Archer (Hardcore build for SOZ) Fighter (6), Wizard (1), Arcane Archer (10), Neverwinter Nine (3)
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Author: ScottG
Created: 6th October 2009
Updated: 6th October 2009
Votes: 0
This is for SOZ, and better utilized when in pairs. In other words, when building your 4 characters - *2* of these characters should be utilized.
When utilized in pairs with BOTH targeting the same (tough high hit-point) opponent each round, opponent after opponent should drop pretty quickly - most in a single round.
Better still, with the new crafting system you can apply damage to both bows and arrows. Making these characters incredibly powerful for this campaign.
Note however that *neither* have magical crafting skills. So at least one of your other characters will need the Magical Arms and Armor crafting feat. (..OR you will need to utilize the characters provided in the campaign.)
Also make sure that the skills from these characters interact well with your party.
Summary
| Attribute | Base | Race | Final | Mod |
|---|---|---|---|---|
| Strength | 16 | +2 | 19 | +4 |
| Dexterity | 16 | +2 | 22 | +6 |
| Constitution | 14 | -2 | 12 | +1 |
| Intelligence | 14 | -2 | 12 | +1 |
| Wisdom | 8 | +0 | 8 | -1 |
| Charisma | 8 | +0 | 8 | -1 |
| Base Hit Points: | 188 |
| Toughness: | +20 |
| Natural: | 10 |
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| Armor: | 0 | |||
| Shield: | 0 | |||
| Deflection: | 0 | |||
| Dodge: | 0 | |||
| Dex: | 6 |
Attack Bonuses
| Melee: | +4 |
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| Melee Touch: | +4 |
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| Ranged: | +12 |
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| Ranged Touch: | +6 |
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Saving Throws
| Spellcraft: | +1 |
Casting DC
| General: | 11 |
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| Abjuration: | 11 | |||||
| Conjuration: | 11 | |||||
| Divination: | 11 | |||||
| Enchantment: | 11 | |||||
| Evocation: | 11 | |||||
| Illusion: | 11 | |||||
| Necromancy: | 11 | |||||
| Transmutation: | 11 |
Spellcasting
Outline
| Class | Ability | Feats | Extra | |
|---|---|---|---|---|
| 1 | Fighter (1) |
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| 2 | Fighter (2) |
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| 3 | Fighter (3) |
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| 4 | Fighter (4) | DEX |
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| 5 | Fighter (5) | |||
| 6 | Fighter (6) |
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| 7 |
Wizard (1)
- Rat - General |
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| 8 | Arcane Archer (1) | DEX |
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| 9 | Arcane Archer (2) |
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| 10 | Arcane Archer (3) |
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| 11 | Arcane Archer (4) |
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| 12 | Arcane Archer (5) | DEX |
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| 13 | Arcane Archer (6) |
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| 14 | Arcane Archer (7) |
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| 15 | Arcane Archer (8) |
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| 16 | Arcane Archer (9) | DEX |
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| 17 | Arcane Archer (10) |
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| 18 | Neverwinter Nine (1) |
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| 19 | Neverwinter Nine (2) |
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| 20 | Neverwinter Nine (3) | STR |
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Skill Points
| Fighter: | +27 |
| Wizard: | +3 |
| Arcane Archer: | +50 |
| Neverwinter Nine: | +15 |
Skill Selection
| Intelligence: | +1 |
| Wisdom: | -1 |
| Intelligence: | +1 |
| Wisdom: | -1 |
| Skill Affinity (Spot): | +2 |
| Constitution: | +1 |
| Intelligence: | +1 |
| Wisdom: | -1 |
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| 1 | +4 (4) | +3 (3) | |||||
| 2 | +1 (5) | +1 (1) | |||||
| 3 | +1 (6) | +1 (2) | |||||
| 4 | +1 (7) | +1 (3) | |||||
| 5 | +1 (8) | +1 (4) | |||||
| 6 | +1 (9) | ||||||
| 7 | +3 (3) | +5 (5) | |||||
| 8 | +5 (5) | ||||||
| 9 | +1 (10) | +4 (9) | |||||
| 10 | +2 (12) | +2 (11) | |||||
| 11 | +1 (13) | +1 (5) | +2 (13) | ||||
| 12 | +1 (14) | +2 (7) | +1 (14) | ||||
| 13 | +1 (15) | +1 (8) | +1 (15) | +1 (1) | |||
| 14 | +1 (16) | +4 (5) | |||||
| 15 | +1 (9) | +1 (17) | +2 (7) | ||||
| 16 | +1 (18) | +4 (11) | |||||
| 17 | +1 (10) | +1 (19) | +2 (13) | ||||
| 18 | +3 (13) | +2 (21) | |||||
| 19 | +4 (17) | +1 (22) | |||||
| 20 | +4 (21) | +1 (23) |
Notes
The Strength damage should work for *any* bow.
If it doesn't for you then you will need to purchase or craft a "Mighty" bow that provides for Strength damage. (..composite bows have this, as do Duskwood bows.)
That additional damage is substantial both early in the game and throughout. (..and don't forget to utilize a character with the feat Craft Wondrous Item feat for Strength, Dexterity, and Constitution modifiers.)
Note that Improved Rapid Shot is acquired as early as possible.
For the skills:
One character should have Craft Weapon and Spot. The other should have Craft Armor and Listen.
Spellcraft is loaded to +5 for the +1 to spell saves. Concentration +3 is there just so you don't fail it all the time.
Heal is provided at a useful skill level, but make sure to purchase the best healing kits you can find/afford. At very high character levels it's greatly improved (..for the "end" battle).
Feats:
All of the major offensive feats are front loaded with the build.
Toughness and Steadfast Determination are there for both the additional hit-points AND converting your Constitution modifier into your Will save modifier. (..the no "1" roll (or auto-fail) for your Fortitude save is also very nice.)
Finally you have Improved Initiative. Its provided for getting the "jump" on spell-casters (..mostly for the end-battle).
Class choices:
Fighter: for Longbow Weapon Specialization, and the fastest access to Improve Rapid Shot.
Wizard: required for Arcane Archer class. It also provides access to True Strike and Scribe Scroll for multiple True Strikes. Both Mage Armor and Shield can also be useful despite the pitiful level 1 casting. Protection from Evil is also very useful for the Mental immunity (..particularly to "extract" Char for crafting at a latter time.) The Intelligence modifier adds to skill points. Note that the class is chosen where there will be no experience point penalty.
Arcane Archer: A no-brainer for both Attack numbers and Damage. It also has some additional "perks".
Neverwinter Nine: The 1st level aura only protects OTHERS, ..BUT you have *2* characters with this aura - so one character's aura protects the other character. (..though chances are you will have a deflection bonus already, so it's more about the saves than the AC bonus.) At 3rd level for this class you get 2d6 of Sneak Attack damage (with presumably attacks of opportunity). Potentially useful for the end-battle against spell casters. It also allows you to pump-up your Heal skill.
Deity: Your choice.
Combat Specifics:
Always have Rapid Shot on and usually "Manyshot" each opponent. Most don't have great AC in this campaign, so a -2 isn't a killer for your characters.
Target and kill magic-casters FIRST. Utilize both Archers to target a caster unless their are 2 or more casters. Even then, consider focusing BOTH on that one caster, and then when killed - move on to the next.
Again, if it's a high hit-point opponent or group of opponents, then have BOTH Archers attack one opponent at a time. Remember, with their high Dexterity they will be the ones attacking first and so they will ALSO be the characters targeted by that particular opponent that they are shooting at. If you can kill it before it can get to you then you don't have any problems. This is why *2* of these characters are much better than one.
Finally, remember to craft enchantments into bows and arrows, AND have your modifiers for Strength, Dexterity, and Constitution.
Comments
This is almost exactly a character I played in a tabletop D&D 3.5 game and is almost identical to my first OC character.
Strength in an archer is a good idea if mighty bows are available. The kind of screwed up crafting rules in NWN2 weaken archer a lot though (no cold iron arrows, no holy bows etc) but that just makes str+weapon spec more valuable, to punch through DR the hard way. If that was fixed in SOZ, cool.
I found playing an archer worked ok with the other companions on AI. I could focus fire on whatever needed shooting, without having to move+bounce off my teammates. Overall damage seemed weaker than a well built melee (which was not so much the case in a tabletop game) but was enough to get the job done.
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