Re: Water Dancer
Posted: Mon Apr 17, 2017 7:52 pm
Which means you could increase the number of sneak attack dice. You know, have a bit of variation to the usual 'Fighter/Rogue/HiPS' build.
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And maybe Shield Slam feats to go along with it, and a strength based build. Or multiclass into something for EDM... Ideas that all kind of lead towards a heavy plate.chad878262 wrote:With feint you don't need hips, but you do need some feats to increase bluff.
some mobs will be a nemesis for some builds. they will just seem to do a better job at killing you then you will them. this is where consumables become important. with a high UMD you can use scrolls and/or wands to help you out in this. can be as easy as a summon or avasculate to tilt the odds a bit in your favor above what you normally are using as consumables.Comments Only wrote:If you go feinter as a dexterity based build, and you cannot feint for whatever reason... And you are up against a critical hit immunity to boot, then you are only get about half of your possible extra damage from intelligence. I suppose you can try to duke it out and bleed the enemy with Expose Weakness, but you might end end up doing no more than: 1d6 (Rapier) + 4 (Enchantment Bonus) +7~ (Intelligence modifier) damage on your regular hits. It can feel like a struggle since you are unlikely to be sitting in the middle of an Acid Fog, or Firewall, or something of similar effect.
Hence, because wearing all that feint equipment kind of makes it so that you cannot be a proper sneaker, it is easier to just go for a high strength, fullplate, and or EDM on top. Get that Shield Slam, and what not else.
Well said by Aaron, but I would also add that even for crit immune enemies The DEX/INT build is not that far behind a STR build and at best an EDM char is going to last for maybe ~14 minutes at having the bonus damage... With SB and Combat Insight doing double INT damage only getting 1/2 means you are where you would be as a STR build, more or less. You aren't getting Power Attack, but you do have some bonus damage capability from Duelist. Generally you aren't going to be a DEX build... Your DEX will be somewhere between ~20-24 (with an item) and INT will be ~26 or 27 w/ an item to get you to 30. That's +10 AC from INT for 10 duelist levels and +20 to damage from stacking SB and Combat Insight.aaron22 wrote:some mobs will be a nemesis for some builds. they will just seem to do a better job at killing you then you will them. this is where consumables become important. with a high UMD you can use scrolls and/or wands to help you out in this. can be as easy as a summon or avasculate to tilt the odds a bit in your favor above what you normally are using as consumables.Comments Only wrote:If you go feinter as a dexterity based build, and you cannot feint for whatever reason... And you are up against a critical hit immunity to boot, then you are only get about half of your possible extra damage from intelligence. I suppose you can try to duke it out and bleed the enemy with Expose Weakness, but you might end end up doing no more than: 1d6 (Rapier) + 4 (Enchantment Bonus) +7~ (Intelligence modifier) damage on your regular hits. It can feel like a struggle since you are unlikely to be sitting in the middle of an Acid Fog, or Firewall, or something of similar effect.
Hence, because wearing all that feint equipment kind of makes it so that you cannot be a proper sneaker, it is easier to just go for a high strength, fullplate, and or EDM on top. Get that Shield Slam, and what not else.
the only reason the question comes up is the singular use of the word "blade" and it indicating one handed "weapon".Elaborate Parry: At 7th level, the duelist masters the art of defense with her blade. Whenever she wields a light or one-handed piercing weapon, she adds her duelist level to Parry checks.