Storm of Zehir
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May 5th, 2011, 22:58
Still designing my party. To get all the skills and selected Team Feats, the rules are not well documented and I had to do some research. Apparently, unmodified skill level is what qualifies you for Team feats. Bonuses from abilities, or feats don't count. That makes it a little more difficult to build a party.
I had to drop most of the non-human races to get the skilled feat. Had to shuffle around skills, a bit, but now seem to have skills well covered, skill points left over. Probably need another round of shuffling to further optimize out the wasted skill points.
Global constraints: All members get at least 1 point in concentration to qualify for the Group Trance feat and at least 2 points in survival to get the Camp Routine, Improved feat.
14S 16D 10C 10W 16I 10Ch
Human Rogue 14 / Ranger 3 / Swashbuckler 3
Skills: Bluff, Craft Trap, Disable Device, Hide, Move Silently, Open Lock, Search, Set Trap, Sleight of Hand, Spot, Survival, Tumble
Key Feats: Able Learner, Weapon Finesse (free), 2 Weapon Fighting (free), Improved 2 Weapon Fighting, Greater 2 Weapon Fighting, Crippling Strike, Insightful Strike, Blindfight
17S 13D 15C 10W 10I 10Ch
Human Fighter (thinking of adding Weapon Master to multi-class, would need to up Int to 13)
Skills: Craft Armor, Intimidate, Taunt
Key Feats: Able Learner, Blind Fight, Power Attack, Cleave, Great Cleave, will probably add the combat expertise and mobility trees to qualify for Weapon Master
10S 10D 12C 16W 16I 12Ch
Human Cleric - Law Domain (for free Iron Will feat) and Plant (for free Woodland Stride feat and the barkskin spell - both feats needed to qualify for Teamwork benefits)
Skills: Concentration, Craft Alchemy, Diplomacy, Heal, Listen, Spellcraft
Key Feats: Craft Wondrous Item, Craft Magical Arms and Armor, Able Learner, Spellcasting Prodigy, Blind Fight, Extend Spell
10S 14D 14C 10W 18I 8Ch
Sun Elf (to qualify for the group trance teamwork feat) Wizard 10 / Arcane Scholar of Candlekeep 10
Skills: Appraise, Concentration, Craft Weapon, Lore, Spellcraft, Tumble (with lots of skillpoints leftover)
Key Feats: Spellcasting Prodigy, Empower Spell, Extend Spell, Toughness, Craft magical Arms and Armor, Craft Wondrous Items, Spell Penetration.
It's not clear if both spellcasters need to take both the magical crafting feats to create both kinds of items with either of their spells. The rulebook and many online references aren't clear on that.
3 evenings of party tweaking and I haven't even started yet. This can be the most fun part for me…
BTW, for reference, a fantastic tool for creating characters and seeing what's possible is the NWN 2 Character Build Calculator
Join Date: Aug 2008
Location: Studio City, CA
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