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Submitted by System on 09/03/2006, 09:50. Print file.
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Withdrawing from combat-
This is more for meleers if you need to disengage to use bard song and dont wanna get hit flatfooted.  Basically, use the S key to step back a little bit, and you'll strike the monster from what it looks like 4 or 5 steps away and disengage from combat.  This let's you then que up bard song and sing, and not get attacked from the mob.  Timing is a little tricky, and it doesn't always work, but this is also a way to drop back to a cleric without turning around or losing your attacks.  This is helpful for all meleers, especially vs bigger mobs like dragons and giants.

Ideal stopping levels for a bard-
Generally speaking, lvls 14, 15 and 16 are the best stopping points for the person who wants to be focused in the bard class.  Lvl 12 isn't bad for the song bonuses, and you still are able to cast improved invisibilites.  For people just looking to boost their damage and get a little use magic, bard lvl 3 is good as a small amount of multi classing.  This is mainly due to the perform requirements that become unreasonable later, and the lack of good high level bard spells after 4th lvl spells or extended 5th ones from 4th.

I heard multiclassing is bad, why do you have so many multi class?-
I think bard and the rogue, while very different classes, definitely benefit from some multi classing as they're too weak as a pure class.  Only real casters like wizards, sorcs, clerics get a big benefit out of staying pure with their class, but even then, a lvl or two can expand and enhance many abilities that they already have.

Some of your builds seem a little harsh on xp penalty, how do you avoid it?
As for avoiding xp penalties, I generally pick human for most builds.  But for example the elf archer build, you can go pure bard up to level 12 with that race and still use bows.  Then you'd probably want to go bard 12/rgr 2/ftr 1 because this allows you to max the bard skill as much as possible without getting the 40% xp penalty.  This applies to all builds and humans will find themselves not having a penalty til much 17+ lvls.  By that time you should earn enough xp that the change is neglible, or at least not as harsh.


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II.  Creating your character.

  **** 1. Race ****

Human-  This race is good for all classes, and bards can benefit from the bonus skill points as well as feat.  Pretty much the easiest and best choice for my multi class builds, simply because they get no penalties to multi classing if they follow the rules of it.

Elf-  The racial bonus to dex, and aptitude for bows makes them perfect for the archer bard variants, and the two weapon fighter bards.  Of course, the drawback is weaker hitpoints on an already weak hp class, but it might not matter if you keep that in mind when positioning yourself.

Gnome-  These guys make surprisingly good bards, their small size can be a benefit for the two handed bard, and allows them to use the bard threat build two handed.  And they cover the bard's handicap of less hit points better.

Halfling-  I really think halflings were drawn the best, gnomes I'm sorry have really deformed arms, where as the halfling actually looks normal.  Any how they make good archer bards if you dont mind being limited to shortbows.
There's plenty of good slings and throwing weapons anyhow, and the lucky feat is not to be underestimated.  Also halfling good aim feat only works with throwing axes and shurikens, so darts aren't good.

Dwarf and Half orc- they make decent bards, but they can't focus on it as much as the other classes.  They generally are best with 12 lvls of bard or so.

Half-elf-  These stepchildren of humans and elves got the poor end of both sides, and I think besides wanting to roleplay one, you get no benefits out of playing this race for the sacrifice of bonus skill and feat.  Or being elfy.  In fact they look exactly like humans, so who can really tell if you're human or half elf anyhow.  Name yourself Tanis Quarter-millionth-Elven if you really want as human.  They can do the builds easier like humans, but the benefit of this is quickly outweighed by their bastardness.

**** 2.  Character builds and their variants. ****

~****Melee bard:****~
~Two handed, focus on bard~
Race:  any, though humans always have an easier time with these builds

Class mix:  bard 16/warrior classes 4  (generally barbarian 2/ftr 2)
Str 16 +4 from lvls dex 8 con 16 int 10 wis 8 cha 15 +1 from lvls

Base hp:  224 hit point base, not great, but not shabby.  Max con adds 100 more hp.

Feats:  power attack, cleave, focus two hander, specialized two hander, improved critical two hander, toughness, usually a focus/specialized in another one handed weapon for sword/shield style of fighting in a mob.
Genereally I always take save feats as well, iron will, great fortitude, lightning reflexes, just pick amongst them if you know you face certain things or to cover a handicap.  Extend spell feat is also very useful for warcry as your 4th are generally taken by improved invises, and extended warcries last awhile by the time you get them.

Skills before stats:  perform 22, use magic 12 spellcraft 15, taunt maxed, and spare points into heal or discipline, or both if human.  Taunt covers your handicap of a lower base attack nicely.

-Why barb 2 over ftr 4?
This is mainly so you dont get caught flatfooted.  Now you might think this is insignificant with a 8 dex, and 12 dex with spells or whatever, but you lose all dodge bonuses if you are caught flatfooted.  That means haste AC, song AC, and mage armor dodge AC... That's 10 AC right there.  And with a bard constantly taunting, or singing, etc, this is very dire news indeed.

Variant
~Two handed, focus on combat~
Race:  any, though humans always have an easier time with these builds

Class mixes:  bard 14/rgr 5/ftr 1, bard 14/barb 2/ftr 4
Str 16 +4 from lvls dex 8 con 15 +1 from lvls int 14 wis 8 cha 14

Feats:  same as above, but knockdown and improved knockdown should fit.

Skills:  same as above, but now you can max all skills.  And have 13 pts for whatever.

HP base:  about 8 more than previous base build.

-Why take rgr 5?
Kinda like being a limited ranger, you now get 2 damage vs 2 hated stuff.
Not only do you top a ranger normally for damage with songs/spells.  You top them even more vs a couple hated stuff by 3 damage now, instead of just 1.
Its kind of a trade off, dont get caught flatfooted, or deal more damage.


~***Ranged Bards****~
~Archer bard, focus on bard~
Race:  gnome, elf, halfling, humans are generally best.

Class mixes: bard 16/barb 2/ftr 2 str 10 dex 16 +4 from lvls con 14 int 12 wis 8 cha 15 +1 from lvls

Feats:  point blank, rapid shot, focus ranged, improved critical ranged, specialized ranged, toughness.  After that, called shot is vaguely useful.
Extend spell, empower spell feat (if low magic campaign)

-Called shot bug - confirmed in 1.28
If you queue a called shot AFTER your last attack in the round but BEFORE the end of the round, it will not execute. It will instead go into the action queue and its icon will appear and disappear each round but NEVER be executed.
Called Shots only appear to work if you queue them while you have shots remaining in the round, i.e. in the brief lag between the start of the round and your first shot or between shots if you have multiple attacks. skills:  same as two hander, but i generally take heal over discipline.  And max out the spellcraft and use magic.

~Archer bard, focus on combat~
Race:  gnome, elf, halfling, humans are generally best

Class mixes:  bard 14/rgr 5/ftr 1 str 10 dex 16 +4 from lvls con 16 int 10 wis 8 cha 14 +1 from lvls

Feats:  same as above. skills:  same as two hander original.

Notes:  This build is one of my favorites.  It doesnt get 6th lvl spells or the best bard song, but it gets the best damage and very good hp.  All
I ever use for the 5th lvl lvl slot is extended warcries, and 6th lvl the rare energy buffer, which is negated by good items by then.

~Caster bards/ranged~

~Summoner archer bard, focus on healing/summons~
Race:  any, though elf, halfling, humans are generally best

*Originally posted by Wolfy42.*
Here is a simple primary bard who gets alot of bang for his buck.

Human Bard/cleric/fighter level 17/1/2

Cleric domains animal and Healing. All healing spells from bard are still empowered all summoning spells are still buffed up to next level.  Specialize with fighter level in weapon of your choice.
You will end up having the equivalent of a level 7 mage/cleric summoning spell which lets you summon a huge elemental and boost it's stats with your songs.
You will end up with plenty of empowered cure criticals which heal 6d8+17 at level 20 a pop for an average of 41hp per spell. You will have improved invisibility. and War Cry which is good for summons/henchmen again. You will have dismissal which is your nemesis as well. You will have decent damage reduction spells like Ethereal Visage and Energy buffer. You will have a few stat boosting spells bulls str and cats grace both are usefull and allow you to go the light armour route or heavy armour depending on what you want to do.

My personal comments:
Also been stated to use rog 2 instead of the fighter lvls and with high dex that way you can sit back and shoot behind your pet and have evasion. +3 composite longbows are the bards best best with empowered bull strength on, unless there's some insane bow on your server that's available.

~Rogue bard fighter, picker/combat focus~
Race:  any, though elf, halfling, humans are generally best

Class mix:  Bard 12/rog 4/ftr 4
Stats can be either like the archer of melee types.  You want to have at least 14 charisma though for spells.
Feats, pick appropriate to your combat focus.
You probably want at least 14 int with this build, and get skills like disable traps, search, and open locks all maxed out.  You still need some perform, probably 16 ranks, but not as much as most bards.  Just save skill points till you take bard lvls.  You can actually go 12 int with this build and start as rogue for extra skill points, but it's tough for most classes for the xp penalties, but again, humans have it easier.
The benefit of this build is you got improved invisibility, as well as sneaks and uncanny dodge feat from rogue lvl 3.  The ftr lvls allow for a few more feats.  Singing before you attempt anything difficult adds a skill bonus that no other rogue can boast about without another bard to team up with.  Its not as good as a trickery cleric, but you still have cheaper magical arrows, deal good damage through bard song, and some sneaks.



*********************************************************************

III.  Spell, feats, and skill specifics.
You can actually look at many other guides for skills/spells, but I'll place them in later.  The only skills not explained that bard has is perform, but that's pretty simple, more perform for better bard song.  The basics covered most of it all.  Most of the feats/skills listed are self explanatory this is more of an in depth look, or should I take this skill.  If it's not mentioned, I probably dont recommend it.

Use magic device- skill
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