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The Trials of Sir Gel the foolish (high AC non monk basher build)

Discussion in 'Icewind Dale 2' started by silverspirit2001, May 30, 2014.

  1. silverspirit2001 Gems: 1/31
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    So hating to play monk characters for cheesy wisdom bonuses, and ending up not doing much damage, I decided to see if it was possible to player a tank basher for a solo run.

    So I present Sir Gel...

    For a race of the deep gnomes, even they found him repulsive. But what was worse, for a race devoted to the wisdom gained from the gods, he was....foolish.
    Very foolish indeed, they thought. Ever ready to run of into battle, in unsound caves, over rickety bridges over yawning chasms and into the teeth of certain death. But he survived much to their amazement and general astonishment.

    But his most foolish idea was to travel to the lands above. To serve the light, and the Paladins, he said, for those who watch...

    Usually, the tribe would have discouraged such an idea, but they had learned to their cost, the underdark was no place for those without wisdom....and the unwise could attract attention of denizens they did not wish to meet. So they encouraged him to go, even as his family grieved - for they thought it was his death sentence...

    Rogue 2/paladin of helm 2/Illusionist 12/fighter 14

    Abilities

    Str 16 (+6 from level ups)
    Dex 20 (+1 from level up)
    Con 16
    Int 16
    Wisdom 5
    Chr 1

    Equipment

    Chain of Drakkas' Fury +8 AC +1 extra attack
    Sad Senjis Cap (need to install Ease of use for missing shields) +6 AC
    Chimandrae's Slippers +5 Dex
    Dwarven Ogre +6 Str + bluir
    Brazen Bands +5 Armor
    Crow's Nest +3AC +3 charisma (ha)
    sunfire necklace +3 AC

    Rings - Tymoria's luck (hopefully *2)

    So....

    Modified stats level 30

    Str 28 +9 hit and damage
    Dex 26 +8 AC
    Chr 4 (yay)

    Overall AC =10+8 (dex)+(13 armor)+6 (other items)+6 (Shield) +4 deep gnome = 49... Not good.

    But wait, we can cast spells!

    So +5 ghost armor +4 haste = 58 (hmm)

    But we have a few more aces...lots of feats

    Expertise +5
    Dodge +1

    = 64 AC

    Getting their.. but since we can buy potions of barkskin, which are readily available, we can get another 3AC! And we can still cast the final spell - tensors transformation, which gains +4 AC and a possible +8 to dex!

    So AC = 68+ 1-4 for dex
    and AC = 71 AC +1-4 for barksin!!!!! Guaranteed 72AC and we have not counted other spells for defense....

    And whats more, with the Light of Cera Sumat...

    Base BAB 23
    Modifiers +9 Str +10 weapon +1 weapon focus +6 for tensers + 1-4 from tensors) for 28 to 31.

    Damage per strike 9+10+2+1-4

    for 22 (upto 25) +1d8 +2d6 - thats 25 to 42. With the luck rings, its more 40-42 with a threat range of 10-20, for double damage (or one ring 34-42 av 39 damage).

    Think this is a viable solo build for my next play through? Have I missed something, or have help and advice?
     
    Last edited: May 31, 2014
  2. SlickRCBD Gems: 29/31
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    Getting all that high-end equipment takes time, and there is a certain amount of randomness in the drops for the Icewind Dale series. You can't count on always getting the item you want.
    Figure what you are going to do for the first 3/4 of the game, not just for the final assault.
     
  3. dogsoldier Gems: 7/31
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    Who has the potions of Barkskin?
     
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