|
Post by xkcdapostle on Jun 7, 2012 5:59:45 GMT -5
The empty string (or "") is a valid description...
|
|
|
Post by BALLS OF STEEL on Jun 7, 2012 9:15:45 GMT -5
Consider the following - Two damage types gives you a lower maximum but a higher minimum. If you use a single damage type you will be able to get up to 4d12 damage from it and although it means the damage will be easier to resist, there are no resist items in game over 10/-, however if you meet a person with 10/- to both of your elements then you will be very minimal damage. Simply put, the less damage types you deal, the less can be resisted.
|
|
|
Post by xkcdapostle on Jun 7, 2012 10:41:22 GMT -5
Here's a suggestion, should you find that having a Cast Spell isn't allowed:
Attack Bonus +9 Bonus Spell Slot of Level: Paladin Level 1 Bonus Spell Slot of Level: Paladin Level 2 Bonus Spell Slot of Level: Paladin Level 4 Damage Bonus: Divine 2d8 Damage Damage Bonus: Positive Energy 2d12 Damage Holy Avenger Keen Massive Criticals 2d10 Damage Material Steel Quality Masterwork Visual Effect: Holy
Before you question my choice of spell slots, yes, 1, 2, 4 are powers of 2; I never intended that pattern... I simply looked at the spells Paladins have, and looking at the level 3 list, I thought an extra 1 and 2 would be better.
Especially as most Paladins would have 14 WIS, so an extra 1 and 2 slot, with (at level 12) 1 of each spell slot up to level 3 through levels, a Paladin would have 3 spell slots for their level 1s and 2s, and one each of a level 3 and 4 spell slot with this item.
For your second level spells, a Paladin would most likely like to use them for a Bulls Strength to assist their damage dealing (unless they have the Kex gear or STR boosting up to the +12 limit...), an Aura of Glory and Eagles Splendour (For the turning and saving throw bonus, and your Smite Evil ability...), or if Bulls Strength isn't needed, some protection through a Resist Elements as you charge at a Wizard throwing Ice Storms and Fireballs at you. Or perhaps an Aid to add some temporary health and boost your attack roll by 1...
Though these spells cover the level 2 slots, the level one spells you would have would be the Bless Weapon (Extra divine Damage for the Undead), Bless (Boost your party's attack! By 1...), Divine Favour (better Attack rolls...), or if you don't want Bless and need extra Elemental protection an Endure Elements or perhaps a Protection from Alignment to stop the Good/Evil Cleric/Mage from casting mind effects on you, or perhaps to add an extra +2 to your saves...
As you already have a sword blessed with a Holy Avenger property, your level 4 slot could be used to allow you to charge in without any worry about entanglement (Freedom of Movement) or Death Immunity to make you impossible to kill by Death spells (Death Ward). An Implosion would certainly be able to get around your Death Immunity, Weird and Phantasmal killer are useless on Paladins higher than level 1 in that class due to your Fear immunity... Hence why only a DM can use a spell to instantly kill you...
Harms would be a nuisance still, but Kex's gear has damage immunity's against that; or look for a Cleric with a NEP to help you...
Still, the build allows you to be able to prepare some general spells to add more adaptability to your Paladin. Whether it is to enhance your defense against magic, or to add enhancements to your attack. This sword can fulfill both, and comes with a Bardo's Lifetime Guarantee; due to the Sword's quality and likelihood that you will not live long enough to see it degrade...
|
|
|
Post by gatalis on Jun 7, 2012 11:14:15 GMT -5
Actually it has to be two different damage types, damage bonuses of the same type don't stack. (divine 20 + divine 20 =divine 20)
Quote from NWNwiki:
Went in game to test it because I thought the wiki had lied, it was right.
EDIT: Also in regards to Apostle, a Paladin can only get level 3 spells if they have a Gold RP token because they don't become available until level 11/12.
EDITEDIT: Unless you were referring to using the CEP damage bonuses that I didn't even notice... I just figured it was an unspoken rule that max damage for a damage type was 2D12 *derp*
|
|
|
Post by xkcdapostle on Jun 7, 2012 15:04:59 GMT -5
"with (at level 12) 1 of each spell slot"
|
|
|
Post by BALLS OF STEEL on Jun 7, 2012 16:25:27 GMT -5
Gatalis you misunderstand me. I am not saying 2 lots of 2d12, I am saying one lot of 4d12 will deal far more damage as the amount will surpass a single damage resistance property, whereas the two lots of half as potent damage will be equally reduced, resulting in a net loss of damage
|
|
|
Post by karajix101 on Jun 7, 2012 21:37:52 GMT -5
I think I might go with Vesur's suggestion! Looks pretty sound. And I'm not sure what you're saying Balls. But anyway, I picked these two, because they are hard to defend against, and I don't think there are any items that give damage resistance to Divine or Positive, correct me if I'm wrong. I looked in toolset, but I couldn't find 4d12, only 2d12 as the maximum damage.
|
|
|
Post by Bumlader on Jun 8, 2012 1:01:58 GMT -5
I think I might go with Vesur's suggestion! Looks pretty sound. And I'm not sure what you're saying Balls. But anyway, I picked these two, because they are hard to defend against, and I don't think there are any items that give damage resistance to Divine or Positive, correct me if I'm wrong. I looked in toolset, but I couldn't find 4d12, only 2d12 as the maximum damage. Will you stop acting like a girl in a mall thinking on what clothes to buy? CHOOSE ALREADY MAN, THE MALL CLOSES IN A FEW MINUTES
|
|
|
Post by gatalis on Jun 8, 2012 1:21:49 GMT -5
The reason you aren't finding 4d12 is because you're likely using a regular module. Go to Edit----> Module properties----> Custom content Use the latest Cep tlk And then put em in this order: cep2_top_v23 <---Top of list cep2_add_phenos5 cep2_add_phenos4 cep2_add_phenos3 cep2_add_phenos2 cep2_add_phenos1 cep2_add_tiles2 cep2_add_tiles1 cep2_ext_tiles cep2_core6 cep2_core5 cep2_core4 cep2_core3 cep2_core2 cep2_core1 cep2_core0 cep2_crp cep2_add_sb_v1 cep2_crp_s cep2_build <---- Bottom of list Then watch the magic unfold in the item creation screen I'd suggest choosing the one you want to go with and sticking with it though.
|
|
|
Post by Avvy on Jun 8, 2012 3:19:13 GMT -5
I can't put it up for DM discussion and approval until we have a solid application.
|
|
|
Post by BALLS OF STEEL on Jun 8, 2012 9:13:00 GMT -5
What im saying is there ARE resist divine and positive items. If a person has them they are resistign 10/- divine and 10/- positive, resulting in your loss of 20/- damage. However if your sword dealt or 1d20 or whatever positive dmage, then you are only losing 10/- damage. The offset of this is that you are more likely to lose 10/- damage as the damage is not spread over several types.
Having two damage types leaves much to luck.
|
|
|
Post by karajix101 on Jun 8, 2012 10:40:23 GMT -5
So either way I'm losing 10/- damage?
|
|
|
Post by gatalis on Jun 8, 2012 11:43:18 GMT -5
I think what balls is saying is that there's a chance someone might have 10/- divine and 10/- positive, so instead of risking it on two damage types, risk it on one with a really high damage and hope someone doesn't have 15/- or 20/- resistance to it. I still personally suggest two damage types. With 1 damage type with 4d12 or 4d10, you'll be risking less of a chance of someone having multiple resistances, but if someone has an immunity or higher resistance you're screwed. (I'd suggest positive damage if you do only one.) Meanwhile with two damage types, there's a higher chance of lower damage output but there's also a higher chance that you can get around, say, divine resistance with your positive damage. Either way if someone is going to have a lot of resistances, you're likely screwed because they'll likely have other things that make them stronger, but overall, in my opinion, you're better off with two. Anyways, it really comes down to your preference, so pick one or the other!
|
|
|
Post by karajix101 on Jun 8, 2012 12:09:50 GMT -5
Yeah, I still think two is better. And I think I've made up my mind!
|
|
|
Post by BALLS OF STEEL on Jun 8, 2012 14:40:59 GMT -5
And a final note, a lot of bosses have total immunity to Divine and Positive damage to get around clerics spamming heal and searing light.
|
|