Neverwinter Nights: Hordes of the Underdark Walkthrough :
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Walkthrough - Dwarven Defender FAQ**************************************************** NEVERWINTER NIGHTS UNOFFICIAL DWARVEN DEFENDER CHARACTER BUILD GUIDE For use with Hordes of the Underdark (c)2004 Perrin Miller Version: 1.0 Nov 2004 **************************************************** This was written for submission to: http://www.gamefaqs.com/ http://www.sorcerers.net/ *********************************************************************** * * * TABLE OF CONTENTS * * * *********************************************************************** [1.0] Introduction [2.0] Dwarven Defender Class Description [2.1] Description [2.2] Stats and Requirements [2.3] Special Abilities [3.0] Race Choices [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] Useful General Feats [8.2] Optional Feats [8.3] Feats To Avoid [8.4] Useful Epic Feats [9.0] Epic Levels [10.0] Sample Characters [10.1] Barbarian/Fighter/Dwarven Defender [10.2] Bard/Red Dragon Disciple/Dwarven Defender [10.3] Bard/Pale Master/Dwarven Defender [10.4] Cleric/Fighter/Dwarven Defender [10.5] Druid/Dwarven Defender [10.6] Fighter/Weapon Master/Dwarven Defender [10.7] Monk/Dwarven Defender [10.8] Paladin/Fighter/Dwarven Defender [10.9] Rogue/Fighter/Dwarven Defender [10.10] Fighter/Dwarven Defender/Champion of Torm [11.0] Final Thoughts [12.0] Version History [13.0] Credits *********************************************************************** * * * [1.0] INTRODUCTION * * * *********************************************************************** This is my second Character Guide for Neverwinter Nights (first being one for the Champion of Torm prestige class). I had so much fun with the first one, I had to make a second. If you notice any similarities between the two guides, I did write them both and felt free to plagerize myself. This guide is written to examine the different possibilities of the Dwarven Defender (DD) prestige class for Neverwinter Nights. It was mostly focused on the character development starting from 1st level going through to about 24-28th level, 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 Dwarven Defender is a stalwart melee tank holding the front line against all enemies. As a melee specialist, one doesn't obviously equate the DD as providing a balanced build for the versatility of a solo, do everything adventurer. Their special abilities are geared for taking a pounding and remain standing. Probably the most attractive ability is the Damage Reduction. Dwarven Defenders can have great hit points, a solid AC, and not sacrifice offense to get it. For those people that believe the best defense is a good offense; well a Dwarven Defender can have both. As for powergaming, there are some definite possibilities of making a Dwarven Defender to be one of the best melee machines. Of course trying to claim the title as "the number one heavy weight" can spark plenty of debate, however there are definitely some solid arguments in favor of Dwarven Defender 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 in the early epic levels. After examining the Champion of Torm class in my first guide, I found that was the turning point. Building characters knowing they will max at level 20 is different than planning characters that will go into epic levels. And those first few Epic Feats can really boost a character. Likewise I am not spending a lot of time looking at level 40 builds and comparing them, way too many possibilities. *********************************************************************** * * * [2.0] DWARVEN DEFENDER DESCRIPTION * * * *********************************************************************** [2.1] Description ================= The Dwarven Defender(DD) is one of the prestige classes introduced in the Neverwinter Nights: Hordes of the Underdark (HotU) expansion set. The manual describes the class: "The defender is a sponsored champion of a dwarven cause, a dwarven aristocrat, a dwarven deity or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone and far more dangerous." Like all character builds, creating a Dwarven Defender requires at least a little prior planning from the start to ensure a character is eligible. Taking levels as a Dwarven Defender will provide some unique abilities that will build on the primary Ability Scores already emphasized for most melee characters. However to use these abilities requires that the character play with certain style. Dwarven Defenders are probably going to want to stick with their prestige class through 10 levels and even beyond as the abilities continue to stack up. When Damage Reduction goes into epic levels and stacks with the Epic Damage Reduction Feat (not hard to get for with the dwarven +2 bonus to Constitution) many dwarves continue on with DD. Also considering the levels needed to gain the benefits, there are not really many strong arguments to make DD a tertiary class in the first 20 levels and this guide is not taking into account those considerations. [2.2] Stats and Requirements ============================ Hit die: d12 Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (Martial, Simple) Skill points: 2 + Intelligence modifier/level Class skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Listen, Lore, Parry, Spot Base Attack Bonus: uses Fighter table Primary Saving throws: Fortitude, Will Primary Ability: Strength Alignment: Must be any lawful Required Base Attack Bonus: minimum +7 Required Feat: Dodge, Toughness [2.3] Special Abilities ======================= [2.3.1] Defensive Stance(DD level 1) ------------------------------------ When the character needs to, they can vastly increase their combat effectiveness. In this defensive stance, they can bonuses but they cannot move from the spot they are defending. Bonuses include +2 Strength, +2 Constitution, +2 to all Saving Throws, and +4 dodge bonus to AC. At first level this ability can be used 1x/day. Every 2 levels beyond 1st, the DD gains an additional use per day (i.e. 3rd level 2x/day, 5th level 3x/day, etc.) that continues on into epic levels. The ability lasts until the the character moves and breaks the stance. Certain actions will also break the stance, such as changing weapons and drinking potions. [2.3.2] Defensive Awareness (DD level 1) ---------------------------------------- This feat allows the Dwarven Defender to keep their Dexterity bonuses to AC even when caught flat-footed. Other melee classes don't get this benefit without having levels in a class that has Uncanny Dodge. [2.3.3] Damage Reduction III (DD level 6) ----------------------------------------- With this feat, the character will be ignoring 3 points of damage per hit whenever in combat. The damage reduction is 3/-, meaning magic weapons will not help to bypass. This increases by 3 points every 4 levels of DD afterwards. At 10th level it is 6/- and at 14th level DD it is 9/-. This can be stacked with other forms of damage reduction, particularly Barbarian and Epic Damage Reductions. [2.3.4] Defensive Awareness (DD level 6) ---------------------------------------- With this feat the character cannot be flanked, helping to provide some immunity to sneak attacks. This is definitely useful, but I have heard that it may not help against ranged sneak attacks. [2.3.5] Defensive Awareness (DD level 10) ----------------------------------------- At level 10, the Defensive Awareness provides a +1 Saving Throw bonus versus traps. This little bonus helps the Reflex Saving Throw which is not a primary Savign Throw for DD. *********************************************************************** * * * [3.0] RACE CHOICES * * * *********************************************************************** As the name implies this character will be a dwarf, no other option. Being a dwarf provides a +2 Constitution Bonus and the cost of a -2 Charisma penalty. Since Dwarven Defenders are at least dual-classed by nature, dwarves favored class of Fighter may need to be considered in some builds. Fortunately Fighter class is a common class used in multi- class melee builds. Dwarves also have Darkvision, skill bonuses for Lore and Search, Saving Throw bonuses versus Spells and Poison, and combat bonuses versus some monster types (orcs, goblinoids and giants). Overall these compliment melee character builds pretty well. Those people who normally prefer humans will miss the extra feat and skill points though. *********************************************************************** * * * [4.0] ABILITY SCORES * * * *********************************************************************** Most pure melee specialists concentrate on Strength and Constitution. However Dwarven Defenders need at least a Dexterity of 13 for the Dodge Feat. For most people this is not a big deal as a Dexterity of 12 is pretty standard for most characters planning to run around in heavy armor. However with Dwarven Defenders only getting 2 skill points per level, many may prefer to at least put some points into Intelligence. As for Wisdom and Charisma, importance really depends on the basic class used to make up the Dwarven Defender. Sample initial Ability Scores are provided when examining the class combinations that are focused on being a Dwarven Defender eventually. Ability scores for multi-classed characters that are using Dwarven Defender levels as their tertiary minor class would really depend on the primary class the build is centered on and not really reflected in the sample Ability Scores or this guide in general. *********************************************************************** * * * [5.0] WEAPON CHOICES * * * *********************************************************************** Weapon choice is really going to come down to personal preference. From a role-playing perspective dwarves would appear to favor axes and hammers. Dwarven Defenders have access to both Simple and Martial Weapon Proficiencies. However many people like to take the Exotic Weapon Proficiency to allow use of the Dwarven Waraxe. Why dwarves are not allowed this proficiency for free is beyond me, elves get proficiency in longswords and bows. Anyway, unless multi-classing with Weapon Master this is really not a huge decision and more personal preference. *********************************************************************** * * * [6.0] CLASS COMBINATIONS * * * *********************************************************************** Since Dwarven Defender is a prestige class, the character will have to have at least one other class to start with. Any class, or dual- class combination, that emphasizes melee combat can gain by becoming a Dwarven Defender. However as stated before the abilities don't really come into maturity until investing significant levels. Initially the guide covers the basic classes and then the other prestige classes, discussing how the Dwarven Defender levels will mix with that particular class. Multi-class combinations are covered where appropriate, but not a lot of focus is spent on using DD as a tertiary minor class. For some classes, sample starting Ability Scores with the racial adjustments already applied are provided for consideration and covered in more detail in the Sample Characters Section. [6.1] Basic Classes =================== [6.1.1] Barbarian ----------------- Normally the alignment restrictions of Barbarians (any non-lawful) and Dwarven Defenders (any lawful) would prevent this combination from being viable, but it can be done using certain modules and tweaking the character's alignment. However, the Barbarian's special abilities are designed to 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 can stack with Defensive Stance when used beforehand. With Defensive Awarness, Uncanny Dodge is a little redundant initially. Even though Barbarians also get Damage Reduction, the DD's will be better. However they both will stack together, which may be of consideration when Barbarians are taking enough levels to get the Greater Rage. Combining with some levels of Fighter, can make a decent melee character and once finished with the initial Barbarian levels, a roleplayer would then not have to worry about having to stay non-lawful. Here are some sample starting Ability Scores for a Barb/Ftr/DD combination: STR: 16 DEX: 14 CON: 17 WIS: 10 INT: 12 CHA: 6 Pretty good mix on Strength and Consitution. Intelligence is at 12 to gain that extra skill point per level so the character can continue to invest in 3 good skills when taking DD and Fighter levels. Dexterity is raised up to 14 to gain the little extra to Reflex Saving Throws and because there really is no other beneficial place to put it that extra point if Dexterity is left at 13. Wisdom is at 10 to keep from getting a penalty for Will Saving Throws and Charisma is completely ignored. See the Sample Characters Section for more details. [6.1.2] Bard ------------ Like Barbarians, Bards also have the same problem with the alignment restrictions being incompatible. However those people that want to, can get around it. 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 (1d6), 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 Cat's Grace). However the Bard also uses Charisma and cannot neglect it if planning to cast spells or using Bard Song. However Bard's can be used to multi-class with two other prestige classes that can offer some interesting possibilities; Red Dragon Disciple and Pale Master. See those sections for more details. Here is the starting sample Ability Scores for the Bard/DD combinations: STR: 14 DEX: 14 CON: 16 WIS: 10 INT: 12 CHA: 12 The Strength is started out lower but will be able to buffed with the Bull's Strength spell. Constitution is pretty good to help make up for the lower hit points for the Bard levels. The Dexterity is at 14 instead of 13 to gain a little extra for the Reflex Saving Throw, and that extra point cannot really be used to boost Strength or Constitution instead. The Intelligence is at 12 for the extra Skill Point per level. See Sample Characters Section for more details on the two different Bard/DD combinations. [6.1.3] Cleric -------------- Clerics and Dwarven Defenders 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 and/or Charisma. However the advantages can more than even out the negative. Cleric's have access to many long duration buffing spells that can help them increase their abilities. There are also aquite a few short duration spells that can help as well. The Divine Might and Divine Shield Feats are definitely another added plus if the Charisma is high enough which is definitely possible with Eagle's Splendor and magic items. Adding in some levels in a third melee class can really round them out; Fighter (Weapon Specialization) or Monk (free Cleave and Evasion, Tumble as a class skill). Here is some sample starting Ability Scores for a Cleric/Fighter/DD combination: STR: 14 DEX: 13 CON: 14 WIS: 13 INT: 12 CHA: 12 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 the early level-ups Wisdom should be increase to 14 to gain that extra second level buffing spell. See Sample Characters for a more detailed build of the Cleric/Fighter/DD combination. [6.1.4] Druid ------------- Compared to Clerics, Druids are kind of a poor substitute when only taking few levels, but over the longer run they offer different possibilities. They have the same disadvantages of medium BAB progression and reliance on Wisdom, 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 Clericbut, they don't have as much need for Charisma, and no Domain special spells. Some of the best abilities of Druids are really dependent upon Druid levels and can be really watered down when sacrificed for the Dwarven Defender levels. However when considering level 40 characters, a shape shifter Druid with high Damage Reduction could be interesting. In the level range this guide is covering, the Druids are probably better off mixing with a few levels of Monk, Fighter, and of course the Shifter prestige class instead. However here are some example starting Ability Scores for a Druid/DD combination: STR: 15 DEX: 14 CON: 17 WIS: 14 INT: 10 CHA: 6 Not a bad start. Strength is a little lower, but will be buffed fairly early with the Bull's Strength spell. During level-up points will need to be spent on Wisdom gain access to higher level spells. Dexterity is at 14 to gain the extra bonus to Reflex Saving Throws. Intelligence is at 10 since Druids get 4 Skill Points per level. See Sample Characters for a more detailed build of the Druid/DD combination. [6.1.5] Fighter --------------- The Fighter is the basic tank class, with the advantages of plenty of bonus feats and Weapon Specialization. Fighters have no special Ability Score requirements that would conflict with Dwarven Defenders and a such can spend more on Strength and Constitution. However after obtaining Weapon Specialization at Fighter level 4, there are only more bonus feats and often other classes can offer some extra abilities more worth while. Using the extra feats can make a good combination with Weapon Master. Here is the sample starting Ability Scores for this combination: STR: 16 DEX: 13 CON: 17 WIS: 10 INT: 13 CHA: 6 Starting Strength and Consititution look pretty good. Dexterity and Intelligence are both at the minimum needed for Weapon Master and Dwarven Defender. Optionally a point could be taken from either Strength or Constitution to boost both to 14 to take advantage of an extra Skill Point and the extra Reflex Savign Throw bonus, but Weapon Master levels will provide an increase to Reflex Saving Throws anyway and the extra Skill Point may not be missed. Wisdom is set at 10 to keep from causing a penalty to Will Saving Throws and Charisma is completely ignored. 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 use the same Ability Scores but also need Wisdom. With all of the special feats and abilities, Monks are possibly better off staying a single-classed character through level 20, and giving DD a pass in the lower levels, but when considering epic characters dwarven monks could sacrifice their Monk progression for the extra BAB progression and gaining the Dwarven Defender special abilities. However this combination would still consider the Dwarven Defender levels as secondary and ultimately want to get all 20 levels of Monk for those special abilities at levels 18 and 20. Here are same starting Ability Scores for the Monk/DD combination: STR: 16 DEX: 14 CON: 16 WIS: 14 INT: 10 CHA: 6 Not a bad start. Dexterity and Wisdom are both at 14 to take advantage of their benefits to AC and balanced to use starting points efficiently. This build is still going to be running around without armor. Intelligence is at 10 as Monk receive four Skill Points per level. During level-up, Ability Score increases will probably depend on preferences and items. If going for Epic Damage Reduction then most points would go towards Consitution as expected. See Sample Characters for a more detailed build of the Monk/DD combination. [6.1.7] Paladin --------------- The dwarven Paladin suffers from the racial penalty to Charisma which is most important for some of the Paladin's main advantages. Likewise they would also suffer from some average ability scores needing to spread points over almost all six attributes. Normally Paladin's stats are pretty average to begin with, but not being human and Dwarven Defenders needing some Dexterity really strain them further. A dwarven Paladin would certainly benefit from diverting into the Dwarven Defender track to gain the Damage Reduction which is nice as most Paladin builds have a difficult time getting Epic Damage Reduction. If the dwarven Paladin is not looking to really push Charisma for effective Divine Might and Shield, the combination might be better off treating Paladin as a tertiary class to gain a few key special abilities such as Divine Grace, Divine Health and Aura of Courage. Of course being a Paladin in SOU means using the Holy Avenger as well. Here is some sample starting Ability Scores for a split Paladin/Fighter/DD build: STR: 14 DEX: 13 CON: 15 WIS: 12 INT: 12 CHA: 12 Ability Scores are pretty average using the racial bonus to at least push Constitution above 14. Wisdom is at 12 for that extra bonus to Will Saves and the bonus 1st level Paladin Spell. Dexterity is left at 13 in favor of putting the extra point into Constitution. Intelligence is at 12 to gain the extra Skill Point. Charisma is at the highest it can be without needing to spend double points to raise and the bonus will help boost all Saving Throws. 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 basic melee classes. Diverging from a pure Ranger path starts limiting the animal companion, Ranger spells, and number of favored enemies. I don't think rangers really make a good tertiary class for strong melee tanks as Rangers are more suited to hit and run tactics. However a dwarven Ranger would like the benefits of a Dwarven Defender, mainly Damage Reduction, but if a player is playing a Ranger, they will probably want to stick with it and Dwarven Defender levels don't really offer much with only a few levels. A dual-wielding DD would be better off sticking with Fighter levels and picking up the feats that way, rather than using light armor and Ranger levels. Getting the Bane of Enemies Epic Feat for the five or more Favored Enemies of the 21st level Ranger is what makes the class attractive. A split Ranger/DD at 10/10 would still have to wait until 31st level to get Bane of Enemies. I would probably not combine these classes in the pre-epic levels. [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 Dwarven Defender 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 feat of Evasion. 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/DD combination: STR: 16 DEX: 14 CON: 18 WIS: 10 INT: 10 CHA: 6 Good ability score distribution, just keeping Wisdom from being a negative and not worrying about Charisma at all. Dexterity is at 14 for the extra bonus to Reflex Saves which will be benefiting from the Rogue levels as well, but also Dexterity based skills from the Rogue levels will get that extra boost. Intelligence is left at 10 compared to other builds, because Rogue levels will provide extra Skill Points. See Sample Characters Section for more details. [6.1.10] Sorcerer ----------------- Sorcerer as a primary class for a melee character wouldn't be too attractive. Reliance on Charisma and the penalty would mean spending more on Charisma during start-up. Also as a melee class the low BAB progression hurts. If you were building a Sorcerer/Red Dragon Disciple, you probably would be better off with a Bard combination instead. If using Sorcerer to make a melee RDD build, the combinations are better off taking Fighter or Paladin levels instead. To meet the +7 BAB requirement would just take too long and I really don't like any melee character build that has to give up 4 attacks per round. Sorcerers are better off combining with something else or staying single-classed. [6.1.11] Wizard --------------- Wizards suffer from some of the same disadvantages of Sorcerers, but cannot combine with Red Dragon Disciple. Since Wizards don't use Charisma, dwarves can more readily afford the Intelligence to make Wizards viable. However taking levels of Wizard as a tertiary class to pick up a few spells has some disadvantages that are probably not worth the bother; low BAB progression and trying to cast arcane spells in armor. A Dwarven Defender would be much better off with Cleric levels instead for those same buffing spells and casting them as divine instead. However, if using Wizard to go the Pale Master route and then adding Dwarven Defender, there are some interesting advantages from the Pale Master class. However Pale Masters can be made from Bards as well, see the Pale Master Section below. [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 a Dwarven Defender. 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 --------------------- This combination is not possible as Arcane Archers have to be either Elven or Half-Elven. [6.2.2] Assassin ---------------- Like the Rogue, the assassin gets bonus damage from sneak attacks. However the skill requirements would likely make this combination a non- event. Dwarven Defenders based on Rogue/Assassin route would not want to diverge from that path long enough to get the Damage Reduction. Also playing styles are different and don't necessarily compliment each other. Strictly speaking you can combine them, but there is no real advantage for the DD build. I would consider the Fighter/Rogue build instead; see the Rogue Section above. [6.2.3] Blackguard ------------------ Blackguards are like the fallen-Paladin and could combine with Dwarven Defenders. For some of the Blackguard benefits, the character will require some investing in Charisma, but that is really no different than the Paladin. Meeting the Hide Skill requirement would not be easy without sacrificing something. But the BAB and Cleave Feat requirements are not a problem. The Blackguard offers a few special abilities that are attractive at level 2; Bull's Strength and Dark Blessing. However the other abilities (Create Undead and Summon Fiend) require more commitment to the class to be useful in the long run. As for the sneak attack is doesn't come as fast as it does for Rogues and a Dwarven Defender that would want it should consider the Fighter/Rogue/DD combination instead. In the epic levels, Blackguards might want to consider Dwarven Defender levels to gain the Damage Reduction, but really it is not a primary Dwarven Defender build. A lawful evil Fighter/DD combination could take 2 levels of Blackguard to get Bull's Strength and Dark Blessing, but spending 6 points to make Charisma 12 is at the expense of other scores and Bull's Strength as an ability is probably not worth it when potions are readily available. [6.2.4] Champion of Torm ------------------------ The Champion of Torm is another good melee character on its own. Some of the Champion of Torm abilities don't easily mesh well as dwarves take a hit with the -2 Charisma penalty, but the bonus feats and Sacred Defense are not dependent on Charisma. CoT also have a +7 BAB requirement and Dwarven Defenders would be reluctant to sacrifice DD levels for CoT level. Without investing in Charisma and significant CoT levels, Smite Evil, Lay on Hands, and Divine Wrath are not really too useful. However even a few CoT levels can be worked in and strengthen a Fighter/DD build. Here are the sample starting Ability Scores: STR: 16 DEX: 14 CON: 17 WIS: 10 INT: 12 CHA: 6 As you can see they are the same as a few of the other Fighter based builds. See the Sample Characters Section for more details on this build. [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 Dwarven Defenders builds and can be tough to get without using bonus feats from Fighter levels. The skill requirements can be challenging depending on the starting basic class but they are not necessarily wasted. 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; and it does offer a few melee-oriented advantages. The attractive abilities include; Bone Skin (AC bonuses), Deathless Vigor (+3 HP/level), Tough as Bone (immunities), and Deathless Mastery (immune to critical hits). However as a pure melee character it may not necessarily be worth the investment. Considering the requirement for a Pale Master to have at least level 3 arcane spellcasting, you are looking at some serious investment in a non-melee class. The slow BAB progression of Wizards, Sorcerers, and Pale Masters mean a +7 BAB at level 14 soonest and a maximum of 3 attacks per round. However, with Bard it would only take until level 7 to learn 3rd level spells and switch to Pale Master at level 8. Bards also require significant investment in Charisma. You would have to work around the Bard's alignment issue and be either lawful neutral or evil. Bards use the medium BAB progression, have 1d6 hit points per level, and some decent class skills. Switching over to Pale Master would slow BAB progression to the lowest level but Dwarven Defender would be possible at level 11. The Dwarven Defender could still have a +17 BAB at level 20 for 4 attacks per round and then continue to advance Pale Master for those attractive special abilities up to 10th level during epic levels when BAB progression is the same accross the board. See the Bard Section above for the starting Ability Scores. At level- up Charisma will have to be raised to at least 13 for casting 3rd level spells. See Sample Characters Section for more details on the Bard/PM/DD combination. [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 Dwarven Defenders. 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. Once overcoming the alignment incompatibility, the Bard/RDD/DD combination is a viable option. The 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 a +16 BAB 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 26 being a Bard-6/RDD-10/DD-10. There may be other RDD combinations that are better but RDD with good damage reduction can be very attractive. See the Bard Section for some starting sample Ability Scores and the Sample Characters Section for the Bard/RDD/DD 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. Meeting Shadowdancer requirements without starting as either a Rogue or Ranger is very difficult with limited skill points and spending them cross-class will take longer make the minumum levels. Singly both of those basic classes are not good choices for Dwarven Defender combinations, see those two sections. A Fighter/Shadowdancer build would be probably enjoy the Damage Reduction, but I just don't see the playing styles being too compatitable. Like Assassins, Shadowdancers would be better off staying away from DD levels and picking a different combination. [6.2.9] Shifter --------------- Shifters start out as Druids, and really cannot afford to sacrifice shifter or Druid levels to gain the Dwarven Defender abilities. Once going Shifter the character would be looking at either splitting 10/10 with Druid or adding in a tertiary class with a few levels that would really provide more benefits with a lower investment, like Monk or Fighter. Don't see much interest in pre-epic Druid/Shifter/DD combinations. [6.2.10] Weapon Master ---------------------- This is an excellent match for any melee-based character that can afford the requirments. More offensive power combined with an already strong defense. To really meet the Weapon Master's many feat requirements the most viable combination is go with the Fighter class at start. The dwarven Fighter could start on DD at 8th level and start mixing in WM levels once the requirments are met. To really reach maturity the build would carry to about 25th level to have 10 DD levels and 7 WM levels. See the Fighter Section above for the starting Ability Scores and the Sample Characters Section for more details on this combination. *********************************************************************** * * * [7.0] SKILLS * * * *********************************************************************** [7.1] Class Skills ================== [7.1.1] Concentration --------------------- This skill is useful when combining with spellcasting classes that are needing to cast spells in combat. However with other skills being a higher priority, this will likely get ignored. [7.1.2] Craft Armor ------------------- Dwarven Defenders 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 DD characters will be giving the crafting skills a pass. [7.1.3] Craft Trap ------------------ See Craft Armor above. [7.1.4] Craft Weapon -------------------- See Craft Armor above. [7.1.5] 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 a good defender while lying flat on your back. [7.1.6] 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. [7.1.7] Listen -------------- Listen 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 DD will not have the skill points to keep Listen at sufficient level. [7.1.8] 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. Also dwarves have a racial bonus as well. 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. [7.1.9] Parry ------------- Personally, I have never put any points into Parry. With the playing style of a Dwarven Defender, some may find it more useful as the DD will be looking to outlast their opponents rather than relying on quick kills. Really it may be personal preference. [7.1.10] Spot ------------- Like Listen Spot is another 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 DD 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 DD 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 Dwarven Defender, 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 DD 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. Combined with the racial bonus makes even a small bonus worthwhile. However, with skill points at a premium, 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 15 levels in the skill. *********************************************************************** * * * [8.0] FEATS * * * *********************************************************************** When meeting the requirements for a Dwarven Defender, there are two required feats, Dodge and Toughness. Both of those feats are definitely useful for melee-character builds. 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. [8.1] Useful General Feats ========================== [8.1.1] 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 that Ambidexterity has a Dexterity of 15 requirement. [8.1.2] Blind Fight ------------------- Blind Fight is very useful to any character that is fighting against enemy spellcasters. When playing the NWN Original Campaigns it certainly appears to be a must for any melee character that can afford it. [8.1.3] Cleave -------------- 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. [8.1.4] Divine Might -------------------- This feat is excellent for Clerics and Paladin combinations that have the Charisma to take advantage. It requires the abilility to Turn Undead from Cleric or Paladin levels. It also requires the Power Attack Feat, but most melee characters will have that by the time they are eligible to really make effective use of Divine Might anyway. This feat is considered a Paladin and 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). [8.1.5] 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 bonus as a Dodge bonus to AC is great, but it may be tough for Dwarven Defenders to have decent duration and effectiveness. Like Divine Might, this feat is a considered a Paladin and Cleric Class Feat and can only be taken when leveling up in one of those two classes. With lower Charisma, it may not be as useful as Divine Might. [8.1.6] Dodge ------------- An extra +1 AC bonus is always useful and it requires a Dexterity of 13. This a mandatory requirement for Dwarven Defender. [8.1.7] Extra Turning --------------------- For those Cleric and Paladin combinations making 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. Also, unlike Divine Might and Divine Shield it is not a Class Feat so it can be taken during any level-ups whenever General Feats are available. [8.1.8] Great Cleave -------------------- Of course it requires Cleave as a 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. However 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. [8.1.9] Improved Critical ------------------------- Once selecting a weapon of choice and taking its 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. [8.1.10] Improved Power Attack ------------------------------ 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. However when in Defensive Stance, the DD cannot use Power Attack or Improved Power Attack. [8.1.11] Improved Two-Weapon Fighting ------------------------------------- The last of the three feats necessary for any character that wants to effectively dual-wield (including using a double weapon). When it becomes available the character can be getting close to having three attacks per round with their primary weapon and adding in this feat can mean a jump from three attacks per round to five within a span of 1-2 level-ups. Timing for getting this feat really depends on the build, but after already taking the other two dual-wielding feats (Ambidexterity and Two-Weapon Fighting) getting this feat would likely be a priority. Even at higher levels when the BAB penalties can be compensated without Ambidexterity; just the two feats of Two-Weapon |
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