:13 pm
by chad878262
viewtopic.php?f=64&t=49324
Just use the March version you can download from the first post in this thread. Lore Local is a skill, but for only 2 SP you shouldn't have to drop anything. I imagine you are already taking Able Learner in order to max Tumble/Spellcraft, plus you get listen from TK. I can't imagine any of these builds working all that well without it since it essentially doubles your skills.