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Home » PC » NeverWinter Nights - Hordes of the Underdark » NeverWinter Nights - Hordes of the Underdark FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Divine Grace, Divine Health, Lay On Hands, Aura Of Courage, Smite Evil, Turn
Undead, Remove Disease
Abilities which do not transfer:
Divine Spellcasting

(3.8) Ranger

Abilities which apply to all Shapes:
Ambidexterity/Two-Weapon Fighting/Improved Two Weapon Fighting (not that it will do you any good, since none of your Shapes is a Two-Weapon fighter),
Trackless Step, Favored Enemy, Animal Companion (replaces your Druid Animal
Companion, however; you can't have two)
Abilities which do not transfer:
Divine Spellcasting

(3.9) Rogue

Abilities which apply to all Shapes:
Sneak Attack, Evasion, Uncanny Dodge, Crippling Strike, Opportunist, Skill
Mastery, Slippery Mind, Improved Evasion, Defensive Roll
Abilities which do not transfer:
(None)

(3.10) Sorcerer

Abilities which apply to all Shapes:
Summon Familiar
Abilities which do not transfer:
Arcane Spellcasting, Metamagic Feats

(3.11) Wizard

Abilities which apply to all Shapes:
Summon Familiar
Abilities which do not transfer:
Arcane Spellcasting, Metamagic Feats

(3.12) Arcane Archer

The Druid/Shifter/Arcane Archer combination is not possible.

(3.13) Assassin

Abilities which apply to all Shapes:
Death Attack, Uncanny Dodge, Poison Resist, Assassin Bonus Spells
Abilities which do not transfer:
(None)

(3.14) Blackguard

Abilities which apply to all Shapes:
Smite Good, Dark Blessing, Turn Undead, Create Undead, Sneak Attack (and it does stack with Kobold Commando's Sneak Attack), Summon Fiend, Blackguard
Bonus Spells
Abilities which do not transfer:
(None)

(3.15) Champion Of Torm

Abilities which apply to all Shapes:
Lay On Hands, Sacred Defense, Smite Evil, Divine Wrath
Abilities which do not transfer:
(None)

(3.16) Dwarven Defender

Abilities which apply to all Shapes:
Defensive Stance, Defensive Awareness, Damage Reduction
Abilities which do not transfer:
(None)

(3.17) Harper Scout

Abilities which apply to all Shapes:
Harper Knowledge, Favored Enemy, Deneir's Eye, Tymora's Smile, Lliira's
Heart, Harper Scout Bonus Spells, Craft Harper Item
Abilities which do not transfer:
(None)

(3.18) Pale Master

The Druid/Shifter/Pale Master combination is not possible.

(3.19) Red Dragon Disciple

The Druid/Shifter/Red Dragon Disciple combination is not possible.

(3.20) Shadowdancer

Abilities which apply to all Shapes:
Hide In Plain Sight, Uncanny Dodge, Darkvision, Evasion, Shadow Daze, Summon
Shadow, Shadow Evade, Defensive Roll, Slippery Mind, Improved Evasion
Abilities which do not transfer:
(None)

(3.21) Weapon Master

Abilities which apply to all Shapes:
Ki Damage
Abilities which transfer only to Drider, and only if Weapon Of Choice is spear:
Weapon Of Choice, Increased [Critical] Multiplier, Superior Weapon Focus, Ki
Critical
Abilities which do not transfer:
(None)

/*--------------------------------------------------------------------------*/

(4) Unarmed vs. Armed Shapes

Since there are so many Shapes that do not use weapons (including some of the better melee fighters such as Dire Tiger and Death Slaad), it might be a good idea to take Weapon Focus, Weapon Specialization, Improved Critical and any other Weapon XXX Feats that can be chosen for Unarmed Combat.  For the same reason, Monk makes a natural choice of tertiary class for the Druid/Shifter.

The Shapes which are classified as unarmed are Wyrmling (All), Harpy, Gargoyle,
Basilisk, Manticore, Dire Tiger, Medusa, Mindflayer, Vampire, Spectre, Death
Slaad Lord, Golem (All), and Dragon (All).

Shapes which wield a weapon are Minotaur, Drider, Drow Warrior, Lizardfolk
Whipmaster, Kobold Commando, Risen Lord, Azer Chieftain, and Rakshasa.

/*--------------------------------------------------------------------------*/

(5) The Shapes

(5.1) Greater Wildshape I [Shifter Level 1] 3/day (infinite at Shifter level 4)

Wyrmling Shape (Red/Blue/Black/White/Green)
Your first Shifter shape.
Red is the best in melee and has the best breath weapon, unless you come across an opponent with fire immunity or a vulnerability to one of the other elements.  Immunity from paralysis and True Seeing helps you last long enough to choose a more appropriate Shape if available.  Even after attaining
Greater Wild Shape IV, I still find myself spending most of my time as a Red
Wyrmling.

Common To All
HP: +15
Special: True Seeing
Immune: Paralysis
Unarmed: Yes
Merge: Armor, Items

(5.1.1) Wyrmling, Red

ST:16  DX:    CN:15  IN:    WS:    CH:
AC: 15 (+5 Natural)
To Hit: BAB+3
Attacks: Claw/Claw/Bite 1d6+3/1d6+3/1d8+3 (20/x2)
Special: Breath Attack, unlimited use
(SL/3+1)d10 fire [Refl 1/2 DC=SL/2+15], 15 ft cone
DI 100% fire
DV 50% cold

(5.1.2) Wyrmling, Blue

ST:15  DX:    CN:15  IN:    WS:    CH:
AC: 15 (+5 Natural)
To Hit: BAB+2
Attacks: Claw/Claw/Bite 1d4+2/1d4+2/1d6+2 (20/x2)
Special: Breath Attack, unlimited use
(SL/3+1)d8 elec [Refl 1/2 DC=SL/2+15], 30 ft line
DI 100% elec

(5.1.3) Wyrmling, Black

ST:15  DX:17  CN:    IN:    WS:    CH:
AC: 18 (+5 Natural +3 DX)
To Hit: BAB+2
Attacks: Claw/Claw/Bite 1d3+2/1d3+2/1d4+2 (20/x2)
Special: Breath Attack, unlimited use
(SL/2+1)d4 acid [Refl 1/2 DC=SL/2+15], 30 ft line
DI 100% acid

(5.1.4) Wyrmling, White

ST:15  DX:17  CN:    IN:    WS:    CH:
AC: 18 (+5 Natural +3 DX)
To Hit: BAB+2
Attacks: Claw/Claw/Bite 1d3+2/1d3+2/1d4+2 (20/x2)
Special: Breath Attack, unlimited use
(SL/2+1)d4 cold [Refl 1/2 DC=DC=SL/2+15], 15 ft cone
DI 100% cold
DV 50% fire

(5.1.5) Wyrmling, Green

ST:15  DX:    CN:16  IN:    WS:    CH:
AC: 15 (+5 Natural)
To Hit: BAB+2
Attacks: Claw/Claw/Bite 1d4+2/1d4+2/1d6+2 (20/x2)
Special: Breath Attack, unlimited use
(SL/2+1)d6 corrosive [Refl 1/2 DC=DC=SL/2+15], 15 ft cone
DI 100% acid

(5.2) Greater Wildshape II [Shifter Level 3] 3/day (infinite at Shifter level 7)

(5.2.1) Harpy Shape

She's got slightly better damage potential than a Red Wyrmling, but her real benefit is her Captivating Song against low-Will warriors, Wizards (but not
Sorcerers), Rogues, Shadowdancers and the like.

ST:18  DX:18  CN:    IN:    WS:    CH:
AC: 22 (+8 Natural +4 DX)
HP: +20
To Hit: BAB+4
Attacks: Claw/Claw 1d3+4/1d3+4 (20/x2)
Special: Captivating Song [Will DC=15+SL/3] unlimited use, Charm 6 rounds, Huge Area
Racial types affected: Dwarf, Elf, Gnome, Goblinoid, Halfling,
Human, Half-Elf, Half-Orc, Monstrous
Humanoid, Orc, Reptilian Humanoid
Unarmed: Yes
Merge: Armor, Items

(5.2.2) Gargoyle Shape

Damage Reduction is the major draw of this Shape, combined with the best CN bonus and AC (tied with the Harpy).  Useful for defensive slugfests against non- magic-wielding hordes, you'll shrug off their pitiful little damage as you tear through them at your leisure.
Gargoyles are consistently at the bottom of the damage potential lists (see
Section 7), so be sure to buff your ST for additional damage and To Hit bonuses.

ST:    DX:18  CN:18  IN:    WS:    CH:
AC: 22 (+8 Natural +4 DX)
HP: +20
To Hit: BAB+0
Attacks: Claw/Claw/Bite 1d4/1d4/1d6 (20/x2)
Special: DR 15/+1
Unarmed: Yes
Merge: Armor, Items

(5.2.3) Minotaur Shape

Combining the best damage potential of the II's with a +1 weapon to get past
Damage Reduction, along with the best HP bonus and a hefty CN bonus for major hit points, this is a natural early choice for wading into the middle of the melee.  Watch his pitifully low AC, though.  If you have a naturally high DX, he makes a most excellent tank for early encounters, and he can carry a ton of loot.

ST:19  DX:    CN:17  IN:    WS:    CH:
AC: 16 (+6 Natural)
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