Drow4d20 wrote: I also noticed you took hide and move silently. A friend I play with mentioned that when I do finally get to epic areas I'll be food without hips, especially as an archer. He recommended throwing 3 SD into the build. He said quick casting invisibility won't work there because they'll see me anyways. So it seems I will definitely need hide and ms.
You can switch those skills away, if you want. But this server has weekly quests and move silently and hide skills help you move accross the map undetected. You can turn on Inspire Competence to get additional skill boost, on top of the Greater Heroism spell. That should be something like +12-14 to all your skills. Then if you got +20~ from your equipment, you should be able to move more or less unseen.
Basically, depending on what quests you want to do... Going from my memory:
Fetch Duergar weapons - 300 exp
Fetch Duergar ore - 400 exp
Gather corpses - 750+ exp
Find basilisk egg - 2000 exp
Tome for a Necromancer - 1000 exp
Spider Idol, one way or another - 1,100~ exp
Rockrun ore - 500 exp
Rockrun sword - 750 exp
Rockrun missing patrol - 750 exp
Mist lake ore samples - 1500 exp
= 9050~ exp in total
Killing things does make leveling faster, and in the epics you got that
Song of Requiem to deal damage, a song that also heals you when you get the
Hymn of Requiem epic feat.
But technically you can just do the weekly quests on your own, and then team up with whoever you want to, or are able to since it is underdark.
Drow4d20 wrote: On nwn1 you could make use of darkness, quick cast improved invisibility or hips, dispel and destroy everything easily. My shadow mage was great at crowd control. A lot of different spells and mechanics in nwn2 I'm still getting used to. I haven't played nwn2 in like 7 years.
Yeah, things are slightly different between games and even persistent servers.
Drow4d20 wrote: I see you ditched search, disable device, and lowered open lock. Those were the 3 skills I considered a few rogue levels for just to add to my support abilities for parties. Is find traps good enough to avoid traps at least? Is 16 ending in those skills so worthless it's pointless to bother?
Disable device requires Rogue 1, Divine Seeker 3~, or Phantom 7~ in order to be able to disarm traps with higher DC than 20. As for search traps, find traps, traps on this game tend to be massive red squares that block an entire passage way. Often it is impossible to get past without triggering one. Thus healing tends to work better than trap detection.
And as said earlier, the +12-13 you can get to all skills makes that low Open Lock skill usable on this server.
Drow4d20 wrote: I agree with the higher CHA and lower DEX for sure. Would tarnishing my caster levels with 3 levels of sd be worth it for hips? Or should I just stick to full bard?
Shadowdancer requires 19 dexterity on this server, and two feats. Technically three since you are likely to want that Practised Spellcaster feat as well, erm four since you also lose that extra epic feat. It is a possibility you can go for if you want to drop some things, but I feel content with single class bard.
Drow4d20 wrote: Is it really better to take weapon finesse? I'm afraid to melee with her lol... But I suppose a light shield and rapier (dagger or short sword if svirfs can't do that) would be nice. Courage and cat's grace would aid in upping my ab.
I just threw the Weapon Finesse feat there since I know many bard players want to stab things. You can switch that feat for Extra Songs too...
According to the wiki bards do get
Shield Proficiency.

I really thought they didn't.
But as for melee, Mirror Images and 50% Concealment (Improved Invisibility/Displacement) makes you pretty much unhittable in this game. And yeah, the combination of Curse Song (-5 enemy AC), Inspire Courage (+7 with Inspirational Boost Spell and Epic Inspiration), Greater Heroism (+4), and Cat's Grace (+2) would increase your AB to a tolerable level with any +4 light weapon. I think you should be able to reach AB of 44~ this way.
What is lagging behind is the damage output to some extend.
But if you get a +4 EB shortsword with +1d4 extra damage:
1d6 (Shortsword)
+4 (EB)
+ 1d4 (Extra damage)
+ 7 (INspire courage)
+ 1d4 (Sonic Weapon)
= 19.5~ (It is not great, but you got your songs to help you out on that department.)
Enemies with DR can be annoying to kill, but once again, you got bard songs for sonic damage.
Drow4d20 wrote: Trash extra song. Okay cool cuz I wasn't sure about that. I thought because of low CHA I would want it, but I'm guessing I need the higher CHA to unlock epic inspiration. And since I'm going for support caster maxing CHA seems best.
You also get few more spells from it, along with higher spell DCs and all that jazz.
Drow4d20 wrote: I like your chart a lot more. Just worried if she will hold up as a melee. If I did chose to take point blank shot and use sling and light shield (mithral heavy later? that's spell failure 0% right?) would she hold up just as well? Svirf seem like a run and cast/fire type race as opposed to the fearless charging in of their drow nemesis. But if you think she can handle melee I'll take your word for it cuz you're definitely more knowledgeable of builds than I. Thanks again!
You can go for ranged too. I know for certain that you can purchase a +4 EB sling with +3 extra damage on top, and get something like +1d4 ammunition too. I think you might end up dealing more damage that way, but special ammution costs--- So there are ups and downs.
Both should work... So you can use a sling too. As for shields, you can also just put a shield away to cast your spells.