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Neverwinter Nights 2:
"Weapon Master" Class Guide by
Erik Fasterius, erik.fasterius@hotmail..com
Copyright 2007 Erik Fasterius
===========================================
--------------------0.0 TABLE OF CONTENTS
--------------------1.0 INTRODUCTION
Who I am, what this guide is for, and so on...
2.0 THE WEAPON MASTER
An introduction to the class and it's possibilities
3.0 STYLE 1: TWO-HANDED WEAPONS
For Weapon Masters who like big numbers!
3.1 Weapons
3.2 Race
3.3 Class
3.4 Stats
3.5 Feats
3.6 Conclusion
4.0 STYLE 2: ONE-HANDED WEAPONS
For those that like finesse or tanking!
4.1 Weapons
4.2 Race
4.3 Class
4.4 Stats
4.5 Feats
4.6 Conclusion
5.0 STYLE 3: DUAL WEAPONS
For you who like hack-n-slash!
5.1 Weapons
5.2 Class
5.3 Race
5.4 Stats
5.5 Feats
5.6 Conclusion
6.0 OTHER CHOICES
Things
6.1
6.2
6.3
---------------1.0 INTRODUCTION
---------------My name is Erik Fasterius, just a nobody from sweden who spends far too much
time at my computer. This is my second guide, the first one being my "GCH-Jedi"
-guide for Knights Of The Old Republic. I believe myself to be pretty fluent in
my english, but I'm sure there will be mistakes anyway. If you find a mistake,
be it grammar and/or spelling, feel free to send me an email telling me about
it. You can find my adress at the top of this page. I also welcome criticism,
but only if it is CONSTRUCTIVE criticism. Any mails blatantly telling me how my
guide sucks in this way and that will simply be ignored and blocked. You may,
of course, mail me and tell me how good you thought my guide was, and why! =D
And while I'm at it, this is NOT a walkthrough! Don't email me with "I'm
stuck, tell me what to do!", because I won't answer them. GameFaqs a couple
of good walkthroughs, use them!
Before I start with the guide, I would like to point out that I will use
smilies. I do this because I have learned from experience that I'm simply not
good enough at writing to be able to express sarcasm, jokes and the like
without them. With smilies, hopefully everybody will know when I'm serious and
when I'm not!
To search this guide, simply press CTRL+F and
example, if you're looking for the section on
browser will automaticly take you to any text
which should only be two places, if I've done
Contents and the section itself.
I will assume you know the basics of the AD&D 3.5 ruleset. If you don't, read
your manual and catch up. I will often refer to feats and such without giving
a description of what it does, you will have to check that for yourself. Your
manual is as good a place as any, and I can recommend
www.gamebanshee.com/neverwinternights2 as well, they have very good search
functions for everything from races to feats and everything in between.
And last but not least... This is MY guide, therefore, it contains MY ideas on
how you should play a Weapon Master to the fullest of it's abilities. You may
disagree with some of my ideas, and that is perfectly alright. If you feel that
I am wrong about something, or have a better idea, feel free to mail it to me
and tell me about it. Just because it's my guide does not mean that I am
perfect and all-knowing! =P I will sometimes use math and calculations for
comparisons or to make a point, and they are of course subject to be wrong as
well, feel free to correct me (with correct calculations, of course). And this
is by no means a guide to the "perfect" Weapon Master - I will not tell you
exactly how to build your character, there are quite alot of choices you have
to do by yourself. I'm merely putting all your choices together in a nice pile
for you to pick your favourites from, and removing the bad choices before you
even make them.
So, without further ado, let's start the guide!
(Req:
(Req:
(Req:
(Req:
(Req:
(Req:
So, at the very least, you need to have 13 Intelligence and 13 Dexterity.
This means that a generic Weapon Master is not just some dumb guy with a big
sword shouting "RAAARGH!!" - he or she can actually think properly! =P
You will also need a BAB of +5 and 4 ranks in Intimidate before you can become
a Weapon Master. So, any race with at least two levels in Fighter can become a
Weapon Master by level 9. I might as well list the specifics of the Weapon
Master Prestige Class while I'm at it. This is just copied from the class
description in-game.
"--Hid die: d10
Base Attack Bonus: High
High Saves: Reflex
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 2 + Int modifier
Dwarven Waraxe:
Halberd:
Warmace:
I myself prefer the Greatsword, because of it's slightly better avarage damage
and wider critical range. It doesn't really matter though, as it's more a
matter of personal preferance.
3.2 Race
-------Ok, so what race do we take? We need something that preferably has alot of
strength and lots of constitution. Some races, such as the Dwarves, are
proficient with racial weapons (in the dwarves' case, Dwarven Waraxes), so we
have to keep that in mind as well. And then, of course we have to think about
that we need 13 intelligence and dexterity as well, so we don't want a race
that totally gimps those stats either...
I will only list the "majour" strengths and weaknesses of each race here, if
you want the details, please look them up yourself.
Shield Dwarves (Dwarf):
+2 Constitution, -2 Charisma, Darkvision, favoured class: Fighter.
A solid choice, not much fuss, the only negative thing is you loose 2 Charisma,
which can be a bummer if you're playing a good character in the Original
Campaign and want to use Diplomacy. As all dwarves, they can use Dwarven
Waraxes without any Exotic weapons training. Otherwise, not much else to say.
Humans:
One extra feat at first level, bonus skill points, favoured class: any.
Humans are always good, no matter what class you're going to build. Good
strengths, and they don't have any real weaknesses at all. A good choice.
Tieflings (Planetouched):
+2 Dexterity, +2 Intelligence, -2 Charisma, Darkvision, Infernal Resistance.
Tieflings don't actively give anything to your main stats, but boosts two that
needs boosting anyway, leaving room for you to put more into Strength and
Constitution. I've found that the level adjustment (+1) doesn't really make any
difference. That goes for all races, even if it's a +2 adjustment.
You can, of course, choose any other race as well. Perhaps you like to
roleplay, and another race suits your roleplaying needs better. Any race can
make a good Weapon Master, but there are some that are better than the rest.
3.3 Class
--------And now you have to choose your class. Obviously, you're going for the Weapon
Master Prestige Class, but you have to start somewhere. There are several
routes you can take as somebody who uses two-handed weapons, all more or less
equally viable. What you choose is up to you, and what sort of playing style
you want to have.
Fighter:
A very good choice. You get d10 hit die, all armour proficiencies, Martial
weapons, lots and lots of feats and a good BAB. You get a moderate skillprogression (2 + Intelligence bonus) and an ok selection of class skills. The
sheer amount of feats you get is something that's really good, if you select a
fighter. That means you can take the five required feats (listed above), and
still have good room for optional feats. You can find a good selection of
enemies, though, and some will say that it's not really
as essential as I may tell you it is. Whom to believe,
well, it's up to you! =D
Power Attack:
Blind Fight:
Luck of Heroes:
Those are the "main" melee-type feats. There are others, such as the armour
feats (if your lass doesn't give them for free at level 1) or Disarm that you
might want to take as well.
3.6 Conclusion
-------------So, you're a good way into creating your big, bad two-handed Weapons' Master!
What's left is basicly Backgrounds and Skills, which have their own section
lower down in the guide. If this style of Weapon Master isn't what you were
looking for, then read on, here comes the other two!
The Longsword or the Bastard sword (if you're a large enough race to use it)
would be my pick, preferably the Bastard sword. Keep in mind you need the
Exotic weapons' feat for that, though. The Katana is a very good choice as
well, though I just keep thinking of Samurai's when I'm using one... =P
4.2 Race
-------The Shield Dwarves, Humans and Tieflings are still good choices for the
one-handed Weapons' Master for the same reason as they're good for the
two-handed Weapons' Master. If you didn't read the above section, scroll up to
the section about races for the two-handed Weapon's Master. You can still
choose any other race you deem fit, of course.
4.3 Class
--------Here we need a bit more tactics. We want to be able to use Tower Shields (as
they obviously are better and give more AC bonus), and the only class that can
do that without investing a feat in it is the Fighter class. So, we want at
least one fighter level. You could either keep gaining fighter levels, since
more feats are always nice, or you could go on and get some levels in another
class. The Barbarian and the Paladin are still good choices, but I believe that
taking just one level of Fighter and spending the other 12 into a Cleric is a
good option.
"Say WHAT? but aren't we trying to make a Weapon Master?" I hear you say. Well,
that's true, but seeing as this type of Weapon Master isn't the type to deal
awesome damage, becoming a Cleric can really give you some abilities to
strengthen your tanking capability. Stay with me here. A Cleric can heal. This
means that he can heal himself when he's low on hitpoints, without a real need
for another full-time healer. A Cleric will give up some of his BAB and feats
in favour of this. This will be a very defensive Weapon Master, using his
knowledge and wisdom to enable his allies to do a big part of the fight. His
levels as a Weapon Master will allow him to dish some damage out, albeit not
as much as other combinations. But, if you're choosing this type of Weapon
Master, you shouldn't be looking for great damage anyhow. About choosing a
Cleric domain... I won't list them all here, you'll have to look them up
yourself. I'd think that "Healing" is a nice choice, though, to really give
you the most out of your defensive capabilities.
You can similarly create a Weapon Master with 1 Figher level and 12 Paladin
levels to get something near you'd get with the 12 Cleric levels. I do believe
that the Cleric would be better suited for this sort of character, though. If
you know something I don't about this, please email me about it! (You'll find
my email at the top of the page.)
And there's still the combination of different Prestige Classes along with
whatever starting class you pick and the Weapon Master levels to consider.
4.4 Stats
--------Your main stats are still Strength and Constitution, and that's still what you
should put most points in. You still need at least 13 Intelligence and
Dexterity, so you'll need those points there as well. If you're building the
"normal" one-handed Weapons' Master, that's all you need to worry about.
However, if you're trying out the combination of one level of Fighter, 12
levels of Cleric to go along with your Weapon Master level, you'll need Wisdom
as well, to be able to cast your divine spells. A Wisdom of 10 + (spell level)
is needed to be able to cast spells of that level. Do the math and assign stats
according to how many spell levels you want to be able to cast. I think you
should forgo Strength before you reduce Constitution in favour of your Wisdom.
Again, you'll have to think on your own here. I know, it's frustrating! =D
4.5 Feats
--------Again, your amount of feats depend on what class you took. What sort of feats
your Weapon Master should take depends on if you went with more
Figher/Barbarian or Cleric/Paladin.
Improved Combat Expertise: This would be a good choice for a character that
focuses a bit more on defense, which our one-handed
Weapons' Master does. Especially for the
Cleric/Paladin type, more defense is always good.
Cleave and Greater Cleave: It's still useful, but since you don't do as much
damage as with a two-handed weapon, you won't get to
use it as often. It's still a good choice, though.
Luck of Heroes:
Blind Fight:
Improved Parry:
Skilled Offense:
4.6 Conclusion
-------------In this section, I've talked alot of about the weird combination of
Fighter/Cleric/Weapon Master. Just because I've talked alot about it doesn't
mean that's the "best" choice for a one-handed Weapons' Master, it's just that
it takes more space to explain it. The other choices are as good as any. I
believe the weird combination can make quite an interesting experience, though,
but I've yet to actually try it out to it's fullest. If you do, please let me
know what you thought about it, and how it worked! And now, onward to the last
"style" of Weapon Masters, and consequently, my favourite...
A dual wielding Weapon Master will obviously need to spend feats into
Two-Weapons Fighting. This means that his penalities for using his off-hand to
swing weapons will go down to -4/-4, and even further down to -2/-2 if a light
weapon is used. Light weapons are Small and Tiny. Light weapons will do less
damage than medium weapons, but they will hit more often due to the reduced
penalities. Which one you choose is up to you, as always. I myself took
Longswords for my first Weapon Master. (I like blades, if you haven't already
noticed! =P)
5.2 Class
--------Now it's getting a bit complicated. You've got a big choice here: "To be a
Ranger or not to be a Ranger". If this question is not obvious to you, let
me explain...
Rangers get to choose a combat style by level two. The choices are "Archery" or
"Two Weapon Combat". This means that a level two Ranger will get the feat
"Two-weapon fighting" for free. And note this: even if he doesn't meet the
requirements! This combat style will improve at level 6 and 11. This is still
without having to meet the requirements for the Improved and Greater versions!
Conclusion: a Ranger can keep his Dexterity at measly 13 and still get all the
Two-weapon fighting feats, as other Weapon Masters will have to have 15, 17 and
19 Dexterity respectively to get to the same level of two-weapon fighting.
What are the bad things about Rangers, then? Well, for starters, they only have
a hit die of d8, and they only have light armour. They have a few divine
spells, but need wisdom to make use of it. Rangers also get a lot of free
feats, Favoured Enemy among the better. They have more skills to choose from,
and get more skill points (6 + Intelligence modifier). They still have a high
BAB gain, and high Fortitude and Reflex saves.
A good combination is to start with 1 level in Fighter, and move on to Ranger,
and finish with your Weapon Master levels as soon as you can. This way, you
still get all your armour proficiencies.
If you don't want to take any Ranger levels, prepare to have to put more points
into Dexterity. You could go the all-Fighter route, which will give you more
than enough feats and more hit-points. You could mix some Fighter levels with a
few from the Barbarian or Paladin (although I don't think the Paladin really
Blind Fight are still good feats to take. If you haven't taken Ranger levels,
you'll need the Two-Weapon Fighting feats as well.
It's a bit up to you what to take. Disarm is always a good choice, since the
other melee feats don't really help you. Greater Weapon Focus helps as well.
The Two Weapon Defense line of feats does help, especially if your character
has low AC. Weapon Specialization for more damage.
Some like to take the Monkey Grip feat, either because it's cool or because
they want to roleplay. I myself am not sure if it's "good" or not. -2 to attack
for more damage seems like a good choice, but seeing as you already have quite
alot of minuses to attack... well, decide for yourself.
The choices are many, and you have to make them yourself. If you're having a
hard time deciding, think out of a roleplaying perspective, maybe that'll help.
5.6 Conclusion
-------------My first Weapon Master was a dual wielding Drow pure Fighter, no Ranger levels.
He was kinda hard to play at times, since he lacked a big pool of hit points.
But he was mighty cool, and very fun to play. It felt a bit weird though,
running around in plate armour that didn't let me have more than +1 AC from
dexterity, though I had somewhere around +6 in total from bonuses and from
having to have 19 in there. *shrug*. Hopefully, my experiences and this guide
will help you create a "better" character than my first one. But if you want
something cool, generally badass and a bit of a challange, I suggest you try my
character out. Let him have 12 Constitution, like mine had! =D
Craft Weapon
Same deal as above, but this is a class skill for the your
Weapon Master.
Lore
Parry
Diplomacy
Intimidate
Heal
There are alot of other skills out there, but you haven't got enough points to
make good use of them. Let the Rogues take care of the lockpicking,
trap-finding and such Rogue-ish things.
6.2 Backgrounds
--------------You have the option of choosing a background for your character. These are the
ones that are any good for the Weapon Master:
Bully:
Militia:
Natural Leader:
If you don't like any of them, there is absolutely nothing wrong with not
having a background in the first place. The "Militia" background might be a
good choice for the one-handed Weapons' Master, for the +2 in Parry, if you
use it.
6.3 Deities
----------This has absolutely no impact on your character whatsoever, except for
roleplaying. Take one or not, it doesn't matter.