Neverwinter Nights 2:Wizard 18/Rogue 2
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General Build Notes
The objective here is to build a solid mystical damage-dealer/buffer that can enchant almost all of the useful Wondrous Items and Armor Enhancements.
Race Selection
Sun Elf. Human gets you a free feat and an extra skill point per level, but Sun Elf gets you better intelligence, which also gets you an extra skill point per level, as well as continual searching, immunity to sleep, darkvision, etc. You lose 1 HP/level, but you have so few HP that you need to be not taking damage anyway.
Abilities
- Str: 14
- Dex: 14
- Con: 12
- Int: 17
- Wis: 8
- Cha: 14
You will be boosting Int at every opportunity.
Level Progression
- 1: Rogue
- 2-16: Wizard
- 17: Rogue
- 18-20: Wizard
Wizard Specialization
Either Generalist or Illusion. Illusion gets you an additional spell per spell level, but costs you the ability to cast Heroism/Greater Heroism, two of the better buffs that boost skill checks. The crowd control and the buffs can be handy... but you'll have to rest much more often. Losing any cross-discipline other than Enchantment costs you too many powerful spells.
Feats
Metamagic feats aren't needed very much for a wizard, but two of the wizard bonuses should go towards Craft Wondrous Item and Craft Magical Arms/Armor.
- Background: Either Flirt/Ladykiller (for the +1 Diplomacy) or Natural Leader (to boost teammate attacks)
- L1: Spellcasting Prodigy (Int effectively +2)
- L1 (Rogue Bonus): Sneak Attack +1D6
- L3: Able Learner (allows you to put your extra skill points into the rogue skills)
- L6 (Wizard 5): Craft Wondrous Item (for Scabbard of Keen Edges)
- L6 (Main): Dodge
- L9: Spell Focus: Evocation
- L11 (Wizard 10): Greater Spell Focus: Evocation
- L12: Toughness
- L15:
- L16 (Wizard 15): Craft Magical Arms/Armor — this isn't needed until the end, because the components are too rare to waste until you can craft the best.
- L17 (Rogue Bonus): Evasion
- L18: Lightning Reflexes
Skills
- Appraise: 4 (starting Rogue skill points only)
- Concentration: 15
- Craft Alchemy: 10 (A final Int of 22 will get this up to 16, which is all you need -- if you assume that you'll have int or skill boosts available, you need even less)
- Diplomacy (you can also go Bluff instead, for a more Chaotic approach, but Diplomacy is useful in more places, and Bluff doesn't get a bonus from Flirt, so go Natural Leader if you go with Bluff)
- Disable Device
- Heal?
- Lore
- Open Lock: 4 (starting Rogue skill points only)
- Search
- Spellcraft
- Tumble: 10
- Use Magic Device

