Neverwinter Nights: Hordes of the Underdark Walkthrough :
This walkthrough for Neverwinter Nights: Hordes of the Underdark [PC] has been posted at 09 Feb 2010 by jagger and is called "Champion of Torm Guide". If walkthrough is usable don't forgot thumbs up jagger and share this with your freinds. And most important we have 14 other walkthroughs for Neverwinter Nights: Hordes of the Underdark, read them all!
|
jagger |
Walkthrough - Champion of Torm Guide**************************************************** NEVERWINTER NIGHTS UNOFFICIAL CHAMPION OF TORM CHARACTER BUILD GUIDE For use with Hordes of the Underdark (c)2004 Perrin Miller Version: 1.0 **************************************************** This was written for submission to: http://www.gamefaqs.com/ http://www.sorcerers.net/ *********************************************************************** * * * TABLE OF CONTENTS * * * *********************************************************************** [1.0] Introduction [2.0] Champion of Torm Class Description [2.1] Description [2.2] Stats and Requirements [2.3] Special Abilities [2.4] Bonus Feat List [3.0] Race Choices [3.1] Dwarf [3.2] Elf [3.3] Gnome [3.4] Half-elf [3.5] Half-orc [3.6] Halfling [3.7] Human [3.8] Preferences [4.0] Ability Scores [5.0] Weapon Choices [6.0] Class Combinations [6.1] Basic Classess [6.2] Prestige Classes [7.0] Skills [7.1] Class Skills [7.2] Cross-class Skills [8.0] Feats [8.1] Champion of Torm Bonus Feats [8.2] Useful General Feats [8.3] Optional Feats [8.4] Feats To Avoid [8.5] Useful Epic Feats [9.0] Epic Levels [10.0] Sample Characters [10.1] Barbarian/Fighter/Champion of Torm [10.2] Bard/Red Dragon Disciple/Champion of Torm [10.3] Cleric/Paladin/Champion of Torm [10.4] Fighter/Rogue/Champion of Torm [10.5] Fighter/Weapon Master/Champion of Torm [10.6] Paladin/Champion of Torm [10.7] Paladin/Fighter/Champion of Torm [11.0] Final Thoughts [12.0] Version History [13.0] Credits *********************************************************************** * * * [1.0] INTRODUCTION * * * *********************************************************************** This guide is written to examine the different possibilities of the Champion of Torm (CoT) prestige class for Neverwinter Nights. It was mostly focused on the character development starting from 1st level going through to about 20th or a little beyond, on the assumption a player will be using the character for any of the NWN campaigns or community designed modules. A specific section discusses epic levels and such. The guide also assumes that a player reading it is planning primarily a melee based character. Let's face it; the Champion of Torm just leaves you with the impression of a holy warrior running around in plate armor hacking away at evil while empowered with divine might laying waste to the hordes of evil. One doesn't obviously equate the CoT as providing a balanced build for the versatility of a solo, do everything adventurer. Their special abilities are geared for dealing out more punishment and increasing survivability. However any multi- class character needing some extra punch in the melee department can certainly benefit, much like many characters taking tertiary levels in fighter to boost their melee abilities. When considering a character to primarily be a champion of Torm, one often ends up comparing them to paladins. But by nature CoT are going to be multi-classed and there a few good builds that capitalize on those benefits when making comparisons. Often these can make strong cases against sticking with the same basic class from levels 1 to 20. As for powergaming, there are some definite possibilities of making a Champion of Torm to be one of the best melee machines. Of course trying claim the title as "the number one heavy weight" can spark plenty of debate, however there are definitely some solid arguments if favor of Champion of Torm builds being contenders. However this guide looks at playing the character from the start at level 1, not level 40, and as such these considerations are looking at character maturity around levels 18-25. Personally that was one of the reasons I looked at the Champion of Torm class originally. *********************************************************************** * * * [2.0] CHAMPION OF TORM DESCRIPTION * * * *********************************************************************** [2.1] Description ================= The Champion of Torm (CoT) is one of the prestige classes introduced in the Neverwinter Nights: Hordes of the Underdark (HotU) expansion set. The manual describes the class: "Champions of Torm are mighty warriors who dedicate themselves to Torm's cause, defending holy ground, destroying enemies of the church and slaying mythical beasts. Paladins gain some of the fighter's combat abilities by choosing to become a champion of Torm. Conversely, fighters gain paladin-like abilities by playing this prestige class." Taking levels as a champion of Torm will provide some unique feats, but taking full advantage of those bonuses depends on which Ability Scores are emphasized and the basic class the character is started or centered around. They have modest requirements and can be combined with various classes without huge amounts of sacrifice to meet them. The numbers of levels can vary, and the special abilities are available in the first 5 levels, getting better as more levels of CoT are taken. Like all character builds, creating a CoT requires at least a little prior planning from the start to fully utilize the effectiveness of those levels and abilities. [2.2] Stats and Requirements ============================ Hit die: d10 Proficiencies: Armor (Light, Medium), Shields, Weapons (Martial, Simple) Skill points: 2 + Intelligence modifier/level Class skills: Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Lore, Parry, Spot Base Attack Bonus: uses Fighter table Primary Saving throws: Fortitude, Reflex Primary Ability: Charisma Bonus Feats: 1 per 2 levels like fighters (no weapon specialization) Alignment: Must be any non-evil Required Base Attack Bonus: minimum +7 Required Feat: Weapon Focus (melee weapon) [2.3] Special Abilities ======================= [2.3.1] Lay on Hands (CoT level 1) ---------------------------------- With this feat, the character can heal damage equal to their Charisma modifier times their level. When used against undead creatures, it is treated as a touch attack spell that delivers damage instead of healing. This ability can be used 1x/day and stacks with the paladin's Lay on Hands ability. [2.3.2] Sacred Defense (CoT level 2) ------------------------------------ This feat adds a +1 bonus to all Saving Throws for every 2 levels of CoT. It is not dependent on Ability Scores, and it stacks with other bonuses and it keeps accumulating into epic levels of CoT. [2.3.3] Smite Evil (CoT level 3) -------------------------------- This feat allows the character to make a special attack against evil creatures. The character applies their Charisma modifier to their attack roll, and their class level to the damage (divine) delivered. Smite evil can only be used 1x/day (without the Extra Smiting Feat), only affects evil creatures, and stacks with the paladin's Smite Evil ability. Keep in mind that just because someone is hostile, it doesn't mean they're evil. [2.3.4] Divine Wrath (CoT level 5) ---------------------------------- The character is able to channel a portion of their deity's power 1x/day giving them a +3 bonus on attack rolls, damage (divine), and Saving Throws for a number of rounds equal to their Charisma modifier. They also gain damage reduction of 5/+1. At CoT level 10 the attack, damage and Saving Throw bonuses increase by another +2 (note this is not clear in the manual and in-game explanation, but was true when tested). Every five levels of epic CoT increases the attack, damage, and Saving Throw bonuses by a further +2. [2.4] Bonus Feats List ====================== These are the feats that can be selected every second level of the CoT first 10 levels. They can also be taken during the epic levels. Blind-Fight, Called Shot, Cleave, Disarm, Dodge, Expertise, Great Cleave, Improved Critical, Improved Disarm, Improved Expertise, Improved Knockdown, Improved Parry, Improved Power Attack, Improved Two-Weapon Fighting, Improved Unarmed Strike, Knockdown, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Stunning Fist, Weapon Finesse, Weapon Focus, Weapon Proficiency Exotic, Whirlwind Attack *********************************************************************** * * * [3.0] RACE CHOICES * * * *********************************************************************** There really isn't a race that is restricted from becoming a Champion of Torm, but some races are better than others as when it comes to making melee characters. [3.1] Dwarf =========== The biggest disadvantage for a dwarven CoT is the Charisma penalty. However a build that does not emphasize Charisma still offers some benefits. Dwarves excel at fighting and their special prestige class, the Dwarven Defender(DD) can make a formidable melee character on its own. Their +2 Constitution bonus is good for any melee character, and the -2 Charisma penalty can be a non-issue if the CoT levels are just substitutes for fighter levels for the bonus feats and Saving Throws. [3.2] Elf ========= If you intend to make a finesse (high-Dexterity) fighter, elf is a pretty good race. The +2 Dexterity bonus is helpful to push your attack and AC up in the early levels, but the -2 Constitution penalty can be tough to compensate for if emphasizing other Ability Scores. There may be some good builds that focus on dual-wielding feats combined with the finesse. [3.3] Gnome =========== As a melee class the gnome offers two disadvantages: small stature and the -2 Strength penalty. Small stature prevents the use of large weapons and medium weapons have to be wielded two-handed. Beginning with a -2 penalty to Strength is tough to overcome and will likely more than cancel out the +2 Constitution bonus trying to spend the ability points you save to increase Strength. [3.4] Half-elf ============== There are no racial ability adjustments for the half-elf, and the special abilities don't really offer enough advantages for a melee character. Most people probably prefer human to gain the extra skill point and bonus feat instead. [3.5] Half-orc ============== The half-orc also suffers from the big disadvantage of the -2 Charisma penalty, but also takes a hit to skill points with the -2 Intelligence penalty. However, to some you can capitalize on the +2 Strength bonus and still make a formidable melee character multi- classing with the barbarian class. Again the -2 Charisma penalty can be a non-issue if the CoT levels are just substitutes for fighter levels for the bonus feats and Saving Throws. [3.6] Halfling ============== The halfling can be a bit better as a small-race melee character than compared to the gnome. The -2 Strength penalty is painful, but the +2 Dexterity bonus can be used to build a finesse fighter where Strength is less important. However, with the small stature limitations, probably better to be an elf for the finesse fighter builds. [3.7] Human =========== With 3rd Edition rules, it is most likely that most builds will be centered on being human. The extra feat, skill points and flexibility in multi-classing make it the most obvious choice for most people. [3.8] Preferences ================= In order of preference, I would list the races like so: 1) Human 2) Half-elf 3) Elf 4) Dwarf 5) Half-orc 6) Halfling 7) Gnome *********************************************************************** * * * [4.0] ABILITY SCORES * * * *********************************************************************** Most pure melee specialists concentrate on Strength and Constitution. However, similarly to Paladins, the Champion of Torm uses Charisma as well. Depending on the basic class used at the start, Wisdom and Dexterity may not be neglected either for certain builds. Generally Ability Scores will likely start out pretty average, similar to most Paladin builds (several scores around 13 or 14, possibly a 15/16 in one), and depend upon increasing key Ability Scores with magic spells or items. Sample initial Ability Scores are provided when examining the class combinations and are focused on being a Champion of Torm eventually. Ability scores for multi-classed characters that are using CoT levels as their tertiary minor class would really depend on the primary class the build is centered around and not really reflected in the sample Ability Scores or this guide in general. *********************************************************************** * * * [5.0] WEAPON CHOICES * * * *********************************************************************** Weapon choice really is going to come down to personal preference, and one of the requirements is to have a weapon focus in at least one melee weapon. However the extra feats allow CoT to have a little versatility and have a couple for different combat packages, like two- hand weapons and weapon-shield combinations. Of course, if you are multi-classing with Weapon Master or planning to use the Holy Avenger then this decision may be considerably more important. *********************************************************************** * * * [6.0] CLASS COMBINATIONS * * * *********************************************************************** Since Champion of Torm is a prestige class, the character will have to have at least one other class to start with. Any class, or two- class combination, that emphasizes melee combat can gain additional usefulness from CoT levels. Initially the guide covers the basic classes and then the other prestige classes, discussing how the CoT levels will fit with that particular class. Multi-class combinations are covered where appropriate, but not a lot of focus is spent on using CoT as a tertiary minor class. For some classes, sample starting Ability Scores and race selections are provided for consideration and covered in more detail in the Sample Characters Section. [6.1] Basic Classes =================== [6.1.1] Barbarian ----------------- The Barbarian's special abilities are designed increase survivability and delivery of heavy punishment. Using the class as the primary base class has its advantages for any good melee specialist with extra hit points (1d12 vs. 1d10) for each level. The Barbarian Rage always helps and the uncanny dodge can be capitalized with the good reflex saves the CoT will generate. Neither class has Heavy Armor Proficiency included so that may take an extra feat unless picked up with a tertiary class. The CoT reliance on Charisma doesn't synergize well however, but is also not necessarily critical. Combining the two classes with either four Fighter levels for Weapon Specialization or seven levels of Weapon Master make for some good possibilities as well, but I suspect most fans of the Barbarian class would be better off sticking with single class or multi-classing with Fighter and/or Weapon Master instead. Since Barbarians are kind of asking to be centered around high Strength and two-handed weapon builds take a look this sample: Half-orc Barbarian STR 17 (15 + 2 race bonus), DEX 14 (to take dodge), CON 14, INT 10 (12 - 2 race penalty), WIS 8 (saves will get boosted), CHA 12 (14 - 2 race penalty). If not interested in the Dodge feat and planning to use heavy armor, Dexterity can be dropped to 12, putting the points into Strength for an 18. In leveling up points can be spread between Strength and Charisma. With Nymph cloaks and potion of Eagle's Splendor boosting Charisma, the Charisma should be high enough to make using the Divine Wrath ability viable for short durations. See Sample Characters Section for more details on a Half-orc Barb/Fighter/CoT build. [6.1.2] Bard ------------ Bards are not really a melee class, being arcane spellcasters, but they are more suited to melee combat than Sorcerers and Wizards. Disadvantages to overcome are the medium BAB progression (takes level 10 to get BAB +7), lower hit points, and missing Martial Weapon and Heavy Armor Proficiencies. Bards do make good "jack-of-all-trades" adventurers for those solo adventurers. They also have some special abilities that can help boost their melee prowess; class skills of Tumble (AC bonus), Spellcraft (saves versus spells), and Use Magic Device (scrolls and class specific items), bard song, and access to 2nd level buff spells (Bull's Strength and Eagle's Splendor). The Bard also uses Charisma, so there is some Ability Score synergy. However the real shining point would be the ability to multi-class with Red Dragon Disciple class. This build would take some time to reach maturity and be a weak melee fighter at the lower development levels. However, balancing the advancement properly to get BAB +16 at level 20 and saving some skill points to maximize certain skills when taking the 6th level of Bard can see a potent melee character at level 22 being a Bard-6/RDD-10/CoT-6. Here is the starting sample Ability Scores for a Bard/RDD/CoT combination: Elven Bard STR 14, DEX 15 (13 + 2 race bonus), CON 12 (14 - 2 race penalty), INT 14, WIS 10, CHA 13 Dexterity is at 15 for taking the Ambidexterity Feat to go the dual-wield route. Elven race provides access to the longsword proficiency right away to make that the Weapon Focus choice. Ability points at level-up should be spread between Charisma and Constitution. With +8 going to Strength through RDD levels, you probably would be better served boosting those abilities for better hit points and longer Divine Wrath. The Intelligence of 14 is to take advantage of the bard's class skills, but can be sacrificed. See Sample Characters Section for more details. [6.1.3] Cleric -------------- Clerics and Champions of Torm can go well together. They are more melee-oriented than Bards; they have more spells (which are able to be cast in full armor) and some complementary special abilities depending on the Domains chosen. A few things to overcome are the medium BAB progression (takes level 10 to get BAB +7) and reliance on Wisdom. There is some Charisma synergy as clerics need Charisma for Turning Undead. However the advantages far out shine the negative. Cleric's have access to many long duration buffing spells that can help them lay waste to the hordes of evil, and there are also several short duration ones as well. Certain domains can also provide even more power. The Divine Might and Divine Shield Feats are definitely another added plus as Charisma is pushed higher. Adding in some levels in a third melee class can really round them out; Barbarian (Barbarian Rage and Uncanny Dodge), Fighter (Weapon Specialization), Monk (free Cleave and Evasion, Tumble as a class skill), Paladin (stackable and other special abilities), and Weapon Master (massive criticals after all the extra damage from buffs). Here is some sample starting Ability Scores: Human Cleric STR 14, DEX 12, CON 14, INT 10, WIS 14, CHA 14 Pretty average start, but as a Cleric this character will have access to some decent buffing spells to help Strength, Constitution, and Charisma fairly quickly. During later level-ups Wisdom should be increased first to 15 for 5th level spells and then optionally to 16 for the extra 3rd level spell and access to 6th level spells. Otherwise only increasing Charisma is probably best. See Sample Characters for a more detailed build of the Cleric/Paladin/CoT combination. [6.1.4] Druid ------------- Compared to Clerics, Druids are kind of a poor substitute. They have the same disadvantages of medium BAB progression and reliance on Wisdom, but also don't have any Charisma synergy, limited initial weapon selection and no Heavy Armor Proficiency at the start. They do have access to buffing spells, but not nearly as many a Cleric and no Domain special spells. Druids, as a melee oriented class, are better off mixing with Monk, Fighter, and of course the Shifter prestige class instead. [6.1.5] Fighter --------------- The Fighter is the basic tank class, with the advantages of plenty of bonus feats and Weapon Specialization. Past level 4 though there is nothing special and the character would likely be better off multi- classing with another class. However for some 20 feats at level 20 (going with Ftr-10/CoT-10) might hold some attraction. Fighters have no specific synergy with Charisma, but should have no problem starting with 14 without major sacrifices. One thing does standout however, is the extra feats can be used to make a Fighter/Weapon Master combination that can work well with the Champion of Torm. Here is the sample starting Ability Scores for this combination: Human fighter STR 15, DEX 13, CON 14, INT 14, WIS 8, CHA 13 Dexterity is at the minimum needed for Weapon Master, but Intelligence is at 14 to provide that extra skill point to make the Intimidate skill level easier to obtain. The low Wisdom makes will saves tougher, but the extra saves from CoT levels will more than compensate. Level-up ability points will probably be used for Strength and Charisma. See Sample Characters Section for more details. [6.1.6] Monk ------------ Monks are not really great for multi-classing, except as a minor tertiary class. Monks don't have any Charisma synergy and need to take the benefits from Strength, Dexterity, and Wisdom as much as possible. Without Charisma, the other advantage of Sacred Defense is really not that necessary with Monks excellent saves and Spell Resistance. For extra bonus feats, Monks would better off with the three extra feats from four levels of Fighter to get Weapon Specialization. With all of the special feats and abilities, Monks are better off staying a single- classed character through level 20, and giving CoT a pass. [6.1.7] Paladin --------------- The Paladin becoming a Champion of Torm is the most obvious combination and a good choice. The only downside of a Paladin becoming a CoT is the disruption of their limited spell progression. The Paladin and CoT are both reliant on Charisma, so good synergy there and the special abilities, Lay on Hands and Smite Evil are stackable. The extra feats can help pickup some of those other handy feats that most Paladin's have to skip when prioritizing. Like the Cleric, Divine Might and Divine Shield are really effective. The Paladin's spells also provide some unique buffs that are not available to Clerics, Aura of Glory and Deafening Clang. Also paying through the NWN SoU Campaign means the Holy Avenger as well. Paladin/CoT combinations can also consider some good tertiary class options; Cleric (additional buffs and more spells), Fighter (Weapon Specialization, extra damage for your Holy Avenger), and Weapon Master (massive criticals after all the extra damage from buffs). Here is some sample starting Ability Scores for a split Paladin/CoT build: Human paladin STR 14, DEX 10, CON 12, INT 10, WIS 14, CHA 16 Wisdom is at 14 for access to 4th level spells at epic levels, but also gives a key bonus 2nd level buff spell. All of the level-up points are put into Charisma to pump the Charisma bonus as high as possible. Leaving the Strength at 14 is going to be compensated by the extra damage from Charisma bonus-based abilities and the Bull's Strength spell. Constitution is balanced with Dexterity, and for some a Dexterity of 8 (-1 penalty) can be trade-off in favor of more hit points, but really that's personal preference. An occasional Cat's Grace Potion or item with a Dexterity bonus can compensate. See Sample Characters Section for more details. [6.1.8] Ranger -------------- Considering the Ranger as the base class is probably the least attractive of the melee classes. There is no Charisma synergy as Rangers don't use it and their spell casting relies on Wisdom. Some of the Rangers abilities really become watered down when not sticking with the class for the long haul, mainly the animal companion and the lack of additional Favored Enemies. Getting the Bane of Enemies Epic Feat for the five or more Favored Enemies of the 21st level Ranger is what makes the class really excel at dishing out the punishment. A big advantage would be the Dual Wield Feat at level 1 that is worth 2 feats without needing the Dexterity of 15 requirement. However dual-wielding Rangers cannot be in Medium or Heavy Armor so they tend to lend themselves to be finesse fighters instead, which makes the Dexterity of 15 a non-issue. At 9th level, waiting for the free Improved Two- Weapon Fighting Feat and the one decent 2nd level buff spell (Cat's Grace) requires some dedication to the class. Considering that a Fighter could have had 4 free bonus Feats by 9th level and Weapon Specialization as well, really reduces the attractiveness of the Ranger/CoT. A duel-wielding Strength-based Fighter with Weapon Specialization in both right hand and left hand weapons would probably be better. My advice for fans of the Ranger would be to stick with single-classed Ranger builds and forget about multi-classing with CoT. [6.1.9] Rogue ------------- The Rogue is really not a melee class, and probably would not make the best choice as the primary base class for multi-classing with the Champion of Torm prestige class. Rogues already have two other prestige classes they combine with much better. However, taking Rogue levels as a tertiary class would offer some attractiveness; sneak attacks for extra damage, significantly more skill points, access to the class skills of Tumble (AC bonus) and Use Magic Device (scrolls and class specific items), and the class feats of Evasion and Uncanny Dodge. For those solo adventurers, having the luxury of more skill points allows them to have more skill levels in handy rogue class skills (like Search and Open Lock) without having to pay the cross- class penalties. Here are some sample starting Ability Scores for a Fighter/Rogue that would dual-wield: Human Fighter/Rogue STR 15, DEX 14, CON 14, INT 10, WIS 10, CHA 14 Decent ability score distribution, just keeping Wisdom from being a negative and not worrying about extra skill points from Intelligence because there are plenty of skill points during level-ups with Rogue. Starting as a Rogue at level 1 would maximize the initial skill points, but thereafter four additional Rogue levels could be spaced out during the progression to level 20. During level-up the first ability point should probably go Strength and then Dexterity. From level 12 would probably go with Constitution and/or Charisma, depending on items for boosting Strength. See Sample Characters Section for more details. [6.1.10] Sorcerer ----------------- Sorcerer as a primary class for a melee character wouldn't be considered. If you were building a Sorcerer/Red Dragon Disciple, you probably would be better off with a Bard combination instead. Don't really see any advantage for trying to combine Sorcerer and Champions of Torm, despite the common need for Charisma. Sorcerers are better off combining with something else or staying single-classed. [6.1.11] Wizard --------------- See Sorcerer above, but you can't even make a Wizard/RDD and you lack the Charisma synergy, even worse choice. [6.2] Prestige Classes ====================== Since all prestige classes rely on a basic class to start, some multi-class combinations are not possible or practical when building our divine warrior of devastation. However there are some interesting possibilities combining two prestige classes and reaping the benefits of both. Most builds are going to carry into the epic levels to reach maturity in the special abilities because it is impossible to take 20 levels of prestige classes before reaching level 25. [6.2.1] Arcane Archer --------------------- The only way to make this combination would be to take all your pre-Arcane Archer levels in an arcane class. Although a Bard/AA/CoT could be possible; there are much better choices for Arcane Archer builds. For bonus feats, Fighter allows for Weapon Specialization where CoT does not. Since they are all about the bow and ranged combat, no real reason to ever go hand-to-hand with a secondary weapon, why bother? [6.2.2] Assassin ---------------- Like the Rogue, the assassin gets bonus damage from sneak attacks. However the alignment restrictions and skill requirements would likely make this combination a non-event. Strictly speaking you can combine them, but there is no real advantage for the CoT build, much better leaving your alignment alone and consider the Fighter/Rogue build instead; see the Rogue Section above. [6.2.3] Blackguard ------------------ Like the Assassin you have alignment restrictions preventing the Blackguard and Champion of Torm levels to be taken without changing it. Like the fallen-Paladin concept it is possible to combine them. Blackguards do offer some advantages, but these abilities do not stack and can be gotten with other build combinations. Even with role-playing aside I would still give it a pass; play around with your fallen- Paladin/Blackguards combinations instead. If you want the sneak attack, see the Rogue Section. [6.2.4] Dwarven Defender ------------------------ The Dwarven Defender is an indomitable melee character on its own. The Champion of Torm abilities don't easily mesh well as Dwarves take a hit with the -2 Charisma penalty. Without an effective Divine Wrath, really the bonuses to saves and the extra feats are the only attraction. The bonus feats can be gotten from Fighter levels (Fighter probably being the basic class chosen at start) and both DD and CoT need a BAB +7 before taking levels. From a playing style the classes probably don't go well together. The Dwarven Defender is the stone mountain that wears down the enemy through attrition, rather than stacking up offensive power to rip through the enemy. Dwarven Defender builds would be better off leaving Charisma at minimum possible (-6) and getting their Constitution to 21 to capitalize on Epic Damage Reduction. Then in the epic levels taking their fist 10 CoT levels for the bonuses to saves and gaining bonus feats every 2nd level instead every third, just like Epic Fighters. However, most Dwarven Defenders would probably not want to give up the increases to Dwarven Defender Damage Reduction as they progress into the epic levels. [6.2.5] Harper Scout -------------------- The Harper Scout is more a pure role-playing class and is limited to only five levels, leaving them as a possible tertiary class. The Harper Scout requirements for the Iron Will and Alertness Feats are probably not high on the priority list for Champion of Torm builds, but can be picked because of the bonus feats. The skill requirements are also not extremely hard and are not necessarily wasted. Charisma synergy really depends on the starting basic class, but Harper Scout's requirements don't conflict. Taking levels in Harper Scout bring the following advantages to the character; Tumble (AC bonus) as a class skill, special abilities that provide bonus to Saving Throws, and two 2nd level buffing spells as class abilities. However, these advantages can be also found other ways, without taking the penalties of lower hit points and medium BAB progression. Except from a role-playing perspective, I'd recommend giving it a pass. [6.2.6] Pale Master ------------------- Pale Master is an enhancement for arcane spellcasters; but not a melee-oriented one. There's little sense in trying to combine CoT levels to a pale master character. [6.2.7] Red Dragon Disciple --------------------------- Red Dragon Disciple is a melee-oriented option for Sorcerers and Bards; as such it can make a good combination with Champions of Torm. The Draconic Abilities for increasing Ability Scores (STR+8, CON+2, INT+2, & CHA+2) and the additional AC bonuses are very attractive to all players that enjoy melee characters. As discussed in the Bard Section, a good combination would be the Bard/RDD/CoT build. It would take some time to reach maturity and be a weak melee fighter at the lower development levels. However, balancing the advancement properly to get BAB +16 at level 20 and saving some skill points to maximize certain class skills when taking the 6th level of Bard can see a potent melee character at level 22 being a Bard-6/RDD-10/CoT-6. There may be other RDD combinations that are better; a character built Ftr-10/Bard-1/RDD-10 would be a stronger melee fighter during early level-up and possibly better overall, tough call. See the Bard Section for some starting sample Ability Scores and the Sample Characters Section for the Elven Bard/CoT/RDD combination: [6.2.8] Shadowdancer -------------------- The Shadowdancer prestige class is all about sneaking around which is kind or hard to do wearing full plate armor. Without any Charisma synergy there is not a big call to try and combine the two together. Meeting Shadowdancer requirements without starting as either a Rogue or Ranger is very difficult with limited skill points and will take longer. Singly both of those basic classes are not good choices for Champions of Torm combinations, see those two sections. A Fighter/Shadowdancer build would be better taking levels of CoT versus more than 8 levels of Fighter, but that probably is not a very popular build. Shadowdancers would be better off staying away from CoT levels and picking a different combination. [6.2.9] Shifter --------------- Shifters start out as Druids, and as such really not suited to combine with Champions of Torm for the same reasons. See the Druid Section. [6.2.10] Weapon Master --------------------- This is an excellent match with a couple of possible combinations. Combining divine damage and attack power to massive criticals means a trail of destruction through the massed evil hordes. The requirements for Weapon Master can be met using the extra feats gained from CoT levels. However, without the Charisma synergy, Ability Scores are going to be spread a little thin and can really depend on the basic class used at the start. Only the Fighter and the Barbarian can ignore Wisdom to allow for a little extra in other areas. Combinations with Paladins and Clerics have to balance all six Ability Scores. See the Fighter Section for the Ftr/CoT/WM combination starting Ability Scores and the Sample Characters Section for the sample build. *********************************************************************** * * * [7.0] SKILLS * * * *********************************************************************** [7.1] Class Skills ================== [7.1.1] Craft Armor ------------------- Champion's of Torm are all about melee combat. With only 2 base skill points per level there too few points to waste in the crafting area. Almost all CoT characters will be giving the crafting skills a pass. [7.1.2] Craft Trap ------------------ See Craft Armor above. [7.1.3] Craft Weapon -------------------- See Craft Armor above. [7.1.4] Discipline ------------------ The most important skill for any melee character is Discipline. This skill helps resist combat feats such as Knockdown, Disarm and Called Shot. All melee characters will frequently find themselves on the front lines, often surrounded, they definitely need this skill. Can't be laying any holy smackdown while flat on your back. [7.1.5] Heal ------------ Heal is a decent skill, as it increases the effectiveness of healing kits. However, if the adventures are plentiful in various healing potions and such for loot; then it becomes increasing less important. A few points can't hurt and can make a difference when using the healing kits to cure disease and poison. With skill points at a premium it can be sacrificed, or only given slight attention. [7.1.6] Lore ------------ Lore can save you money getting items identified, and allow you to use newfound items immediately. A few Rings of Scholars can also be equipped to significantly augment the ability and save some skill points. However, only spending a few points doesn't really help without the items to boost it. If you are going to rely on it, some investing is going to be required. The choice really depends on the adventures and modules you are playing. If money is not a problem then it may not be necessary to have more than a few points in this skill. [7.1.7] Parry ------------- Personally, I have never put any points into Parry. With the offensive style of a Champion of Torm, you probably will not want to sit around dueling with an opponent waiting for the Divine Wrath to expire. Best to give this skill a pass. [7.1.8] Spot -------------- Spot is skill that really depends on the adventure or module being played. If the enemy is making frequent use of the stealth skills (Hide and Move Silently), then this skill is useful. However in the original campaigns I have gotten by without it. Magic items and spells can compensate. Considering at higher levels the stealthy rogues are going to have high stealth skills and probable magic augmentation, most CoT will not have the skill points to keep Spot at sufficient level. [7.2] Cross-class Skills ======================== Spending points in the other cross-class skills really depends on what other classes the CoT has in combination. Decisions to spend on cross-class skills may be influenced by saving the points to spend when taking levels in classes where the skill is no longer cross-class. Everything really depends on the build itself. However some of the cross-class skills are useful to the Champion of Torm, and should be considered, even when having to spend double points to increase their levels. [7.2.1] Search -------------- If this skill is not a class skill in the CoT combination’s other classes then most likely the character will be investing points here anyway. All adventurers benefit from being able to see traps before walking into them and it is necessary to find secret doors. [7.2.2] Spellcraft ------------------ If the character is not multi-classing with a spell-caster class, then this will be a cross-class skill. Even if not casting spells, the bonuses to saves versus spells for every 5 levels in this skill (before modified) make it worthwhile when affordable. However, a CoT will have pretty good Saving Throws anyway, so the choice will likely come down to priorities. [7.2.3] Tumble -------------- Tumble is one of those skills that every melee character needs. For every 5 levels of this skill (before modified) the character gets a +1 AC Dodge bonus. Unfortunately most melee characters will have to spend points on Tumble as a cross-class skill. Getting level 5 or 10 is usually the best one can do unless you know you character is going to get to level 27 and be able to get level 15 in the skill. *********************************************************************** * * * [8.0] FEATS * * * *********************************************************************** When meeting the requirements for a Champion of Torm, there is only one required feat, Weapon Focus in a melee weapon. After that feat selections really depend on personal preferences and the build combination. Certain feats are definite priorities for certain builds and all melee characters. With the bonus feats that are awarded every 2nd CoT level, most builds are capitalizing on this to ensure they get all of their desired feats. [8.1] Champion of Torm Bonus Feats ================================== These are the feats that can be selected every second level of the CoT first 10 levels. They can also be taken during the epic levels. Blind-Fight, Called Shot, Cleave, Disarm, Dodge, Expertise, Great Cleave, Improved Critical, Improved Disarm, Improved Expertise, Improved Knockdown, Improved Parry, Improved Power Attack, Improved Two-Weapon Fighting, Improved Unarmed Strike, Knockdown, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Stunning Fist, Weapon Finesse, Weapon Focus, Weapon Proficiency Exotic, Whirlwind Attack These are the Feats that are counted as the Epic Bonus Feats for a CoT: Armor Skin, Automatic Quicken, Automatic Silence Spell, Automatic Still Spell, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Great Wisdom, Improved Combat Casting, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Planar Turning, Superior Initiative The feats themselves are discussed under various sections below and are marked with a "(CoT)". [8.2] Useful General Feats ========================== [8.2.1] Ambidexterity --------------------- One of the three feats needed for any character that wants to effectively dual-wield (including using a double weapon). Utility really depends on the build, but taking this feat without planning to take the other two (Two-Weapon Fighting and Improved Two-Weapon Fighting) would be pointless. Keep in mind neither Ambidexterity and Two-Weapon Fighting are on the CoT Bonus Feat list and Ambidexterity has a Dexterity of 15 requirement. [8.2.2] Blind Fight (CoT) ------------------------- Blind Fight is very useful to any character that has to melee in the same area as casters. When playing the NWN Original Campaigns it certainly appears to be a must for any melee character that can afford it. [8.2.3] Cleave (CoT) -------------------- A chance at a free attack, what's not to like. However, it requires Power Attack as a pre-requisite which also requires a 13 in Strength. It is pretty much standard in my feat selection within the first few levels for all my melee characters. [8.2.4] Divine Might -------------------- This feat is excellent for Champions of Torm. It makes a great compliment to Divine Wrath and also is based on the Charisma modifier. Not all CoT builds have access though, requiring the ability to Turn Undead and be either a Cleric or Paladin. It also requires Power Attack, but most melee characters will have that by the time they are eligible to really make effective use of Divine Might. This feat is a considered a Paladin or Cleric Class Feat and can only be taken when leveling up in one of those two classes during a usual General Feat selection (i.e. 6th or 9th character level). [8.2.5] Divine Shield --------------------- Like Divine Might, it has the same requirements regarding Power Attack, Turn Undead and being either a Cleric or Paladin. Being able to apply that Charisma modified as a Dodge bonus to AC is great. It is definitely another excellent feat for those builds that meet requirements. For those builds that went with two-handed weapons or sacrificed Constitution, this can really make a huge difference in tough fights. Like Divine Might, this feat is a considered a Paladin or Cleric Class Feat and can only be taken when leveling up in one of those two classes. [8.2.6] Dodge (CoT) ------------------- An extra +1 AC bonus is always useful, but sometimes the Dexterity of 13 requirement may not be practical. Really depends on preference and build. If the Dexterity is going to be there, take it. It is also required for some other feats and the Weapon Master prestige class. [8.2.7] Extra Smiting --------------------- This feat is good for all Champions of Torm, increasing the number of times per day the character can use Smite Evil. Only downside is that it is not a CoT Bonus Feat for some reason and requires a little extra planning. However, it is still a General Feat and can be taken during CoT level-ups. [8.2.8] Extra Turning --------------------- For those characters making maximum use of the Divine Might and Divine Shield Feats, this feat is a definite plus to increase the numbers of times per day to use those abilities. However unlike Divine Might and Divine Shield it is not a Class Feat so it can be taken during CoT level-ups whenever the General Feats are available. [8.2.9] Great Cleave (CoT) -------------------------- Of course it requires Cleave as pre-requisite and it is required if a character wants Overwhelming Critical in the epic levels. Overall usefulness is mixed. Often at higher levels the chances of being able to deliver more than one killing blow per round can become less when fighting those higher level enemies, but then again a CoT tends to have enough extra feats to afford this one and can dish out some high damage. Even high level bad guys can get mowed down pretty quickly if they were softened up by some area effect damage spells ahead of time. [8.2.10] Improved Critical (CoT) -------------------------------- Since Champions of Torm already are required to have a Weapon Focus, it only makes sense to also have Improved Critical in the same weapon. Usually this is not a question of whether or not to get this feat, but what priority it has. Until the bonus feats start coming, the General Feats at levels 9 and 12 can be needed for other useful feats that are not CoT Bonus Feats, like Divine Might and Extra Smiting. [8.2.11] Improved Knockdown (CoT) --------------------------------- If you've got the available feat slots this feat it can be nice to have, making the enemy's attempts to resist being knockdown that much harder. Since it is a CoT Bonus Feat it can be picked up without making any sacrifices. However with the Intelligence requirement of 13, this feat might be harder to get for some builds. [8.2.12] Improved Power Attack (CoT) ------------------------------------ This feat is not always that useful. It can be handy for overcoming the damage reduction of doors and chests, but in combat the -10 penalty to your attack rolls versus the benefit of +10 damage can be a questionable trade off. However with an over abundance of bonuses to attack rolls, the extra damage could be most welcome in some cases, especially when needing to overcome damage resistances. As a CoT Bonus Feat it can be taken without sacrificing other more critical feats. [8.2.13] Improved Two-Weapon Fighting (CoT) ------------------------------------------- The last of the three feats necessary for any character that wants to effectively dual-wield (including using a double weapon). When it |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Neverwinter Nights: Hordes of the Underdark Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

