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Wondering how many points I can actually put into a given skill? Do they stop at a finite number, and that is the skill's max?

I am putting points into Concentration and Diplomacy for my character, and wonder how far can/should you go with skills? Thanks
Post edited January 23, 2014 by dogeddie
Class skills can be raised to 3 + character level, so a maximum of 33 at level 30. Cross-class skills are capped at half of what class skills are capped at (rounded down).
wow, I guess I didn't realize they went that high. thanks
Just because you can doesn't mean that you should... it depends on the way the skill is used in game that sets the bar eg. there is little point to having a craft skill above 20 (including any benefits from items or abilities) but other skills such as Appraise or Concentration aren't set to a fixed level and instead have to roll off against something else.

It comes down to play style... if you don't want |need money then skip Appraise, would prefer to fight your way out of trouble instead of talking then Diplomacy isn't needed and low Concentration just increases the amount of your spells that get interrupted during melee combat.
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ussnorway: and low Concentration just increases the amount of your spells that get interrupted during melee combat.
I'd be vary cautious about neglecting concentration. It's not just melee combat, but any damage that can cause a spell to fail. The last thing you want is for a spell to fizzle because you took a small amount of area-of-effect damage when an imp used fire breath. If you're a wizard, sorcerer, cleric, or druid (or any other primary spellcaster) maxing out concentration is highly recommended. The "sorta spellcaster" classes like Bard or Paladin can get away without it, just be mindful that any damage whatsoever will break your spellcasting if you decide to skimp on concentration.
concentration and diplomacy are the two main skills I am raising as a paladin
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dogeddie: concentration and diplomacy are the two main skills I am raising as a paladin
IMO, Concentration is pretty much useless for a Paladin. For casting classes, it's a good choice, but I don't recall the Taunt skill being used by any enemies in the NWN2 games, so it's a waste for a Paladin (you're not going to be casting spells in combat much, if at all). You'd probably get better use out of Heal or Lore. for class skills. There are a number of other choices if you're willing to cross-class.
Thanks. I suppose most pally spells are buffs before a fight anyway. I don't have any spells yet.
I'd like to hear your thoughts on other skills. I have been also putting points into heal and lore, and haven't decided on spellcraft or the use magic device skill.
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dogeddie: Thanks. I suppose most pally spells are buffs before a fight anyway. I don't have any spells yet.
I'd like to hear your thoughts on other skills. I have been also putting points into heal and lore, and haven't decided on spellcraft or the use magic device skill.
Heal is nice if you like using healers kits. For the most part, this isn't necessary if you have a cleric in the party but can still be convenient. I made extensive use of this skill in my first playthrough of the Storm of Zehir campaign, which I did without a cleric.

Spellcraft is only important if you need it to meet prerequisites on feats or prestige classes. I wouldn't bother with it for a paladin. Use Magic Device works best if you're missing either cleric or wizard in your party. The ability to use scrolls and wands can really fill in for the "magic gap".
so really, there aren't alot of paladin friendly skills to choose from
Appraise is always useful in the campaigns but how you get it depends on playstyle.

As a cross-class skill you could take the Able learner feat and then spend 10 skill points to get 10 ranks… baring that take a single level of Rogue or Bard (alignment shift required) to unlock it with the extra ability to disable traps or open up Red Dragon Disciple respectively… if going multiclass with Rogue or Bard doesn't work for you then prestige classes like Divine Champion (for extra feats) or Harper Agent (good skills without losing too many spells) could be worth considering.

Mild Spoilers.

Appraise only works on the main character so having your cute Tiefling take points in it is worthless.

Craft skills have some plot uses in the oc but other npc characters can easily cover the skills needed to make weapons | armour as well as enchanting them… tip, take a single point in craft armour | weapon to unlock the skills then have the Bard buff you up.

Use magic item will allow your pally to equip special armour such as those boots which supposedly only Monks can have.

Bluff and Intimidate both have plot uses in the campaigns that diplomacy can't help you solve.

Parry has a bad rep on the forums but can have its uses especially when using a two-handed weapon.

Tumble has lots of bonus items and can be very nice on characters that like to run around a lot during melee combat… kiting a dragon while your party stings it with spells and arrows springs to mind.

Remember to breathe… if this is your first go on the merry-go-round then just enjoy the ride… no skill is required to WIN the game.
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dogeddie: Thanks. I suppose most pally spells are buffs before a fight anyway. I don't have any spells yet.
I'd like to hear your thoughts on other skills. I have been also putting points into heal and lore, and haven't decided on spellcraft or the use magic device skill.
As noted, UMD can be handy for the ability to use otherwise restricted items.

Spellcraft actually boosts your saves vs spells. For every 5 ranks in Spellcraft, you get +1 on your saves vs spells. Paladins get a boost to saves from their CHA modifier though, so this may not be a big deal if your CHA is high.
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dogeddie: concentration and diplomacy are the two main skills I am raising as a paladin
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Coelocanth: IMO, Concentration is pretty much useless for a Paladin. For casting classes, it's a good choice, but I don't recall the Taunt skill being used by any enemies in the NWN2 games, so it's a waste for a Paladin (you're not going to be casting spells in combat much, if at all). You'd probably get better use out of Heal or Lore. for class skills. There are a number of other choices if you're willing to cross-class.
Taunt is used fairly often by monsters in the OC at least.


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ussnorway: Appraise is always useful in the campaigns but how you get it depends on playstyle.

As a cross-class skill you could take the Able learner feat and then spend 10 skill points to get 10 ranks… baring that take a single level of Rogue or Bard (alignment shift required) to unlock it with the extra ability to disable traps or open up Red Dragon Disciple respectively… if going multiclass with Rogue or Bard doesn't work for you then prestige classes like Divine Champion (for extra feats) or Harper Agent (good skills without losing too many spells) could be worth considering.

Mild Spoilers.

Appraise only works on the main character so having your cute Tiefling take points in it is worthless.

Craft skills have some plot uses in the oc but other npc characters can easily cover the skills needed to make weapons | armour as well as enchanting them… tip, take a single point in craft armour | weapon to unlock the skills then have the Bard buff you up.

Use magic item will allow your pally to equip special armour such as those boots which supposedly only Monks can have.

Bluff and Intimidate both have plot uses in the campaigns that diplomacy can't help you solve.

Parry has a bad rep on the forums but can have its uses especially when using a two-handed weapon.

Tumble has lots of bonus items and can be very nice on characters that like to run around a lot during melee combat… kiting a dragon while your party stings it with spells and arrows springs to mind.

Remember to breathe… if this is your first go on the merry-go-round then just enjoy the ride… no skill is required to WIN the game.
Actually each character gets to make a separate appraise check, so feel free to pump it on Neeshka.
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ussnorway: and low Concentration just increases the amount of your spells that get interrupted during melee combat.
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Darvin: I'd be vary cautious about neglecting concentration. It's not just melee combat, but any damage that can cause a spell to fail. The last thing you want is for a spell to fizzle because you took a small amount of area-of-effect damage when an imp used fire breath. If you're a wizard, sorcerer, cleric, or druid (or any other primary spellcaster) maxing out concentration is highly recommended. The "sorta spellcaster" classes like Bard or Paladin can get away without it, just be mindful that any damage whatsoever will break your spellcasting if you decide to skimp on concentration.
Does this include attacks that do zero damage as a result of damage reduction or elemental resistance? (I know that in the IE games, an attack that does zero or negative damage due to resistance still disrupts spells; is that the case here?)
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dtgreene: Does this include attacks that do zero damage as a result of damage reduction or elemental resistance? (I know that in the IE games, an attack that does zero or negative damage due to resistance still disrupts spells; is that the case here?)
If you can reduce damage to 0 then you don't have to make a check. Mind you, it'd be pretty easy to boost your concentration high enough that you'd be able to succeed on the check against "0" damage even on a roll of 1.