Neverwinter Nights Walkthrough :
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Walkthrough - Character Creation GuideNeverwinter Nights Character Creation Guide by asimpkins00@hotmail.com July 15th, 2003 Version 1.3 |=============================================================================| T A B L E O F C O N T E N T S |=============================================================================| 0.01 Introduction 1.01 The Fighter 1.02 The Barbarian 1.03 The Ranger 1.04 The Paladin 1.05 The Monk 1.06 The Rogue 1.07 The Bard 1.08 The Cleric 1.09 The Druid 1.10 The Sorcerer 1.11 The Wizard 2.01 Attributes 2.02 Races 2.03 Skills 2.04 Feats 2.05 Combat Styles 2.06 Saving Throws 2.07 Cleric Domains 2.08 Familiars & Companions 2.09 Summoned Creatures 2.10 Shapeshifting 2.11 Weapons 3.01 Manual Corrections 3.02 Thanks |=============================================================================| T H E I N T R O D U C T I O N 0.01 |=============================================================================| This is a general guide for building a character for Neverwinter Nights. Its focus in on making your character as powerful as possible by fully understanding the rules and the possibilities of the system. Power playing is not everything in this game though, and I realize that you can derive a lot of satisfaction from making a unique character for role-playing purposes. I am not going to hand out creative advice though. Having a character that is too weak to survive is not much fun, and that's what I hope this guide will help you to avoid. This guide isn't an overview of the D&D rule system. I do not talk about many of the complexities of combat and spellcasting. I don't explain how multi-class experience penalties or counterspelling work, nor do I repeat many of the valuable charts found in the manual. I don't take the time to explain many of the terms involved either. When I felt it was helpful, I tried to explain things as clearly as possible, but I also expect the reader to have a basic knowledge of the game. For more information on these subjects I'd recommend reading through the manual as well as Dan Simpson's guide at: http://db.gamefaqs.com/computer/misc/file/3rd_edition_dungeons_and_dragons.txt Spellcasters especially should take a look at my Spell Guide, which provides a complete list of detailed information for every spell in the game, as well as a few helpful organizational lists. It can be found at: http://db.gamefaqs.com/computer/doswin/file/neverwinter_nights_char_create.txt Since this is a general guide, I could only go into a limited amount of detail about each class and the possibilities involved. I leave more focused information to be covered by specific class guides. After you have decided on a build it would probably be worthwhile to take a look at them as well. You'll notice that I started my guide with the classes. I did this because I feel that the choice of a class is the most important choice made. Your decisions on races and attributes will all be in response. The class will largely determine your abilities and what kind of role you play in the game. I have started each class section with an introduction and then a discussion of general multi-classing possibilities. After that I offer suggestions on race, attributes, skills, and feats that will work for the stereotypical build. You should feel free to break from these suggestions if you are trying something much different. I then offer a quick-look of the class's abilities, some more in-depth explanations when required, and I close with a few multi-classing suggestions. |=============================================================================| T H E F I G H T E R 1.01 |=============================================================================| - Introduction - The Fighter is the most versatile melee class, as well as the most commonly useful multi-class option for nearly every other class. This is due to the abundance of bonus combat feats he recieves at levels 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20 in addition to the normal character feats that everyone receives. These feats can be used to become more skilled with a particular weapon, become a master archer, dual-wield, learn a variety of combat tactics, train in Exotic weapons, or even buff your Saving Throws and Hit Points. A pure Fighter can do all of the above. Fighters also receive a nearly full set of weapon and armor proficiencies -- matched only by the Paladin -- as well as a solid BAB, Hit Die, and access to the essential Discipline as a class skill. In addition, the Fighter is the only class that has access to the valuable Weapon Specialization, which gives him a strong edge in the damage output department. - Multi-Classing (major) - The Fighter is extremely well suited to multi-classing since he receives no special abilities at higher levels (except for more and more feats). Unless you want nearly every feat available, it's a good idea to spend a few levels on something else. Barbarians offer a movement boost, Barbarian Rage and Uncanny Dodge. Two levels of Paladin provide immunities to disease and fear, as well as the ability to add your Charisma modifier to saving throws with Divine Grace. Rogues offer a ton of skill points, Sneak Attack at 1st level, Evasion at 2nd level, and Uncanny Dodge at 3rd level. Monks offer the Improved Unarmed Strike, Stunning Fist, and Cleave feats, as well as Evasion all at 1st level. Some Fighters may even want to consider sacrificing some of their combat abilities to take a few levels of Wizards for various buffing spells -- but don't forget about Arcane Spell Failure! - Multi-Classing (minor) - The Fighter however, makes an even better minor multi-class. Nearly every class in the game can benefit from taking a few levels of Fighter for extra feats, simple and martial weapon proficiencies, shield proficiency, and all armor proficiencies. The Fighter class is also the only way to obtain the Weapon Specialization feat for your weapon of choice, and one of the few ways to train Discipline as a class skill. For many classes the Fighter also offers extra HPs, an improved BAB, and possible extra attacks. The Fighter is probably the most widely used minor multi-class. - Race - Half-Orcs are the only race to offer a boost to Strength, the primary attribute of most Fighters, making them immediately standout as an excellent choice. The penalties to Intelligence and Charisma will mean very little to many Fighters, although 13 Intelligence is a requirement for a few useful feats. Dwarves offer Fighter as their favored class, a boost to Constitution, a bonus to saving throws vs. spells, and some racial combat training against Orcs, Goblinoids, and Giants. Humans are a decent choice for any class, but the bonus feat won't be as valuable for the already feat-loaded Fighter. Half-Elves and Elves offer some minor immunities but not much else. Gnomes and Halflings are usually poor choices as they have Strength penalties and weapon limitations due to their small stature -- although the right build could make it work. - Attributes - The Fighter has an easy time setting up his attributes because he can usually ignore half of them. Most Fighters will want to concentrate primarily on Strength, raising it as high as possible, as it will help them hit hard and often. Constitution is next in priority in order to keep your Fighter alive through melee combat. Dexterity is of minor importance to most Fighters as they will wear heavy armor and wield heavy weapons. Full Plate allows a +1 Dexterity bonus, so it can worth it to raise your Fighters Dexterity to at least 12 by some means. Fighters more concerned with ranged weapons will want to allocate more points for Dexterity, and Fighters interested in dual-wielding will want to set their Dexterity to 15 to qualify for Ambidexterity. Set it to at least 13 if you want access to the Dodge, Mobility, and Rapid Shot feats. The mental attributes can be largely ignored. Wisdom will only slightly affect your Will saving throws, and Charisma rarely affects anything at all. You may however, want to set your Intelligence to at least 13 to get access to the Disarm, Improved Disarm, Improved Knockdown, and Improved Parry feats. Otherwise, set it according to how many skills you need to max out. - Skills - Fighters do not heavily rely on their skills for survival. Only Discipline is critical, and you should put points into it at every level. Concentration can be useful to resist Taunt, which may or may not be a threat depending on what environment you are playing in. A little bit of Lore skill can be useful early on for identifying items, and Heal can also come in handy if you have spare skill points. Avoid Parry altogether unless you are making a character specifically built around that skill. - Feats - Fighters receive more feats than any other class, and have lots of options on how to spend them. Almost all Fighters will want to get Weapon Focus, Weapon Specialization, and Improved Critical for their weapon of choice. Some Fighters may even want to get the same package of feats for a second weapon as well. Nearly every Fighter will also want to obtain Power Attack, Cleave, and Knockdown -- and Fighters with 13 Intelligence will definitely want to pick up Improved Knockdown, and maybe even Disarm and Improved Disarm. Weapon Proficiency Exotic is an optional choice, as it allows you to use many useful weapons, but it's not completely necessary. Dual-wielders will want to pick up Ambidexterity, Two-Weapon Fighting, and Improved Two-Weapon Fighting. Dexterity-based Fighters will want to look at Weapon Finesse, Dodge, Mobility, Point Blank Shot, and Rapid Shot. At later levels, after all other essential feats have been chosen, feats like Toughness, Lightning Reflexes, Iron Will, and Great Fortitude can be valuable. - Quick-Look - Hit Die: d10 Base Attack Bonus: 100% Armor Proficiencies: All armor and shields Weapon Proficiencies: All simple and martial weapons. No Exotic weapons. Primary Saving Throws: Fortitude. Secondary Saving Throws: Reflex and Will. Spellcasting: None. Base Skill Points per Level: 2 Class Skills: Concentration, Discipline, Heal, Lore, Parry. Special: Only class to offer access to Weapon Specialization. 1st Level - Bonus Fighter Feat. 2nd Level - Bonus Fighter Feat. 3rd Level - 4th Level - Bonus Fighter Feat. 5th Level - 6th Level - Bonus Fighter Feat. 7th Level - 8th Level - Bonus Fighter Feat. 9th Level - 10th Level - Bonus Fighter Feat. 11th Level - 12th Level - Bonus Fighter Feat. 13th Level - 14th Level - Bonus Fighter Feat. 15th Level - 16th Level - Bonus Fighter Feat. 17th Level - 18th Level - Bonus Fighter Feat. 19th Level - 20th Level - Bonus Fighter Feat. - Fighter Feats - The bonus Fighter feats must be chosen from a limited list of combat oriented feats which includes the following: Ambidexterity, Called Shot, Cleave, Deflect Arrows, Disarm, Dodge, Improved Critical, Improved Disarm, Improved Knockdown, Improved Parry, Improved Power Attack, Improved Two-Weapon Fighting, Improved Unarmed Strike, Knockdown, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, and Weapon Specialization. - Weapon Specialization - Type: Fighter only Prerequisites: Four levels in Fighter, Weapon Focus with chosen weapon. Required For: Nothing. Weapon Specialization is only available as a Fighter -- although you don't need to use a "Fighter feat" in order to select it. Many elect to multi-class to Fighter for four levels just to pick up this feat for their weapon of choice. Weapon Specialization bestows a +2 damage bonus to any weapon you use of the selected weapon type. Like Weapon Focus it can be selected repeatedly but for different weapons. - 18/2 Fighter/Barbarian - The basic idea of this build is that after a certain point, many Fighters will have accumulated all the feats that they need. At this time, it's often useful to multi-class and pick up various class-based abilities instead of selecting feats that are really of no use to the Fighter. There's no definite pattern to this build -- the 18/2 Fighter/Barbarian is just an example. If you run out of feats earlier it could be 16/4 or even 12/8 instead. For Lawful Good characters, a two level Paladin multi-class brings in some valuable benefits such as immunity to disease and fear as well as Divine Grace. - 12/8 Fighter/Wizard - This build suffers some heavy penalties to its melee abilities in order to cast a few levels of spells. It's really not the most efficient build, but it can be a lot of fun to have such a wide range of abilities. Make sure to set your Intelligence to 14 so that you can access four levels of Wizard spells. A lightly armored, high-Dexterity character is probably the easiest way to go in order to avoid arcane spell failure, but don't fully neglect Strength either. This combination is also just enough to get you a 4th attack at 20th level. A 9/11 Fighter/Wizard combination is also worth considering. You lose the 4th attack at 20th level, but gain 6th level spells. In addition, a few levels of Fighter could be swapped out for Barbarian or Paladin levels in order to access their class abilities instead of picking up surplus feats. |=============================================================================| T H E B A R B A R I A N 1.02 |=============================================================================| - Introduction - Where the Fighter is all about training, the Barbarian is all about natural abilities. Barbarians will usually have more Hit Points than any other character, and at high levels they develop a natural damage reduction which will allow them to live even longer. They are one of the few classes with Discipline and Taunt available as class skills -- and they get more skill points than Fighters or Paladins. Except for Exotic, they receive all of the weapon proficiencies and shield proficiency, but they lack the ability to wear heavy armor. As compensation, they share the Uncanny Dodge ability of the Rogue, allowing them to keep their Dexterity and Dodge AC bonus when surprised and also to avoid damage from traps. Their primary ability though is their Barbarian Rage, which they can use one or more times per day to boost their Strength, Constitution, and Will saves for a slight loss to their Armor Class. However, with the +12 cap to attribute scores, Barbarian Rage can become obsolete later in the game when attribute enhancing equipment and spells are available. On top of all this, Barbarians get a slight boost to their natural movement speed, making them faster than all other classes but the Monk. The Barbarian is also possibly the simplest class to play, making it an ideal choice for a beginner. - Multi-Classing (major) - Since Barbarians get additional class abilities all the way up to level 20, it's not a bad idea to make a pure Barbarian. However, it could also be useful to only reach 15th level to get the Greater Rage ability or 17th level to get the 3/- damage reduction and then take a few levels as another class. A few levels of Fighter can bring some extra feats, proficiency in heavy armor, and Weapon Specialization. Rogues offer a ton of skill points, Sneak Attack at 1st level and Evasion at 2nd level. - Multi-Classing (minor) - The Barbarian is a decent choice for a minor multi-class. One level gives you a slightly increased movement speed and Barbarian Rage. A second level gives you access to Uncanny Dodge, a highly valuable ability for Dexterity-based characters. However, many characters will find it more beneficial to obtain Uncanny Dodge by taking three levels of Rogue instead. The Barbarian also offers a route to Discipline and Taunt as well as the best means to boost your HPs. You can also obtain many weapon, shield, and armor proficiencies but since the Barbarian lacks the Heavy Armor proficiency many players will choose to multi-class with the Fighter instead. - Race - Half-Orcs get a boost to Strength and have Barbarian as their favored class, making them the clear choice for most Barbarians. Humans bring a bonus feat, extra skill points, and the ability to multi-class freely. Dwarves bring some extra Constitution, bonuses to saving throws vs. spells, and some natural fighting abilities -- however, you'll be limited to multi-classing with Fighter if you want to avoid experience penalties. Half-Elves and Elves offer some minor immunities but little else. Gnomes and Halflings incur Strength penalties and are limited to smaller weapons, making them normally less ideal for Barbarians. - Attributes - Strength and Constitution are the foundation of most Barbarian characters. Strength to hit often and hard and Constitution to even further improve the Barbarian's ability to survive massive punishment. Their Rage ability improves these attributes even further. Dexterity is more of a consideration for Barbarians as they don't automatically gain the ability to wear heavy armor. The inclusion of Uncanny Dodge as a class ability seems to indicate that most Barbarians are supposed to have a decent amount of Dexterity for an AC bonus. It is probably most effective however to just pick up heavy armor proficiency as a feat or multi-class and just set your Dexterity to 12. Remember that you'll need a Dexterity score of 13 to access Dodge, Mobility, and Rapid Shot. 15 Dexterity is required for Ambidexterity. Like the Fighter, the mental attributes are of minimal importance. Wisdom slightly affects your Will saves. Intelligence affects your skill points, and 13 Intelligence will give you access to Disarm, Improved Disarm, Improved Knockdown, and Improved Parry. Charisma offers very little to the Barbarian. - Skills - Barbarians should maximize their Discipline and Taunt skills. Extra points could be spent on Lore to cheaply and easily identify items or on Heal to quickly restore HPs and cure other maladies. Listen probably won't be too useful for most Barbarians, and Parry should be completely ignored. - Feats - Pure Barbarians only receive seven feats, or eight if they are human, and they must be selective in how they spend them. Weapon Focus and Improved Critical for your primary weapon are solid choices. Knockdown is also effective, and if you happen to have 13 Intelligence then get Improved Knockdown as well. Power Attack and Cleave are effective choices as well. Some Barbarians might want to spend a feat on proficiencies in order to gain access to Exotic Weapons, or to wear Heavy armor if they don't plan on obtaining it through a multi-class. Because of their limited number of feats, dual-wielding is often not feasible for the Barbarian, but a determined player can make it work. Make sure your Dexterity score is at least 15 and pick up Ambidexterity, Two-Weapon Fighting, and Improved Two-Weapon Fighting. At later levels, a Barbarian may want to pick up Toughness to further increase their large number of HPs. - Quick-Look - Hit Die: d12 Base Attack Bonus: 100% Armor Proficiencies: Light and medium armor and shields. No heavy armor. weapon Proficiencies: All simple and martial weapons. No exotic weapons. Primary Saving Throws: Fortitude. Secondary Saving Throws: Reflex and Will. Spellcasting: None. Base Skills Points per Level: 4 Class Skills: Discipline, Heal, Listen, Lore, Parry, Taunt. Special: Cannot be Lawful in alignment. 1st Level - Fast Movement (10% increase to movement speed). Barbarian Rage once per day. 2nd Level - Uncanny Dodge (Retain DEX bonus to AC when flat-footed). 3rd Level - 4th Level - Barbarian Rage twice per day. 5th Level - Uncanny Dodge (+1 to Reflex saves to avoid traps). 6th Level - 7th Level - 8th Level - Barbarian Rage three times per day. 9th Level - 10th Level - Uncanny Dodge (+2 to Reflex saves to avoid traps). 11th Level - 1/- natural damage reduction. 12th Level - Barbarian Rage four times per day. 13th Level - Uncanny Dodge (+3 to Reflex saves to avoid traps). 14th Level - 2/- natural damage reduction. 15th Level - Barbarian Rage becomes Greater Rage. 16th Level - Greater Rage five times per day. Uncanny Dodge (+4 to Reflex saves to avoid traps). 17th Level - 3/- natural damage reduction. 18th Level - 19th Level - Uncanny Dodge (+5 to Reflex saves to avoid traps). 20th Level - Greater Rage six times per day. 4/- natural damage reduction. - Rage - Type: Barbarian only Prerequisites: Free at Barbarian 1st level. Required For: Nothing. The Barbarian's Rage adds +4 to Strength, +4 to Constitution, +2 to Will saving throws, and -2 to AC. Remember that there is a +10 cap for bonuses to attribute scores. At 15th level Greater Rage becomes available which adds +6 to Strength, +6 to Constitution, +3 to Will saving throws, and -2 to AC. Both forms of Rage last for three rounds plus the Constitution modifier. Remember that there is a +12 cap to attribute enhancements, meaning that if your Strength or Constitution are already being affected by equipment or other enchantments, then some of the benefits of Rage may go to waste. - 16/4 Barbarian/Fighter - This is a very useful multi-class for Barbarians. You still get most of the Barbarian abilities while making up for the Barbarian's major weaknesses -- a lack of feats and no Heavy armor proficiency. Wearing heavy armor will let you set your Dexterity much lower, leaving more attribute points for Strength and Constitution. The extra feats can be used to gather up many of the essential feats, or if your Dexterity is 15, you can use it to acquire all the necessary dual-wield feats. - 17/2/1 Barbarian/Rogue/Fighter - This multi-class allows you to pick up Evasion, a slight Sneak Attack, some extra skill points, Heavy armor proficiency and an extra feat. By reaching Barbarian level 17 you'll still get the 3/- damage reduction. There are actually a few variations you can do on this. 16/3/1 loses the improved damage reduction but improves your Sneak Attack and gives you more skills -- this build is prone to multi-classing experience penalties. 16/2/2 also sacrifices the improved damage reduction but gives you an additional feat instead. |=============================================================================| T H E R A N G E R 1.03 |=============================================================================| - Introduction - The Ranger is a natural dual-wielder, obtaining all of the necessary feats for free. Because their natural dual-wielding abilities limit them to light armor, Rangers are usually Dexterity-based which in turn makes them competent archers. Rangers come with the widest assortment of class skills of the melee classes -- they share unique access to the Animal Empathy skill with the Druid and they have class skill access to the Rogue-like Search and Set Trap. They receive bonuses to Hide and Move Silently skills in outdoor areas, and they can choose up to five racial groups as Favored Enemies in which they gain bonuses to Listen, Spot, Taunt, and damage. They also receive four levels of healing and protection spells, an animal companion at 6th level, and a good Hit Die, BAB, and a relatively full set of proficiencies. They do however, lack Heavy armor proficiency and access to Discipline as a class skill. Ultimately a well designed multi-class build can outperform the Ranger in pretty much every aspect, making the Ranger one of the lesser NWN classes. They are easy to use however, and have a fun set of abilities that will likely appeal to a beginner. - Multi-Classing (major) - Rangers receive special abilities all the way to 20th level. In addition their animal companion constantly grows in strength and they receive extra spell slots, making a pure Ranger an effective character. However, it is debatable how valuable many of these high level abilities are, making multi-classing your Ranger worthy of consideration. Most Rangers will want to hit at least 9th level to complete their dual-wielding abilities, and then probably 10th level to get their 3rd favored enemy. Rangers get very little after 15th level, which is another good cutoff point. Like most classes, Rangers can benefit from a few levels of Fighter for the bonus feats, Heavy armor proficiency, Weapon Specialization, and a chance at training Discipline as a class skill. Barbarians offer Rage, increased movement speed, Discipline and Taunt as class skills, and Uncanny Dodge which can be very valuable for the Dexterity-based Ranger. Two levels of Paladin offer immunities to disease and fear, Discipline as a class skill, as well as the ability to add your Charisma modifier to saving throws with Divine Grace. A few levels of Rogue also offers Uncanny Dodge, Evasion, a big boost to skills, and the ability to sneak attack which can compliment ranged attacks very well. Monks offer the Improved Unarmed Strike, Stunning Fist, and Cleave feats, as well as Evasion all at 1st level. If a Ranger is prepared to go without armor completely, the Ranger can also benefit from the Monk's ability to add their Wisdom modifier to their Armor Class. Taking one level of Cleric for the Animal and Healing domains will increase the power of the Ranger's summons as well as his healing spells. - Multi-Classing (minor) - Taking just a few levels of Ranger is usually a bad idea. Trackless Step and one Favored Enemy are usually less valuable than what other classes can offer. The ability to dual-wield initially seems valuable, but for most classes it's not a prudent choice. This is because the Ranger class doesn't actually offer Ambidexterity and Two-Weapon Fighting, but rather a similar feat that restricts the abilities to light armor. In essence, this means that you can't use the Ranger abilities to qualify for Improved Two-Weapon Fighting later on -- which is crucial to the success of most dual-wielders -- nor can you dual-wield while in medium or heavy armor. If you don't mind not maximizing your dual-wielding abilities however, the Ranger can be an excellent choice as a minor multi-class. - Race - Since most Rangers are Dexterity-based, the Elf stands out as an excellent choice with the +2 racial bonus to Dexterity. The Elven bonuses to skills and keen senses ability are also useful. However, you'll be severely restricted when it comes to multi-classing and lose -2 to your Constitution. If those penalties bother you, a Human or Half-Elf are good choices. If your Ranger is more Rogue-like than combat oriented or you plan to actually multi-class with Rogue, a Halfling can be an valuable choice. A Dwarf or Half-Orc can also work as long as you plan on multi-classing with those race's favored classes. A Gnome offers very little to the Ranger class. - Attributes - Rangers are restricted to light armor to use their dual-wielding abilities, which creates a requirement for a high Dexterity score to make up for the armor deficiency. Dexterity will likely be most Ranger's primary attribute. Strength can be neglected, but it's still nice to have an average score for damage bonuses. Constitution is important for every character -- particularly those who will engage in melee combat. Rangers have more need of their mental attributes than the other combat classes. Their limited spellcasting is based on their Wisdom. 14 is a good Wisdom score, giving them access to all four levels of Ranger spells. If you set it any lower, be prepared to lose out on some spells. Rangers also have more class skills than most classes, making Intelligence a valuable asset. A 13 Intelligence is required for Disarm, Improved Disarm, Improved Knockdown, and Improved Parry. Charisma is the least important attribute and should normally be ignored. - Skills - Rangers have to spend more consideration on their skills than the other warrior types. Animal Empathy is a unique skill, shared only with the Druid, and a tempting choice. However, you need to spend a lot of points in it before it becomes useful -- and even then, there may not be many opportunities to use it depending on your environment. Search is a top choice to help locate traps, and only the Rogue also offers it as a class skill. Hide and Move Silently can be raised together if you want to use your Ranger as a scout. Listen and Spot can be valuable for similar reasons. Some players will have a lot of fun with Set Trap, but don't waste points on it unless you are sure you will use it. A few spare points could be dropped into Lore or Heal, and you should probably ignore Concentration and Parry. - Feats - Like most classes, you should try to get Weapon Focus and Improved Critical for whatever weapons you use the most. Because of their dual-wielding and ranged abilities, Rangers may also pick up these feats more than once for different weapons. Many Rangers have more Dexterity than Strength, and for that reason should consider picking up Weapon Finesse right away and using weapons that are light enough to work with it. Dodge, Mobility, Point Blank Shot, and Rapid Shot will all benefit the dexterous archer-type Ranger. Useful combat feats like Power Attack, Cleave, and Knockdown make good choices, and maybe even perhaps a metamagic feat like Extend Spell, Empower Spell, or Maximize Spell to increase the effectiveness of the Ranger's buffing spells. - Spellcasting - The Ranger possesses Divine spellcasting that is based off of his Wisdom. Once he reaches the required level and possess an adequate Wisdom score, he automatically receives access to every spell for that level. He must, however, prepare his spells for use. This entails selecting in advance which spells he believes will be most useful for him, as well as how many times he will want each of them to available before he rests again. - Quick-Look - Hit Die: d10 Base Attack Bonus: 100% Armor Proficiencies: Light and medium armor and shields. No heavy armor. Weapon Proficiencies: All simple and martial weapons. No exotic weapons. Primary Saving Throws: Fortitude. Secondary Saving Throws: Reflex and Will. Spellcasting: Divine, Wisdom-based. Base Skill Points per Level: 4 Class Skills: Animal Empathy, Concentration, Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Set Trap, Spot. 1st Level - Dual-Wield (no penalties when wearing light armor.) Trackless Step (+4 to Hide and Move Silently in wilderness areas). 1st Favored Enemy (+1 to Listen, Spot, Taunt, and damage). 2nd Level - 3rd Level - 4th Level - 1st level spells become available. 5th Level - 2nd Favored Enemy (+2 to Listen, Spot, Taunt, and damage). 6th Level - Animal Companion. 7th Level - 8th Level - 2nd level spells become available. 9th Level - Improved Two-Weapon Fighting 10th Level - 3rd Favored Enemy (+3 to Listen, Spot, Taunt, and damage). 11th Level - 3rd level spells become available. 12th Level 13th Level 14th Level - 4th level spells become available. 15th Level - 4th Favored Enemy (+4 to Listen, Spot, Taunt, and damage). 16th Level - 17th Level - 18th Level - 19th Level - 20th Level - 5th Favored Enemy (+5 to Listen, Spot, Taunt, and damage). - 10/10 Ranger/Rogue - This build plays off the similar abilities of the Ranger and the Rogue. They both normally wear light armor and have a decent amount of Dexterity, as well as sharing a few key skills. The 10 levels of Ranger are enough to get you all the dual-wielding abilities, 2 levels of spells, and a 3rd favored enemy. The Rogue levels bring the valuable Sneak Attack, Uncanny Dodge, and Evasion abilities, as well as a major boost to skills. In addition, at 10th level the Rogue can choose a special Rogue bonus feat. Remember that only taking 10 levels of Ranger will serious crippled the abilities of your animal companion. This build should usually focus on lots of Dexterity. This character will make a decent archer, particularly with the Rogue's Sneak Attack damage. Wisdom should be limited to 12, since you'll only gain two levels of spells anyway. Weapon Finesse will be a must to take advantage of the high Dexterity, and you should consider wielding the same weapon in both hands -- Shortswords, Daggers, or Kukris. Pick up Point Blank Shot, Rapid Shot, Dodge, Mobility, Weapon Focus, and Improved Critical for your Longbow to maximize your archer abilities. Weapon Focus and Improved Critical for your melee weapons is not a bad idea either. - 15/3/2 Ranger/Rogue/Fighter - This build lets you more fully develop your Ranger abilities. You'll get all the way to your 4th Favored Enemy and you'll acquire all four levels of Ranger spells. The two Fighter levels will offer some bonus feats and the opportunity to train Discipline as a class skill. The Rogue levels will get you a small Sneak Attack and extra skills, but even more importantly you'll get Uncanny Dodge and Evasion. - 11/5/4 Ranger/Rogue/Fighter - This build cuts back your Ranger abilities and more fully developes your Rogue and Fighter skills. You'll no longer get your 4th Favored Enemy and your spells will be somewhat cut back -- although you'll still reach your level 3 spells. In exchange you'll get a better Sneak Attack and many more skill points, as well as an additional bonus combat feat from your 4th Fighter level which could be used for Weapon Specialization. - 16/2/2 Ranger/Fighter/Barbarian - This build also lets you pick up Uncanny Dodge, but without the slight penalty to your BAB and HPs. You'll also get Barbarian Rage and a small improvement to your movement speed, but you'll lose the Rogue's Evasion, extra skills, and a slight Sneak Attack ability. If you aren't interested in the Barbarian's abilities, this build could be easily modified to a 16/4 Ranger/Fighter to pick up an extra combat feat (Weapon Specialization) instead. Or if you have a Lawful Good alignment you could make a 15/3/2 Ranger/Paladin/Fighterand pick up immunity to disease and fear, Divine Grace, and the ability to remove disease once per day. |=============================================================================| T H E P A L A D I N 1.04 |=============================================================================| - Introduction - The Paladin comes with a handful of class abilities designed to hunt down all that is evil and undead. This includes natural immunities to disease and fear, as well as excellent bonuses to his saving throws. He can heal and remove disease from his companions, unleash devastating attacks against evil-aligned creatures, turn undead like the Cleric, and cast a small number of protection spells. The Paladin gains most of his special abilities early, yet they increase in power all the way to 20th level. Like the Barbarian, he receives Taunt and Discipline as a class skill. He gets a near full set of proficiencies like the Fighter, as well as a solid HD and excellent BAB growth. The Paladin is a very specialized class, which means that he is very powerful when fighting certain types of enemies, but rather weak when fighting others. You should consider this when thinking of choosing a Paladin. - Multi-Classing (major) - While the Paladin gains nearly all of his abilities (except spells) by 3rd level, most of his abilities are based on Paladin level which makes it reasonable to pursue the path of the Paladin all the way to 20th level. However, losing a few levels of Paladin won't hurt much -- at least not compared to what you can gain. The Fighter class probably offers the most by helping you quickly accumulate your desired feats and gain Weapon Specialization in your weapon of choice. Rogues bring their skills, sneak attacks, Uncanny Dodge, and Evasion. Taking one level of Cleric for the two Cleric domains can greatly improve your turning ability. You can increase it's scope to cover elementals, outsiders, constructs, or vermin. You can also choose the Sun domain and increase it's strength. Monks offer the Improved Unarmed Strike, Stunning Fist, and Cleave feats, as well as Evasion all at 1st level. If a Paladin is prepared to go without armor completely, the Paladin can also benefit from the Monk's ability to add their Wisdom modifier to their AC. - Multi-Classing (minor) - The Paladin isn't a great choice as a minor multi-class for most characters. The immunities to disease and fear can be useful to most any character, but there are usually more practical ways to go about obtaining them, as well as more lucrative options from other classes (usually taking Fighter levels for more bonus feats). The rest of the Paladin abilities are based on level and will be too weak to be of much use. High Charisma characters (usually Sorcerers or Clerics) however, should strongly consider taking just one Paladin level to get Divine Grace. With a high Charisma modifier you will get valuable bonuses to all of your saving throws, making your character invulnerable to practically everything. Remember that even a character with low or average Charisma can boost it with equipment, potions, or spells. - Races - Humans usually make the best Paladins. The extra feat and skill point can be very valuable to any Paladin character. Half-Elves are a decent second choice. Elves offer very little for the -2 to Constitution. Dwarves and Half-Orcs bring a penalty to Charisma, which is one of the primary Paladin attributes. Halflings and Gnomes are too small to be the mighty warriors that most Paladins must be as they lose -2 to Strength and are limited to smaller weapons. - Attributes - Paladins are ideally suited for wearing heavy armor and wielding heavy weapons with a high Strength score. Dexterity should be raised no higher than 12, and will probably need to be left much lower. Constitution is important for the Paladin, as it is with any character that heavily engages in melee combat. The Paladin will need a Wisdom score of 14 to access all of his spells, but there is little reason to set it any higher. If you set it lower, be prepared to lose some spells. Charisma is the basis of many of the Paladin class abilities -- Divine Grace, Lay On Hands, Smite Evil, and Turn Undead -- and should be set relatively high. Intelligence is of less importance as the Paladin doesn't rely heavily on his skills. However, a score of 13 is required if you want to acquire Disarm, Improved Disarm, or Improved Parry -- but due to the Paladin's thin point spread this is usually not possible. - Skills - Paladins usually don't have many skill points to work with. Discipline is an essential skill and should be selected first. Taunt can be a very valuable combat aid, and Concentration can be taken to protect yourself from Taunt as well as spell failure during combat. If you play in environments that are designed for it, Persuade can be very valuable, otherwise it's completely useless. You likely won't have many extra points for Lore or Heal, and you definitely shouldn't waste any on Parry. - Spellcasting - The Paladin possesses Divine spellcasting that is based off of his Wisdom. Once he reaches the required level and possess an adequate Wisdom score, he automatically receives access to every spell for that level. He must, however, prepare his spells for use. This entails selecting in advance which spells he believes will be most useful for him, as well as how many times he will want each of them to available before he rests again. - Quick-Look - Hit Die: d10 Base Attack Bonus: 100% Armor Proficiencies: All armor and shields. Weapon Proficiencies: All simple and martial weapons. No exotic weapons. Primary Saving Throws: Fortitude. Secondary Saving Throws: Reflex and Will. Spellcasting: Divine, Wisdom-based. Base Skill Points per Level: 2 Class Skills: Concentration, Discipline, Heal, Lore, Parry, Persuade, Taunt. Special: Paladins must be Lawful Good. 1st Level - Divine Grace (CHA modifier is applied to all saving throws). Divine Health (immune to disease). Lay On Hands 2nd Level - Aura of Courage (immune to fear). Smite Evil 3rd Level - Turn Undead. Remove Disease once per day. 4th Level - 1st level spells become available. 5th Level - 6th Level - 7th Level - 8th Level - 2nd level spells become available. 9th Level - 10th Level - 11th Level - 3rd level spells become available. 12th Level - 13th Level - 14th Level - 4th level spells become available. 15th Level - 16th Level - 17th Level - 18th Level - 19th Level - 20th Level - - Lay On Hands - Type: Paladin only Prerequisites: Free at Paladin 1st level. Required For: Nothing. Once per day a Paladin can heal [CHA modifier x Paladin class level] HPs for himself or others. Like other healing abilities, Lay On Hands can be used to damage the undead. - Smite Evil - Type: Paladin only Prerequisites: Free at Paladin 2nd level. Required For: Nothing. Once per day a Paladin can execute a special attack against an evil opponent. As long as the target is evil, the Paladin applies his Charisma modifier to his attack roll, and if he hits he applies his Paladin level in the form of bonus damage. - Turn Undead - Paladins use their turning abilities like Clerics, except that their level is reduced by two. So a 3rd level Paladin would turn as a 1st level Cleric. See the Cleric section for more details on Turn Undead. - Extra Turning - Type: Cleric and Paladin only Prerequisites: None. Required For: Nothing. If this is chosen as a feat selection, the Paladin will be able to Turn Undead an additional six times per day. The average Paladin will be able to perform Turn Undead over three times per day, which is usually enough -- especially considering how easy it is to rest in most modules. If you want to be a particularly effective undead hunter or find yourself playing in a module full of undead with severe resting restrictions, then this feat is for you. - 16/4 or 18/2 Paladin/Fighter - The basic idea behind either of these builds is to slightly weaken a few of the Paladin's abilities -- Lay on Hands, Smite Evil, and Turn Undead -- for much needed bonus feats. If you take four levels of Fighter you have the opportunity to pick up Weapon Specialization. - 17/2/1 Paladin/Fighter/Cleric - This build incorporates a Cleric level in order to gain powers from the Cleric Domains. This build is ideal for a Paladin that heavily relies on his Turn Undead ability, or just feels that he will be facing lots of undead and wants to be especially prepared. The Sun Domain is very valuable in providing an immediate boost to the Paladin's turning power. Other Domain choices can be used to increase the scope of the Turn Undead ability. The Healing Domain will increase the power of the Paladin's Cure Light Wounds and Cure Serious Wounds spells, which can also be used offensively against the undead. The Fighter levels provide a few feats, but don't weaken your Paladin abilities if you don't need them. - 17/2/1 Paladin/Fighter/Monk - The Monk level gets you Cleave for free which would normally require that you spend two feats to obtain Power Attack and Cleave. That alone makes it as valuable as a level in Fighter. In addition, you'll pick up Evasion, which when coupled with Divine Grace can offer serious protection to the Paladin from magical attack. The Fighter levels provide the usual feats, if you have a need for them. - 18/1/1 Paladin/Monk/Cleric - This is just an obvious hybrid of the two previous builds. Forget about the Fighter levels completely and pick up Cleave, Evasion, and the power of two Cleric Domains. |=============================================================================| T H E M O N K 1.05 |=============================================================================| - Introduction - The Monk is an interesting melee class. A Monk receives no armor or shield proficiencies, but he gains natural AC bonuses as he rises in level. He can also draw on his Wisdom for an additional AC boost, sometimes allowing him to reach higher AC scores than any other class. A Monk receives very few weapon proficiencies, but his bare fists will evolve to be the most powerful weapons in the game. A Monk has the lowest Hit Die of all the melee classes, but excels in all three types of saving throws, gains immunity to disease, poison, and mind-affecting spells, as well as a natural spell resistance and damage reduction. A Monk has a lower Base Attack Bonus than the other melee classes, but he gains his extra attacks at a faster rate -- usually ending up with more attacks than his contemporaries. The Monk receives a good number of combat feats for free, as well as many Monk-specific abilities. To top it all off, the Monk is the fastest class in the game, eventually acquiring a 50% movement speed increase. The Monk, however, does lack Discipline as a class skill, which is probably one of his biggest weaknesses. - Multi-Classing (major) - The Monk should usually not be multi-classed. The Monk gains special abilities all the way to 20th level, and many of the Monk abilities don't work well with other classes. For instance, many abilities go away while wearing armor or wielding weapons. The Monk's natural spell resistance and ability to heal himself is based on Monk level. You'll want to take your Monk to at least 16th level to get the highest damage rating for your fists. The best multi-classes for a Monk are probably the Fighter and the Rogue. The Fighter allows the Monk to pick up some possibly needed feats or Weapon Specialization for their unarmed attack as well as the chance to train Discipline as a class skill. In addition, four levels of Fighter will provide the Monk with an extra attack at 20th level. The Rogue offers some skills, Sneak Attack, and Uncanny Dodge -- which could be very valuable to the unarmored Monk. - Multi-Classing (minor) - Many classes can gain some valuable advantages from taking just one level of Monk. Immediately you receive Cleave, one of the best combat feats in the game, which otherwise requires you to spend a feat on the only semi-useful Power Attack first. You also receive Improved Unarmed Strike, Stunning Fist, Flurry of Blows, and an improved damage rating for your fists. Granted, most characters will be armed and unable to take advantage of these abilities, but they could be useful if you find yourself disarmed. You also receive the highly valuable Evasion allowing you to escape many highly damaging spells, but only if you can make your Reflex save first. Any characters with a decent Wisdom score who finds themselves going unarmored can also take advantage of the Monk's ability to apply their Wisdom modifier to their Armor Class. Shape-shifting characters, particularly the Druid, can also benefit from one level of Monk. While in their altered form characters become unarmed and unarmored, making them ideally suited for the Monk's set of abilities. - Races - Humans offer the Monk class a useful bonus feat, some extra skill points, and no real disadvantages. Half-Orcs and Dwarves both bring some great racial attribute bonuses, and the mental attribute penalties will mean little to the Monk. Elves are a great choice for Dexterity-based Monks. Besides the boost in Dexterity, an Elf bring proficiencies in the shortbow and longbow, immunity to sleep, and useful keen senses. The penalty to Constitution is a drawback though. Half-Elves offer rather little besides the immunity to sleep and no real penalties. Gnomes and Halflings usually make poor Monks because their small stature greatly reduces the damage of their unarmed attack. - Attributes - The crucial decision when designing a Monk is whether to focus on Strength or Dexterity. Monks have a lower BAB than most other melee characters and thus need to have their melee attribute as high as possible in order to hit their opponents. A Strength-based Monk will do more damage, carry more, and will not need any extra feats to be effective. A Dexterity-based Monk will need to take Weapon Finesse, but will have a higher AC and Reflex save, as well as the |
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