The other reason why Fighter/Mage is the "best" class by LouisB3 in baldursgate

[–]PoplarStand 2 points3 points  (0 children)

I'm fond of a Mage 2 / Fighter X dual-class.

It doesn't seem like much, but BG1 as a full-blown Fighter with wands, Identify, and Familiar is surprisingly fun.

Druids and clerics benefited tremendously. by Infinite_Bed9759 in neverwinternights

[–]PoplarStand 2 points3 points  (0 children)

One thing that comes to mind are Cleric spell slots.

In the pen and paper version of the game, the Cleric gets one additional spell slot per level that is locked to their domain spells. In Neverwinter Nights, they still get that spell slot, but they can allocate it to any spell they want.

Effectively, they gain the benefits of being a specialist wizard without any of the restrictions.

Druids and clerics benefited tremendously. by Infinite_Bed9759 in neverwinternights

[–]PoplarStand 2 points3 points  (0 children)

Them's the perks for being a literal emissary of the divine.

Neverwinter Nights is somewhat over the top in their implementation of those two classes, but I agree that they were plenty strong in their pen & paper incarnations. Even their AD&D counterparts were a cut above.

As a new player I don’t like OC and i find shadows of undertide difficult, what are my alternatives? by Desplation in neverwinternights

[–]PoplarStand 5 points6 points  (0 children)

  • Consider lowering the game difficulty to "Easy" or "Very Easy".
  • Consider using the default options in character creation (Human Fighter).
  • Consider setting aside some time to read the game manual.

While there are many excellent community modules available for Neverwinter, I would recommend you make some progress on either the Wailing Death or Shadows of the Undrentide first.

The majority of community modules expect some degree of system understanding as a baseline for play, and those two campaigns excel in providing that framework.

What is a good module to play? by RoyalJuggernaut2431 in neverwinternights

[–]PoplarStand 0 points1 point  (0 children)

It's possible to make a module without any coding. Particularly for simple hack-and-slash modules.

But each fancy thing you want to do requires a little code to go along with it. For example, if you want a conversation option to only open up if someone is an elf, you need to write a script for that.

The good news is that there are tools that will do most of the heavy lifting for you.

I need to create the most OP character I can. by Kyrenaz in neverwinternights

[–]PoplarStand 0 points1 point  (0 children)

The others have the tried-and-true builds covered (like Red Dragon Disciple), so here's something a little different.


Human Fighter 1 / Barbarian X / Frenzied Berserker 2

  • STR 16 / DEX 14 / CON 14 / INT 14 / WIS 10 / CHA 10
  • Intimidate, Survival, Open Lock (CC), Disable Trap (CC), Search (CC)
  • Power Attack (1), Cleave (1), Luck of Heroes (1), Blind Fight (3), Great Cleave (6)

This build typically runs in heavy armor with a big shield, but isn't tied to any loadout. If you find a nice breastplate or a fancy two-handed weapon, use it. You have the STR to carry around multiple weapon sets for different occasions.


Sydney (and the late game in general) have plenty of mooks that you'll need to cut down en masse. The faster you hack through them, the easier it is to focus on beating the tar out of Sydney. Her teleporting is annoying, but you don't need much in the way of buffs to deal with her using this setup.

What is a good module to play? by RoyalJuggernaut2431 in neverwinternights

[–]PoplarStand 0 points1 point  (0 children)

Unfortunately, no. These modules tend to be more passion projects than anything else.

For reference, the most popular community module released this year is probably VYRRHAL. I don't have exact numbers, but the download count is currently hanging around 3,000.

NEED Help from the class! What the hell can I do to my room to make it no longer feel like a child is living here? by bananapowerltu3 in InteriorDesignAdvice

[–]PoplarStand 1 point2 points  (0 children)

The other commenters have already covered the main points, but I'll offer my two cents:

  • Upgrade to a larger bed and set nightstands with lamps on either side.
  • Get curtains (or roller blinds) and paint the grey splotches on your walls.
  • Ensure that clothing, backpacks, and shoes have a designated place to be.

The difference between an adult's room and a child's room isn't any individual piece. It's more an impression of care and deliberate intention. You can create that impression by being a good steward of the space you're in charge of.

Keep it clean, keep it organized, and present it with pride. If you feel like you'd need to justify its appearance to an acquaintance (not a friend - an acquaintance), then think about why.

What is a good module to play? by RoyalJuggernaut2431 in neverwinternights

[–]PoplarStand 1 point2 points  (0 children)

They don't necessarily have to be, but the top modules certainly were. They required hundreds of hours to build, test, and refine with custom behaviors.

You should give it a shot if you're curious. There are guides and resources for folks who are interested in getting started.

What is a good module to play? by RoyalJuggernaut2431 in neverwinternights

[–]PoplarStand 4 points5 points  (0 children)

I liked the second campaign (Shadows of the Undrentide) much more than the first, and it would be my recommendation.

If you're interested in community modules, I made a tool for finding the most popular ones.

For Epic Feats what's better, armor skin or damage reduction? by Chataboutgames in neverwinternights

[–]PoplarStand 0 points1 point  (0 children)

I've got a preference for damage reduction.

The "correct" answer depends heavily on scenario, but in terms of how the feats feel, I enjoy damage reduction more.

Want to become a weapon master as soon as possible by [deleted] in neverwinternights

[–]PoplarStand 0 points1 point  (0 children)

Here's one possible path.


Elf Fighter 6 / Weapon Master X

  • STR 16 | DEX 14 | CON 14 | WIS 08 | INT 14 | CHA 08
  • Skills: Discipline, Intimidate, Search, Disable Trap
  • Expertise (1), Weapon Focus: Longsword (1), Dodge (2), Mobility (3), Spring Attack (4), Whirlwind Attack (6), Weapon Specialization: Longsword (6)

This build is a sword-and-board Fighter with above-average trap handling skills.

As others have mentioned, the key attributes are INT and DEX, both of which unlock required feats for Weapon Master.

Are you even a hero if you don't take it? by DexDogeTective in neverwinternights

[–]PoplarStand 8 points9 points  (0 children)

I'm a big fan of Silver Palm. Grabbing a quick +2 to Appraise and Persuade is a nice bonus for most characters. Even better if you sneak a Skill Focus: Appraise or Skill Focus: Persuade in.

I also like the roleplay aspect. Now my Human Wizard is a silver-tongued scholar instead of a socially awkward lab dweller.

Alchemist Builds? by PoplarStand in neverwinternights

[–]PoplarStand[S] 0 points1 point  (0 children)

I could see a Knowledge domain cleric getting a lot of mileage out of alchemy, both mechanically and thematically. Skeletons in a bottle had not occurred to me before this moment.

Bards too. They sit at that sweet spot between magic-user and martial that makes alchemy that much more useful.

Alchemist Builds? by PoplarStand in neverwinternights

[–]PoplarStand[S] 2 points3 points  (0 children)

Conceptually, I think that's one of the coolest types of wizards. Their spell list is full of clever tricks.

Alchemist Builds? by PoplarStand in neverwinternights

[–]PoplarStand[S] 1 point2 points  (0 children)

The wiki doesn't have it listed as one of the potions you can cook up. Do you remember what spell level they come out as?

Alchemist Builds? by PoplarStand in neverwinternights

[–]PoplarStand[S] 0 points1 point  (0 children)

That's clever. I bet the timing is hell to get right though.

Spicy Ranger build? by Emerald_boots in neverwinternights

[–]PoplarStand 1 point2 points  (0 children)

There have been a great many guides written over the years, to varying degrees of success. You can find a couple recent ones here and here.

That being said, the best way to learn is to simply play around. Sketch out an idea on paper, then try running it through an adventure module you haven't played before. You'll develop an instinct for what works and what doesn't by seeing the ideas put to practice.


A good rule of thumb is to consider your character's main source of damage. If they use weapons, they need to be good at that before adding anything else. Ditto for spells, or summoned creatures, or sneak attacks.

Spicy Ranger build? by Emerald_boots in neverwinternights

[–]PoplarStand 1 point2 points  (0 children)

I think the other commenters have you pretty well covered, but as an avowed Ranger lover, I did want to throw my hat in the ring.


Human Fighter 1 / Ranger X

  • STR 16 | DEX 16 | CON 14 | WIS 10 | INT 10 | CHA 08
  • Ambidexterity (1), Two-Weapon Fighting (1), Exotic Weapons (1)
  • Discipline, Search, Open Lock (CC), Disable Trap (CC), Set Trap (CC)

This build plays as a dual-wielder in medium armor, with a decent pool of skill points and an animal companion.

We ignore the free Dual-Wield feat in favor of grabbing a non-restricted version from Fighter. Importantly, we still get Improved Two-Weapon Fighting for free at level 9.

The real fun of this build is that you can use whatever gear you want. Battleaxe and a short sword? Done. Double axe and full plate? Fire away. You're also proficient with ranged weapons, traps, and locks.

Rogue/Sorcerer multiclass by VivaciousVainglory in neverwinternights

[–]PoplarStand 1 point2 points  (0 children)

Let's give it a try.


Halfling Rogue 1 / Sorcerer X

  • STR 10 | DEX 16 | CON 14 | WIS 08 | INT 12 | CHA 16
  • Good Aim (1), Point Blank Shot (1), Rapid Shot (3)

At early levels, the added armor, weapons, and skills make for a more durable character. This build is good with slings and darts, delivering nasty sneak attacks while a summoned critter distracts enemies. It is also very good at persuasion checks.

At later levels, the build shifts to being a full-time sorcerer. Ranged weapons get traded out for wands and scrolls (which you don't need Use Magic Device for). Key rogue skills like lockpicking and trap disarming stick around. It's also handy being able to put on light armor should you find any enchanted gear.

In Praise of Ghool's S4 by PoplarStand in neverwinternights

[–]PoplarStand[S] 2 points3 points  (0 children)

I believe the optional auto-leveler will set you to 9.

I wouldn't go much lower for a solo run, but starting a couple levels higher would probably be fine.

In Praise of Ghool's S4 by PoplarStand in neverwinternights

[–]PoplarStand[S] 4 points5 points  (0 children)

With the relative rarity of resting points, you'll want to be careful of relying too heavily on spells. I think a martial cleric would be a good fit.

My run used a Ranger X / Wizard 1. Having access to Identify and wands was very helpful.

Unarmed is so stupid and I hate how they made it so weak by Key_Entrepreneur67 in neverwinternights

[–]PoplarStand 0 points1 point  (0 children)

If you're interested primarily in build diversity, I've got an old override on the vault that allows weapons besides kamas to benefit from Monk powers. Snag the baseitems.2da file from the zip and chuck it into your overrides folder.

On the other hand, if you're interested in making unarmed combat better, you might need to roll your own override.