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Bard / Arcane Archer Build Advice


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#26
MagicalMaster

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Because as you level up locks get more and more difficult? In theory a lock DC should increase by a minimum of 1 per level (because dexterity also increases along with the possibility of Skill Focus or Epic Skill Focus, plus better lockpicks, thus probably like 1.1-1.25 per level or something.).

Modifié par MagicalMaster, 08 janvier 2014 - 01:51 .


#27
Westan Willows

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@MM If I go With what you suggest

Str 10 Dex 18 Con 12 Wis 8 Int 10 Cha 14 I have 4 skill points at level up. A Rogue hench would work better for me

#28
MrZork

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Regarding cross-classing rogue skills: It's also an issue of play style and convenience. For many of my toons, the character concept is that he has some ability to deal with traps and locks, as many adventurers must, just as a practical matter. Unless I am designing a party toon or plan on having a "handy" henchman, I tend to buy 1 rank each in Open Lock and Disable Trap so that I can use items that boost skills to do those jobs. There are items that cast the Knock spell and Find Traps and those items will do for most objects that aren't plot and in modules that don't nerf the spells. But, those items are often limited in uses per day and it can be annoying to carry several of them.

[Unfortunately, though it sounds like a good idea, the on-hit Knock weapon property is too wimpy to be useful in most circumstances. It may have been designed with the original OC in mind which is lousy with low-DC locked containers, but any epic module is likely to have locks with higher DCs than will trigger the property, and triggering is even less likely given the requirement that the weapon does enough base (non-elemental) damage to get past the target's hardness. In the OC it's not hard to find some other nearby locked container with a low DC to use the weapon on. But, at higher levels, even wimpy locks have higher DC than 26 - the highest the item property can handle.]

That being said, there aren't many modules in which it is necessary to have those skills maxed, assuming one does most of his lock picking and trap disarming outside of combat. Unless I am specifically thinking of a rogue toon who is able to open any lock and disarm any trap, I tend to stop when I have enough skill that with the items I am likely to find, I can deal with DC 40-45 locks and traps with a take 20. That often just means 5 or 10 ranks in those skills.

Modifié par MrZork, 08 janvier 2014 - 06:28 .


#29
MrZork

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BTW, a more general comment on character building for modules like the ones in which the OP is looking to adventure: The vast, vast majority of this toon's playing life will be spent well under level 40. Over 90%, even if he plays all the way through Sands of Fate. So, feats, skill points, leveling order choices, and so on that aid in surviving the earlier levels are not necessarily wasted, even if they don't finally result in the uberest power build whose value the player may only see as his toon nears retirement. And, frankly, that's true of many PWs as well, particularly any that don't have lots of level 40 areas to challenge characters who make it that far.

I only mention this because there is a tendency to evaluate builds according to their effectiveness at level 40, which seems natural because it's a convenient point at which to evaluate a build's effectiveness. But, it's really very arbitrary (and not necessarily the best point at which to evaluate build decisions) unless the build will primarily be played at that level. Because of that, the understandable urge to prune from a build all features that don't contribute to that level 40 effectiveness is really only appropriate in proportion to the time that the build will be played at level 40. For a non-arena build, that is likely to be a small fraction of the play time. This isn't to say there is no value in the common practice of looking at the build at level 40, but rather simply to note that there can be value to build decisions that make a build more playable earlier on, even if those decisions aren't adding much to the toon at level 40. For someone playing modules the way that most are actually played, the effectiveness of the build throughout his career is the more relevant metric, even if it isn't as easy to define.

There are lots of easy examples. For instance, the Sleep spell is a near-worthless spell at level 40 and no caster is likely to have it prepared at that level. But, it can be an excellent spell when a character starts out. A more nuanced example is when to take a single level of monk? The typical response is level 40 or at least level 37+, because that allows the maximum dump into tumble and maybe discipline and, in a level 40 module, there isn't much doubt that the later level is best. But, in most real modules, the issue isn't so clear cut. A case can be made that taking that monk level at 17-20 is the way to go, since that will add +4 AC, evasion, better saves and a potentially worthwhile discipline bump for 20 extra levels of actual playing. I don't want to belabor the point, but I think it's worthwhile to consider how much of a toon's life will be spent at those 20 levels as opposed to at the last few levels and keep that in mind when making recommendations that, ultimately, are intended to help a player have an effective toon throughout the time he plays that toon.

Modifié par MrZork, 08 janvier 2014 - 09:58 .


#30
Westan Willows

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MrZork wrote...

Regarding cross-classing rogue skills: It's also an issue of play style and convenience. For many of my toons, the character concept is that he has some ability to deal with traps and locks, as many adventurers must, just as a practical matter. Unless I am designing a party toon or plan on having a "handy" henchman, I tend to buy 1 rank each in Open Lock and Disable Trap so that I can use items that boost skills to do those jobs. There are items that cast the Knock spell and Find Traps and those items will do for most objects that aren't plot and in modules that don't nerf the spells. But, those items are often limited in uses per day and it can be annoying to carry several of them.

[Unfortunately, though it sounds like a good idea, the on-hit Knock weapon property is too wimpy to be useful in most circumstances. It may have been designed with the original OC in mind which is lousy with low-DC locked containers, but any epic module is likely to have locks with higher DCs than will trigger the property, and triggering is even less likely given the requirement that the weapon does enough base (non-elemental) damage to get past the target's hardness. In the OC it's not hard to find some other nearby locked container with a low DC to use the weapon on. But, at higher levels, even wimpy locks have higher DC than 26 - the highest the item property can handle.]

That being said, there aren't many modules in which it is necessary to have those skills maxed, assuming one does most of his lock picking and trap disarming outside of combat. Unless I am specifically thinking of a rogue toon who is able to open any lock and disarm any trap, I tend to stop when I have enough skill that with the items I am likely to find, I can deal with DC 40-45 locks and traps with a take 20. That often just means 5 or 10 ranks in those skills.


       I am in the OC and it seems that the chests are class related. My Rogue finds Thieves' tools all over the place(doesn't need then) but my Bard can't find one to save his life. :lol: Oh well at lease he can id a trap and mark it.
Keep my hench form walking on it.

#31
MagicalMaster

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Westan Willows wrote...

@MM If I go With what you suggest

Str 10 Dex 18 Con 12 Wis 8 Int 10 Cha 14 I have 4 skill points at level up.

Right, which is why I said you could then put those 4 last points into Str or Int -- Str gives more damage, Int gives extra skill points.  Could go 14 Str/10 Int, 12 Str/12 Int, or 10 Str/14 Int.

#32
PracticalKat

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@Empyre - I'm planning to run your Hin Hero through SoU and HotU, but thanks for the rogue build.

@MrZ - After your comment, I think I'll mix up the pre-epic Bard and AA levels a bit more so that I can keep my skills up.

#33
Westan Willows

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MagicalMaster wrote...

Westan Willows wrote...

@MM If I go With what you suggest

Str 10 Dex 18 Con 12 Wis 8 Int 10 Cha 14 I have 4 skill points at level up.

Right, which is why I said you could then put those 4 last points into Str or Int -- Str gives more damage, Int gives extra skill points.  Could go 14 Str/10 Int, 12 Str/12 Int, or 10 Str/14 Int.


 Ah I see. I would go 12/12 put the skill point into search.:mellow:

#34
PracticalKat

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Hi all

I've used the different suggestions and put together a variant on Piercing Ballad that weaves the Bard and AA levels together. No more than two AA levels pass before a Bard level to help more even skill development. I know that I'm losing some AB, but don't really mind.

I just don't get how feats work at Epic Levels, despite reading up on the wiki. Bard is supposed to be every third level, and AA also every third with bonus feats every 4 from AA level 14.

Comments welcome!

Adjusted "Piercing Ballad": Bard 21 / Arcane Archer 19

Race: Elf
Alignement: Any/Non-Lawful

Playable 1-40 PvM

Abilities:

Str: 10
Dex: 18 (31) {to bump up dex based skills}
Con: 12
Wis: 8
Int: 14
Cha: 14 (16)

Level Progression:

1: Bard 1: Point Blank Shot
2: Bard 2
3: Bard 3: WF: Longbow
4: Bard 4: Cha +1 (15)
5: Bard 5
6: Bard 6: Lingering Song
7: Bard 7 Cha +1 (16)
8: Bard 8:
9: Bard 9: Extend Spell
10: Arcane Archer 1: (Enchant Arrow I)
11: AA 2
12: AA 3: Blind Fight, Dex +1 (19)
13: Bard 10: (Skill dump)
14: AA 4
15: AA 5
16: Bard 11 Dex+1 (20)
17: AA 6: Imp. Crit: Longbow
18: AA 7
19: Bard 12: Called Shot
20: Bard 13: Dex +1 (21)

Epic Levels:

21: AA 8
22: Bard 14
23: AA 9: EWF: Longbow, (Enchant Arrow V)
24: AA 10: Dex +1 (22)
25: Bard 15: Great Dex I (23)
26: AA 11
27: AA 12: Dex +1 (24)
28: Bard 16
29: Bard 17
30: AA 13
31: Bard 18: Lasting Inspiration <<Requires Perform 25>>
32: AA 14: Dex +1 (25), Great Dex I' (26)
33: AA 15: Epic Prowess
34: Bard 19
35: AA 16:
36: AA 17: Dex +1 (27)
37: Bard 20
38: AA 18: Great Dex II (28), Great Dex III' (29)
39: AA 19: (Enchant Arrow X)
40: Bard 21: Great Dex IV (30), Dex +1 (31)

Prime feats (marked ') are the AA bonus feats.

Modifié par brendonwp, 17 janvier 2014 - 04:08 .


#35
Empyre65

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Every build gets a general feat at level 1 and every 3rd level, so the feats are at levels 1, 3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 33, 36, and 39. Bards get bonus feats at every 3rd level after 20, so 23rd, 26th, 29th, 32nd, 35th, ans 38th levels of Bard, not levels of the build. AA gets bonus feats at the 14th, 18th, 22nd, 26th, and 30th levels of AA, not levels of the build. Since the build doesn't have 23 levels of bard, you don't get any Bard bonus feats, but the 19 levels of AA do give you 2 AA bonus feats.

The odd number of DEX doesn't do you any good, even with skills, so you're better off getting Armor Skin in place of one of those Great DEX feats (+2 AC).

Modifié par Empyre65, 18 janvier 2014 - 06:23 .


#36
MagicalMaster

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First, you'll need to redo your feats for the reasons Empyre said.

You'll want to get Curse Song -- drop Lingering Song for it. You'll also want 12 Bard/8 AA pre-epic or else you'll lose an extra AB -- skip the bard level at 20 and delay it until epics.

You also need Bard 20 or higher to pick up Lasting Inspiration.

In Epic levels you'll get 9 feats total -- Lasting Inspiration, EWF, EP, and Great Dex VI are what you can get. You only have 8 feats marked down due to the misunderstanding at the moment.

I'd also suggest putting points into Charisma at levels 20 and 24 -- you won't need it until then and you'll get an extra AB/AC from the Dex earlier.

#37
Westan Willows

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Reminds me of a friend who didn't understand 'caster level'. What spells and skills are you going for?

#38
PracticalKat

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Empyre and MM, thanks I'll update the build using your comments.

@MM - I'm interested that you recommend Curse Song over Lingering Song. Curse Song works really well for my melee bard in the OC. Isn't is very limited in range, or does it have the same area of effect as ordinary Bard Song? I couldn't find this from nwnwiki.
Lasting Inspiration stacks with Lingering Song, so I wouldn't want to miss out on it. I'm inclined to use it in place of Great Dexterity I.

@WW - I've never had access to the full range of bard spells before. Ghostly Visage, War Cry and Greater Dispelling are the ones that seem most useful at the higher levels. But I am going for higher Cha more to boost Bard Song than the spells.

As far as skills go, I'm trying to max out Perform, and have decent Spellcraft, UMD and Tumble.  I want to stretch to put a couple of points into skills like Persuade, Open Lock and Disable Device so that with items and Bard Song boost I can use them too.

Modifié par brendonwp, 18 janvier 2014 - 04:29 .


#39
MagicalMaster

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brendonwp wrote...

Curse Song works really well for my melee bard in the OC. Isn't is very limited in range, or does it have the same area of effect as ordinary Bard Song? I couldn't find this from nwnwiki.

Same area of effect -- it won't work if you're sniping enemies from max range but anything that is semi close will get hit.

brendonwp wrote...

Lasting Inspiration stacks with Lingering Song, so I wouldn't want to miss out on it. I'm inclined to use it in place of Great Dexterity I.

Lingering Song adds 30 seconds at all points -- this is useful before you have Lasting Inspiration since it adds 30 seconds to 60 seconds which is a 50% increase.  It's not useful once you have Lasting Inspiration since it adds 30 seconds to 600 seconds which is a 5% increase.

#40
PracticalKat

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That's good to know. Quick question, the Piercing Ballad build
has Lasting Inspiration at Bard L20 but that is not a feat level as I understand?

#41
MagicalMaster

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If Bard 20 falls on 21, 24, 27, 30, 33, 36, or 39 then you get a general feat which is used for Lasting Inspiration.

#42
PracticalKat

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OK, I think I understand feat placement now! Here is what I hope is the final build. I've brought in Curse Song, moved Lingering Song later, moved Called Shot in place of Great Dex I, and brought in Armor Skin.

Also, since I don't have Weapon Finesse I've swopped Int and Str scores to favour Str. I'm going to rely on high dexterity, Bard Song and items to pump my skills.

Race: Elf
Alignment: Any/Non-Lawful

Playable 1-40 PvM

Abilities:

Str: 14
Dex: 18 (30) {to bump up dex based skills}
Con: 12
Wis: 8
Int: 10
Cha: 14 (16)

Level Progression:


1: Bard 1: Point Blank shot
2: Bard 2
3: Bard 3: WF: Longbow
4: Bard 4: Dex +1 (19)
5: Bard 5
6: Bard 6: Curse Song
7: Bard 7
8: Bard 8: Dex +1 (20)
9: Bard 9: Extend Spell
10: Arcane Archer 1: (Enchant Arrow I)
11: AA 2
12: AA 3: Blind Fight, Dex +1 (21)
13: Bard 10: (Skill dump)
14: AA 4
15: AA 5: Imp. Crit: Longbow
16: Bard 11: Dex +1 (22)
17: AA 6
18: Bard 12: Lingering Song
19: AA 7
20: AA 8: Cha +1 (15)

Epic Levels:

21: Bard 13: EWF: Longbow
22: AA 9: (Enchant Arrow V)
23: AA 10
24: Bard 14: Called Shot, Cha +1 (16)
25: Bard 15
26: Bard 16
27: Bard 17: Great Dex I (23)
28: Bard 18: Dex +1 (24)
29: Bard 19
30: Bard 20: Lasting Inspiration
31: AA 11
32: AA 12: Dex +1 (25)
33: AA 13: Epic Prowess
34: AA 14: Great Dex II' (26)
35: AA 15
36: Bard 21: Dex +1, Great Dex III (28)
37: AA 16
38: AA 17
39: AA 18: Great Dex IV' (29), Armor Skin
40: AA 19: Dex +1 (30) (Enchant Arrow X)

Priority Skills: Perform (maxed), Spellcraft, Concentration (last two have low ability scores)

Other important skills: Persuade, Tumble, UMD (high ability scores)

Skills to simply open (boost with items): Open Lock, Disable Device, Search

Modifié par brendonwp, 19 janvier 2014 - 08:58 .


#43
PracticalKat

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Quick Summary of Skills as I've estimated:

Total Points: 172

Perform Spellcraft Concentration Tumble UMD Persuade Open lock Disable device Search
Cha      Int           Con                Dex     Cha   Cha          Dex          Int                   Int

43         21           19                  39        19     19            4              2                     2
Modified:
45         25           20                  43         21     21           6              2                     2

Bard Song adds up to +10 to skills


Edit: The modified skill calculation doesn't take into account the increase in Cha (+1) and Dex (+6) over the course of the build.  Next time I'll use the existing spreadsheet from the Vault to calc all this!

Modifié par brendonwp, 19 janvier 2014 - 03:10 .


#44
MagicalMaster

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You'll want to take your last Bard level at level 37+ so you can get at least 40 ranks in Tumble -- right now you're losing out on 1 AC by only have 39 (only base ranks count for AC).

I also seriously think you should drop Lingering Song completely which also nets you another AB from Great Dex (move Called Shot in pre-epic). Generally speaking, if you're taking a non-epic feat in epic levels you're doing something very wrong.

#45
Empyre65

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If you do what MagicalMaster said, you could then start with 17 DEX and still end up with 30. That would give you 3 more skill points to spend at character creation. Put them on INT, and take 1 from STR to make STR 13 and INT 14, which will give you 2 more full skills. Search and Spot are handy to have in Sands of Fate, and Spot is a class skill for AA.

The modified UMD needs to be a multiple of 5 because values in between are not useful. I would swap Blind Fight and Curse Song, which would require moving Bard from level 13 to level 12.

Another possibility would be to drop Improved Critical instead of Lingering Song. In that case, I would take Blind Fight at 6, Lingering Song at 12, Curse Song at 15, and Called Shot at 18, which would require you to take Bard at levels 12 and 15 instead of 13 and 16.

Modifié par Empyre65, 20 janvier 2014 - 04:15 .


#46
MagicalMaster

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He could still start with 18 Dex and wind up with 32 Dex for an extra AB (technically minus 1 AC since he gains 1 from Dex but loses 2 from not having Armor Skin -- but his role is damage, not tanking).

Improved Critical is about a 9% increase in damage for a single feat which is completely passive so I would suggest you keep it (assuming the foe can be crit, of course). If you decide you want more skills then drop Strength.

#47
PracticalKat

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MM-Have looked again at Lingering Song and will have a go without it.
Empyre - will go 12 Str and 12 Int, keeping 18 Dex, and try and stretch the skill points. Tx for note on UMD and 5 multiples. Also applies to Spellcraft and Tumble I think.
Taking Curse Song not Lingering Song gives more tactical options, as they do different things and the two can still be alternated to prolong Bard Song.

Modifié par brendonwp, 20 janvier 2014 - 04:00 .


#48
Empyre65

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Yes, it is the same with the Spellcraft saves bonus, but the Tumble AC bonus is based on the actual ranks in Tumble, not the modified score, in multiples of 5.

#49
PracticalKat

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Here is the build that I'm happy with. I've gone the whole hog and entered it in the spreadsheet calculator on the Vault.
After bard level 16 the Perform skill achieved becomes inadequate for the Bard Song requirements (as much as -14). In a high magic environment like SoU and HotU, I'm going to look to items to increase Perform. In a low magic setting, bringing in Skill Focus: Perform and Epic Skill Focus: Perform would be a good solution (reduces the difference to -1).
I like characters with different tactical options, so I've lowered Str to 10 and increased Int to 14, so that I have more skill points to play with. Perform and Tumble are maxed. UMD is low, but in a high magic environment not that important as lots of scrolls are available to bards anyway. Concentration and Spellcraft at 30 ranks should make spell-casting fairly effective, even at high levels. I've also got some points in rogue skills, enough to start off without having to have a dedicated rogue henchman.

I've briefly run through the opening of SoU and faced a few kobolds. PBS is working well :)

Adjusted "Piercing Ballad"

Bard(21), Arcane Archer(19), Elf

STR: 10
DEX: 18 (32)
CON: 12
WIS: 8
INT: 14
CHA: 14 (16)

Elf: (Hardiness vs. Enchantments, Keen Sense, Low-light Vision, Skill Affinity: Listen, Skill Affinity: Search, Skill Affinity: Spot, Sleeplessness)
01: Bard(1): Point Blank Shot
02: Bard(2)
03: Bard(3): Weapon Focus: Longbow
04: Bard(4): DEX+1, (DEX=19)
05: Bard(5)
06: Bard(6): Blind Fight
07: Bard(7)
08: Bard(8): DEX+1, (DEX=20)
09: Bard(9): Extend Spell
10: Arcane Archer(1)
11: Arcane Archer(2)
12: Bard(10): DEX+1, Curse Song, (DEX=21)
13: Arcane Archer(3)
14: Arcane Archer(4)
15: Bard(11): Improved Critical: Longbow
16: Arcane Archer(5): DEX+1, (DEX=22)
17: Arcane Archer(6)
18: Bard(12): Called Shot
19: Arcane Archer(7)
20: Arcane Archer(8): CHA+1, (CHA=15)
21: Bard(13): Epic Weapon Focus: Longbow
22: Arcane Archer(9)
23: Arcane Archer(10)
24: Bard(14): CHA+1, Great Dexterity I, (DEX=23), (CHA=16)
25: Bard(15)
26: Bard(16)
27: Bard(17): Great Dexterity II, (DEX=24)
28: Bard(18): DEX+1, (DEX=25)
29: Bard(19)
30: Bard(20): Lasting Inspiration
31: Arcane Archer(11)
32: Arcane Archer(12): DEX+1, (DEX=26)
33: Arcane Archer(13): Epic Prowess
34: Arcane Archer(14): Great Dexterity III, (DEX=27)
35: Arcane Archer(15)
36: Arcane Archer(16): DEX+1, Great Dexterity IV, (DEX=29)
37: Bard(21)
38: Arcane Archer(17)
39: Arcane Archer(18): Great Dexterity V, Great Dexterity VI, (DEX=31)
40: Arcane Archer(19): DEX+1, (DEX=32)

Hitpoints: 318
Skillpoints: 258
Saving Throws (Fortitude/Will/Reflex): 21/19/35
Saving Throw bonuses: Spells: +6, Mind Effects: +2
BAB: 27
AB (max, naked): 28 (melee), 52 (ranged)
AC (naked/mundane armor/shield only): 29/32
Spell Casting: Bard(6)
Alignment Changes: 0

Concentration 34(35), Disable Trap 3(5), Hide 15(26), Move Silently 15(26), Open Lock 5(16), Perform 40(43), Persuade 15(18), Search 4(8), Spellcraft 30(32), Spot 30(31), Tumble 40(51), UMD 15(18)


01: Concentration(2), Disable Trap(1), Open Lock(2), Perform(4), Persuade(2), Search(1), Spellcraft(2), Tumble(4), UMD(2),
02: Disable Trap(1), Perform(1), Search(1), Tumble(1),
03: Concentration(1), Open Lock(1), Perform(1), Spellcraft(1), Tumble(1),
04: Concentration(1), Perform(1), Spellcraft(1), Tumble(1), UMD(2),
05: Open Lock(1), Perform(1), Persuade(1), Spellcraft(1), Tumble(1),
06: Concentration(1), Disable Trap(1), Perform(1), Spellcraft(1), Tumble(1),
07: Perform(1), Persuade(1), Search(1), Spellcraft(1), Tumble(1),
08: Concentration(1), Perform(1), Search(1), Spellcraft(1), Tumble(1),
09: Perform(1), Persuade(3), Tumble(1), UMD(1),
10: Hide(2), Move Silently(2), Spot(2),
11: Hide(2), Move Silently(2), Spot(2),
12: Perform(3), Tumble(3),
13: Hide(1), Move Silently(1), Spot(1), Save(3),
14: Hide(1), Move Silently(1), Spot(1), Save(6),
15: Concentration(2), Open Lock(1), Perform(3), Spellcraft(2), Tumble(3),
16: Hide(1), Move Silently(1), Spot(1), Save(3),
17: Hide(1), Move Silently(1), Spot(1), Save(6),
18: Concentration(2), Perform(3), Persuade(2), Spellcraft(2), Tumble(3),
19: Hide(1), Move Silently(1), Spot(1), Save(3),
20: Hide(1), Move Silently(1), Spot(1), Save(6),
21: Concentration(2), Perform(3), Persuade(2), Spellcraft(2), Tumble(3),
22: Hide(1), Move Silently(1), Spot(1), Save(3),
23: Hide(1), Move Silently(1), Spot(1), Save(6),
24: Concentration(2), Perform(3), Persuade(1), Spellcraft(2), Tumble(3), UMD(1),
25: Concentration(1), Perform(1), Persuade(1), Spellcraft(1), Tumble(1), UMD(1),
26: Concentration(1), Perform(1), Spellcraft(2), Tumble(1), UMD(1),
27: Concentration(1), Perform(1), Persuade(1), Spellcraft(1), Tumble(1), UMD(1),
28: Concentration(1), Perform(1), Persuade(1), Spellcraft(1), Tumble(1), UMD(1),
29: Concentration(2), Perform(1), Spellcraft(1), Tumble(1), UMD(1),
30: Concentration(1), Perform(1), Spellcraft(2), Tumble(1), UMD(1),
31: Spot(1), Save(5),
32: Spot(1), Save(10),
33: Spot(1), Save(15),
34: Spot(1), Save(20),
35: Spot(1), Save(25),
36: Spot(1), Save(30),
37: Concentration(13), Perform(7), Spellcraft(6), Tumble(7), UMD(3),
38: Hide(1), Move Silently(1), Spot(4),
39: Hide(1), Move Silently(1), Spot(4),
40: Hide(1), Move Silently(1), Spot(4),

Modifié par brendonwp, 21 janvier 2014 - 03:59 .


#50
Empyre65

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It looks good to me.