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That is the essence of the Shifter class: adaptability. And it makes for a lot of fun and challenge. But the Number One Rule of Shifters is: \vvvvvvvvvvvvvvvvvvvvv/
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>* *<
>* KNOW THY SHAPES *<
>* *<
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/^^^^^^^^^^^^^^^^^^^^^\
In order to make the most of your Shifter experience, you have to know what
Shape is best for any situation. That's why I created this FAQ. I hope it helps you as much as it has helped me.
(1) Character Creation
What is the optimal Shifter build? There are as many answers as there are to the question of what constitutes an optimal Pizza build. But there are some guidelines to work with. To wit:
(1.1) Race
Since racial stat bonuses/penalties are largely overridden by the Shapes you take, this more than any other class can be determined for purely roleplaying reasons. That said, here's some commentary on the races available.
(1.1.1) Human
While the bonus Feat at 1st level and the extra Skill points are very handy, the primary benefit is the ability to multiclass beyond Druid/Shifter without an XP penalty (subject to the Shifter XP penalty bug, of course -- see Appendix F).
(1.1.2) Elf
Stat modifications are largely overridden, and you'll be subject to an XP penalty unless you're a Druid/Shifter/[Prestige Class] or Druid/Shifter/Wizard.
Keens Senses is very handy, however, as well as Listen, Search, and Spot. Low- light vision (or better) can be had by taking the appropriate Shape.
(1.1.3) Dwarf
A bonus to CN which is often overridden, and a penalty to CH which never is.
However, the racial abilities like Stonecunning and Hardiness vs. Spells/Poison translate well into all Shapes. You'll be subject to an XP penalty unless you're a Druid/Shifter/[Prestige Class] or Druid/Shifter/Fighter.
(1.1.4) Halfling
Stat modifications are largely overridden, as well as Small Stature, but Move
Silently, Listen, Lucky, and Fearless translate well. You'll be subject to an
XP penalty unless you're a Druid/Shifter/[Prestige Class] or
Druid/Shifter/Rogue.
(1.1.5) Half-Orc
A bonus to ST which is almost always overridden, coupled with penalties to IN and CH which almost never are. Darkvision (or better) can be had by choosing the proper Shape, and you'll be subject to an XP penalty unless you're a
Druid/Shifter/[Prestige Class] or Druid/Shifter/Barbarian. This would seem to be the only race which offers no tangible benefits, only drawbacks. Nothing serious, however, so if it fits with your roleplaying go for it.
(1.1.6) Gnome
Stat modifications are largely overridden, as well as Small Stature, but others like Hardiness vs. Illusions, Offensive/Defensive training, etc., translate well into most Shapes. Low-light vision (or better) can be had by taking the appropriate Shape. You'll be subject to an XP penalty unless you're a
Druid/Shifter/[Prestige Class] or Druid/Shifter/Wizard.
(1.1.7) Half-Elf
No stat modifications, no bonus Feats or Skills at level up, but shares the same ability benefits as Elves, with the major bonus of freedom to multiclass at will beyond Druid/Shifter.
(1.2) Statistics
Each Shifter Shape has one or more statistics set, plus natural and spell-like attacks available. Note that if your natural stat is higher than the Shifted form's stat, yours will be decreased (most of the time) while Shifted.
Therefore, the only reason to put points into Strength, Dexterity, or
Constitution is to gain Feats. So, starting with the premise that we don't want a bonus or a penalty on those three, we can begin with:
ST:10 DX:10 CN:10 IN: WS: CH:
That leaves (assuming a human character) 24 points to play with. Now, determine the Feats you'll want to have in the long run:
(1.3) Planning For Feats
See Section 6 for detailed descriptions of Feats. Following each Feat is a list of Shapes which already have it.
(1.3.1) Melee
Cleave: ST 13+ (Epic Drider, Epic Drow, Risen Lord, and Death Slaad)
Deflect Arrows: DX 13+
Disarm: IN 13+ (Lizardfolk Whipmaster, Epic Lizardfolk Whipmaster)
Dodge: DX 13+ (Epic Drow Warrior, Kobold Commando, Epic Kobold Commando,
Rakshasa)
Expertise: IN 13+
Great Cleave: ST 13+
Improved Disarm: IN 13+
Improved Expertise: IN 13+
Improved Parry: IN 13+
Improved Stunning Fist (Epic): DX 19+, WS 19+
Improved Whirlwind Attack (Epic): IN 13+, DX 23+
Mobility: DX 13+
Spring Attack: DX 13+
Stunning Fist: DX 13+, WS 13+
Whirlwind Attack: DX 13+, IN 13+ (Epic Lizardfolk Whipmaster, Risen Lord)
(1.3.2) Ranged Attacks
Rapid Shot: DX 13+
Zen Archery: WS 13+
(1.3.3) Monk
Circle Kick: DX 15+
(1.3.4) Clerics & Paladins
Divine Might: CH 13+, ST 13+
Divine Shield: CH 13+, ST 13+
(1.3.5) Door/Chest Bashing
Improved Power Attack: ST 13+
(1.3.6) Epic Shapes
Construct Shape (Epic): WS 27+
Dragon Shape (Epic): WS 30+
Outsider Shape (Epic): WS 25+
Don't take ST, DX, or CN any higher than you have to in order to gain access to the Feats you want, because they're often overridden by your Shapes. Then fill in IN, WS, and CH as you desire. Keep in mind that to get the Outsider,
Construct, or Dragon Shapes your Wisdom will have to be very high. If you think you'll be happy with Undead Shape (which only requires you to be an Epic
Shifter), you can buff IN and CH pretty high.
(1.4) Shifter Builds
At a minimum, your Shifter career will include 5 levels of Druid. That's enough for a couple 3rd level spells (with Wisdom bonus) and a natural wildshape ability. Also, since you can't be an Epic Shifter (11th level Shifter) without being an Epic Character (21 total levels), you'll need at least 5 more levels of
Druid or something...else.
(1.4.1) The Pure Shifter build
You are a Shifter. Whatever dim memory of your Druid roots you retain is only what you consider the abilities of your first Shape (the one you happened to be born in). You need to maximize your Wisdom at all costs in order to get the better Epic Shapes. You don't remember what your human Strength is, and who cares? As a minotaur, you can carry a *ton* of stuff. The purest Shifter you can get is Druid 10/Shifter 30. A more balanced approach might be Druid
20/Shifter 20. Note that Dragon Shape will use both your Druid levels and your
Shifter levels for determining the strength of your breath weapon, but pure
Druids who take Dragon Shape can never be quite as good at it as Shifters.
Flame on!
To maximize your BAB, remember to keep your non-epic levels at intervals of 4 when you reach level 20. The difference between Druid 10/Shifter 10 (BAB +14) and Druid 12/Shifter 8 (BAB +15) could make the difference in hitting versus missing later on. After level 20, of course, all classes progress in BAB equally.
Recommended ST:10 DX:10 CN:10 IN:14 WS:18 CH:10
(1.4.2) The Druid/Shifter/Monk build
You've already got Cleave at first level (Monk), but boosting DX and IN to 13 opens up a range of available Feats which are quite attractive, while still allowing a decent WS (which adds to your AC for ALL Shapes, remember, even if you were wearing armor when you Shifted) and a small CN and CH bonus. Later on, you might choose to boost DX two more to get Circle Kick, but that's your choice. Also, almost 2/3 of your Shapes will are classified as unarmed, so they benefit from your better attacks, Flurry Of Blows, and Stunning Fist. Your high
Wisdom does double duty as an AC bonus, but you pay the triple-classing BAB penalty (unless you keep your classes to a multiple of 4, like Druid 8/Shifter
8/Monk 4). Altogether a very strong build. Humans and Half-Elves can get a lot of mileage out of a single level of Monk (Cleave, AC bonus, Flurry Of Blows,
Stunning Fist, and the Monk Attack Bug -- see Appendix B) at very little cost.
While this is a very strong build in general, I would not recommend it for the official HOTU campaign, because [SPOILER ALERT] the ability to upgrade your weapon to +10/Keen/Hasted/etc. makes your armed Shapes so much better than your unarmed Shapes that the bonus attacks are not worth it; however, the Monk AC bonus is still very helpful. [END SPOILER ALERT]
In general, the Monk build can be very powerful in low magic situations, as many persistent worlds tend to be.
Note also that if you're working for the best level 40 character, rather than a character able to survive better at lower levels, it's best to delay taking the
Monk level(s) as long as possible. That way, you can maximize your Tumble,
Discipline, and Move Silently skills. Delaying the Monk level(s) until after level 20 makes for higher BAB in the long run (unless, of course, you take a multiple of 4 levels of Monk before level 20, which is another way to maximize your BAB).
Recommended ST:10 DX:13 CN:12 IN:13 WS:16 CH:12
(1.4.3) The Druid/Shifter/[Fighter-type] build
This will work with Barbarian (Rage stacks bonuses on your already elevated stats), Blackguard (sneak attacks and a summoned fiend), Fighter (Feats galore, including Weapon Specialization), Ranger (although your dual-wielding is largely wasted, and your Ranger Animal Companion takes the place of your Druid one),
Paladin (double-duty on the Wisdom bonus), Champion Of Torm (Feats galore, but no Weapon Specialization), Dwarven Defender (stat boosts on your already elevated stats, plus Damage Reduction; see section 1.4.8 for more details). It doesn't tend to work well with Weapon Master, since you can only choose from
Druid weapons for Weapon Of Choice (see section 1.4.7 for an update, however).
It is incompatible with Arcane Archer (no arcane spells). You benefit from the fighters' better BAB table progression (keep in mind that the number of attacks you have at 20th level is the same you'll have at 40th) at the cost of
Shifter power and Druid spells, and a wide variety of armor and weapons to choose from. To achieve BAB +16 (and therefore 4 attacks per round), you'll need to take at least 4 Fighter-type levels in your first 20 levels (i.e.,
Druid 8/Fighter 4/Shifter 8). Boost Strength for Cleave and Greater Cleave,
Intelligence for Expertise and Disarm, and Dexterity for Dodge and its descendants. Boost Constitution for extra HP since it's least often overridden, and don't boost Wisdom excessively. You'll have a harder time getting the higher Epic Shapes, but you'll have one nasty Risen Lord, Vampire, and Spectre.
Weapon Specialize in Scythe and in Unarmed Combat for bonus nastiness. Go forth and slay.
(Barbarian, Fighter, Ranger, Dwarven Defender, Weapon Master)
Recommended ST:13 DX:13 CN:14 IN:14 WS:14 CH:10
(Paladin, Blackguard, Champion Of Torm)
Recommended ST:13 DX:13 CN:14 IN:13 WS:11 CH:14
(1.4.4) The Druid/Shifter/[Rogue-type] build
This will work for Rogues (Sneak Attack, Improved Evasion, Use Magic Device),
Assassins (Death Attack), Harper Scouts, and Shadowdancers (although their primary draw, Hide In Plain Sight, is already included in the Kobold Commando).
Since you don't have to worry about boosting Strength, Dexterity, or
Constitution, you can concentrate on boosting Intelligence for scads of Skill points and Charisma for Use Magic Device and Persuade. The nice thing about using the many Skills available to a Rogue is that you can tailor your Shape to
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