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  1. #1
    Community Member 2noob4u's Avatar
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    Default Advice needed for Wiz/Rogue

    I am thinking of starting a Drow Wiz18/Rogue2 build.
    Str 10
    Dex 15
    Con 11
    Int 18
    Wis 10
    Chr 14
    Is this a legitimate start to this build or will I gimp myself in the future? Thanks for any advice.

  2. #2
    Community Member Sohryu's Avatar
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    The CON is a bit low, I'd recommend taking some out of DEX and putting it in CON. More hit points never hurts on a "squishy" class. Drop the DEX down to 12 and put the remaining points in CON. The higher CHA is nice if you plan on putting ranks in Use Magical Device, which can enable you to equip items and equipment that are race required and can even enable you to use heal scrolls for self healing at higher levels, with the right gear.

    Make sure you take a rogue level first so you can take advantage of the extra skill points, and put the points in things like Disable, Search, Open lock, Balance, and UMD. Then when you take your wizard levels you will still be able to put full ranks in these skills, but keep in mind they will cost 2 skill points for 1 rank since they will be considered cross class for a wizard. Also invest in Concentration on your wizard levels.

    Consider laying your stats out like so:

    STR 10
    DEX 12
    CON 14
    INT 18
    WIS 8
    CHA 14

    Take the rogue level first, then take wizard until at least level 8 then take your second rogue level whenever you want to gain evasion.
    Last edited by Sohryu; 09-10-2009 at 09:12 PM.

    Quote Originally Posted by aramtruen View Post
    A round of applause for Sohryu, please.

  3. #3
    Community Member Montrose's Avatar
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    Quote Originally Posted by 2noob4u View Post
    I am thinking of starting a Drow Wiz18/Rogue2 build.
    Str 10
    Dex 15
    Con 11
    Int 18
    Wis 10
    Chr 14
    Is this a legitimate start to this build or will I gimp myself in the future? Thanks for any advice.
    Unless you are planning on playing a stealth character, drop the DEX down to 10. The only useful rogue skills that rely on DEX are open lock, hide, and move silent. Locks are rarely an issue, and hide/move silent is only useful if you're planning on building around those skills.

    Raise your CON. 11 is way too low. You will die. A lot. I wouldn't actually recommend drow for this build, I would recommend WF, especially if you are doing an 18 INT anyway.
    You may know me as: Gannot, Gonnet, Gunnet, Ginnet, Gaxxat, Gennot, Gannut, Gxnnxt, Horseface, Izzayhay, Pailmaster, Artifactual, Gynnet and/or Barred. What? I like alts.

  4. #4
    Community Member 2noob4u's Avatar
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    Default WF Wiz/Rog

    Thanks for the advice. What would be the best way to start a 28pt WF Wiz/Rog?

  5. #5
    Community Member zavozod's Avatar
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    Default Wf,wiz,rog,and a lil monk for flav

    As a 28 pt build I am pushing the limits of good taste. But I did it. I call him Puke, THE LOOTER...

    Traps I can do em
    Locks I can do em
    Spot where are the traps?
    Repair myself

    1750 fav chaser, with a lil haggle,I can buff,haste lay down a decent fire wall.
    My run buddie is goin 3 pally and 17 sorc intimi something.

    Starting a new server I wanted a swiss army knife build.
    16 wiz
    3 rog
    1 monk - personal play style ;}

    Str 12
    Dex 14
    Con 14
    Int 16
    Wis 6 - LoL +4 tome anyone?
    Cha 10

    I am going TwF with this puppie so I figed my AP 2 to dex +1 dex tome for IMP and GrTr TwF.
    melee will be stat dam not DpS.
    3 towards int will put me around 28-30 ish.
    Skill Pts man I want em but I get just enuff

    This is a tuff build to play but for my play style it will be a blast.
    Balmudo - Defro - Hoka - Kenicki - Mato - Skag - Slob - Smokestone - Uffta - Wiyaka

  6. #6
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    Quote Originally Posted by Montrose View Post
    Unless you are planning on playing a stealth character, drop the DEX down to 10. The only useful rogue skills that rely on DEX are open lock, hide, and move silent. Locks are rarely an issue, and hide/move silent is only useful if you're planning on building around those skills.
    I'm a bit of a newbe, so please educate me. If he is not going to be doing DEX and stealth for his AC, then how is he going to get a high AC while still being able to cast spells?

    Thanks

  7. #7
    Community Member zavozod's Avatar
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    Default Ac?

    AC? wiz/rog will have no usefull AC for melee'n.
    Displacement and stone skin will your protection.
    Stealth? not much use for it in the game actually.
    Maybe 2% of available content u could USE stealth, but not needed in anyway.
    Balmudo - Defro - Hoka - Kenicki - Mato - Skag - Slob - Smokestone - Uffta - Wiyaka

  8. #8
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    Quote Originally Posted by Montrose View Post
    Locks are rarely an issue
    Does this mean that you can skip the Open Lock skill altogether and simply use Knock instead?

  9. #9
    Community Member Montrose's Avatar
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    Quote Originally Posted by rsgeiger View Post
    I'm a bit of a newbe, so please educate me. If he is not going to be doing DEX and stealth for his AC, then how is he going to get a high AC while still being able to cast spells?

    Thanks
    Past level 5 or so, your AC will never be high enough to matter. You'll use Blur and displace instead, which give a 20% or 50% chance for opponent to miss. (They don't stack, the higher value is used).

    In this game, you have to specialize in AC and use some very specific build and gear combinations for your AC to be effective at end-game.
    You may know me as: Gannot, Gonnet, Gunnet, Ginnet, Gaxxat, Gennot, Gannut, Gxnnxt, Horseface, Izzayhay, Pailmaster, Artifactual, Gynnet and/or Barred. What? I like alts.

  10. #10
    Community Member Montrose's Avatar
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    Quote Originally Posted by Xykal View Post
    Does this mean that you can skip the Open Lock skill altogether and simply use Knock instead?
    For the most part, yes. Almost any important door can be knocked. I think Von5 and.or tempest spine done at-level may be an exception, but that's 2 quests in the entire game. (And they are both raids, so you can just bring a full rogue in)
    You may know me as: Gannot, Gonnet, Gunnet, Ginnet, Gaxxat, Gennot, Gannut, Gxnnxt, Horseface, Izzayhay, Pailmaster, Artifactual, Gynnet and/or Barred. What? I like alts.

  11. #11
    Community Member Montrose's Avatar
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    Quote Originally Posted by 2noob4u View Post
    Thanks for the advice. What would be the best way to start a 28pt WF Wiz/Rog?
    Put as many points as you can into INT, then put points in CON until it ceases to amuse you. STR, DEX, WIS, and CHR are all dump stats for you.

    First level take rogue and allocate your spell points according to your whim. Make sure you max Search and Disable. The rest are pretty fungible.

    Take Wizard until you get firewall. After that you can take the 2nd level of rogue pretty much whenever. Taking it earlier gets you evasion but puts new spells off for awhile.

    I personally levelled until I got reconstruct, then took the 2nd level of rogue.
    You may know me as: Gannot, Gonnet, Gunnet, Ginnet, Gaxxat, Gennot, Gannut, Gxnnxt, Horseface, Izzayhay, Pailmaster, Artifactual, Gynnet and/or Barred. What? I like alts.

  12. #12
    Founder Deusxmachina's Avatar
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    Quote Originally Posted by Xykal View Post
    Does this mean that you can skip the Open Lock skill altogether and simply use Knock instead?
    I haven't tested it much, but I've read plenty of posts around here that say the two don't compare.
    I can dodge fireballs, baby!
    "When I became a man, I put away childish things, including the fear of childishness and the desire to be very grown-up."

  13. #13
    Community Member Club'in's Avatar
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    The thing about Knock, is the highest lock it can open is DC20 (or if it's higher than that, it isn't much higher). I would max Open Lock on your first level (you'll have more skill points than you know what to do with), and then on your wizard levels, just put one point into it (which will raise it a half of a rank each level up) until you get it to 7 - 10. You should be good from there. With 8 ranks in OL, then the roll of the dice to open the lock/chest (you'll eventually roll a 20), plus the thieves tools bonus (I think +5 thieves tools actually account for a +7 bonus to your roll), plus your open lock gloves/ring/googles, you'll easily get your max up over 40. A rogue skill boost, the prayer spell, a bard buff, heroism/greater heroism, Voice of the Master/Head of Good Fortune, etc. will all give you additional bonuses to overcome the lock's difficulty value.

  14. #14
    Community Member WolfSpirit's Avatar
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    Arrow If Warforged is available, this is what I'd do

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    Warforged Wizard/Rogue
    Level 20 Neutral Good Warforged Male
    (2 Rogue \ 18 Wizard) 
    Hit Points: 206
    Spell Points: 1382 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 15
    Will: 9
                   Starting          Feat/Enhancement
                  Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity             8                     8
    Constitution         18                    18
    Intelligence         18                    23
    Wisdom                6                     6
    Charisma              8                     8
                   Starting            Ending          Feat/Enhancement
                  Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  3                    3
    Bluff                -1                 -1                   -1
    Concentration         6                 27                   27
    Diplomacy             3                  3                    3
    Disable Device        8                 29                   29
    Haggle               -1                 -1                   -1
    Heal                 -2                 -2                   -2
    Hide                  3                  3                    3
    Intimidate           -1                 -1                   -1
    Jump                  3                  3                    3
    Listen               -2                 -2                   -2
    Move Silently         3                  3                    3
    Open Lock            n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                8                 10                   10
    Search                8                 29                   29
    Spot                  2                  8                    8
    Swim                 -1                 -1                   -1
    Tumble                3                  3                    3
    Use Magic Device      3                 22                   22
     
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Insightful Reflexes
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Warforged Resistances
     
    Level 2 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Spell (1): Charm Person
    Spell (1): Expeditious Retreat
    Spell (1): Hypnotism
    Spell (1): Jump
    Spell (1): Magic Missle
    Spell (1): Niac's Cold Ray
    Spell (1): Repair Light Damage
    Spell (1): Shield
     
    Level 3 (Wizard)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Toughness
    Feat: (Automatic) Defensive Fighting
    Spell (1): Acid Spray
    Spell (1): Nightshield
     
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Blur
    Spell (2): Repair Moderate Damage
     
    Level 5 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Web
    Spell (2): Resist Energy
     
    Level 6 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Feat: (Selected) Mental Toughness
    Spell (3): Haste
    Spell (3): Fireball
     
    Level 7 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Spell (3): Repair Serious Damage
    Spell (3): Heroism
     
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Wall of Fire
    Spell (4): Repair Critical Damage
     
    Level 9 (Rogue)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+4)
    Skill: Use Magic Device (+5)
    Feat: (Selected) Empower Spell
    Feat: (Automatic) Evasion
     
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Stoneskin
    Spell (4): Phantasmal Killer
     
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Prismatic Ray
    Spell (5): Hold Monster
     
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Mental Toughness
    Feat: (Wizard Bonus) Maximize Spell
    Spell (5): Cloudkill
    Spell (5): Mass Repair Light Damage
     
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Acid Fog
    Spell (6): Greater Heroism
     
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Flesh to Stone
    Spell (6): Reconstruct
     
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Spell (7): Banishment
    Spell (7): Otto's Sphere of Dancing
     
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (7): Prismatic Spray
    Spell (7): Mass Hold Person
     
    Level 17 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Wizard Bonus) Enlarge Spell
    Spell (8): Polar Ray
    Spell (8): Mass Repair Critical Damage
     
    Level 18 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Penetration
    Spell (8): Trap the Soul
    Spell (8): Mass Charm Monster
     
    Level 19 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Spell (9): Energy Drain
    Spell (9): Mass Hold Monster
     
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (9): Wail of the Banshee
    Spell (9): Mordenkainen’s Disjunction
    -
    This Character should have no trouble with any traps in the game. Notice lv 9 which the second level of Rogue comes into play, this is also when you max out the UMD and continue with it maxed from that point on. By lv 9 you should notice your survivablility increase do to several factors. The Skills can be played with a bit, I put extras into spot because with a good spot item it can become a valid skill, though a bit on the light side. It would be just as valuable to choose diplo over Spot to get that as high as possible and with a good diplo item have it also become valid. Open Lock is also a very good choice for this one Half skill point per level as pointed out in the post above. (+1 Rep for ya Club!)
    Last edited by WolfSpirit; 09-22-2009 at 02:54 PM.

    ~
    If we shrank our solar system to the size of a Quarter, and lay it at your feet, the Milky Way galaxy would still be larger than North America. ~NASA Perspective anyone?

  15. #15
    Community Member Delt's Avatar
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    Quote Originally Posted by Club'in View Post
    The thing about Knock, is the highest lock it can open is DC20 (or if it's higher than that, it isn't much higher). I would max Open Lock on your first level (you'll have more skill points than you know what to do with), and then on your wizard levels, just put one point into it (which will raise it a half of a rank each level up) until you get it to 7 - 10. You should be good from there. With 8 ranks in OL, then the roll of the dice to open the lock/chest (you'll eventually roll a 20), plus the thieves tools bonus (I think +5 thieves tools actually account for a +7 bonus to your roll), plus your open lock gloves/ring/googles, you'll easily get your max up over 40. A rogue skill boost, the prayer spell, a bard buff, heroism/greater heroism, Voice of the Master/Head of Good Fortune, etc. will all give you additional bonuses to overcome the lock's difficulty value.
    I have Open Lock on my Wiz/Rog and Knock covers pretty much every worthwhile locked object you'll deal with.

    The only reason to really grab Open Lock is if you are lazy or forgetful and forget to swap knock in when you need it.

    Also, I am pretty sure you are incorrect on the DC. I vaguely remember knock being capable of getting DC50+ locks. I've never paid much attention to it and am at work right now...so maybe someone else can confirm.

  16. #16
    Founder Deusxmachina's Avatar
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    Quote Originally Posted by Club'in View Post
    The thing about Knock, is the highest lock it can open is DC20 (or if it's higher than that, it isn't much higher).
    My sorcerer runs around with a level 10 Knock wand. It works about half the time. Roll an 18 +10 wand = 28. Whiff. Then the rogue comes by and *click*. It's been a while since I've carried the actual spell, so can't comment much on that.
    I can dodge fireballs, baby!
    "When I became a man, I put away childish things, including the fear of childishness and the desire to be very grown-up."

  17. #17
    Community Member Club'in's Avatar
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    Quote Originally Posted by Delt View Post
    I have Open Lock on my Wiz/Rog and Knock covers pretty much every worthwhile locked object you'll deal with.

    The only reason to really grab Open Lock is if you are lazy or forgetful and forget to swap knock in when you need it.

    Also, I am pretty sure you are incorrect on the DC. I vaguely remember knock being capable of getting DC50+ locks. I've never paid much attention to it and am at work right now...so maybe someone else can confirm.
    The main reason for OL is to get into chests (and a few doors). There are many many chests that Knock is not going to cut it. Even if the OP only dumps his original 4 skill points into OL, he's gonna be able to get way passed Knock's capabilities. And on a multiclass spell caster, you're not going to waste a spell slot on Knock. Better to have an inventory spot taken up by an OL item. And I told him to max it out at between 7 - 10. Not exactly a wasteful amount.

  18. #18
    Community Member Delt's Avatar
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    Quote Originally Posted by Club'in View Post
    The main reason for OL is to get into chests (and a few doors). There are many many chests that Knock is not going to cut it. Even if the OP only dumps his original 4 skill points into OL, he's gonna be able to get way passed Knock's capabilities. And on a multiclass spell caster, you're not going to waste a spell slot on Knock. Better to have an inventory spot taken up by an OL item. And I told him to max it out at between 7 - 10. Not exactly a wasteful amount.
    Meh...silly blank screen posting bug ate my post.

    I can't imagine a Wiz with 5x level 2 slots having trouble fitting knock in (maybe swapping out for ooze puppet once in a blue moon) but that aside, what unknockable chests/doors do you believe are clutch or desirable? I honestly can't think of any and am genuinely curious.

    Edit: I also check my slacker 15wiz/2rog for the DC (and it could definately be higher):

    (Combat): You make a Knock skill check. You roll a 20 (+29): success!

    So why bother putting 4 skill points and the items in if you end up near the same DC as the spell? If he wants to include pick lock, might as well try to max it so it actually gets the few chests/doors that might be 50+ DC.
    Last edited by Delt; 09-22-2009 at 08:10 PM.

  19. #19
    Community Member Club'in's Avatar
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    I'm confused as to why you're confused, Delt. What do you suggest he put the four points into, Swim? With a starting intel of 18, his first level skill point total will be huge.

    Do you really want me to list everything that can't be knocked? The mindflayer chest out in Gianthold. The Cabal chest. The chest in Restless Isles as you're running to Ghola Fan. Or how about running Tear of Dhakaan, where all the shrines are behind locked doors? And the first time he blows through a quarter of his spell points throwing knock at a chest that still won't open when he finally rolls a 20, I think he'll agree with me. 7 or 8 ranks into OL is not a huge investment. Also, level 2 has some great spells: Blur, Resist Energy, Scorching Ray, Otto's, Glitterdust, Acid Arrow, Invisibility. You're honestly advocating Knock over those? And he's warforged, so he may even want the moderate Repair over something like Knock.

  20. #20
    Community Member Delt's Avatar
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    Quote Originally Posted by Club'in View Post
    I'm confused as to why you're confused, Delt. What do you suggest he put the four points into, Swim? With a starting intel of 18, his first level skill point total will be huge.
    I didn't suggest swim - are you pretending that balance, haggle, etc don't exist to make an exaggerated point? Either way, I never exactly said I recommend NOT getting pick, I just figure it should be invested beyond the bare minimum to make use of it beyond Knock capabilities (for the few places and times you'd need it).

    Do you really want me to list everything that can't be knocked? The mindflayer chest out in Gianthold. The Cabal chest. The chest in Restless Isles as you're running to Ghola Fan. Or how about running Tear of Dhakaan, where all the shrines are behind locked doors?
    No, I was genuinely curious what DC50+ locks out there existed that you saw as important enough to allocate skill points towards. I was hoping I'd learn some new cool info, as I don't pay tons of attention to DCs. I also know the DC acts kinda wacky with knock in comparison to pick (for example, the Cabal chest on elite it pickable on a 48, but won't open to a knock 48). The locked first chest in Titan acts similar.

    Of the examples you gave me, only the Cabal is accurate (maybe the Restless isles). Both chests are unimportant. The flayer one was where I actually tested that knock DC attempt (chest is ~45ish DC). I was hoping you had some important examples - guess you don't.

    Also, level 2 has some great spells: Blur, Resist Energy, Scorching Ray, Otto's, Glitterdust, Acid Arrow, Invisibility. You're honestly advocating Knock over those? And he's warforged, so he may even want the moderate Repair over something like Knock.
    Egh, you must be kidding. Resist and SR...that's two. The rest are funny. The other 3 slots would probably be Snowball, Web and the last slot is there for you to screw around with (only Knock and Ooze Puppet have utility late game imo).

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