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Neverwinter Nights
Character Creation Guide
by asimpkins00@hotmail.com
July 15th, 2003
Version 1.3


|=============================================================================|
T A B L E O F C O N T E N T S
|=============================================================================|

0.01 Introduction

1.01 The Fighter
1.02 The Barbarian
1.03 The Ranger
1.04 The Paladin
1.05 The Monk
1.06 The Rogue
1.07 The Bard
1.08 The Cleric
1.09 The Druid
1.10 The Sorcerer
1.11 The Wizard

2.01 Attributes
2.02 Races
2.03 Skills
2.04 Feats
2.05 Combat Styles
2.06 Saving Throws
2.07 Cleric Domains
2.08 Familiars & Companions
2.09 Summoned Creatures
2.10 Shapeshifting
2.11 Weapons

3.01 Manual Corrections
3.02 Thanks


|=============================================================================|
T H E I N T R O D U C T I O N 0.01
|=============================================================================|

This is a general guide for building a character for Neverwinter Nights. Its
focus in on making your character as powerful as possible by fully
understanding the rules and the possibilities of the system. Power playing
is not everything in this game though, and I realize that you can derive a lot
of satisfaction from making a unique character for role-playing purposes. I
am not going to hand out creative advice though. Having a character that is
too weak to survive is not much fun, and that's what I hope this guide will
help you to avoid.

This guide isn't an overview of the D&D rule system. I do not talk about many
of the complexities of combat and spellcasting. I don't explain how
multi-class experience penalties or counterspelling work, nor do I repeat many
of the valuable charts found in the manual. I don't take the time to explain
many of the terms involved either. When I felt it was helpful, I tried to
explain things as clearly as possible, but I also expect the reader to have a
basic knowledge of the game. For more information on these subjects I'd
recommend reading through the manual as well as Dan Simpson's guide at:

http://db.gamefaqs.com/computer/misc/file/3rd_edition_dungeons_and_dragons.txt

Spellcasters especially should take a look at my Spell Guide, which provides
a complete list of detailed information for every spell in the game, as well
as a few helpful organizational lists. It can be found at:

http://db.gamefaqs.com/computer/doswin/file/neverwinter_nights_char_create.txt

Since this is a general guide, I could only go into a limited amount of detail
about each class and the possibilities involved. I leave more focused
information to be covered by specific class guides. After you have decided on
a build it would probably be worthwhile to take a look at them as well.

You'll notice that I started my guide with the classes. I did this because I
feel that the choice of a class is the most important choice made. Your
decisions on races and attributes will all be in response. The class will
largely determine your abilities and what kind of role you play in the game.
I have started each class section with an introduction and then a discussion
of general multi-classing possibilities. After that I offer suggestions on
race, attributes, skills, and feats that will work for the stereotypical
build. You should feel free to break from these suggestions if you are trying
something much different. I then offer a quick-look of the class's abilities,
some more in-depth explanations when required, and I close with a few
multi-classing suggestions.


|=============================================================================|
T H E F I G H T E R 1.01
|=============================================================================|

- Introduction -
The Fighter is the most versatile melee class, as well as the most commonly
useful multi-class option for nearly every other class. This is due to the
abundance of bonus combat feats he recieves at levels 1, 2, 4, 6, 8, 10, 12,
14, 16, 18, and 20 in addition to the normal character feats that everyone
receives. These feats can be used to become more skilled with a particular
weapon, become a master archer, dual-wield, learn a variety of combat tactics,
train in Exotic weapons, or even buff your Saving Throws and Hit Points. A
pure Fighter can do all of the above. Fighters also receive a nearly full set
of weapon and armor proficiencies -- matched only by the Paladin -- as well as
a solid BAB, Hit Die, and access to the essential Discipline as a class skill.
In addition, the Fighter is the only class that has access to the valuable
Weapon Specialization, which gives him a strong edge in the damage output
department.


- Multi-Classing (major) -
The Fighter is extremely well suited to multi-classing since he receives no
special abilities at higher levels (except for more and more feats). Unless
you want nearly every feat available, it's a good idea to spend a few levels
on something else. Barbarians offer a movement boost, Barbarian Rage and
Uncanny Dodge. Two levels of Paladin provide immunities to disease and fear,
as well as the ability to add your Charisma modifier to saving throws with
Divine Grace. Rogues offer a ton of skill points, Sneak Attack at 1st level,
Evasion at 2nd level, and Uncanny Dodge at 3rd level. Monks offer the
Improved Unarmed Strike, Stunning Fist, and Cleave feats, as well as Evasion
all at 1st level. Some Fighters may even want to consider sacrificing some
of their combat abilities to take a few levels of Wizards for various buffing
spells -- but don't forget about Arcane Spell Failure!


- Multi-Classing (minor) -
The Fighter however, makes an even better minor multi-class. Nearly every
class in the game can benefit from taking a few levels of Fighter for extra
feats, simple and martial weapon proficiencies, shield proficiency, and all
armor proficiencies. The Fighter class is also the only way to obtain the
Weapon Specialization feat for your weapon of choice, and one of the few ways
to train Discipline as a class skill. For many classes the Fighter also
offers extra HPs, an improved BAB, and possible extra attacks. The Fighter
is probably the most widely used minor multi-class.


- Race -
Half-Orcs are the only race to offer a boost to Strength, the primary
attribute of most Fighters, making them immediately standout as an excellent
choice. The penalties to Intelligence and Charisma will mean very little to
many Fighters, although 13 Intelligence is a requirement for a few useful
feats. Dwarves offer Fighter as their favored class, a boost to Constitution,
a bonus to saving throws vs. spells, and some racial combat training against
Orcs, Goblinoids, and Giants. Humans are a decent choice for any class, but
the bonus feat won't be as valuable for the already feat-loaded Fighter.
Half-Elves and Elves offer some minor immunities but not much else. Gnomes
and Halflings are usually poor choices as they have Strength penalties and
weapon limitations due to their small stature -- although the right build
could make it work.


- Attributes -
The Fighter has an easy time setting up his attributes because he can usually
ignore half of them. Most Fighters will want to concentrate primarily on
Strength, raising it as high as possible, as it will help them hit hard and
often. Constitution is next in priority in order to keep your Fighter alive
through melee combat. Dexterity is of minor importance to most Fighters as
they will wear heavy armor and wield heavy weapons. Full Plate allows a +1
Dexterity bonus, so it can worth it to raise your Fighters Dexterity to at
least 12 by some means. Fighters more concerned with ranged weapons will want
to allocate more points for Dexterity, and Fighters interested in
dual-wielding will want to set their Dexterity to 15 to qualify for
Ambidexterity. Set it to at least 13 if you want access to the Dodge,
Mobility, and Rapid Shot feats.

The mental attributes can be largely ignored. Wisdom will only slightly
affect your Will saving throws, and Charisma rarely affects anything at all.
You may however, want to set your Intelligence to at least 13 to get access
to the Disarm, Improved Disarm, Improved Knockdown, and Improved Parry feats.
Otherwise, set it according to how many skills you need to max out.


- Skills -
Fighters do not heavily rely on their skills for survival. Only Discipline is
critical, and you should put points into it at every level. Concentration can
be useful to resist Taunt, which may or may not be a threat depending on what
environment you are playing in. A little bit of Lore skill can be useful early
on for identifying items, and Heal can also come in handy if you have spare
skill points. Avoid Parry altogether unless you are making a character
specifically built around that skill.


- Feats -
Fighters receive more feats than any other class, and have lots of options on
how to spend them. Almost all Fighters will want to get Weapon Focus, Weapon
Specialization, and Improved Critical for their weapon of choice. Some
Fighters may even want to get the same package of feats for a second weapon
as well. Nearly every Fighter will also want to obtain Power Attack, Cleave,
and Knockdown -- and Fighters with 13 Intelligence will definitely want to
pick up Improved Knockdown, and maybe even Disarm and Improved Disarm. Weapon
Proficiency Exotic is an optional choice, as it allows you to use many useful
weapons, but it's not completely necessary. Dual-wielders will want to pick
up Ambidexterity, Two-Weapon Fighting, and Improved Two-Weapon Fighting.
Dexterity-based Fighters will want to look at Weapon Finesse, Dodge, Mobility,
Point Blank Shot, and Rapid Shot. At later levels, after all other essential
feats have been chosen, feats like Toughness, Lightning Reflexes, Iron Will,
and Great Fortitude can be valuable.


- Quick-Look -
Hit Die: d10
Base Attack Bonus: 100%
Armor Proficiencies: All armor and shields
Weapon Proficiencies: All simple and martial weapons. No Exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: None.
Base Skill Points per Level: 2
Class Skills: Concentration, Discipline, Heal, Lore, Parry.
Special: Only class to offer access to Weapon Specialization.

1st Level - Bonus Fighter Feat.
2nd Level - Bonus Fighter Feat.
3rd Level -
4th Level - Bonus Fighter Feat.
5th Level -
6th Level - Bonus Fighter Feat.
7th Level -
8th Level - Bonus Fighter Feat.
9th Level -
10th Level - Bonus Fighter Feat.
11th Level -
12th Level - Bonus Fighter Feat.
13th Level -
14th Level - Bonus Fighter Feat.
15th Level -
16th Level - Bonus Fighter Feat.
17th Level -
18th Level - Bonus Fighter Feat.
19th Level -
20th Level - Bonus Fighter Feat.


- Fighter Feats -
The bonus Fighter feats must be chosen from a limited list of combat oriented
feats which includes the following: Ambidexterity, Called Shot, Cleave,
Deflect Arrows, Disarm, Dodge, Improved Critical, Improved Disarm, Improved
Knockdown, Improved Parry, Improved Power Attack, Improved Two-Weapon
Fighting, Improved Unarmed Strike, Knockdown, Mobility, Point Blank Shot,
Power Attack, Rapid Shot, Stunning Fist, Two-Weapon Fighting, Weapon Finesse,
Weapon Focus, and Weapon Specialization.


- Weapon Specialization -
Type: Fighter only
Prerequisites: Four levels in Fighter, Weapon Focus with chosen weapon.
Required For: Nothing.

Weapon Specialization is only available as a Fighter -- although you don't
need to use a "Fighter feat" in order to select it. Many elect to multi-class
to Fighter for four levels just to pick up this feat for their weapon of
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