Video-Based Walkthrough for NWN2: Mask of the Betrayer
ZARATHOS, M CE HUMAN CLERIC 26 / BLACKGUARD 3 / WARPRIEST 1
Zarathos' combines decent melee prowess with the ability to cast buffs as well as offensive spells. The power of the offensive spells will be augmented by the saving throw penalties imposed on enemies within 10 feet of him by both the War Glory and the Aura of Despair auras. The saving throw penalties will not only apply to his own offensive spells, but also offensive spells within the same radius cast by Gann and Safiya. Zarathos, as a Cleric reliant on Wisdom, will also be able to distinctly benefit from Safiya's romance feat that provides another +2 Wisdom as well as 35 spell resistance.
Stats
- Str 13
- Dex 10
- Con 9
- Int 12
- Wis 23
- Cha 12
- 24th level: +1 Wisdom
- 28th level: +1 Wisdom
It's Wisdom all the way for Zarathos because it enhances the number of Cleric spells he can memorize, and the saving throw Difficulty Class of his spells.
Skills
Concentration - Essential for Zarathos being able to pull off spells even while in the thick of things and surrounded by enemies.
Intimidation - Zarathos' key dialogue skill. I find that actually adding 16 points in this skill during the Blackguard levels that I took during the OC was sufficient. All the more so since certain abilities provided by One of Many will add significant bonuses to Intimidation.
Spellcraft - A prerequisite for some feats and spells and such that are relevant to the build, especially during Mask of the Betrayer. It also helps to improve his saving throws.
Feats
21st Level (Cleric 17): Spell Penetration - Giving a relative improvement of overcoming enemies' spell resistance when he casts his offensive spells.
22st Level (Cleric 18): No feated selected.
23rd level (Cleric 19): Greater Spell Penetration - Improving even further the chances of overcoming enemies' spell resistance with his offensive spells.
24th Level (Cleric 20): No feat selected.
25th level (Cleric 21): Vampiric Feast - A spell that can inflict instant death on multiple foes, without hurting party members, and with a considerable +5 boost to the DC.
26th level (Cleric 22): No feat selected.
27th level (Cleric 23): Epic Spell Penetration - Maximizing the spell penetration of his offensive spells.
Epic Gate - The best summons in the game. Summons one Balor. Once it falls, a second Balor will take its place.
28th level (Cleric 24): No feat selected.
29th level (Cleric 25): Great Wisdom +1 - Will ultimately result in an even Wisdom score of 38.
30th level (Cleric 26): Damnation - A touch attack spell that inflicts instant death on its target at a very high saving throw DC, and cannot be averted by the Death Ward spell.
Inventory
- Primary Weapon: Fist of Destruction (Adamantine Warhammer +7, +5d6 electrical damage, +5d6 cold damage, +1d6 magic damage, True Seeing, Darkvision, immunity to illusion spells, 5% Sleep DC=22) - I custom made an Adamantine Warhammer, and then added the electrical damage and cold damage through standard enchantments. I added the +7 enhancement bonus, Darkvision, and Sleep properties through four Slumbering Coven Essences and Mold Spirit. I used Mystra's Blessing (available in the first Barrow through a Collector's Edition file) to add the magic damage, True Seeing, and immunity to illusions properties. A really stacked weapon, and fitting that the protagonist should wield it.
- Shield: The Forgotten Shield (Tower Shield +8, +8 regeneration, +25% slashing damage resistance, +2 Will saves) - Imported the Forgotten Shield from the OC. The Forgotten Shield is one of those shields that offers helpful defensive benefits that are not available through standard enchantment. It then becomes a matter of raising the enhancement bonus to +8, and adding the +8 regeneration.
- Ice Troll Helmet: (+2 deflection bonus to armor class, +15 hit points, +10 blunt damage resistance, +3 Will saving throws, -3 Reflex saving throws) - A reward for completing the Love's Sweet Torment quest in the Wells of Lurue. The resistance to blunt damage complements the resistance to piercing and slashing damage provided by the Bone Dancer's Ring.
- Eternal Damnation (+5 natural bonus to armor class, +7 saving throws, +10 Wisdom +40 cold resistance) - I purchased an Amulet of Natural Armor +5 from Katya. In Mask of the Betrayer, I want to be able to go long periods without resting on account of the spirit eater curse. And so I want to get my natural bonus to armor class through an amulet for each character, and without having to rely on the Barkskin spell. I used Mold Spirit with Kaelyn's Essence to add the +10 to Wisdom, which is key to Zarathos' spellcasting power. Adding the +7 bonus to saving throws is a given. The cold damage resistance is to help offset the cold damage penalty from using the Shape of Fire Essence on his plate armor.
- Armor: Eternal Damnation (Mithral Full Plate +8, immunity to critical hits and sneak attacks, +8 regeneration, +100% immunity to fire damage, -25% vulnerability to cold damage) - Custom made and enchanted, then imported from the OC. Mithral Full Plate with enough Dexterity is one of the best armor set ups possible during NWN2. He also spends a fair amount of time on the front lines, so it made sense during the OC to add the Fortified enchantment that will immunize him against critical hits and sneak attacks. I also use the Shape of Fire Essence on it to provide 100% immunity to cold damage but -25% vulnerability to fire damage.
- Cloak: Cloak of the Damned (+8 deflection bonus to armor class, +5 saving throws, +9 Charisma, +25 acid resistance, +5 saving throws vs. acid) - Purchased the Cloak of Fortification +5 from Katya in Mulsantir, which provides the +5 bonus to saving throws. Gann uses three Pristine Power Essences and the Tortoise Shell spell to add the deflection bonus to armor class. Safiya sneaks in both acid damage resistance and a saving throw bonus against acid damage with the last enchantment slot. The reason I chose acid resistance for the cloak is that Zarathos already has hefty damage resistance against cold and electricity. So I round things out with my cloak.
- Simbulmyn Bracers (+2 armor class, Improved Initiative, Iron Will, Toughness, +5 negative energy resistance, Humans or Half-Elves or Elves only) - Purchased from Mother Feodorra in Mulsantir. Not so much for the armor class bonus, but for the bonus feats that she otherwise didn't have the room or time for.
- 1st Ring: Bone Dancer's Ring (immunity to death magic, immunity to ability / level draining, +10 slashing resistance, +10 piercing resistance) - Looted in the Founder's Sanctum. Looted from one of the Death Knights on the first level of the Death God's Vault. The damage reduction will help protect him, as well as enhance his odds of making Concentration checks, when he's in action on the front lines. The immunities to ability / level draining and death are very welcome as defensive benefits as well.
- 2nd Ring: Ring of Power (+15 cold resistance, +15 electrical resistance, +15 fire resistance, Freedom of Movement, +1 regeneration) - Imported from the OC. Hard to argue with wearing an item that provides elemental resistances and a little bit of regeneration. Freedom of Movement is especially welcome in Mask of the Betrayer, so as to protect against Bigby's type spells.
- Belt: Girdle of Infernal Might (+1 5th level Cleric spell, +1 6th level Cleric spell, +1 7th level Cleric spell, +10 Strength, Clerics only) - Imported the Girdle of Holy Might from the OC. I then used the Mold spirit ability and Okku's Essence to add +10 Strength. A belt that combines bonus high-level Cleric spells plus a bonus to Strength is as ideal as it ever gets for a Cleric character.
- Boots: Highway to Hell (+5 dodge bonus to armor class, +9 Constitution, +8 Dexterity, +9 Reflex saving throws) - I imported the Boots of the Sun Soul +5 from the OC. Items that offer at least one unique benefit that is not available through any enchanting recipes, yet still have enough enchantment slots so that you can add to them, are the best candidates for item enchanting. So it is with the Boots of the Sun Soul +5, which offers a +5 dodge bonus to armor class. I then raise the Constitution bonus to +8, and add +8 Dexterity and +9 Reflex saving throws. I enchant similar boots for everybody else besides One of Many.
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