Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

NWN Neverwinter Nights (NWN & NWN2) Modules Thread

plem

Learned
Joined
Dec 4, 2021
Messages
155
nevermind, forgot you have to take DM/S on pal/cleric levels
 

KainenMorden

Educated
Patron
Joined
Aug 19, 2022
Messages
939
Codex Year of the Donut
I suppose that's another point of contention but I found both essential for this build but as I always say, I'm a fkn noob so I could be wrong, just reporting my experience/perception.
 

hkt

Novice
Joined
Jul 29, 2021
Messages
13
If I did that, I wouldn't have divine shield and might in ch 1, which I wanted and I'd have to take 4 lvls of Paladin anyways.

also, cleric has access to a few nice items Pal does not, for example, the rods that are the only offensive magic ive used so far. not to mention various scrolls
Do you really need to rush those feats in ch1?

With 1 level of paladin you can make use of the cheap bless weapon scrolls at the camp.
The scroll is lvl 17 which adds 2d6 divine vs undead at 2 turns per level = 34 turns. If you pair this with a greatsword (highest base damage) you will explode any undead with 1 hit.

Don't use any barkskin or STR pots on undead foes it's overkill you have to save them for the Asabi bossfight and maybe the fire monk.

1. paladin => power attack/blind fighting (cleave is also a good option over blind fighting at this point of the game)
2. cleric (opens up turn undead to take DM on lvl 3)
3. paladin => divine might
4. cleric (+1BAB)
5. sorcerer (1 lvl is enough to open and complete class quest in ch2)
6. paladin => divine shield
7-40. sorcerer

2 cleric / 3 paladin / 35 sorcerer

wouldn't this work?
 
Last edited:

KainenMorden

Educated
Patron
Joined
Aug 19, 2022
Messages
939
Codex Year of the Donut
I don't see the advantage of that vs what I did cleric 1/then sorc 1 then pal 3 and the rest sorc.

To reduce multi class xp penalty I should have just taken 1 cleric and 2 pal lvls I think.

I beat ch 1 with this build months ago but I am going to replay at some point.
 

hkt

Novice
Joined
Jul 29, 2021
Messages
13
That spread maximizes your early BAB and martial weps on lvl 1.

If taking cleric into sorcerer gave you no problems clearing ch1 you should do that though it ends up with more sorcerer levels.
 

rogueknight333

Arbiter
Joined
Jul 31, 2017
Messages
370
does the number of mob spawn increase based on players party size? so having a party of 3 but actually the pc would do the fighting make the game harder?

It is supposed to work that way, scaling encounters to both level and party size, but it is not clear how that actually works in practice, as the highest level party member seems to have disproportionate influence on what spawns.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,214
Location
Eastern block
Been toying with a thematic build idea centered around choosing all the 'divine' feats,
  • Divine grace - Paladin 1 - Adds CHA bonus to all saving throws
  • Divine health - Paladin 1 - Disease immunity
  • Divine might - Requires Power Attack, 13 STR and 13 CHA - Adds CHA bonus to damage
  • Divine shield - Requires Power Attack, 13 STR and 13 CHA - Adds CHA bonus to AC
  • Divine wrath - Champion of Torm 5/10 - Adds bonuses to attack, damage, saving throws and DR
  • Divine favor (spell) - Paladin 1 - Adds bonuses to attack and damage
  • Divine power (spell) - Cleric 4 - Buffs BAB to that of a Fighter of the same level
Therefore to obtain all 'divine' feats and spells, this character has to be at least Paladin 1 / Cleric 4 / Champion of Torm 5. Although Aura of Courage (Paladin 2) is very useful.

There is no need to go Paladin over Cleric as Divine power is big here and it equalizes your BAB with that of a combat class of the same level.

To qualify for Champion of Torm you need +7 BAB total and a focus in a melee weapon. Therefore picking Human and going with a Cleric 7 / Paladin 2 spread to attain said BAB.

Paladin and Cleric start with the same skill points and skill points per level so it doesn't matter which class you begin with.

The best domains to take as a Cleric are Trickery and Travel. They net you Improved Invisibility and Haste, two overpowered spells not nroamlly available to either Clerics or Paladins.

The overall idea here is,
  • having access to some of the best buffs in the game
  • fun thematic build
  • high CHA nets you an array of uniform combat bonuses (damage, AC, saving throws)
  • Fighter BAB
  • most of the buffs last long
Thinking of choosing greatsword as a weapon seeing how Torm is the patron of paladins and his favored weapon is the greatsword.

Opinions from builders?
 
Last edited:

hkt

Novice
Joined
Jul 29, 2021
Messages
13
That build certainly gets through any module with ease.

If you know the one you're playing offers haste through gear or potions you could maybe go strenght domain to bump divine power to a lower spellslot.
Healing domain is a fun one as well since it works on healing potions. I sometimes take 1 cleric in melee builds to save gold on pots, less drinking is more dps as well.

Every builder loves greatswords they always got some huge monsters in there. :)
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,126
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Been toying with a thematic build idea centered around choosing all the 'divine' feats,
  • Divine grace - Paladin 1 - Adds CHA bonus to all saving throws
  • Divine health - Paladin 1 - Disease immunity
  • Divine might - Requires Power Attack, 13 STR and 13 CHA - Adds CHA bonus to damage
  • Divine shield - Requires Power Attack, 13 STR and 13 CHA - Adds CHA bonus to AC
  • Divine wrath - Champion of Torm 5/10 - Adds bonuses to attack, damage, saving throws and DR
  • Divine favor (spell) - Paladin 1 - Adds bonuses to attack and damage
  • Divine power (spell) - Cleric 4 - BAB of a combat
Therefore to obtain all 'divine' feats and spells, this character has to be at least Paladin 1 / Cleric 4 / Champion of Torm 5. Although Aura of Courage (Paladin 2) is very useful.

There is no need to go Paladin over Cleric as Divine power is big here and it equalizes your BAB with that of a combat class of the same level.

To qualify for Champion of Torm you need +7 BAB total and a focus in a melee weapon. Therefore picking Human and going with a Cleric 7 / Paladin 2 spread to attain said BAB.

Paladin and Cleric start with the same skill points and skill points per level so it doesn't matter which class you begin with.

The best domains to take as a Cleric are Trickery and Travel. They net you Improved Invisibility and Haste, two overpowered spells not nroamlly available to either Clerics or Paladins.

The overall idea here is,
  • having access to some of the best buffs in the game
  • fun thematic build
  • high CHA nets you an array of uniform combat bonuses (damage, AC, saving throws)
  • Fighter BAB
  • most of the buffs last long
Thinking of choosing greatsword as a weapon seeing how Torm is the patron of paladins and his favored weapon is the greatsword.

Opinions from builders?
Reject civilization, return to barbarian
 

KainenMorden

Educated
Patron
Joined
Aug 19, 2022
Messages
939
Codex Year of the Donut
Yes that's what I did and took the pseudo faerie dragon familiar to get improved invisibility and true strike.

I just never recorded any fights from chapters 1 + 2 but I will probably go back and do that at some point.

The first bandit leader boss fight or whatever in ch 1 was tough but also I was just getting used to SF and am not experienced with nwn in general.

I think a second run through of ch.1+2 would go way more smoothly and quickly since I've now figured out how to play, more or less.
 

rogueknight333

Arbiter
Joined
Jul 31, 2017
Messages
370
There is no need to go Paladin over Cleric as Divine power is big here and it equalizes your BAB with that of a combat class of the same level.

A build centered around divine power is actually one of the few cases where you might not want to get 16 BAB by Lvl 20, as the extra attack added by the spell (it your BAB normally gives you only 3 APR) will actually have a higher AB than your natural 4th attack.

Paladin and Cleric start with the same skill points and skill points per level so it doesn't matter which class you begin with.

Starting with Paladin gives you +1 BAB, more HP, and access to martial weapons at lvl 1, which could help if you are facing tough fights at 1st level. Though in other contexts I suppose being able to cast Cleric spells from the start could be useful.

The best domains to take as a Cleric are Trickery and Travel. They net you Improved Invisibility and Haste, two overpowered spells not nroamlly available to either Clerics or Paladins.

If you really want all the "divine" stuff you need to take Protection and Strength for the divine protection and divine strength domain powers, though that is sub-optimal, since you are right about Trickery being one of the best domains. The value of Travel depends on what gear is available, as hkt also mentioned: if/when you get permahaste items being able to actually cast the spell is no longer that important.

.... Every builder loves greatswords ...

Actually I don't, at least not in this context. If the build is focused more on CHA than STR a 2-handed weapon will not be adding that much extra damage, and will cost a lot of AC. 1-handed weapon+shield would be more optimal, though Greatsword should be perfectly playable if you want to use it for thematic/role-playing reasons.
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,399
Bubbles In Memoria
I've started chapter 5 of swordflight and to me it seems to be a step up from the previous chapter which was a bit too much of a dungeon crawl to me, with combat being a bit draggy even if you have a decent build becuase everything has so much HP, and mind you i played on at least 2x the game speed.

Anyway, i've run into a problem with the fighter specific quest. You almost instantly run into a "door" you can't get past and when referring to the walkthrough it says youre supposed to "leave your companions behind" but i have no idea how to do so. You can't do it through dialogue and the "remove from party" button has been disabled. It doesn't work to leave the some ways away from the door either.
What am i missing?
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,214
Location
Eastern block
If you really want all the "divine" stuff you need to take Protection and Strength for the divine protection and divine strength

Completely missed those two, thanks

Although divine protection (upgraded form of Sanctuary) seems to not have much use?
 

rogueknight333

Arbiter
Joined
Jul 31, 2017
Messages
370
...Anyway, i've run into a problem with the fighter specific quest. You almost instantly run into a "door" you can't get past and when referring to the walkthrough it says youre supposed to "leave your companions behind" but i have no idea how to do so. You can't do it through dialogue and the "remove from party" button has been disabled. It doesn't work to leave the some ways away from the door either...

This is an EE bug. EE causes some issues with interacting with forcefield doors. It was also a problem in Ch. 4, and there I discovered I can make it possible to interact with such doors by assigning them a destination in the toolset, even if they are just there to start a conversation and there is no actual transition. Unfortunately, in this case I assigned the destination as a waypoint that does not actually exist and apparently that is not good enough. I will fix the issue in due course, after I get done with a few other tests and possibly revisions. For now, your simplest method of dealing with the problem is to just go into Debug Mode where you can jump your character to the cursor by hitting the "+" key on the numeric keypad. That should allow you to jump past the door, as well as get back. You will have your henchmen with you which was not intended and may make some fights easier, but you should still be able to complete the quest that way.

Although divine protection (upgraded form of Sanctuary) seems to not have much use?

Yes, it is rather useless unfortunately. Strength domain is one of the better ones though, particularly if your build is oriented around the Divine Power spell.
 

KainenMorden

Educated
Patron
Joined
Aug 19, 2022
Messages
939
Codex Year of the Donut
Just starting the main quest now, those fire giants were pretty tough for my character. There were 7 of them in total, my AC is 55 and I was concealed but was still getting hit by ranged attacks for 30 HP consistently from the 2nd group of them closer to the edge of the map.

I didn't use any heal potions but I did use the fire giant tactic of running away in order to create enough distance to drink a potion of serious wounds and to rebuff. I also had to be careful to fight the 2 groups of them separately and not draw aggro from both at once because I just kept getting mauled whenever I tried that.

Also on the farm before this area, it seemed like certain enemies did not aggro when I started fighting the minotaur and ettin. The orc shamans didn't start attacking me until I came a bit closer to them. Not sure if that's an EE bug.

I'm still having a lot of fun with the game and needing the advice of rogueknight and other players to not worry too much about being a perfectionist.

I did want to optimize the build but at the same time, I take it all as a learning experience.

If nothing else my videos show that you can win tough fights even if your build and tactics are not 100% optimal ,IMHO.
 

Brimruk

Educated
Joined
Jan 4, 2013
Messages
70
Is Swordflight something that a relative newbie to NWN/the ruleset in general can enjoy or would I be better off starting with other modules first?

I've played through NWN 1/2 and have some ideas about how to build a character that 'works', just wondering if I'd be turbofucked from the get-go
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,214
Location
Eastern block
Was wondering if someone could help me hunt down a particular modding resource. Namely, there used to be an arcade machine placeable hosted on the NWN Vault, I seem to vaguely remember it was part of a D20 "modern" HAK pack.

This pack contained an arcade machine, pool table, vending machines and office-like furniture. Tnx
 

KainenMorden

Educated
Patron
Joined
Aug 19, 2022
Messages
939
Codex Year of the Donut
I mean, I played nwn1 +expansions once as a kid then again as an adult when ee came out, never played another module, I say go for it! It will be an adjustment and you may realize you don't understand certain parts of the system/mechanics as much as you thought but it's been a very rewarding experience for me to the point that I started a YouTube channel to upload some of the combat encounters for other players to see/with the hope potential new players might decide to try SF.

When you win a big fight in SF it really feels noteworthy. The module also has a bunch of other awesome features in regards to the story, dialogue, lore, reactivity, party interaction, roleplaying opportunities, etc, etc but of course everyone discusses the combat and combat is central to crpgs in general.
 
Last edited:

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,695
Is Swordflight something that a relative newbie to NWN/the ruleset in general can enjoy or would I be better off starting with other modules first?

I've played through NWN 1/2 and have some ideas about how to build a character that 'works', just wondering if I'd be turbofucked from the get-go
Swordflight doesn't require any special mastery that you're likely to lack. It's just really, really hard - you will hit walls and think "oh, no, I must have built my character wrong" when in reality it's just supposed to be that hard and you're probably going to die a fair bit. If you use all the tools available to you (henchmen, potions, scrolls, wands, enchanted gear, etc.) to their fullest then almost any character can probably get through it. It's a question of how much you enjoy ramming your head against a door a few times before you can get it open more so than how good you are at the game.

While I agree with KainenMorden that Swordflight also has lots of other lovely things going for it, combat is the focus. And many of those other things are done better in other modules if you're looking for any one of them specifically, though Swordflight is probably the best total package available for NWN.
 

KainenMorden

Educated
Patron
Joined
Aug 19, 2022
Messages
939
Codex Year of the Donut
Isn't coming up with the correct tactics to use to deal with certain situations given your build and henchman/consumables, etc the measure of how "good" you are at any crpg combat scenario?

How else would you measure how good you are? Having an optimal build?
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,695
I think understanding of the ruleset specifically is most relevant in character building, whereas the tactics of approaching an individual situation are more generalized to your skill in video games at large and RPGs more specifically. In response to Brimruk, he said he's played through both NWN and its sequel, so I think it's fair to say he has the baseline knowledge required to succeed at swordflight, the big difference is just going to be adapting his mindset to Swordflight's paradigm where there truly are no "trash" encounters and every single combat requires some degree of planning and micromanagement.
 

KainenMorden

Educated
Patron
Joined
Aug 19, 2022
Messages
939
Codex Year of the Donut
I see, agreed and one thing I'll note, pretty much no matter how high your ac is, you're going to get hit and get hit hard at some point. That's one thing that always catches me off guard, no one hits me for several rounds then BAM.
 

plem

Learned
Joined
Dec 4, 2021
Messages
155
anyone know if there's a way to enable "sticky combat mode" in NWN Diamond? I wanna start a SF monk run but the thought of constantly toggling Furry of Blows in every combat bugs me. EE has the sticky option but apparently it causes bugs in SF.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,695
anyone know if there's a way to enable "sticky combat mode" in NWN Diamond? I wanna start a SF monk run but the thought of constantly toggling Furry of Blows in every combat bugs me. EE has the sticky option but apparently it causes bugs in SF.
Swordflight works fine under the EE, Chapter 5 just came out so there may be one or two problems he hasn't found yet but I'm sure he'll get them handled by the time you reach that point.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom