Grim reaper, good melee and buffer with att spells
NWN2Game
All
Description
Hey guys, took a look at some previous Reaper builds and decided id come up with one of my own. The build I created allows good combat capabilities, alongside some nice spell abilities. Weapon is the scythe (reaper weapon) and thought the alignment is evil lawful it can be changed without penalty. Death and undeath magic categories (trying to focus on the potential powers of the reaper) and deity is kelemvor, deity of death. All in all id say it focuses a lot around what should be expected. It is a buff build mainly, BUT having said that, once the majority of necessary buffs are on, you will hit for 200 + regularly and will take one hell of a beating.
Cleric 5/doomguide 10/blackguard 8/weaponmaster 7
Cleric with human background for use of feats, it is not necessary to be a human in this build, but it generally works better with an extra feat, AND YOU MUST START EVIL LAWFUL TO GET ACCESS TO KELEMVOR, DOOMGUIDE AND BLACKGUARD.
Sub note, you need intimidate, diplomacy and hide at level 5, do these up early on so u can forget about them later
Cleric 1 - able learner (intimidate and hide are cross class skills and churn up 10 SP in total, or 20 if u don�t have able learner) and great fortitude feat.
Death and Undeath schools if you want to be true to the reaper :P
Attribute (I know the balanced attribs is weird, but it saves a lot of brain trouble later on, you can allocate them as long as you have dex 13 and int 13, and I recommend doing up str and wis throughout this.
STR - 14
DEX - 13 (needed for dodge, mobility and WM)
CONS- 13
INT - 13 (needed for combat exp and WM)
WIS - 14
CHA - 13
Cleric 4 - (allocate Att points wherever u like, tho i tend to buff up wis and str as mentioned), SP wherever.
Cleric 5 - 1+ intim, 1+ hide 2 spare points
Doom guide 6 - spare SP, cleave
Doom guide 7 - 1+ intim, 1+ hide (you can now forget about these skill focus areas as you have requirements, place all other SP where you like)
Doom guide 8
Doom guide 9 - Dodge
Doom guide 10
Doom guide 11
Doom guide 12 - Mobility
Doom guide 13
Doom guide 14
Doom guide 15 - Spring Attack
Blackguard 16 -(starts getting fun, heavy armour, martial weps (scythe) generally needed for toughness factor.
Blackguard 17
Blackguard 18 - Weapon focus Scythe
Blackguard 19
Blackguard 20
Blackguard 21 - Combat Expertise
Blackguard 22
Blackguard 23 - Whirlwind attack
Weapon master 24 - ALL FEATS FROM THIS POINT ARE THE CHOICE OF THE PLAYER, THOUGH I WOULD RECOMMEND IMPROVED CRIT, POWER CRIT AND OTHER DAMAGE BUFFER BASED SKILLS.
Weapon master 25
Weapon master 26
Weapon master 27
Weapon master 28
Weapon master 29
Weapon master 30
By early stages you will have access to lvl 8 spells both attack but more importantly Buffs. You have several summons to keep you busy aswell. This build comes into its own once you get to MoB and get the better scythes, then you will REALLY crank out the dmg.
There is a way of getting a good allignment reaper, switching the blackguard with a divine champion class, it is also a more effective build as u can get a few more extra feats. to do this, u have to be a bit sneaky with the deity, and spell proffessions. slect jergal as your deity, then choose the undeath and war spell paths. Undeath will give you extra turning (needed for doomguide) and war path will give you weapon focus of deity (scythe). when you come to choosing doomguide u will be forced to change to kelemvor and there you have it, same build, good reaper ^^
Sorry if this has been long winded, my first post as far as a build is concerned. Hope you like it, give me feedback on how you feel about it.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone