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Obsidian Entertainment


Video-based Walkthrough for Neverwinter Nights 2


INTRODUCTION  |  USING YOUR CHARACTERS  |  EQUIPPING YOUR CHARACTERS  |  EPIC BUILDS  |  CAST OF CHARACTERS  | 
PROLOGUE  |  ACT I  |  ACT II  |  ACT III  |||  MotB  |  SoZ  |  MoW  | 
About the Walkthrough  |  Future Updates  |  About the Maps  |  About the Author  | 
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  Valeria  |  Zarathos  |  Khelgar  |  Neeshka  |  Elanee  |  Qara  |  Grobnar  |  Casavir  |  Bishop  |  Shandra  |  Sand  |  Zhjaeve  |  The Construct  |  Ammon Jerro

SAND, M LN ELF TRANSMUTER 11

Sand

Sand has a number of key uses if you want him as a core party member. One, he is well suited to creating and crafting magical items. There are a few items that he wouldn't be able to create. These include Amulets of Natural Armor (which only a Druid could make), as well as the Robe of the Archmagi and Bracers of Armor since he can't cast Mage Armor, which is a spell from a school prohibited to Transmuters.

The second use is to buff up either himself or his comrades, since the Transmutation school has plenty of those.

The third use is to cast debilitating spells that take advantage of his Greater Spell Focus (Transmutation) feat, like Slow.

The fourth use is to cast offensive spells that also take advantage of his Greater Spell Focus (Transumtation) feat (e.g. Disintegrate), or offensive spells the efficacy of which is not dependent on the targets missing their saving throws.

Stats

It's Intelligence all the way for Sand, for obvious reasons.

Skills

Sand starts off highly developed in Concentration, Craft Alchemy, Lore and Spellcraft. He'll also have some ranks in skills like Craft Armor, Heal, Listen, Spot, and Search.

I find it worthwhile, however, to have him pour everything into Craft Armor and Craft Weapon during the first few level-ups after he joins the party. His Intelligence score, and thus his greater number of skill points per level-up, will allow him to quickly attain the skill checks needed to forge any custom-made armor or weapon in the game.

Feats

Starting Feats:

12th level: Combat Expertise - Sand doesn't need to hit anything in melee combat to be effective. A boost to armor class is always welcome though. The feat's tradeoffs are such that Sand enjoys the frills and can dismiss the spills as negligible.

15th level: Empower Spell - Sand does sometimes do well with damaging spells. An Empowered Disintegrate spell that inflicts massive damage on a single target stands out as a key weapon for Sand.

Greater Combat Expertise - Same rationale as for taking Combat Expertise in the first place. For a single-class Wizard like Sand, it isn't so much about being an offensive force as simply avoiding getting hit to begin with.

18th level: Improved Critical (Ray Touched Attack) - For Wizards like Sand who rely on ray-touch attack spells, this is a perfectly sensible feat. Spells like an Empowered Disintegrate and Polar Ray inflict enough damage as it is. Now imagine the damage from those spells being doubled on a successful critical hit.

20th level: Persistent Spell - One benefit is that he'll be able to cast a Shield spell on himself that will both immunize himself against Magic Missiles, but more importantly give himself a shield bonus to armor class. It won't wear off until he next rests. Another benefit is that he'll be able to cast a Haste on the party that also lasts until the party rests.

Spells

Sand has Greater Spell Focus: Transmutation, so his spell reflection should really emphasize Transmutation spells over others. His Extended Spell feat allows him to use long-lasting defensive buffs to ensure his resiliency. Spells that he may typically emphasize include:

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