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Home Forums Forum Index Neverwinter Nights NWN 1: General Discussion (No Spoilers Allowed) My first Dwarven Cleric - A WW´s Thread
NWN 1: General Discussion (No Spoilers Allowed)
Wizard Weatherwax
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Joined: 14 Dec 2004 From: Portugal |
Posted: Friday, 03 February 2006 08:15PM |
Hello my dear friends!
I have been playing as a Wizard for more than a year. For those of you that know me better, you know that I didn´t start my D&D adventure as a Wizard.
I started it as a Dwarven Fighter.
Years passed and I tried various combinations and Classes.
After this fabulous year, in which I played a Wizard, I think that I developed my technique and perspective.
Now, with this new year, I am thinking of trying something different for a change. A Cleric.
I will try to show you my case in the best way possible. I beg for your patience!
I have played as a Fighter, Ranger, Rogue, Bard and finally Wizard. I have tried out most of the Races with these Classes.
But note that I haven’t tried a Divine Class. Strange, huh? At least, I thought so!
The choice seemed obvious to me. I wanted a new challenge, something different. Unknown territory. A Cleric seemed the right choice for that!
I have already tried out a Wizard/ Cleric combination, but I was more Wizard than Cleric (for the obvious reasons).
So I decided to try the Cleric out. But, alas, I have some problems.
So here I am… On my knees!
General Grievous: No you are not!
Okay!
Here I am… On my knees! Asking you guys for help!
I beg of you to help me! To share your Lore and perspectives!
Thank you for reading this!
On with the show!
WW _________________
Quote: Posted 11/26/05 06:56:08 (GMT) by grizzled_dwarflord
Holy poop on a stick! Wax just pulled off his Epic Discertation feat! How many among the masses will fail their Will Save this day?
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Wizard Weatherwax
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Joined: 14 Dec 2004 From: Portugal |
Posted: Friday, 03 February 2006 08:16PM |
Why a Cleric?
After playing as a Wizard, I just can’t give up on spells. They add more flavour to the game. The truth is that the Cleric Class isn’t a very loved one, so it will be a challenge to make a Cleric that is likeable and useful (instead of the First Aid Kit kind of Cleric).
Besides, I like the Deities of the Realms. So why not be a character that follows a Deity?
Clerics are quite balanced. They can cast Spells, fight well and they are useful. They lack Skill points and Feats, but that just adds more flavour to the Class.
I even searched the net for famous Clerics from the Realms. I found out that the Cleric Class is a very used Class.
Look at the Drows, for example. Drow female Clerics are great RP characters and are usually very powerful. There is even one Drow male Cleric that I quite enjoy.
Rai'gy Bondalek: Rai'gy is a former high priest of Lolth from the city of Ched Nasad. A member of a more moderate sect of the Spider Queen that allows male clerics, he was ousted in a coup instigated by Jarlaxle, and he later joined Bregan D'Aerthe. Rai'gy has studied wizardry and knows how to craft magic items, including duplicating existing items.
Another great example of a Cleric is Cadderly, a powerful Cleric of Denier.
Cadderly: Male human Chosen of Denier Clr 20; CR 24; Medium-size humanoid; HD 20d8+60; hp 150; Init +6; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Atk +21/+16/+11 melee (1d6+8, +2 quarterstaff); or +17/+12/+7 (1d4+4, spindle disk), or +18 (1d4+1/19-20, hand crossbow with +1 crossbow bolts), or +19 ranged (1+2/19-20, +2 hand crossbow); SA advanced turning, brand of Denier, psionics, turn undead 5/day; SQ immunities, languages, shapechange, song of Denier, tome of harmony; AL NG; SV Fort +15, Ref +8, Will +19; Str 18, Dex 15, Con 17, Int 18, Wis 20, Cha 15.
Another point that should be taken is that I love to RP my character. And this Prestige Class seems quite attractive to me.
The Runecaster
A skill originally developed by the dwarves and giants, the ability to create runes of power has spread beyond the hills and mountains. Those that choose to master this ability are runecasters, creating incredibly potent symbols that last for multiple uses and can be triggered without being touched. An established runecaster's goods are usually adorned with many runes, making his equipment very impressive-looking and a true threat to thieves.
Most runecasters are clerics or adepts because a majority of the practitioners of this ability are dwarves and giants. Some rangers and paladins have chosen to become runecasters, particularly since the Thundering has resulted in many young dwarves leaving home to explore the wilderness. A few rare druids have chosen the path of the runecaster as well, although generally only in areas where druids are so scarce that they have to rely on runes to protect a large area. Runecasting clerics and paladins use their abilities to protect their temples and holy items, while ranger runecasters use them to guard trails, lairs of threatened animals, and natural refuges.
I know that This Prestige Class doesn’t exist in the game, but it seems a great way to RP your character. You give him a bit of flavour in order to give him an edge.
Site: Click Here
Those are my reasons. _________________
Quote: Posted 11/26/05 06:56:08 (GMT) by grizzled_dwarflord
Holy poop on a stick! Wax just pulled off his Epic Discertation feat! How many among the masses will fail their Will Save this day?
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Wizard Weatherwax
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB Mass Effect PC
Joined: 14 Dec 2004 From: Portugal |
Posted: Friday, 03 February 2006 08:18PM |
My Character
Name: Dlog Ironaxe
Race: Shield Dwarf
Class: Cleric
Alignment: Neutral Good
Weapon: Hammer/ Shield
God: Dugmaren Brightmantle
Dugmaren Brightmantle (CG): The Gleam in the Eye, the Errant Explorer. Symbol: Open book. Worshipers: Artisans, dwarves, loremasters, runecasters, scholars, tinkers, wizards. Cleric Alignments: CG, CN, NG. Domains: Chaos, Craft, Dwarf, Good, Knowledge, Rune. Favored Weapon: "Sharptack" (short sword).
“Dugmaren is something of an anomaly among dwarven deities, eschewing the traditional ways of his race and pantheon and instead seeking out new ideas and new ways of doing things. As a result, those dwarves who have adopted classes and professions that most dwarves would consider nontraditional revere him. He teaches his followers to travel widely, learn as much as possible, and tinker with new mechanisms and ways of doing things.
Dogma: The secrets of the world are waiting to be revealed. Travel widely, broaden your mind at every opportunity, and pursue the life of a scholar. Cultivate the spirit of inquiry among the young and be a teacher to all. Seek to recover lost and arcane knowledge of ages past and apply it in the world today. Try new methods of doing things just for the joy of experimenting. Learn a little of everything, for you never know what might be of use down the road.”
Domains: Good and Knowledge
Stats (NW):
Strength: 14 Dexterity: 10 Constitution: 14 Intelligence: 12 Wisdom: 16 + 10 = 26 Charisma: 10
Feats (not in order):
1. Weapon Proficiency (Martial) 2. Weapon Focus: Warhammer 3. Improved Critical: Warhammer 4. Power Attack 5. Cleave 6. Great Cleave 7. Spell Penetration 8. Greater Spell Penetration 9. Epic Spell Penetration
Bio NWN:
“When Dlog Ironaxe was young he showed much interest in Magic. With time his curiosity and hunger for more Arcane Knowledge led him to a Church of Dugmaren Brightmantle, where the Clerics accepted him amongst their ranks.
After many demanding years of studying Magic and Runes, as well as understanding his Deity’s Dogma, he became a Cleric.
At last, during the ceremony that would make him officially become a Cleric of Dugmaren Brightmantle, Ironaxe received his own Spellbook, which contain much ancient lore about Spells and Runes.
He now works as an Emissary, sent to sort whatever problems and conflicts that may trouble the Church.” _________________
Quote: Posted 11/26/05 06:56:08 (GMT) by grizzled_dwarflord
Holy poop on a stick! Wax just pulled off his Epic Discertation feat! How many among the masses will fail their Will Save this day?
Edited By Wizard Weatherwax on 02/03/06 20:19 |
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Wizard Weatherwax
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB Mass Effect PC
Joined: 14 Dec 2004 From: Portugal |
Posted: Friday, 03 February 2006 08:18PM |
Doubts
And now my questions…
1. What are your opinions about my Stats and Feat choice?
2. How can you survive with so little Skill points? In what skills should I invest on? 3. Some Spell suggestions, if you don’t mind… Nothing fancy or with great detail!
4. I decided to use the Knowledge and Good Domains. Am I committing a sacrilege? I am trying to RP my character, but I would like to hear your opinions on those Domains.
Again thank you for your patience!
WW _________________
Quote: Posted 11/26/05 06:56:08 (GMT) by grizzled_dwarflord
Holy poop on a stick! Wax just pulled off his Epic Discertation feat! How many among the masses will fail their Will Save this day?
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Salamander00
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Joined: 17 Jun 2005 |
Posted: Friday, 03 February 2006 08:19PM |
Welcome Wax to the wonderful world of Divine casting. I'm not clear on what information you need, though.
Edit: Curse you and your string of multiple posts, which no doubt answer my question. _________________
Quote: Posted 02/02/06 19:18:29 (GMT) by Wizard Weatherwax
I am a Wizard! Mystical and arcane energies! Lore of Gods and Demons!
Sorry if I can’t distinguish between a turtle and a frog!
Edited By Salamander00 on 02/03/06 20:20 |
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Salamander00
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Joined: 17 Jun 2005 |
Posted: Friday, 03 February 2006 08:32PM |
Quote: Posted 02/03/06 20:18:26 (GMT) by Wizard Weatherwax
1. What are your opinions about my Stats and Feat choice?
I would drop the Great Cleave in favor of Extend Spell or SF: Evocation. One of the best things about Clerics is their buffiness. Extending the life of your Darkfire, Bull's Strength, etc. is always a good thing. Also, most of the good offensive spells are Evocations.
Regarding stats, I would drop INT by 2 and put those points in either DEX for the AC boost or CHA to boost your Undead Turning.
Quote: Posted 02/03/06 20:18:26 (GMT) by Wizard Weatherwax 2. How can you survive with so little Skill points? In what skills should I invest on?
Spellcraft skill is a must. Concentration and Persuade are also a good idea.
Quote: Posted 02/03/06 20:18:26 (GMT) by Wizard Weatherwax 3. Some Spell suggestions, if you don’t mind… Nothing fancy or with great detail!
In no particular order: Darkfire, Bull's Strength, Word of Faith, Flame Strike, Hammer of the Gods, Protection from Evil.
Quote: Posted 02/03/06 20:18:26 (GMT) by Wizard Weatherwax 4. I decided to use the Knowledge and Good Domains. Am I committing a sacrilege? I am trying to RP my character, but I would like to hear your opinions on those Domains.
A good RP choice and decent domains also. Knowledge gives you access to Identify, which means you don't really have to spend skill points on Lore. Good=turning demons, which is always fun.
And shame on you for not choosing your deity's favored weapon!
Edit: Additional spells to consider - Stoneskin (from Good Domain), Divine Power, Prayer. For utility spells, Knock and Find Traps mean you don't need a rogue to tag along with you. _________________
Quote: Posted 02/02/06 19:18:29 (GMT) by Wizard Weatherwax
I am a Wizard! Mystical and arcane energies! Lore of Gods and Demons!
Sorry if I can’t distinguish between a turtle and a frog!
Edited By Salamander00 on 02/03/06 20:46 |
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Wyatt Trash
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Joined: 09 Jul 2003 From: Parts Unknown |
Posted: Friday, 03 February 2006 08:37PM |
Stats and Feats: Pretty straight-forward for a combo spell and melee cleric. I usually start with a Wis of 15, allowing me to reach 19 by the time I need 9th level spells. I would probably add the two points to CHA as it assists in the undead turning (which I like for my clerics to handle). (I rarely play epic levels so I don't need the extra point for an even number at the end).
Or INT if the lack of skills points is hurting the way you play. I have even played a half-orc Cleric with a 6 INT. _________________ "You are in a maze of twisty little passages, all alike" |
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Tattoed Monk
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Joined: 09 Jun 2005 |
Posted: Friday, 03 February 2006 08:47PM |
Quote: Posted 02/03/06 20:18:05 (GMT) by Wizard Weatherwax Domains: Good and Knowledge
Well, it depends a bit on how you plan to play him. Trickery is very nice for getting Imp Inv. War or Strength give some nice combat enhancements. Air/Earth/Water let you turn elementals, and give some nice spells. Magic gives you several nice spells. Good is okay, but I don't think Knowledge is that useful - most of its spells are of limited use or can be gotten in other ways. Plant is actually quite powerful since it gives you Creeping Doom.
Quote: Stats (NW):
Strength: 14 Dexterity: 10 Constitution: 14 Intelligence: 12 Wisdom: 16 + 10 = 26 Charisma: 10
Looks reasonable. If you plan to buff with Divine Power a lot, you might want to drop Str in favor of some more Cha. And of course you should plan on using a few Great Wis feats to boost wisdom in Epic levels.
Quote: Feats (not in order):
1. Weapon Proficiency (Martial) 2. Weapon Focus: Warhammer 3. Improved Critical: Warhammer 4. Power Attack 5. Cleave 6. Great Cleave 7. Spell Penetration 8. Greater Spell Penetration 9. Epic Spell Penetration
I would consider multiclassing with CoT or Fighter or Paladin to pick up Weapon Prof, rather than waste a feat on it. Take 3 or fewer levels pre-epic to maximize Divine Power (it works better if you have only 3 attacks per round unbuffed, since it then adds the 4th at full BAB). Also, most Cleric builds do not rely so heavily on doing direct spell damage, or use spells that ignore SR, so you can probably drop the Spell Pen feats as long as you have 32 or more Cleric levels. If you come up against a high-SR foe, you will simply buff up and melee them. On that same note, you may want to take some spell foci - Evocation is a good choice (Hammer of the Gods, Word of Faith, Implosion, etc.).
edit I agree with the others about adding extend and empower spell. Maximize is unnecessary for a cleric, but extend and empower really help the buffs.
You want to take at least 26 Cleric levels to make your buffs undispellable, but you don't need to go pure since you are not really that worried about SR. CoT makes an excellent 2nd class, as does fighter. A level of monk is also great for WIS AC cheese and tumble dumping (and maybe kama cheese on the side....). A level or 2 of Rogue for skill dumps is nice, although you have to be careful with the points since you don't have that many. Paladin also works well, although it's better if you go with a higher-Cha build (i.e. not a Dwarf...).
Some nice combos: Cleric 32/CoT 8, or Cleric 26/CoT 14, Cleric 26/CoT 10/Fighter 4, Cleric 29/CoT 10/Monk 1, etc.
Keep in mind, Cleric's are good at melee. They have some offensive spell power, but they are not Wizards - they tend to buff up and wade into the melee, not hang back casting long-range spells. Divine Favor, Divine Power, GMW, Aid, Bless, Prayer, Darkfire, Magic Vestment, Shield of Faith, Battletide, etc. turn them into a melee force to be reckoned with. If you are in a party, don't forget to buff your fighters, too.
TMEdited By Tattoed Monk on 02/03/06 21:03 |
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Coral_Reef
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NWN NWN: SoU NWN: HotU NWN 2
Joined: 29 Jan 2003 From: Toronto, Canada |
Posted: Friday, 03 February 2006 08:51PM |
Quote: Posted 02/03/06 20:18:05 (GMT) by Wizard Weatherwax
My Character
Name: Dlog Ironaxe
Domains: Good and Knowledge
Stats (NW):
Strength: 14 Dexterity: 10 Constitution: 14 Intelligence: 12 Wisdom: 16 + 10 = 26 Charisma: 10
Dex:
I find that I like giving my clerics 8 dex if I expect I will be in areas where I can get my dex up to 12 (since I'm wearing heavy armor) with potions/spells/items.
Charisma:
You want to make a choice. Basher or Charismatic.
Since he's a dwarf... you may want to ignore charisma and be a Basher cleric. You may want to decide if you want to go the the higher charisma. Not so much for turning undead (I prefer to kill them) but for the divine favor/power spells.
Intelligence:
Improved knockdown requires 13 int... I like improved knockdown in worlds where everyone doesn't have dragon slippers.
Quote:
Feats (not in order):
1. Weapon Proficiency (Martial) 2. Weapon Focus: Warhammer 3. Improved Critical: Warhammer 4. Power Attack 5. Cleave 6. Great Cleave 7. Spell Penetration 8. Greater Spell Penetration 9. Epic Spell Penetration
It seems your feat selection is looking to hit things and zap things.
How much spelll resistance are you trying to overcome with all those Spell Penetration feats???
What spells where you going to be zapping things with that you need the spell penetration?
I would suggest getting 4 levels of fighter before level 20. This is to give you 4 attackes per round, Martial weapon proficiency .. Weapons specialization. Think of it as 4 extra feats, and an extra attack!
I'll post more in a bit... _________________ -- I'm into poker, blues guitar, scuba diving, reef aquariums, L5R, photography, karate and UNIX
Coral_Reef
Check out my homepage at http://www.myspace.com/pokerpoker |
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Countess Terra
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 03 Jul 2003 From: My money bin swimming of course. |
Posted: Friday, 03 February 2006 08:52PM |
Domain yumminess.
Quote: Posted 01/15/06 06:04:50 (GMT) by Countess Terra Domains often recommended: Trickery - Improved Invisibility gives 50% concealment which can more than double the lifespan of your character. The other stuff is icing on the cake. Animal - Cat's Grace boosts reflex saves and AC if you are going semi-Dex-based. True Seeing at level 3 can be good depending on where you play. The ability to get a Dire Wolf as a summon at level 3 is kinda scary too. Great great domain for low level PW's, not-so-great for high level ones. Magic - Mage Armor = +4 AC early and +1 later. Stoneskin and Icestorm add decent DR and damage to the Cleric's spell list. Negative Energy Burst is an amazing spell... at super high levels. This is a good domain though I'm not fond of a Cleric throwing damage spells... that's what mages are for. Plant - Very good in a low-mid magic place as you can cast Barkskin for Natural Armor AC and then use a Periapt of Wisdom for an amulet... and Creeping Doom is a nasty damage spell. War - Cat's Grace again, always nice. Aura of Vitality gives +4 to Dex, Con, and Str. Not only is this freaky, but it's extendable since it's a level 7. (Yay, finally something good to do with level 8 spells...) The special ability also adds more to your Attack Rolls and Damage as well as Dexterity and Constitution. You can easily maximize all three without equiping a single ability boosting item. Strength - Most people like this one, I think it's crap. Divine Power at level 3 makes a lot of people happy, but I like extending it which means level 4 and since I use my level 4 slots for Empowered ability buffs... I don't have many slots to spare usually so extending the level 4 version to level 5 is (IMHO) better. Stoneskin is okay, but the above domains do better. The actual ability of the domain is so-so. Every so often you'll hear someone recommend Healing or Travel, but those are situational at best. My Clerics are generally too busy slaughtering enemies to be healing anything and Travel is only really good if you play somewhere without Perma-haste. If you're unsure of what to pick, take Trickery and one of the other ones above. You'll never regret Trickery and invisibility is always a good time. Edit: Bolding~Terra~ ~Terra~ _________________ When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong. |
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grizzled_dwarflord
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 16 Nov 2004 From: The Underdark |
Posted: Friday, 03 February 2006 08:56PM |
Quote: Posted 02/03/06 20:18:26 (GMT) by Wizard Weatherwax
Doubts
And now my questions…
1. What are your opinions about my Stats and Feat choice?
2. How can you survive with so little Skill points? In what skills should I invest on? 3. Some Spell suggestions, if you don’t mind… Nothing fancy or with great detail!
4. I decided to use the Knowledge and Good Domains. Am I committing a sacrilege? I am trying to RP my character, but I would like to hear your opinions on those Domains.
Absolutely the worst build I've ever seen, ever, in the history of people making and looking at characters and builds. You're a disgrace, Wax, an utter and damnable disgrace. Take off your wooden platforms and strap-on beard and stomp your way back to your gnomish warrens. Will have none of your flimflammery here! _________________ Currently sowing the seeds of chaos at the World of Greyhawk Got Displacer Beasts? The CCP Monster Manual |
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I...Samphus
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 24 Nov 2003 |
Posted: Friday, 03 February 2006 09:06PM |
Spell Penetration Feats, I would drop all in place of all SF Evocation feats, Implosion is a joy to behold after all.
Other key spells:
Darkfire, Prayer, Battletide, Heal, Mass Heal, Harm, Divine Power, Destruction, Storm of Vengeance, Fire Storm, Hammer of the Gods, Flame Strike, Searing Light and Sunbeam. A mixture of defensive and offensive spells to consider.
Skills - Concentration and Spellcraft without Fail Complementary classes - Champion of Torm, Paladin, Bard and Monk are always good.
Its worth remembering that levels 1-5 are mainly for self and party buffs, 6 and higher are offense (generally speaking).
A lot of the domains have abilities that are dependent on your CHA modifier, eg. War - Battle Mastery, Trickery, etc. Dwarves sadly don't benefit here due to -2 penalty.
Your Turn Undead ability is also dependent on CHA as well as the number of uses per day it has.
Feats Extend Spell Maximise OR Empower Spell - not both Combat Casting & Improved Combat Casting OR Quicken and Auto Quicken 1, 2 & 3 Great Wisdom Spell Foci in only Evocation and Necromancy, the rest are not worth bothering with for Clerics sadly.
Domains Magic, Trickery, Travel, War, Plant, Strength
and of course HEAL
CONS No Epic Spells - despite being 9th level casters, Clerics are cursed it seems to not qualify for Epic Spells. A good or bad thing?
Just a few points - not too detailed I hope!Edited By I...Samphus on 02/03/06 21:15 |
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cadderly_bonaduse
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NWN NWN: SoU NWN: HotU NWN 2
Joined: 08 Jan 2006 |
Posted: Friday, 03 February 2006 10:20PM | |
YAY! Cadderly! Read the cleric quintet pretty awesome! |
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aluka
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 02 Jun 2004 |
Posted: Saturday, 04 February 2006 01:19AM |
pssst..... WW i have some cheese fo ya!
Make a cleric 28/ bard 2/ rdd 10 put some mroe points into Wis to get it up to 30
Take Spell penetration, but only the first one. Take Epic spell focus evocation and you will have one kick arse Implotion DC |
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WhiZard
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 08 Mar 2005 From: Seminary of Surprises |
Posted: Saturday, 04 February 2006 05:57AM |
Quote: Posted 02/03/06 20:18:05 (GMT) by Wizard Weatherwax
My Character
Name: Dlog Ironaxe
Could you be more creative?
Quote:
Race: Shield Dwarf
Not a recognized subrace in NWN
Quote: Class: Cleric
You've got more class than that.
Quote: Alignment: Neutral Good
You are never neutral Wizard Weatherwax.
Quote: Weapon: Hammer/ Shield
Shields are only used for defence in NWN. You can't bash your enemies with them.
Quote: God: Dugmaren Brightmantle
Come on be creative, even ZZZZZZZZZZZZZ is more interesting.
Quote: Dugmaren Brightmantle (CG): The Gleam in the Eye, the Errant Explorer. Symbol: Open book. Worshipers: Artisans, dwarves, loremasters, runecasters, scholars, tinkers, wizards. Cleric Alignments: CG, CN, NG. Domains: Chaos, Craft, Dwarf, Good, Knowledge, Rune. Favored Weapon: "Sharptack" (short sword).
Why don't you use the favored weapon. Weild a Sharptack while eating hardtack.
Quote: “Dugmaren is something of an anomaly among dwarven deities, eschewing the traditional ways of his race and pantheon and instead seeking out new ideas and new ways of doing things. As a result, those dwarves who have adopted classes and professions that most dwarves would consider nontraditional revere him. He teaches his followers to travel widely, learn as much as possible, and tinker with new mechanisms and ways of doing things.
I hope the new way you have in mind isn't becoming boring.
Quote: Dogma: The secrets of the world are waiting to be revealed. Travel widely, broaden your mind at every opportunity, and pursue the life of a scholar. Cultivate the spirit of inquiry among the young and be a teacher to all. Seek to recover lost and arcane knowledge of ages past and apply it in the world today. Try new methods of doing things just for the joy of experimenting. Learn a little of everything, for you never know what might be of use down the road.”
Sure I bet that germ you picked up in module x is the key for module y. Even though the creator of module x never spoke to the creator of module y.
Quote: Domains: Good and Knowledge
You should have tried the good domain before Christmas. Santa might have brought you something.
Quote: Stats (NW):
Strength: 14 Dexterity: 10 Constitution: 14 Intelligence: 12 Wisdom: 16 + 10 = 26 Charisma: 10
Why not keep your charisma at six? Upping it to ten has no benefit besides the items you equip yourself with.
Quote: Feats (not in order):
1. Weapon Proficiency (Martial) 2. Weapon Focus: Warhammer 3. Improved Critical: Warhammer 4. Power Attack 5. Cleave 6. Great Cleave 7. Spell Penetration 8. Greater Spell Penetration 9. Epic Spell Penetration
Why not take the morningstar and get another epic feat?
Quote: Bio NWN:
“When Dlog Ironaxe was young he showed much interest in Magic. With time his curiosity and hunger for more Arcane Knowledge led him to a Church of Dugmaren Brightmantle, where the Clerics accepted him amongst their ranks.
After many demanding years of studying Magic and Runes, as well as understanding his Deity’s Dogma, he became a Cleric.
At last, during the ceremony that would make him officially become a Cleric of Dugmaren Brightmantle, Ironaxe received his own Spellbook, which contain much ancient lore about Spells and Runes.
He now works as an Emissary, sent to sort whatever problems and conflicts that may trouble the Church.” Ancient lore, you are not an arcane caster but a divine; stick to the terminology. |
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