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are these good base stats for a drow rogue and human wizard in single player campaning?


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#1
_Jani_1

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Im playing first time and just cant decide right stats...Im playing drow rogue or human wizard i think so  i ask help for both :D

Drow rogue
STR10(too low or high?)
DEX  17+5(too low or high?)
INT 16 (too high?)
CON 12 (too low?)
INT16(too high?)
WIS12(too high?)
CHA16(too high?)

Human wizard
STR8(too low?)
DEX14(too low or high?)
CON14(too low or high?)
INT16+5(too low?)
WIS12(too high?)
CHA14(too high?)

#2
I_Raps

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I would try to get the Drow's DEX maxed. Can you get it by lowering CHA by two?

The Wizard needs to start with INT 18. You'll always be a little behind in your spell DC's otherwise. (You're already a little behind those darn pointy-ears). And you'll be missing some bonus spells.  You'll also lose a few skill points (not a biggie, but there).  And there are other consequences down the road if you proceed to Epic - your Spellcraft will be lower and you'll be taking Epic spells later. I would lower CON and CHA for INT.

Whoever heard of a robust, likeable wizard anyway?  Sounds like NPC fodder to me.

Modifié par I_Raps, 29 septembre 2011 - 05:53 .


#3
painofdungeoneternal

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Human wizard
STR8(too low?) perfect
DEX14(too low or high?) good starting point
CON14(too low or high?) good starting point
INT16+5(too low?) yes
WIS12(too high?) yes
CHA14(too high?) yes

Which translates to

STR8 <- not needed at all unless you are going EK, you will buff with bulls str to get this to 14 in play. If you have remaining points get this to 10-12 just so you can carry more things.
DEX14 <-second importance - allows you to be hit much less often, remember you are not wearing armor, and you will use foxs grace to get this to 20
CON14 <-third importance - allows you to cast when hit without being interupted, and for hit points
INT18 <- most important, and boost at every chance you get, and you will use bears endurance to get this to 20
WIS10 <- not needed, mainly for will saves for which you should be protected by spells
CHA8 <- not needed at all, you are supposed to be rude

#4
Arkalezth

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For the rogue, I'd take more STR, about 14 or so at least, or you'll suffer against sneak attack-immune enemies.

#5
kamal_

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Single player people...

For the official campaigns it barely matters since they're all pretty easy, loot is "monty haul", and you can rest pretty much anywhere so you can spam your spells to raise your stats. For community made works it can be quite different.

So what are you playing?

#6
mungbean

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Individual style of play should influence your character build too, which is the most difficult part when you start a new campaign because you don't know how you'll play this particular adventure yet. So you don't know which fantasy character you want to be the most.

So start off by picturing yourself as a successful adventurer, you've slain a lot of monsters and the realm is in your debt, the king has given you a castle and you're a Lord now. Picture that Lord in his castle Lording, which do you prefer to be at that moment, the drow rogue or the human wizard?


You've certainly picked two of the most difficult, and I hope you realise the game basic difficulty is much harder with these kind of characters. Wizards have no HP and the drow has a level restriction so he's not going to have any HP during the hack and slash phase of the game either.

Then as you arrive at about medium levels there are a couple of stages where melee/hp damage is nigh unavoidable and low-hp characters ill equipped for melee really suffer badly. You have to get creative to keep them alive. Then say with the wizard there's the later stages of the game where your power is unsurpassed.
A rogue is going to be in his prime at mid levels but I'd definitely multiclass any rogue just for some versatility because somebody else is going to have to be the big guns at the final battle.

OC/MotB is very different from SoZ because all action is centred on the PC who needs to be versatile as well as brilliant or awe-inspiring or whatever. In SoZ you can make a mixed party of PC that you problem solve using only their strengths with, you can't play OC like that. It's all on one PC.
The very trick for a first timer on OC is thinking about your weak areas, don't worry so much about your strengths because seriously, later on class levels, equipment and tailoring is what it comes down to, just try not to disadvantage yourself at the starting build.

For a human wizard, I like battlemages even if single class so I'd go:

Str 12...more useful than a 12 cha and a +1melee useful for any class in this game
Dex 14...+2 missiles/defence will really help you at early stages and doesn't hurt later
Con 14...you need to compensate low hp classes as much as possible in this game
Int 16...put all your bonus level ability points in Int, you'll never be spell restricted
Wis 12...spotting things is very important, lots of sneak attacks/traps at some game stages
Cha 10...helpful for more RP orientated classes who want to influence in dialogue, not so much wizards/rogues

The main thing I'm concentrating on is lack of disadvantages. Later on you can play a disadvantaged character with exceptional prowess in fewer areas but it's trickier to play or otherwise demands constant micromanagment of the party with the AI switched off. First time OC is fun with AI on.

For drow or any other race, play into their racial strengths.

I'd go Eldritch Knight with only one fighter level for a wizard type or several fighter levels for a more fighter type.
Str 14
Dex 16
Con 12
Int 16....again this is the ability you put all your bonus level points in to keep ahead of spell levels without disadvantaging other abilities at in the earlier game stages.
Wis 12
Cha 12

These are the typical stats I play my drow fighter/mages with and they do quite well.

How you play, what you like, these will determine things for you.

#7
Axe_Edge

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Just my 2 cents.

I played a Drow Rogue (pure rogue) duel-wielder on my 1st playthrough. The ECL +2 penalty makes the OC a lot more difficult (and possibly less fun at specific points). I did everything along the way and I barely got my Rogue to 17th level by the end of the campaign. It's not like SOZ where you can grind through some creatures to gain a couple of levels before....  

Normally, you can forget about crafting if you want to.  With a rogue, you better plan on crafting some elemental damage on a weapon.  There are a ton of crit immune creatures in the OC. Thank goodness for the supporting cast!

Just a note:  I did take that same rogue through MOTB after it came out

Modifié par Axe_Edge, 30 septembre 2011 - 04:02 .


#8
M. Rieder

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I'd max out the intelligence, leave the strength low, and then put the rest into con or dex.

I play wizard almost exclusively. I prefer sun elf or Deep Imaskari (human type with kaedrin's). These both give a +2 intelligence bonus. I max out intelligence, leave strength weak usually, and then try to get a +1 (with an elf) or +2 (with deep imaskari) con bonus.

With a 20 intelligence, + specialization, + spellcasting prodigy feat, you start out with 4 spells. Setting up this way gives you a huge advantage with number of spells. When you hit level 3, you get 3 2nd level spells. Really makes the wizard flexible.