Qwildurn Bluemoon was my only character to complete the Neverwinter Nights campaign. After I finished the campaign, I started exploring online game worlds. Eventually I found BadLands (the original) and instantly knew I was home. Everything was just right, until I got killed by another player.
Qwildurn was, and therefore, always will be, an Elf. I'm not really sure why she is an Elf, but, this is role-play so I wanted to be something other than what my real life normally is. Since I am a male Human of average everything, my DND persona needed to be anything but....
I picked a Ranger/Bard mix. I actually had a neat write-up in my Bio about my parents being murdered and my search for revenge. Ranger and Bard were new classes for me and I thought that Ranger would give me access to all the divine spells similar to a Cleric. The dual-wield held it's attractions as well as the hide and search/spot abilities.
I had similar fantasies with Bard as well. Although a bit more realistic here, the end results were just as misconceived. I had thought that Bard would get me into all the arcane spells as if I was a true Mage with some good Rogue skills to boot.
The NWN manual talked about multi-class penalties but didn't say one word about Base Attack Penalties. To avoid the XP penalty, I kept my two classes equal.
I don't remember my attribute stats now, but they were probably 14's and 12's with a few 13's. Let's face it, this build needs every attribute in the book.
- Charisma for Bard spells.
- Wisdom for Ranger spells.
- Constitution so I can absorb some abuse.
- Strength so I can hit my enemy and do some damage.
- Dexterity so I can dodge attacks.
- Intelligence so I can solve life's problems as they come my way. Lets face it, DND is about solving problems so this is pretty important.
I went with padded or leather armor because of the arcane spell casting failure as well as Rangers loosing their dual-wield functions with medium/heavy armor.
To do anything useful in the NWN campaign you need at least 5 skill points in every area. Certain NPC's just won't offer you quests without some otherwise useless skills. Since my Intelligence was somewhat low, I didn't have many points to spread around at level-up.
In game-play, I never found a Katana or Kukri worth using and usually used other weapons I wasn't trained in. I did the quest to improve my leather armor and it got turned into full plate that I couldn't wear because I didn't have that feat. I had to back-up to a saved game just get my nice leather back. GRRRR I finally got pissed enough about the whole deal that I used the editor to add some comparable weapons and armor similar to the stuff I had found but couldn't use.
When I saw Deekin get his red wings, I said, "OOOO I want some too!" I found that I had everything needed and started a third class immediately. Although all I really wanted was the cute red wings, the boost in strength and other stuff really helped my failing toon. If it wasn't for Daleon, I never would have made it very far.
When I finished the NWN campaign, I was around level 30. I had my cute red wings and could breath fire (the kind that can't do any damage). All three of my classes were equal and I really couldn't do much, I wasn't much better than a level 10 character in a level 30 world.
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Recreating this Qwildurn Bluemoon was not my first online toon, nor my first BadLands build. Maybe my third BadLands build. By this time I had learned a few more things about building characters.
- I had learned to skip certain skills and pump certain skills.
- But I still made the same basic mistakes as I had in the campaign.
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Recently, I decided to try it again. In concept, it just seems like a good platform, so, what did I do wrong and what should I change? I'm locked into the Elf, Ranger, Bard, RDD thing. After all, this is Qwildurn Bluemoon.
So, what else can I adjust or change?
- I picked the Dargonesti Elf subrace that had not been available before. This gave me a boost in key attributes: Str +4, Con +2, and Int -2.
- I picked a higher Base Attack over multi-class penalty. So what if I level slower, at least I can level.
- It seemed I had gotten more out of the Bard Spells than anything else, so I went with a lot of Bard levels.
- To maximize my BAB (Base Attack Bonus) I took 8 Ranger, 8 RDD, 4 Bard in the first 20 levels.
- I started Red Dragon Disciple as soon as possible to gain the added ability and AC boosts.
- I took only 9 Ranger levels. Ranger 9 is when you get the Improved Two-Weapon Fighting Feat. Ranger 10 would give me a third spell level, but nothing that would be beneficial.
- I finished my tenth RDD levels as soon as I could to get my wings. - LOL. - Actually, this time what I really wanted was the Int boost so I could get more skills.
- This leaves 21 Bard levels. High level Bard spells ROCK.
- To maximize the Bard Song / Curse Song, 55 Perform Skills (adjusted) are needed at Bard 21. I got 5 skills from my helm and 28 from my Charisma Bonus. The rest I had to take at level up.
- This time I took 25 UMD (Use Magic Device) Skills instead of 5. This allows me to use any scroll I find or buy without chance of failure, and, I should be able to wear or hold any item I find. My Charisma bonus adds to this for an adjusted UDM of over 30.
- The user manual does not say that for every 5 tumble skill you take at level-up, your AC will increase by +1. Forty points in this skill can raise your AC +8 by level 37.
- Skill Concentration can't be scrimped if you want to do any casting during combat, so I maximized this skill.
- The feat: Extend Spell is a must. Then I extend only the spells that don't last "one hour per level". The hour spells will still out last the extended spells, but, at Bard 21 this is a nice long time.
- I took 16 Dex at birth and wear cloth armor. The +12 dex we can buy later allows my AC to be one point higher than Full Plate.
- I didn't waste my feats on two types of weapons. I went with a small weapon to avoid a big AB penalty. (I still get a small AB penalty).
- I chose the Hand Axe. It's a 1d6 base and has x3 critical damage.
- I did a coin-toss for Epic Feat: Devastation Critical. With my small crit range (18-20), it hardly seemed worth it. The coin said to take Dev Crit, so I did. I am getting enough Dev Kills that I'm glad my coin was smarter than me. Using two weapons increases my chance to hit on a Dev.
At level 40, my AC was around 60. Not exactly high compared to a good Monk with 90 AC. But when you figure in the Bard spells that cover damage reduction and specific types of protection that does not get reflected as RAW AC, I am pretty hard to hit and hurt.
Currently I am level 43 and my stats are:
Ha Ha
I took a break from writing and went up 3 more levels.
Stats at level 46: | ||||
naked unbuffed | dressed unbuffed | dressed buffed | ||
HP | 474 | 714 | 751 | |
AC | 27 | 58 | 64 | |
AB | 40 | 47 | 58 | (6 attacks per round, 4 main, 2 off hand) |
Damage 1d6 | +6 | +19 | +19 | (main hand) |
BAB | 27 | |||
SR | 45 | |||
Str | 37 | 49 | 49 | |
Dex | 14 | 26 | 26 | |
Con | 16 | 28 | 28 | |
Int | 14 | 20 | 20 | |
Wis | 12 | 14 | 14 | |
Cha | 16 | 28 | 28 |
(edited to reflect correctness about certain statements)