**************************************************** NEVERWINTER NIGHTS 2 UNOFFICIAL SWASHBUCKLER CHARACTER BUILD GUIDE For use with The Mask of Betrayer and Storm of Zehir Expansion Packs (c)2009 Perrin Miller <[email protected]> Version: 1.0 **************************************************** This was written for submission to: http://www.gamefaqs.com/ *********************************************************************** * * * TABLE OF CONTENTS * * * *********************************************************************** [1.0] Introduction [2.0] Swashbuckler Class Description [2.1] Description [2.2] Stats and Requirements [2.3] Special Abilities [3.0] Race Choices [3.1] Single Class Races [3.2] Multi-class Races [3.3] Races to Avoid [4.0] Ability Scores [5.0] Skills [5.1] Class Skills [5.2] Cross-class Skills [6.0] Feats [6.1] Useful General Feats [6.2] Optional Feats [6.3] Feats To Avoid [6.4] Useful Epic Feats [7.0] Single Class Considerations [8.0] Multi-class Considerations [8.1] Base Classes [8.2] Prestige Classes [9.0] Final Thoughts [10.0] Version History [11.0] Credits *********************************************************************** * * * [1.0] INTRODUCTION * * * *********************************************************************** This guide is written to examine the different possibilities of the Swashbuckler base class for Neverwinter Nights 2 that became available with the Storm of Zehir Expansion Pack. It was mostly focused on the character development starting from 1st level going through into the Epic levels, on the assumption a player will be using the character for any of the NWN2 campaigns or community designed modules. *********************************************************************** * * * [2.0] SWASHBUCKLER DESCRIPTION * * * *********************************************************************** [2.1] Description ================= The new base class introduced with Storm of Zehir provides a new base class that wasn't previously seen in the earlier versions of Neverwinter Nights. The Swashbuckler excels both in combat situations and social interactions, favoring agility and finesse over brute force. [2.2] Stats and Abilities ========================= Hit die: d10 Proficiencies: Armor (Light only), Weapons (Martial & Simple) Skill points: 4 + Intelligence modifier/level Class skills: Bluff, Craft Armor, Craft Weapon, Diplomacy, Lore, Parry, Taunt and Tumble Base Attack Bonus Progression: High Primary Saving throws: Fortitude Primary Ability: Dexterity and Intelligence Bonus Feats: L1: Weapon Finesse L2: Grace L3: Insightful Strike L5: Swashbuckler Dodge L7: Mobility L8: Improved Flanking L11: Luck of Heroes L13: Acrobatic Skill Mastery L14: Weakening Critical L17: Slippery Mind L19: Wounding Critical L23: Bonus feat every 3 levels [2.3] Special Abilities ======================= [2.3.1] Weapon Finesse (level 1) -------------------------------- This is the Weapon Finesse Feat that allows character to use DEX bonus for their Attack Bonus (AB) if greater than the STR bonus. But it can only be applied to small weapons and rapiers. Swashbucklers also can only use the feat when in light or no armor. [2.3.2] Grace (level 2) ----------------------- This feat provides a +1 bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level, +3 at 20th level, and +4 at 29th level. Swashbucklers lose this bonus when wearing medium or heavy armor or when encumbered. [2.3.3] Insightful Strike (level 3) ---------------------------------- This feat allows for applying the INT bonus to damage (in addition to any STR bonus applied) with any weapon that can be used with Weapon Finesse. However, targets immune to sneak attacks or critical hits are also immune to the swashbuckler�s Insightful Strike. Swashbucklers cannot use this ability when wearing medium or heavy armor or when encumbered. [2.3.4] Swashbuckler Dodge (level 5) ------------------------------------ This feat provides a +1 Dodge bonus to AC against melee attacks from current target or last attacker. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, +4 at 20th, +5 at 25th, and +6 at 30th). This feat stacks with the Dodge feat. Any attack which causes the Swashbuckler to lose their DEX bonus to AC also causes them to lose the bonus granted by this feat. Swashbucklers lose this bonus when wearing medium or heavy armor or when encumbered. [2.3.5] Mobility (level 7) -------------------------- The feat is granted as a bonus feat even if they do not meet the qualifications for it. [2.3.6] Improved Flanking (level 8) ----------------------------------- This feat provides a +4 bonus to attacks instead of a +2 bonus to attacks when flanking an opponenet. [2.3.7] Lucky (level 11) ------------------------ The feat provides the Luck of Heroes feat for free. [2.3.8] Acrobatic Skill Mastery (level 13) ------------------------------------------ This feat allows that all Tumble checks cannot roll less than 5, even if in combat. [2.3.9] Weakening Critical (level 14) ------------------------------------- The feat causes 2 points of damage to the opponent's Strength whenever a critical hit is scored. Creatures immune to critical hits are immune to this effect. [2.3.10] Slippery Mind (level 17) --------------------------------- The feat allows automatic rerolls on failed saving throws against enchantment spells or effects. [2.3.11] Wounding Critical (level 19) ------------------------------------- The feat causes 2 points of damage to the opponent's Constitution (in addition to the 2 points of Strength damage) whenever a critical hit is scored. Creatures immune to critical hits are immune to this effect. *********************************************************************** * * * [3.0] RACE CHOICES * * * *********************************************************************** There really isn't a race that is restricted from being a Swashbuckler, but some races are better than others. However no race specifically has Swashbuckler as a Favored Class. [3.1] Single Class Races ======================== Any race that has positive ability adjustments for DEX and INT are best. Also positive adjustments for STR and CON are good for any melee class. Humans and half-humans don't really provide much advantage without multi-classing. Best choices are Teifling, Air Genasi, and Fire Genasi. Okay choices are Shield Dwarf, Sun Elf, Drow Elf and Yuan-Ti Pureblood. [3.2] Multi-class Races ======================= Human or Half-elf are necessary if needing the flexibility of Any Favored class. The other races mentioned above are good choices if combining with their respective Favored classes. [3.3] Races to Avoid ==================== Any race that has a INT or DEX ability penalty is not a good choice. Any races that provide a penalty adjustment for STR or CON are probably not the best either unless they have bonuses for DEX and INT to compensate. *********************************************************************** * * * [4.0] ABILITY SCORES * * * *********************************************************************** Swashbucklers are generally considered a Dexterity based melee class due to their use of Weapon Finesse and only light armor. But they also can benefit with higher Intelligence as well for Insightful Strike. Strength is of lesser imprortance, but it still is useful for damage and weight allowance. Constitution is important for hit points. Wisdom and Charisma can be neglected at around 10 or 12. *********************************************************************** * * * [5.0] SKILLS * * * *********************************************************************** Swashbucklers are not lacking in Skill Points (SP). Base number of 4 plus extra with good INT bonuses allows for plenty to spend on their class skills. [5.1] Class Skills ================== [5.1.1] Bluff and Diplomacy --------------------------- Investing in one of these is useful for roleplaying purposes and in the Campaigns. [5.1.2] Craft Armor and Weapon ------------------------------ Probably not the best choice to invest points. Other classes are better suited for crafting. [5.1.3] Lore ------------ Lore can save you money getting items identified, and allow you to use newfound items immediately. However, only spending a few points doesn't really help without the items to boost it. If you are going to rely on it, some investing is going to be required. Only one character in the party needs this skill. With the amount of SP available and shortage of class skills, Swashbucklers can afford to be the party member focusing on Lore. [5.1.4] Parry ------------- If use of the Parry skill fits your style of play the max his skill out. Without the use of shields and only equiped in light or no armor Swashbucklers may need this skill. [5.1.5] Taunt ------------- Taunt is a Charisma based skill and most Swashbucklers don't focus on Charisma. This skill depends on playing style, either ignoring it completely or maxing it out. [5.1.6] Tumble -------------- Tumble is probably the best class skill to be alwayws maxed. The Swashbuckler will need the boost to AC and they may need to move around the battlefield. [5.2] Cross-class Skills ======================== Spending points in the other cross-class skills really depends on what other classes are present in the party or on what classes are involved with multi-classing. [5.2.1] Spellcraft ------------------ If the character is not multi-classing with a spell-caster class, then this will be a cross-class skill. Even if not casting spells, the bonuses to saves versus spells for every 5 levels in this skill (before modified) make it worthwhile when affordable. *********************************************************************** * * * [6.0] FEATS * * * *********************************************************************** As Swashbucklers gain several free feats they can afford the other good feats that melee characters prefer. [6.1] Useful General Feats ========================== [6.1.1] Blind-Fight ------------------- Blind-Fight is very useful to any character that has to melee in the same area as spellcasters. When playing the NWN2 Campaigns it certainly appears to be a must for any melee character that can afford it. [6.1.2] Cleave -------------- A chance at a free attack, what's not to like. However, it requires Power Attack as a pre-requisite which also requires a 13 in Strength. Melee characters carrying into Epic levels are finding this not as crucial as before. However the Power Attack feats are generally not used for the Dexterity based melee characters. [6.1.3] Combat Expertise and Improved Combat Expertise ------------------------------------------------------ With their Intelligence being higher, Swashbucklers can almost always qualify for it. The extra bonuses to AC are good if the AB penatlies can be adequately covered. Also Combat Expertise is required for the Combat Insight Epic Feat. [6.1.4] Dodge ------------- An extra +1 AC bonus is always useful, and the Dexterity of 13 requirement is not a problem. It also stacks with the Swashbuckler Dodge feat bonuses. [6.1.5] Improved Critical ------------------------- Always a good choice for your preferred weapon. However it really depends on whether the Swashbuckler is focusing on just one weapon. Unfortunately it doesn't stack with the Keen weapon property. [6.1.6] Improved Parry ---------------------- This feat is necessary if the character invested SP in the Parry skill. When using the Parry skill, this feat allows the character to counterattack when the Parry roll exceeds the modified attack roll by 5 or more (normally, the Parry roll must exceed the attack by 10 to counterattack). Additionally, the character can Parry once more per round before incurring penalties. [6.1.7] Power Critical ---------------------- When using the selected weapon, the player gains a +4 bonus on the roll to confirm the threat for a critical hit. If the character already invested in Weapon Focus then this is useful. It is not negated by Improved Critical or Keen weapon property. [6.1.8] Toughness ------------------ One extra hit point per level is a definite must for any melee character, if not every character. The real question is when to take it. For starting characters, the utility of a few extra hit points is not that earth shattering, but once a character reaches 6th level it really starts making a difference. However at 6th level, other feats start becoming available and it can be a question of priorities. Many builds are taking it very early, or otherwise having to wait until level 15 or higher. [6.1.9] Two-Weapon Fighting feats --------------------------------- These feats are very useful to make a dual-wield build. Usually the Dexterity requirements for the initial feats are not a problem. But getting the later ones may be harder with the Swashbucklers giving priority to Intelligence instead. [6.1.10] Weapon Focus --------------------- The extra +1 to AB is good, but it really depends on whether the Swashbuckler is sticking with a certain weapon and also planning on the feats involving critical hits. Of course the feat can be taken for multiple weapons. [6.3] Optional Feats ==================== There are several feats that are questionable in their usefulness and can really depend on the whether there is multi-classing involved. These are: Able Learner, Disarm, Extra Music, Feint, Improved Disarm, Improved Expertise, Improved Initiative, Iron Will, Lightning Reflexes, Lingering Song, Skill Focus, Spring Attack, and Whirlwind Attack. There are also some class specific feats (like Evasion and Uncanny Dodge) that are only accessible from certain multi-class combinations and often have varied usefulness. [6.4] Feats To Avoid ==================== There are several feats that will probably be avoided: The background feats, ranged combat feats, monk specific feats, crafting feats, knockdown feats (no STR advantage), divine feats, proficiency feats, spellcasting feats and metamagic feats. [6.5] Useful Epic Feats ======================= Many of the Epic Feats are great for obvious reasons, they are epic. These are the most noteworthy ones that are realistic for a Swashbuckler to take. [6.5.1] Armor Skin ------------------ Armor Skin is okay, adds +1 to the character's natural AC before applying any modifications. It stacks with everything. [6.5.2] Epic Prowess -------------------- This feat adds a +1 to all attacks with weapons. It is not bad, but it may not be high on the priority list since the extra +1 may not be that big of a deal in epic levels. [6.5.3] Epic Toughness ---------------------- This feat adds +30 to hit points. It does not add 1 point per level like the Toughness Feat. Also Epic Toughness can be selected multiple timess. [6.5.4] Combat Insight ---------------------- This feat will add the INT bonus again to damage, basically doubling the Insightful Strike. However it will negate the STR bonus completely. [6.5.5] Great Dexterity and Intelligence ---------------------------------------- These feats add another point to either of these abitilies and can be taken multiple times. It is definitely useful to continue to boost them to higher levels. Which to choose depends on preference of the build for which one has higher priority. *********************************************************************** * * * [7.0] SINGLE CLASS CONSIDERATIONS * * * *********************************************************************** For purists, Swashbucklers continue to gain abilities through their pre-Epic levels so there is some advantage to continuing to be a pure Swashbuckler. And after 20 levels a few more benefits are available as some abilities continue to slowly increase. However those bonuses may not compare favorably to the many advantages of splashing some other classes, particularly when considering Epic level characters. Personally, I would not carry Swashbuckler levels to the full 20, but then almost all of my characters are multi-classed anyway. *********************************************************************** * * * [8.0] MULTI-CLASS CONSIDERATIONS * * * *********************************************************************** Swashbuckler do have some natural milestones that need to be considered when multi-classing, whether the swashbuckler levels are the primary class or a secondary. 1) First level gains Martial Weapons Proficiency and Weapons Finesse for free. 2) Third level opens up Insightful Strike, plus the +1 Reflex Save from level 2. 3) Seventh level gains Mobility for free, plus the +1 AC from Swashbuckler Dodge at level 5. 4) 11th level provides Luck of Heroes for free, plus another +1 to AC and Reflex Save. Characters going beyond the 11th level investment, then most characters should probably stay with Swashbuckler and only splash other classes for their benefits. [8.1] Base Classes =================== As mentioned early when considering races, most characters multi- classing with the other Base Classes are going to have Favored Class issues to deal with, thus not being able to use some of the better races for Swashbucklers. [8.1.1] Barbarian ----------------- Barbarians have some synergy with Swashbucklers in that they also do not normally use heavy armor. Also there are no conflicts with Ability Scores and it continues on the high BAB progression. Splashing a few levels of Barbarian can provide a small speed boost, but more importantly the free feat of Uncanny Dodge at level 2. However only Half-orcs have Barbarian as Favored class so the Swashbuckler would likely be Human or Half-elf. Imagine this character: Human Swashbuckler(13)/Barbarian(3)/Fighter(4)/Duelist(10) Feats include: Weapon Specialization, Combat Insight, Insightful Strike, Precise Strike, movement increase, Canny Defense, Uncanny Dodge, Swashbuckler Dodge, and Elaborate Parry. [8.1.2] Bard ------------ Bards are not really a melee class, being arcane spellcasters, but they are more suited to melee combat than Sorcerers and Wizards. However they can wear armor and they do have medium BAB progression and access to some of the Swashbuckler's cross-class skills. But the importance of Charisma and the low HP don't make an ideal combination. Bards do make good "jack-of-all-trades" adventurers for those solo adventurers and using some Swashbuckler levels can help improve a multi-classing bard that fights in light or no armor. Most Bards have some points invested in Intelligence to take advantage of the Bard's class skills. [8.1.3] Cleric, Druid, Favored Soul, and Spirit Shaman ------------------------------------------------------ These divine casters don't have much synergy with Swashbucklers. If the Wisdom is 11 or 12, then a splash of one level of Cleric can gain two free feats from the Cleric Domains at the cost of 1 point on the BAB progression. Access to a few feats for free make this worth considering; Air for Uncanny Dodge, Chaos for Slippery Mind, Darkness for Blind-Fight, Earth for Toughness, Luck for Luck of Heroes, Travel for Speed boost, Trickery for Feint, and Water for Evasion. On the other side, Clerics really would not benefit from taking any Swashbuckler levels. The other three classes don't really have any reasons to multi-class with Swashbucklers at all. [8.1.4] Fighter --------------- Fighters are always a good choice for melee characters to multi- class with. With the some of the better race choices for Swashbuckler having Fighter as their Favored Class this makes even a few levels a good choice to get those bonus feats. However the cost in SP and the choices of class-skills will probably reduce the number of levels overall. Unless really focusing on just one weapon, carrying fighter to level 12 to gain the Greater Weapon Focus and Specialization feats may be too much of an investment. However those bonus feats can really help out dual-wielding Swashbucklers to gain more of the Two- Weapon Fighting feats. [8.1.5] Monk ------------ Monks are not really great for multi-classing, except as a minor tertiary class. Monks and Swashbucklers don't have Ability Score synergy with Intelligence and Wisdom. But a few levels of monk due provide some good benefits for a Swashbuckler. Level 1 provides Monk AC bonus from Wisdom when not using armor and access to the unique magic robes and boots only usable by Monks for the cost of one level on medium BAB Progression. For a 2nd level of Monk, the Swashbuckler can get Evasion and Deflect Arrows feats at no further penalties to the BAB Progression. On the other hand Monks would not benefit from taking any levels in Swashbuckler, they have better choices. [8.1.6] Paladin --------------- Paladins, like the other divine spellcasters, are not really very compatible with Swashbucklers. A few levels of Paladin don't really gain Swashbucklers anything since they usually sacrifice Charisma. Paladins already have multiple Ability Score issues and cannot afford much Intelligence so really cannot gain any benefits from Swashbuckler levels. [8.1.7] Ranger -------------- Rangers are similar to Paladins in their dependancy of Wisdom, but without the need for Charisma as well. However they are good at being Dexterity based melee characters fighting in light or no armor. The dual-weilding feats for free are also good. Despite the lack of synergy between the classes regarding the need for Wisdom and Intelligence, they can still make a good combination together. Rangers have their own milestones for their combat style at levels 2, 6, and 11, but also can get Toughness and Evasion for free along the way. Also Rangers get more Skill Points and access to more skills that are cross- class skills for Swashbucklers. Splashing a few Ranger levels doesn't provide much more advantage than 2 levels of Fighter. However keeping equal levels of Swashbuckler and Ranger could be good and also avoid any issues over Favored Class. Dexterity based dual-wielding Rangers could benefit from a few levels of Swashbuckler to gain Insightful Strike, but those characters usually don't have high enough Intelligence without serious buffing to make it really worthwhile. Imagine this character: Air Genasi Swashbuckler(11)/Ranger(11)/Fighter(8) Feats include: Weapon Specialization, Greater Weapon Focus, Combat Insight, Insightful Strike, Toughness, Luck of Heroes, Greater Two- Weapon Fighting, Evasion, Swashbuckler Dodge, and 3 Favored Enemies. [8.1.8] Rogue ------------- The Rogue is really not a melee class, but do offer some advantages that can work well with Swashbucklers. Rogues have good Ability Score synergy and access to more skills. A balanced Swashbuckler/Rogue can sneak around doing their Rogue thing, then defend themselves better once battle is joined without have to dodge around the fringes. Also Rogues gain access to Evasion and Uncanny Dodge at levels 2 and 4, so bringing in only 4 levels of Rogue can help out a Swashbuckler as well provide extra damage from sneak attacks when flanking. [8.1.9] Sorcerer and Warlock ---------------------------- Sorcerers and Warlocks that plan to be spell-swords are missing a synergy with Swashbucklers using Charisma instead of Intelligence for their spells. As such both classes are better off staying single classed or multi-classing with something else. [8.1.10] Wizard --------------- Unlike the other arcane spellcasters wizards have the Ability Score synergy and can make good spell-swords using Swashbuckler levels. Also the elven races can use their Favored Class to combine with Swashbuckler easier. Epic spell-sword in particular can benefit from 3 levels of Swashbuckler and Combat Insight to really use that INT bonus to increase their damage output. [6.2] Prestige Classes ====================== Since all Prestige Classes rely on a Base Class to start, some multi-class combinations are not possible or practical when combining with Swashbucklers based upon their requirements. Each Prestige Class is by nature filling a more refined niche in the party and many that runs contrary to a Swashbucklers. [8.2.1] Arcane Trickster ------------------------ Arcane Tricksters based on multi-classing with wizards has some possibilities. However the requirements usually means also having Rogue levels as well. Multi-classing with 3 Base Classes can be tricky, and there are probably better combinations for Arcane Tricksters. [8.2.2] Assassin ---------------- Unless making an evil Swashbuckler/Rogue type character, not really worth considering. However a Ranger/Assassin character could get some benefit from some Swashbuckler levels, but that would likely be at the expense of further Ranger levels. [8.2.3] Divine Champion ----------------------- Divine Champions are good addition to any melee character. Meeting the requirements are not difficult. Multi-classing Swashbucklers can use levels of Divine Champion to gain the bonus feats which having to worry about the issues with Favored Classes. Even if Charisma is ignored and like-wise Divine Wrath, the bonuses to saves also provide an added benefit. [8.2.4] Duelist --------------- Duelists are a great choice to multi-class with Swashbucklers. Great Ability Score synergy and the extra abilities of the Duelist complement the Swashbuckler's playing style. The Duelists will be dropping their light armor and won't be dual-wielding, but they can focus on a weapon of choice like rapiers to pickup those feats. Qualification is easy with the required feats being free for Swashbucklers and the required skills are class skills. Duelist builds not based on Swashbucklers would benefit from even 3 levels for use Insightful Strike and gain Weapon Finesse for free, even trading Duelist levels 8-10 for them would be good as the INT bonus to damage would be better than the extra +1d6 for Precise Strike. However, even better would be to have both. Imagine this character: Human Swashbuckler(11)/Fighter(4)/Duelist(10)/Monk(5) Feats include: Weapon Specialization, Combat Insight, Insightful Strike, Precise Strike, movement increase, Canny Defense, Evasion, Swashbuckler Dodge, Elaborate Parry, use of Monk robes and boots, and Monk AC bonuses. [8.2.5] Dwarven Defender ------------------------ The Dwarven Defender class can help make a Shield Dwarf Swashbuckler better. The requirement feats are both good feats for Swashbucklers. Adding the Improved Defense, and Uncanny Dodge for just 2 levels make even a few levels attractive. Taking the full 10 levels provide significant defensive improvements to any Dwarf melee character. Imagine this character: Swashbuckler(6)/Fighter(4)/Duelist(10)/Dwarven Defender(10) With high INT bonus; Weapon Specialization, Combat Insight, Insightful Strike, and Precise Strike there is plenty of normal damage being delivered. Defensively with Canny Defense, Improved Defense, Swashbuckler Dodge and Elaborate Parry, they would hard to hit, plus they have natural Damage Reduction to boot. [8.2.6] Eldritch Knight ----------------------- Wizard spell-swords are mostly likely also Eldritch Knights. Adding in Swashbuckler and Duelist levels only help improve their combat abilities. Imagine this character: Human, Sun Elf, or Drow Elf Wizard(10)/Swashbuckler(3)/Duelist(7)/Eldritch Knight(10) Feats include: Combat Insight, Insightful Strike, Precise Strike, Canny Defense, Swashbuckler Dodge, Elaborate Parry, and 9th level Arcane Spellcasting. [8.2.7] Frenzied Berserker -------------------------- Frenzied Berserkers are more of a Barbarian specific prestige class. Most Swashbucklers won't be using the Power Attack and Great Cleave feats. Frenzied Berserkers can probably find better possibilites for their multi-class options. [8.2.8] Invisible Blade ----------------------- Meeting the requirements for Invisible Blade are not too tough for dual-wielding Swashbucklers. But daggers and kukris are not usually melee characters first weapon of choice. The Unfettered Defense can make even 5 levels worthwhile since dual-weilding Swashbucklers are not going to be taking levels of Duelist. Also Unfettered Defense does not stack with Canny Defense, but also can only be used when not wearing any armor. However use of Unfettered Defense does not depend on which melee weapons are being used, but Bleeding Wound applies to only small weapons (not rapiers though). Taking Invisible Blade levels also will not hurt BAB Progression either. [8.2.9] Red Dragon Disciple --------------------------- Red Dragon Disciples are a melee-oriented option for Sorcerers and Bards so combining with those classes was covered above. A Bard taking a few levels of Swashbuckler is also probably considering the Red Dragon Disciple option as well. [8.2.10] Weapon Master --------------------- Weapon Masters also are good for multi-classing many melee characters. For Swashbucklers, particularly Swashbuckler/Duelist combinations, are also good. Half of the required feats are free already with enough levels of Swashbuckler and Duelists generally are specialists with one weapon most likely the rapier which also has good attributes for critical hits. [8.2.11] Other Prestige Classes ------------------------------- The other Prestige Classes are not really worth mention for multi- classing with Swashbucklers. Arcane Archers are not melee characters. Arcane Scholsars of Candlekeep, Hellfire Warlocks, Pale Masters and Red Wizards of Thay are more for spellcaster characters, not spellswords. Blackguards, Doomguides, Sacred Fists, Stormlords, and War Priests have the same issues as Paladins and other divine spellcasters. Harper Agents, Neverwinter Nine and Shadow Thieves of Amn are more role- playing type classes. *********************************************************************** * * * [9.0] FINAL THOUGHTS * * * *********************************************************************** I enjoyed making the guide and hope others will find it useful. Considering how long Storm of Zehir has been out many people may not be too interested in reading these anymore. In any case I still wanted to make it and use it for my own comparisons of different melee character builds. Considering the time I have spent with this first version I cannot foresee any major changes and revisions. I will welcome comments, constructive please, and I certainly plan to correct any mistakes that are brought to my attention. Happy adventuring. *********************************************************************** * * * [10.0] VERSION HISTORY * * * *********************************************************************** Version 1.0 - Initial Version *********************************************************************** * * * [11.0] CREDITS * * * *********************************************************************** Obisidian and Atari for the Game itself. GameFaqs, GameBanshee, and NWN2Wiki for providing a wealth of information for the community. Written and (c)2009 by Perrin Miller