Neverwinter Nights
Character Creation Guide
by asimpkins00@hotmail.com
July 15th, 2003
Version 1.3
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T A B L E O F C O N T E N T S
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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
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T H E I N T R O D U C T I O N 0.01
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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:
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:
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.
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T H E F I G H T E R 1.01
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- 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.
- 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
choice. Weapon Specialization bestows a +2 damage bonus to any weapon you use
of the selected weapon type. Like Weapon Focus it can be selected repeatedly
but for different weapons.
- 18/2 Fighter/Barbarian -
The basic idea of this build is that after a certain point, many Fighters will
have accumulated all the feats that they need. At this time, it's often
useful to multi-class and pick up various class-based abilities instead of
selecting feats that are really of no use to the Fighter. There's no definite
pattern to this build -- the 18/2 Fighter/Barbarian is just an example. If
you run out of feats earlier it could be 16/4 or even 12/8 instead. For
Lawful Good characters, a two level Paladin multi-class brings in some
valuable benefits such as immunity to disease and fear as well as Divine
Grace.
- 12/8 Fighter/Wizard -
This build suffers some heavy penalties to its melee abilities in order to
cast a few levels of spells. It's really not the most efficient build, but it
can be a lot of fun to have such a wide range of abilities. Make sure to set
your Intelligence to 14 so that you can access four levels of Wizard spells.
A lightly armored, high-Dexterity character is probably the easiest way to go
in order to avoid arcane spell failure, but don't fully neglect Strength
either. This combination is also just enough to get you a 4th attack at 20th
level. A 9/11 Fighter/Wizard combination is also worth considering. You lose
the 4th attack at 20th level, but gain 6th level spells. In addition, a few
levels of Fighter could be swapped out for Barbarian or Paladin levels in
order to access their class abilities instead of picking up surplus feats.
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T H E B A R B A R I A N 1.02
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- Introduction -
Where the Fighter is all about training, the Barbarian is all about natural
abilities. Barbarians will usually have more Hit Points than any other
character, and at high levels they develop a natural damage reduction which
will allow them to live even longer. They are one of the few classes with
Discipline and Taunt available as class skills -- and they get more skill
points than Fighters or Paladins. Except for Exotic, they receive all of the
weapon proficiencies and shield proficiency, but they lack the ability to wear
heavy armor. As compensation, they share the Uncanny Dodge ability of the
Rogue, allowing them to keep their Dexterity and Dodge AC bonus when surprised
and also to avoid damage from traps. Their primary ability though is their
Barbarian Rage, which they can use one or more times per day to boost their
Strength, Constitution, and Will saves for a slight loss to their Armor Class.
However, with the +12 cap to attribute scores, Barbarian Rage can become
obsolete later in the game when attribute enhancing equipment and spells are
available. On top of all this, Barbarians get a slight boost to their natural
movement speed, making them faster than all other classes but the Monk. The
Barbarian is also possibly the simplest class to play, making it an ideal
choice for a beginner.
- Multi-Classing (major) -
Since Barbarians get additional class abilities all the way up to level 20,
it's not a bad idea to make a pure Barbarian. However, it could also be
useful to only reach 15th level to get the Greater Rage ability or 17th level
to get the 3/- damage reduction and then take a few levels as another class.
A few levels of Fighter can bring some extra feats, proficiency in heavy
armor, and Weapon Specialization. Rogues offer a ton of skill points, Sneak
Attack at 1st level and Evasion at 2nd level.
- Multi-Classing (minor) -
The Barbarian is a decent choice for a minor multi-class. One level gives you
a slightly increased movement speed and Barbarian Rage. A second level gives
you access to Uncanny Dodge, a highly valuable ability for Dexterity-based
characters. However, many characters will find it more beneficial to obtain
Uncanny Dodge by taking three levels of Rogue instead. The Barbarian also
offers a route to Discipline and Taunt as well as the best means to boost your
HPs. You can also obtain many weapon, shield, and armor proficiencies but
since the Barbarian lacks the Heavy Armor proficiency many players will choose
to multi-class with the Fighter instead.
- Race -
Half-Orcs get a boost to Strength and have Barbarian as their favored class,
making them the clear choice for most Barbarians. Humans bring a bonus feat,
extra skill points, and the ability to multi-class freely. Dwarves bring some
extra Constitution, bonuses to saving throws vs. spells, and some natural
fighting abilities -- however, you'll be limited to multi-classing with Fighter
if you want to avoid experience penalties. Half-Elves and Elves offer some
minor immunities but little else. Gnomes and Halflings incur Strength
penalties and are limited to smaller weapons, making them normally less ideal
for Barbarians.
- Attributes -
Strength and Constitution are the foundation of most Barbarian characters.
Strength to hit often and hard and Constitution to even further improve the
Barbarian's ability to survive massive punishment. Their Rage ability
improves these attributes even further. Dexterity is more of a consideration
for Barbarians as they don't automatically gain the ability to wear heavy
armor. The inclusion of Uncanny Dodge as a class ability seems to indicate
that most Barbarians are supposed to have a decent amount of Dexterity for an
AC bonus. It is probably most effective however to just pick up heavy armor
proficiency as a feat or multi-class and just set your Dexterity to 12.
Remember that you'll need a Dexterity score of 13 to access Dodge, Mobility,
and Rapid Shot. 15 Dexterity is required for Ambidexterity.
Like the Fighter, the mental attributes are of minimal importance. Wisdom
slightly affects your Will saves. Intelligence affects your skill points, and
13 Intelligence will give you access to Disarm, Improved Disarm, Improved
Knockdown, and Improved Parry. Charisma offers very little to the Barbarian.
- Skills -
Barbarians should maximize their Discipline and Taunt skills. Extra points
could be spent on Lore to cheaply and easily identify items or on Heal to
quickly restore HPs and cure other maladies. Listen probably won't be too
useful for most Barbarians, and Parry should be completely ignored.
- Feats -
Pure Barbarians only receive seven feats, or eight if they are human, and they
must be selective in how they spend them. Weapon Focus and Improved Critical
for your primary weapon are solid choices. Knockdown is also effective, and
if you happen to have 13 Intelligence then get Improved Knockdown as well.
Power Attack and Cleave are effective choices as well. Some Barbarians might
want to spend a feat on proficiencies in order to gain access to Exotic
Weapons, or to wear Heavy armor if they don't plan on obtaining it through a
multi-class. Because of their limited number of feats, dual-wielding is often
not feasible for the Barbarian, but a determined player can make it work.
Make sure your Dexterity score is at least 15 and pick up Ambidexterity,
Two-Weapon Fighting, and Improved Two-Weapon Fighting. At later levels, a
Barbarian may want to pick up Toughness to further increase their large number
of HPs.
- Quick-Look -
Hit Die: d12
Base Attack Bonus: 100%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
weapon Proficiencies: All simple and martial weapons. No exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: None.
Base Skills Points per Level: 4
Class Skills: Discipline, Heal, Listen, Lore, Parry, Taunt.
Special: Cannot be Lawful in alignment.
1st Level - Fast Movement (10% increase to movement speed).
Barbarian Rage once per day.
2nd Level - Uncanny Dodge (Retain DEX bonus to AC when flat-footed).
3rd Level -
4th Level - Barbarian Rage twice per day.
5th Level - Uncanny Dodge (+1 to Reflex saves to avoid traps).
6th Level -
7th Level -
8th Level - Barbarian Rage three times per day.
9th Level -
10th Level - Uncanny Dodge (+2 to Reflex saves to avoid traps).
11th Level - 1/- natural damage reduction.
12th Level - Barbarian Rage four times per day.
13th Level - Uncanny Dodge (+3 to Reflex saves to avoid traps).
14th Level - 2/- natural damage reduction.
15th Level - Barbarian Rage becomes Greater Rage.
16th Level - Greater Rage five times per day.
Uncanny Dodge (+4 to Reflex saves to avoid traps).
17th Level - 3/- natural damage reduction.
18th Level -
19th Level - Uncanny Dodge (+5 to Reflex saves to avoid traps).
20th Level - Greater Rage six times per day.
4/- natural damage reduction.
- Rage -
Type: Barbarian only
Prerequisites: Free at Barbarian 1st level.
Required For: Nothing.
The Barbarian's Rage adds +4 to Strength, +4 to Constitution, +2 to Will
saving throws, and -2 to AC. Remember that there is a +10 cap for bonuses to
attribute scores. At 15th level Greater Rage becomes available which adds +6
to Strength, +6 to Constitution, +3 to Will saving throws, and -2 to AC. Both
forms of Rage last for three rounds plus the Constitution modifier. Remember
that there is a +12 cap to attribute enhancements, meaning that if your
Strength or Constitution are already being affected by equipment or other
enchantments, then some of the benefits of Rage may go to waste.
- 16/4 Barbarian/Fighter -
This is a very useful multi-class for Barbarians. You still get most of the
Barbarian abilities while making up for the Barbarian's major weaknesses -- a
lack of feats and no Heavy armor proficiency. Wearing heavy armor will let
you set your Dexterity much lower, leaving more attribute points for Strength
and Constitution. The extra feats can be used to gather up many of the
essential feats, or if your Dexterity is 15, you can use it to acquire all
the necessary dual-wield feats.
- 17/2/1 Barbarian/Rogue/Fighter -
This multi-class allows you to pick up Evasion, a slight Sneak Attack, some
extra skill points, Heavy armor proficiency and an extra feat. By reaching
Barbarian level 17 you'll still get the 3/- damage reduction. There are
actually a few variations you can do on this. 16/3/1 loses the improved
damage reduction but improves your Sneak Attack and gives you more skills --
this build is prone to multi-classing experience penalties. 16/2/2 also
sacrifices the improved damage reduction but gives you an additional feat
instead.
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T H E R A N G E R 1.03
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- Introduction -
The Ranger is a natural dual-wielder, obtaining all of the necessary feats for
free. Because their natural dual-wielding abilities limit them to light
armor, Rangers are usually Dexterity-based which in turn makes them competent
archers. Rangers come with the widest assortment of class skills of the melee
classes -- they share unique access to the Animal Empathy skill with the Druid
and they have class skill access to the Rogue-like Search and Set Trap. They
receive bonuses to Hide and Move Silently skills in outdoor areas, and they
can choose up to five racial groups as Favored Enemies in which they gain
bonuses to Listen, Spot, Taunt, and damage. They also receive four levels of
healing and protection spells, an animal companion at 6th level, and a good
Hit Die, BAB, and a relatively full set of proficiencies. They do however,
lack Heavy armor proficiency and access to Discipline as a class skill.
Ultimately a well designed multi-class build can outperform the Ranger in
pretty much every aspect, making the Ranger one of the lesser NWN classes.
They are easy to use however, and have a fun set of abilities that will likely
appeal to a beginner.
- Multi-Classing (major) -
Rangers receive special abilities all the way to 20th level. In addition
their animal companion constantly grows in strength and they receive extra
spell slots, making a pure Ranger an effective character. However, it is
debatable how valuable many of these high level abilities are, making
multi-classing your Ranger worthy of consideration. Most Rangers will want
to hit at least 9th level to complete their dual-wielding abilities, and then
probably 10th level to get their 3rd favored enemy. Rangers get very little
after 15th level, which is another good cutoff point. Like most classes,
Rangers can benefit from a few levels of Fighter for the bonus feats, Heavy
armor proficiency, Weapon Specialization, and a chance at training Discipline
as a class skill. Barbarians offer Rage, increased movement speed, Discipline
and Taunt as class skills, and Uncanny Dodge which can be very valuable for
the Dexterity-based Ranger. Two levels of Paladin offer immunities to disease
and fear, Discipline as a class skill, as well as the ability to add your
Charisma modifier to saving throws with Divine Grace. A few levels of Rogue
also offers Uncanny Dodge, Evasion, a big boost to skills, and the ability to
sneak attack which can compliment ranged attacks very well. Monks offer the
Improved Unarmed Strike, Stunning Fist, and Cleave feats, as well as Evasion
all at 1st level. If a Ranger is prepared to go without armor completely, the
Ranger can also benefit from the Monk's ability to add their Wisdom modifier
to their Armor Class. Taking one level of Cleric for the Animal and Healing
domains will increase the power of the Ranger's summons as well as his healing
spells.
- Multi-Classing (minor) -
Taking just a few levels of Ranger is usually a bad idea. Trackless Step and
one Favored Enemy are usually less valuable than what other classes can offer.
The ability to dual-wield initially seems valuable, but for most classes it's
not a prudent choice. This is because the Ranger class doesn't actually offer
Ambidexterity and Two-Weapon Fighting, but rather a similar feat that
restricts the abilities to light armor. In essence, this means that you can't
use the Ranger abilities to qualify for Improved Two-Weapon Fighting later on
-- which is crucial to the success of most dual-wielders -- nor can you
dual-wield while in medium or heavy armor. If you don't mind not maximizing
your dual-wielding abilities however, the Ranger can be an excellent choice as
a minor multi-class.
- Race -
Since most Rangers are Dexterity-based, the Elf stands out as an excellent
choice with the +2 racial bonus to Dexterity. The Elven bonuses to skills and
keen senses ability are also useful. However, you'll be severely restricted
when it comes to multi-classing and lose -2 to your Constitution. If those
penalties bother you, a Human or Half-Elf are good choices. If your Ranger is
more Rogue-like than combat oriented or you plan to actually multi-class with
Rogue, a Halfling can be an valuable choice. A Dwarf or Half-Orc can also
work as long as you plan on multi-classing with those race's favored classes.
A Gnome offers very little to the Ranger class.
- Attributes -
Rangers are restricted to light armor to use their dual-wielding abilities,
which creates a requirement for a high Dexterity score to make up for the
armor deficiency. Dexterity will likely be most Ranger's primary attribute.
Strength can be neglected, but it's still nice to have an average score for
damage bonuses. Constitution is important for every character -- particularly
those who will engage in melee combat.
Rangers have more need of their mental attributes than the other combat
classes. Their limited spellcasting is based on their Wisdom. 14 is a good
Wisdom score, giving them access to all four levels of Ranger spells. If you
set it any lower, be prepared to lose out on some spells. Rangers also have
more class skills than most classes, making Intelligence a valuable asset. A
13 Intelligence is required for Disarm, Improved Disarm, Improved Knockdown,
and Improved Parry. Charisma is the least important attribute and should
normally be ignored.
- Skills -
Rangers have to spend more consideration on their skills than the other
warrior types. Animal Empathy is a unique skill, shared only with the Druid,
and a tempting choice. However, you need to spend a lot of points in it
before it becomes useful -- and even then, there may not be many opportunities
to use it depending on your environment. Search is a top choice to help
locate traps, and only the Rogue also offers it as a class skill. Hide and
Move Silently can be raised together if you want to use your Ranger as a
scout. Listen and Spot can be valuable for similar reasons. Some players
will have a lot of fun with Set Trap, but don't waste points on it unless you
are sure you will use it. A few spare points could be dropped into Lore or
Heal, and you should probably ignore Concentration and Parry.
- Feats -
Like most classes, you should try to get Weapon Focus and Improved Critical
for whatever weapons you use the most. Because of their dual-wielding and
ranged abilities, Rangers may also pick up these feats more than once for
different weapons. Many Rangers have more Dexterity than Strength, and for
that reason should consider picking up Weapon Finesse right away and using
weapons that are light enough to work with it. Dodge, Mobility, Point Blank
Shot, and Rapid Shot will all benefit the dexterous archer-type Ranger.
Useful combat feats like Power Attack, Cleave, and Knockdown make good
choices, and maybe even perhaps a metamagic feat like Extend Spell, Empower
Spell, or Maximize Spell to increase the effectiveness of the Ranger's buffing
spells.
- Spellcasting -
The Ranger possesses Divine spellcasting that is based off of his Wisdom.
Once he reaches the required level and possess an adequate Wisdom score, he
automatically receives access to every spell for that level. He must,
however, prepare his spells for use. This entails selecting in advance which
spells he believes will be most useful for him, as well as how many times he
will want each of them to available before he rests again.
- Quick-Look -
Hit Die: d10
Base Attack Bonus: 100%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
Weapon Proficiencies: All simple and martial weapons. No exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: Divine, Wisdom-based.
Base Skill Points per Level: 4
Class Skills: Animal Empathy, Concentration, Heal, Hide, Listen, Lore, Move
Silently, Parry, Search, Set Trap, Spot.
1st Level - Dual-Wield (no penalties when wearing light armor.)
Trackless Step (+4 to Hide and Move Silently in wilderness areas).
1st Favored Enemy (+1 to Listen, Spot, Taunt, and damage).
2nd Level -
3rd Level -
4th Level - 1st level spells become available.
5th Level - 2nd Favored Enemy (+2 to Listen, Spot, Taunt, and damage).
6th Level - Animal Companion.
7th Level -
8th Level - 2nd level spells become available.
9th Level - Improved Two-Weapon Fighting
10th Level - 3rd Favored Enemy (+3 to Listen, Spot, Taunt, and damage).
11th Level - 3rd level spells become available.
12th Level
13th Level
14th Level - 4th level spells become available.
15th Level - 4th Favored Enemy (+4 to Listen, Spot, Taunt, and damage).
16th Level -
17th Level -
18th Level -
19th Level -
20th Level - 5th Favored Enemy (+5 to Listen, Spot, Taunt, and damage).
- 10/10 Ranger/Rogue -
This build plays off the similar abilities of the Ranger and the Rogue. They
both normally wear light armor and have a decent amount of Dexterity, as well
as sharing a few key skills. The 10 levels of Ranger are enough to get you all
the dual-wielding abilities, 2 levels of spells, and a 3rd favored enemy. The
Rogue levels bring the valuable Sneak Attack, Uncanny Dodge, and Evasion
abilities, as well as a major boost to skills. In addition, at 10th level the
Rogue can choose a special Rogue bonus feat. Remember that only taking 10
levels of Ranger will serious crippled the abilities of your animal companion.
This build should usually focus on lots of Dexterity. This character will
make a decent archer, particularly with the Rogue's Sneak Attack damage.
Wisdom should be limited to 12, since you'll only gain two levels of spells
anyway. Weapon Finesse will be a must to take advantage of the high Dexterity,
and you should consider wielding the same weapon in both hands -- Shortswords,
Daggers, or Kukris. Pick up Point Blank Shot, Rapid Shot, Dodge, Mobility,
Weapon Focus, and Improved Critical for your Longbow to maximize your archer
abilities. Weapon Focus and Improved Critical for your melee weapons is not
a bad idea either.
- 15/3/2 Ranger/Rogue/Fighter -
This build lets you more fully develop your Ranger abilities. You'll get all
the way to your 4th Favored Enemy and you'll acquire all four levels of Ranger
spells. The two Fighter levels will offer some bonus feats and the
opportunity to train Discipline as a class skill. The Rogue levels will get
you a small Sneak Attack and extra skills, but even more importantly you'll
get Uncanny Dodge and Evasion.
- 11/5/4 Ranger/Rogue/Fighter -
This build cuts back your Ranger abilities and more fully developes your Rogue
and Fighter skills. You'll no longer get your 4th Favored Enemy and your
spells will be somewhat cut back -- although you'll still reach your level 3
spells. In exchange you'll get a better Sneak Attack and many more skill
points, as well as an additional bonus combat feat from your 4th Fighter
level which could be used for Weapon Specialization.
- 16/2/2 Ranger/Fighter/Barbarian -
This build also lets you pick up Uncanny Dodge, but without the slight penalty
to your BAB and HPs. You'll also get Barbarian Rage and a small improvement
to your movement speed, but you'll lose the Rogue's Evasion, extra skills, and
a slight Sneak Attack ability. If you aren't interested in the Barbarian's
abilities, this build could be easily modified to a 16/4 Ranger/Fighter to
pick up an extra combat feat (Weapon Specialization) instead. Or if you have
a Lawful Good alignment you could make a 15/3/2 Ranger/Paladin/Fighterand pick
up immunity to disease and fear, Divine Grace, and the ability to remove
disease once per day.
|=============================================================================|
T H E P A L A D I N 1.04
|=============================================================================|
- Introduction -
The Paladin comes with a handful of class abilities designed to hunt down all
that is evil and undead. This includes natural immunities to disease and
fear, as well as excellent bonuses to his saving throws. He can heal and
remove disease from his companions, unleash devastating attacks against
evil-aligned creatures, turn undead like the Cleric, and cast a small number
of protection spells. The Paladin gains most of his special abilities early,
yet they increase in power all the way to 20th level. Like the Barbarian, he
receives Taunt and Discipline as a class skill. He gets a near full set of
proficiencies like the Fighter, as well as a solid HD and excellent BAB
growth. The Paladin is a very specialized class, which means that he is very
powerful when fighting certain types of enemies, but rather weak when fighting
others. You should consider this when thinking of choosing a Paladin.
- Multi-Classing (major) -
While the Paladin gains nearly all of his abilities (except spells) by 3rd
level, most of his abilities are based on Paladin level which makes it
reasonable to pursue the path of the Paladin all the way to 20th level.
However, losing a few levels of Paladin won't hurt much -- at least not
compared to what you can gain. The Fighter class probably offers the most
by helping you quickly accumulate your desired feats and gain Weapon
Specialization in your weapon of choice. Rogues bring their skills, sneak
attacks, Uncanny Dodge, and Evasion. Taking one level of Cleric for the two
Cleric domains can greatly improve your turning ability. You can increase
it's scope to cover elementals, outsiders, constructs, or vermin. You can
also choose the Sun domain and increase it's strength. Monks offer the
Improved Unarmed Strike, Stunning Fist, and Cleave feats, as well as Evasion
all at 1st level. If a Paladin is prepared to go without armor completely,
the Paladin can also benefit from the Monk's ability to add their Wisdom
modifier to their AC.
- Multi-Classing (minor) -
The Paladin isn't a great choice as a minor multi-class for most characters.
The immunities to disease and fear can be useful to most any character, but
there are usually more practical ways to go about obtaining them, as well as
more lucrative options from other classes (usually taking Fighter levels for
more bonus feats). The rest of the Paladin abilities are based on level and
will be too weak to be of much use. High Charisma characters (usually
Sorcerers or Clerics) however, should strongly consider taking just one
Paladin level to get Divine Grace. With a high Charisma modifier you will get
valuable bonuses to all of your saving throws, making your character
invulnerable to practically everything. Remember that even a character with
low or average Charisma can boost it with equipment, potions, or spells.
- Races -
Humans usually make the best Paladins. The extra feat and skill point can be
very valuable to any Paladin character. Half-Elves are a decent second choice.
Elves offer very little for the -2 to Constitution. Dwarves and Half-Orcs
bring a penalty to Charisma, which is one of the primary Paladin attributes.
Halflings and Gnomes are too small to be the mighty warriors that most
Paladins must be as they lose -2 to Strength and are limited to smaller
weapons.
- Attributes -
Paladins are ideally suited for wearing heavy armor and wielding heavy weapons
with a high Strength score. Dexterity should be raised no higher than 12, and
will probably need to be left much lower. Constitution is important for the
Paladin, as it is with any character that heavily engages in melee combat.
The Paladin will need a Wisdom score of 14 to access all of his spells, but
there is little reason to set it any higher. If you set it lower, be prepared
to lose some spells. Charisma is the basis of many of the Paladin class
abilities -- Divine Grace, Lay On Hands, Smite Evil, and Turn Undead -- and
should be set relatively high. Intelligence is of less importance as the
Paladin doesn't rely heavily on his skills. However, a score of 13 is
required if you want to acquire Disarm, Improved Disarm, or Improved Parry
-- but due to the Paladin's thin point spread this is usually not possible.
- Skills -
Paladins usually don't have many skill points to work with. Discipline is an
essential skill and should be selected first. Taunt can be a very valuable
combat aid, and Concentration can be taken to protect yourself from Taunt as
well as spell failure during combat. If you play in environments that are
designed for it, Persuade can be very valuable, otherwise it's completely
useless. You likely won't have many extra points for Lore or Heal, and you
definitely shouldn't waste any on Parry.
- Spellcasting -
The Paladin possesses Divine spellcasting that is based off of his Wisdom.
Once he reaches the required level and possess an adequate Wisdom score, he
automatically receives access to every spell for that level. He must,
however, prepare his spells for use. This entails selecting in advance which
spells he believes will be most useful for him, as well as how many times he
will want each of them to available before he rests again.
- 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: Divine, Wisdom-based.
Base Skill Points per Level: 2
Class Skills: Concentration, Discipline, Heal, Lore, Parry, Persuade, Taunt.
Special: Paladins must be Lawful Good.
1st Level - Divine Grace (CHA modifier is applied to all saving throws).
Divine Health (immune to disease).
Lay On Hands
2nd Level - Aura of Courage (immune to fear).
Smite Evil
3rd Level - Turn Undead.
Remove Disease once per day.
4th Level - 1st level spells become available.
5th Level -
6th Level -
7th Level -
8th Level - 2nd level spells become available.
9th Level -
10th Level -
11th Level - 3rd level spells become available.
12th Level -
13th Level -
14th Level - 4th level spells become available.
15th Level -
16th Level -
17th Level -
18th Level -
19th Level -
20th Level -
- Lay On Hands -
Type: Paladin only
Prerequisites: Free at Paladin 1st level.
Required For: Nothing.
Once per day a Paladin can heal [CHA modifier x Paladin class level] HPs for
himself or others. Like other healing abilities, Lay On Hands can be used to
damage the undead.
- Smite Evil -
Type: Paladin only
Prerequisites: Free at Paladin 2nd level.
Required For: Nothing.
Once per day a Paladin can execute a special attack against an evil opponent.
As long as the target is evil, the Paladin applies his Charisma modifier to
his attack roll, and if he hits he applies his Paladin level in the form of
bonus damage.
- Turn Undead -
Paladins use their turning abilities like Clerics, except that their level is
reduced by two. So a 3rd level Paladin would turn as a 1st level Cleric. See
the Cleric section for more details on Turn Undead.
- Extra Turning -
Type: Cleric and Paladin only
Prerequisites: None.
Required For: Nothing.
If this is chosen as a feat selection, the Paladin will be able to Turn Undead
an additional six times per day. The average Paladin will be able to perform
Turn Undead over three times per day, which is usually enough -- especially
considering how easy it is to rest in most modules. If you want to be a
particularly effective undead hunter or find yourself playing in a module full
of undead with severe resting restrictions, then this feat is for you.
- 16/4 or 18/2 Paladin/Fighter -
The basic idea behind either of these builds is to slightly weaken a few of
the Paladin's abilities -- Lay on Hands, Smite Evil, and Turn Undead -- for
much needed bonus feats. If you take four levels of Fighter you have the
opportunity to pick up Weapon Specialization.
- 17/2/1 Paladin/Fighter/Cleric -
This build incorporates a Cleric level in order to gain powers from the Cleric
Domains. This build is ideal for a Paladin that heavily relies on his Turn
Undead ability, or just feels that he will be facing lots of undead and wants
to be especially prepared. The Sun Domain is very valuable in providing an
immediate boost to the Paladin's turning power. Other Domain choices can be
used to increase the scope of the Turn Undead ability. The Healing Domain
will increase the power of the Paladin's Cure Light Wounds and Cure Serious
Wounds spells, which can also be used offensively against the undead. The
Fighter levels provide a few feats, but don't weaken your Paladin abilities if
you don't need them.
- 17/2/1 Paladin/Fighter/Monk -
The Monk level gets you Cleave for free which would normally require that you
spend two feats to obtain Power Attack and Cleave. That alone makes it as
valuable as a level in Fighter. In addition, you'll pick up Evasion, which
when coupled with Divine Grace can offer serious protection to the Paladin
from magical attack. The Fighter levels provide the usual feats, if you have
a need for them.
- 18/1/1 Paladin/Monk/Cleric -
This is just an obvious hybrid of the two previous builds. Forget about the
Fighter levels completely and pick up Cleave, Evasion, and the power of two
Cleric Domains.
|=============================================================================|
T H E M O N K 1.05
|=============================================================================|
- Introduction -
The Monk is an interesting melee class. A Monk receives no armor or shield
proficiencies, but he gains natural AC bonuses as he rises in level. He can
also draw on his Wisdom for an additional AC boost, sometimes allowing him to
reach higher AC scores than any other class. A Monk receives very few weapon
proficiencies, but his bare fists will evolve to be the most powerful weapons
in the game. A Monk has the lowest Hit Die of all the melee classes, but
excels in all three types of saving throws, gains immunity to disease, poison,
and mind-affecting spells, as well as a natural spell resistance and damage
reduction. A Monk has a lower Base Attack Bonus than the other melee classes,
but he gains his extra attacks at a faster rate -- usually ending up with more
attacks than his contemporaries. The Monk receives a good number of combat
feats for free, as well as many Monk-specific abilities. To top it all off,
the Monk is the fastest class in the game, eventually acquiring a 50% movement
speed increase. The Monk, however, does lack Discipline as a class skill,
which is probably one of his biggest weaknesses.
- Multi-Classing (major) -
The Monk should usually not be multi-classed. The Monk gains special
abilities all the way to 20th level, and many of the Monk abilities don't work
well with other classes. For instance, many abilities go away while wearing
armor or wielding weapons. The Monk's natural spell resistance and ability to
heal himself is based on Monk level. You'll want to take your Monk to at
least 16th level to get the highest damage rating for your fists. The best
multi-classes for a Monk are probably the Fighter and the Rogue. The Fighter
allows the Monk to pick up some possibly needed feats or Weapon Specialization
for their unarmed attack as well as the chance to train Discipline as a class
skill. In addition, four levels of Fighter will provide the Monk with an
extra attack at 20th level. The Rogue offers some skills, Sneak Attack, and
Uncanny Dodge -- which could be very valuable to the unarmored Monk.
- Multi-Classing (minor) -
Many classes can gain some valuable advantages from taking just one level of
Monk. Immediately you receive Cleave, one of the best combat feats in the
game, which otherwise requires you to spend a feat on the only semi-useful
Power Attack first. You also receive Improved Unarmed Strike, Stunning Fist,
Flurry of Blows, and an improved damage rating for your fists. Granted, most
characters will be armed and unable to take advantage of these abilities, but
they could be useful if you find yourself disarmed. You also receive the
highly valuable Evasion allowing you to escape many highly damaging spells,
but only if you can make your Reflex save first. Any characters with a decent
Wisdom score who finds themselves going unarmored can also take advantage of
the Monk's ability to apply their Wisdom modifier to their Armor Class.
Shape-shifting characters, particularly the Druid, can also benefit from one
level of Monk. While in their altered form characters become unarmed and
unarmored, making them ideally suited for the Monk's set of abilities.
- Races -
Humans offer the Monk class a useful bonus feat, some extra skill points, and
no real disadvantages. Half-Orcs and Dwarves both bring some great racial
attribute bonuses, and the mental attribute penalties will mean little to the
Monk. Elves are a great choice for Dexterity-based Monks. Besides the boost
in Dexterity, an Elf bring proficiencies in the shortbow and longbow, immunity
to sleep, and useful keen senses. The penalty to Constitution is a drawback
though. Half-Elves offer rather little besides the immunity to sleep and no
real penalties. Gnomes and Halflings usually make poor Monks because their
small stature greatly reduces the damage of their unarmed attack.
- Attributes -
The crucial decision when designing a Monk is whether to focus on Strength or
Dexterity. Monks have a lower BAB than most other melee characters and thus
need to have their melee attribute as high as possible in order to hit their
opponents. A Strength-based Monk will do more damage, carry more, and will
not need any extra feats to be effective. A Dexterity-based Monk will need to
take Weapon Finesse, but will have a higher AC and Reflex save, as well as the
ability to use ranged weapons accurately. Because Monks are restricted from
wearing armor and need an AC boost from wherever they can get it, I think the
Dexterity build is usually the best option. Whatever you choose, don't
neglect the other attribute too much. Monks have a lower HD than the other
melee classes, and can therefore benefit from a decent Constitution score.
Monks need to have decent scores in several attributes, and that usually means
that Intelligence and Charisma must be heavily neglected. Wisdom requires a
bit more thought. The Wisdom modifier is applied to a Monk's Armor Class and
it is used to make the Stunning Fist and Quivering Palm abilities more
difficult to resist. For these reasons, it's useful to have a decent Wisdom
score, but other attributes are ultimately more useful. A score of 14 is
usually sufficient.
- Skills -
None of the Monk skills stand out as completely necessary. If you are in an
environment where you'll have the Taunt skill used on you then you should
definitely spend your points on Concentration. Persuade should also be
pursued -- but only if your environment is designed for it. Raising both Hide
and Move Silently can add an element of stealth to your Monk, allowing him to
scout out situation first and sneak into a favorable attack position. Heal
can be useful for patching your Monk up during and after combat, and a little
bit of Lore can help you identify items early in the game. Listen and Parry
should probably be avoided.
- Feats -
All Monks should get Weapon Focus and Improved Critical for their unarmed
attacks, and possibly for the Kama. Weapon Finesse is essential for the
Dexterity-based Monk. Monks receive many of the best combat feats -- Cleave,
Knockdown, and Improved Knockdown -- for free and therefore have some extra
feats to spend elsewhere. Monks that use ranged attacks may want to pick up
Point Blank Shot and Rapid Shot. You could also pick up the dual-wielding
feats -- Ambidexterity, Two-Weapon Fighting, and Improved Two-Weapon Fighting
-- and use them with twin Kamas. (Dual-wielding does not work with the
unarmed fighting style). Most Monks will benefit from Dodge and Mobility, as
well as Toughness to boost their relatively lower number of HPs.
- Quick-Look -
Hit Die: d8
Base Attack Bonus: 75%
Armor Proficiencies: None.
Weapon Proficiencies: Club, Dagger, Handaxe, Light Crossbow, Heavy Crossbow,
Quarterstaff, Shuriken, Kama, and Sling.
Primary Saving Throws: Fortitude, Reflex, and Will.
Secondary Saving Throws: None.
Spellcasting: None.
Base Skill Points per Level: 4
Class Skills: Concentration, Heal, Hide, Listen, Lore, Move Silently, Parry,
Persuade.
Special: Must be Lawful in alignment.
1st Level - Improved Unarmed Strike, Stunning Fist, and Cleave.
Specialty Weapon.
Flurry Of Blows.
Evasion.
Monk AC bonus (WIS modifier applied to AC).
Unarmed Damage (1d6/1d4).
2nd Level - Deflect Arrows.
3rd Level - 10% increase to movement speed.
Still Mind (+2 to save vs. mind-affecting spells).
4th Level - Unarmed Damage (1d8/1d6).
5th Level - Purity of Body (immune to disease).
+1 bonus to Armor Class.
6th Level - Knockdown & Improved Knockdown.
20% increase to movement speed.
7th Level - Wholeness of Body.
8th Level - Unarmed Damage (1d10/1d8)
9th Level - Improved Evasion.
30% increase to movement speed.
10th Level - Ki Strike (fists act with a +1 enhancement bonus).
+2 bonus to Armor Class.
11th Level - Diamond Body (immunity to poison).
12th Level - Diamond Soul (spell resistance = class level + 10).
Unarmed Damage (1d12/1d10).
40% increase to movement speed.
13th Level - Ki Strike (fists act with a +2 enhancement bonus).
14th Level -
15th Level - Quivering Palm.
+3 bonus to Armor Class.
45% increase to movement speed.
16th Level - Unarmed Damage (1d20/2d6).
Ki Strike (fists act with a +3 enhancement bonus).
17th Level -
18th Level - Empty Body (50% concealment twice per day).
50% increase to movement speed.
19th Level -
20th Level - Perfect Self (immune to mind-affecting spells; 20/+1).
+4 bonus to Armor Class.
- Specialty Weapon -
Type: Monk only
Prerequisites: Free at Monk 1st level.
Required For: Nothing.
This ability allows the Monk to use his special unarmed attack bonus when
fighting with a Kama. This can be useful in the beginning of the game,
however your fists will soon become more powerful than any Kama you can find.
Another thing to consider is that you can dual-wield Kamas and gain extra
attacks, but you cannot dual-wield unarmed.
- Flurry of Blows -
Type: Monk only
Prerequisites: Free at Monk 1st level.
Required For: Nothing.
When the Monk activates Flurry of Blows he gains an extra attack when fighting
unarmed or with a Kama, yet he suffers -2 to all of his attacks. This is
usually worth it, but if you find yourself having a hard time hitting a
heavily defended opponent then you should switch it off.
- Evasion -
Type: Monk and Rogue only
Prerequisites: Free at Monk 1st level or Rogue 2nd level.
Required For: Nothing.
This ability allows Monks to avoid all damage when they make a successful
Reflex saving throw against a spell that would normally only allow half damage
for a Reflex save. Since Monks usually have high Reflex saves, this is a
primary ability in the Monk arsenal.
- Wholeness of Body -
Type: Monk only
Prerequisites: Free at Monk 1st level.
Required For: Nothing.
This allows the Monk to restore a number of HP equal to twice class level once
per day.
- Improved Evasion -
Type: Rogue and Monk only
Prerequisites: Available at Rogue levels 10, 13, 16, 19; free at Monk 9th level.
Required For: Nothing.
This excellent feat allows you to take no damage when a successful Reflex save
would have causes you to take half damage, and half damage even if you fail.
- Quivering Palm -
Type: Monk only
Prerequisites: Free at Monk 15th level.
Required For: Nothing.
The Monk can use this ability once per day to attempt to instantly kill an
opponent. If the attack connects and does damage, the target must make a
Fortitude save against [10 + 1/2 Monk level + Wisdom modifier] or die. Due
to the Fortitude save, this ability works best against Arcane spellcasters
like Wizards and Sorcerers, as well as Rogues and Bards.
- 16/4 Monk/Fighter -
Most Monks will be happy taking all 20 levels as a Monk, however there are a
few things that multi-classing can offer. If you are will to give up a slight
boost to movement speed, an extra +1 to AC, immunity to mind-affecting spells,
20/+1 damage reduction, 50% concealment twice per day, and an increase to your
natural spell resistance and healing abilities then you have a few things you
can gain from the Fighter class. Four levels as Fighter will get you three
bonus feats, a chance for Weapon Specialization for your unarmed attacks, and
a chance to train the valuable Discipline as a class skill. In addition,
you'll receive a 6th attack at 20th level due to the Fighter's improved BAB
growth. As an alternate build, you could drop two levels of Fighter for two
levels of Paladin and pick up Divine Grace and immunity to fear.
- 18/2 Monk/Fighter -
This is a variation on the previous build. You get the 50% concealment and
movement speed increase back, as well as better spell resistance and
self-healing. But you lose the 6th attack and only receive two bonus feats
instead of three. You also lose the change to pick up Weapon Specialization.
- 17/3 Monk/Rogue -
This build sacrifices the later Monk abilities in order to receive a small
Sneak Attack, Uncanny Dodge, and a boost to skills. Since Monks cannot rely
on armor for their AC, Uncanny Dodge is a valuable way to retain a large
portion of their AC when caught flat-footed. One level of Fighter can also
chosen to be taken instead of a 17th Monk level in order to pick up Weapon
Specialization and to train in Discipline, however, it can cause problems with
multi-classing experience penalties.
|=============================================================================|
T H E R O G U E 1.06
|=============================================================================|
- Introduction -
The emphasis of the Rogue is on skills -- skills which are necessary for
nearly every expedition. They'll have at least twice as many skill points as
any other class (often 4x as many). To go with the large number of skill
points they have the longest list of class skills, many of which are only
available as class skills for the Rogue. No other class has access to Open
Lock and Disable Traps as a class skill. Only the Ranger shares Spot, Set
Trap, and Search as a class skill, and only the Bard share Pick Pocket and Use
Magic Device as a class skill. The Rogue is only a mediocre warrior, but if
played right he can use his sneak attack to devastating effect, particularly
with ranged weapons. He can't cast spells, but Use Magic Device will allow
him to use nearly any scroll or wand he finds -- as well as
race/alignment/class restricted equipment. The Rogue also receives special
Rogue feats to be chosen at levels 10, 13, 16, and 19.
- Multi-Classing (major) -
Unlike many other classes, there's no clear direction when it comes to
multi-classing a Rogue. Rogues get fairly decent gains all the way up to 20th
level -- or at least 19th level. However, none of these gains are so
overwhelming that multi-classing would be a disastrous idea. It's really up
to you and what role your character plays in the party. If you find your
skills are currently adequate, feel free to develop in another class. You can
always come back and take more Rogue levels later. The best cut-off points
for Rogues are at levels 10, 13, 16, and 19, as that's where they receive
their special Rogue feats.
Fighters provide extra combat feats, medium/heavy armor and shield
proficiencies, Discipline as a class skill, and Weapon Specialization.
Barbarians provide Rage, medium armor and shield proficiencies, Discipline
and Taunt as class skills, and faster movement speeds. Two levels of Paladin
offers medium/heavy armor and shield proficiencies, Taunt as a class skill,
immunities to disease and fear, as well as the ability to add your Charisma
modifier to saving throws via Divine Grace. It can be a valuable to take at
least four levels as a Fighter, Barbarian, Paladin, or Ranger. Their higher
BAB growth will allow the Rogue to reach 4 attacks per round at 20th level.
Monks provide Cleave and basic unarmed fighting ability. Wizard is another
interesting choice, as Rogues commonly have decent Intelligence scores and
avoid combat and armor anyway. You won't reach the highest level of spells,
but you can become fairly competent with the lower levels.
- Multi-Classing (minor) -
Like the Fighter, nearly every class can benefit from taking a few levels of
Rogue. For just three Rogue levels you pick up extra skills, the ability to
sneak attack, Evasion, and Uncanny Dodge, which are useful to nearly every
character. This doesn't mean that everyone should do it. If someone else is
already covering Rogue abilities in your party, it will often be more useful
to be a pure warrior or a pure spellcaster. In addition, many characters
receive powerful abilities at 20th level. But a minor multi-class is Rogue is
always an option worth consideration. It's valuable to take a Rogue level
first though, regardless of what you eventually plan to emphasize, as you get
4x as many skill points at first level.
- Races -
Rogues are almost always Dexterity-based characters. For that reason, both
the Elf and the Halfling stand out as immediate choices. Almost all of the
Elf abilities will be useful to a Rogue. They bring skill bonuses to Listen,
Search, and Spot, and they are able to use their Search ability at maximum
ability without slowing down. If you don't plan to multi-class with a melee
class, the racial weapon proficiencies (longsword, rapier, shortbow, longbow)
of the Elf can be very valuable. The Elf also offers immunity to sleep, a
racial resistance to all mind affecting spells, and low-light vision. The
Elf is also perfect for a Wizard multi-class.
A Halfling is more ideal for less combat oriented Rogues due to their loss in
Strength and limited weapon selection. However, they have much more freedom
to multi-class because Rogue is their favored class. They also get skill
bonuses to Hide, Move Silently, and Listen, as well as resistance to Fear and
bonuses to all of their saving throws. Their small stature also gives a
slight improvement to AC and accuracy.
Humans and Half-Elves offer multi-classing freedom, and are probably the next
best choices. Dwarves offer little, but might work with a heavy Fighter
multi-class in mind. There's not much reason to pick a Gnome, and Half-Orcs
take a penalty to Intelligence which is important to a Rogue.
- Attributes -
Dexterity is almost always the primary attribute for a Rogue. It provides an
AC boost to the lightly armored Rogue, and it is the basis of many of the
Rogue's skills. You'll want to set it high and continually raise it as the
character progresses. You can usually skimp on Strength as you'll likely pick
up Weapon Finesse, but a decent score is still useful. Constitution is always
important and should be set as high as possible after the other attributes are
taken care of.
Intelligence is also useful for a Rogue, as it is the basis for many of his
skills as well. It also helps to have as many extra skill points as possible.
Wisdom can help make up for the Rogues weakness to Will saves, but it usually
needs to be neglected. Charisma can be valuable for interacting with other
characters, but like Wisdom, usually needs to be ignored.
- Skills -
Skills are the primary ability of the Rogue, and he receives far and away the
most skill points to assist this function. Open Lock and Disable Trap should
never be neglected, particularly since the Rogue is the only class to offer
them as class skills. Close behind that is the Search skill, which is
necessary to spot traps in the first place. Hide and Move Silently are
essential for the stealth nearly every Rogue requires. Many Rogues also need
to act as party scouts and will also want to train in Listen and Spot. Set
Trap can be very effective, but only pursue it if you know you will use it.
Pick Pocket is a fun skill but is usually not very useful. Use Magic Device,
on the other hand, is very useful and should not be passed up. If you have
any points left Heal and Lore are always useful, but you should probably
ignore Parry.
- Feats -
Weapon Focus and Improved Critical are essential for you primary weapon.
Weapon Finesse is almost always essential as Rogues normally have much more
Dexterity than Strength. Rogues are good candidates for dual-wielding, and
should consider picking up Ambidexterity, Two-Weapon Fighting, and Improved
Two-Weapon Fighting. Rogues also make great archers and should pick up Point
Blank Shot and Rapid Shot, and maybe Weapon Focus and Improved Critical for
their ranged weapon. Dodge and Mobility will help most Rogues as well.
Weapon Proficiency Exotic will provide Rogues with access to the high critical
range Kukri. Toughness will boost their relatively low HPs. If any feats are
left, or if you Rogue is meant for lots of melee combat, you should try to
pick up the helpful Power Attack, Cleave, Knockdown, and Improved Knockdown.
Disarm and Improved Disarm might make an interesting substitute for the
knockdown feats.
- Quick-Look -
Hit Die: d6
Base Attack Bonus: 75%
Armor Proficiencies: Light armor. No medium or heavy armor. No shield.
Weapon Proficiencies: Club, Dagger, Dart, Handaxe, Light Crossbow, Heavy
Crossbow, Quarterstaff, Mace, Short Sword, Rapier, Shortbow, Morningstar,
and Sling.
Primary Saving Throws: Reflex.
Secondary Saving Throws: Fortitude and Will.
Spellcasting: None.
Base Skill Points per Level: 8
Class Skills: Disable Trap, Heal, Hide, Listen, Lore, Move Silently,
Open Lock, Parry, Persuade, Pick Pocket, Search, Set Trap, Spot,
Use Magic Device.
- Sneak Attack -
Type: Rogue only
Prerequisites: Free at Rogue 1st level.
Required For: Nothing.
When the Rogue attacks a character that is unable to defend himself, either
with a melee attack or a ranged attack within a certain distance, the Rogue
adds extra damage to his hit in the form of a sneak attack. A character is
unable to defend himself if he is flat-footed, has not detected the Rogue, or
is occupied in combat with another foe. Sneak Attack damage begins at +1d6
and adds an additional +1d6 at every odd Rogue level. This damage is not
multiplied in the case of a critical hit, and many creatures (such as undead
or constructs) are naturally immune to Sneak Attacks.
- Uncanny Dodge -
Type: Barbarian and Rogue only
Prerequisites: Free at Barbarian 2nd level or Rogue 3rd level.
Required For: Nothing.
This ability immediately allows the Rogue to retain his Dexterity bonus to AC
even when caught flat-footed. Since most Rogues rely heavily on Dexterity
while in light armor, this ability is essential to Rogue survival. At later
levels, it provides the Rogues with bonus to avoid traps -- something nearly
every Rogue will spend a lot of time around.
- Evasion -
Type: Monk and Rogue only
Prerequisites: Free at Monk 1st level or Rogue 2nd level.
Required For: Nothing.
This ability allows Rogues to avoid all damage when they make a successful
Reflex saving throw against a spell that would normally only allow half
damage for a Reflex save. Since Rogues usually have high Reflex saves, this
is a primary ability in the Rogue arsenal.
- Rogue Feats -
At levels 10, 13, 16, and 19 the Rogue is allowed to choose a unique feat from
a list completely restricted to the Rogue class.
- Crippling Strike -
Type: Rogue only
Prerequisites: Available at Rogue levels 10, 13, 16, or 19.
Required For: Nothing.
This feat causes the Rogue to deal two points of Strength ability damage
whenever he lands a successful Sneak Attack. This damage will stack and last
for quite some time. It's a good Rogue feat.
- Opportunist -
Type: Rogue only
Prerequisites: Available at Rogue levels 10, 13, 16, or 19.
Required For: Nothing.
The Rogue automatically gains a +4 bonus to all attack rolls when making an
attack of opportunity. This is pretty mediocre compared to the other feats
available, and is therefore one of the worst Rogue feats.
- Skill Mastery -
Type: Rogue only
Prerequisites: Available at Rogue levels 10, 13, 16, or 19.
Required For: Nothing.
This feat allows the Rogue to take 20 on Disable Trap, Open Lock, and Set
Traps in the midst of combat. Since there is rarely a reason you can just
wait to perform Disable Trap or Open Lock until after combat, this is one of
the least valuable Rogue feats. Serious trap setters might find it useful
though.
- Slippery Mind -
Type: Rogue only
Prerequisites: Available at Rogue levels 10, 13, 16, or 19.
Required For: Nothing.
If you fail a Will save against a mind-affecting spell, you make an
automatic reroll. Rogues are normally pretty bad when it comes to Will
saves, so this can be useful. However, some would argue that since their
Will saves are so weak, if you failed it once, you'll likely just fail it
again -- you should be seeking equipment and enchantments to protect your
from mind-affecting spells.
- Improved Evasion -
Type: Rogue and Monk only
Prerequisites: Available at Rogue levels 10, 13, 16, 19; free at Monk 9th level.
Required For: Nothing.
This excellent feat allows you to take no damage when a successful Reflex save
would cause you to take half damage, and half damage even if you fail. This is
clearly the most valuable Rogue feat and should be taken immediately at 10th
level -- unless of course you can get the same ability from an item.
- Defensive Roll -
Type: Rogue only
Prerequisites: Available at Rogue levels 10, 13, 16, or 19.
Required For: Nothing.
As long as you haven't been caught flat-footed, if you take a lethal hit you
are allowed to make a Reflex saving throw in order to take only half damage.
The DC is determined by the damage dealt. Keep in mind that half damage may
still kill you anyway, but as Rogues have notoriously good Reflex saves this
feat can be very helpful in keeping you alive long enough to make an escape.
- 16/4 Rogue/Fighter -
This build really helps develop the Rogue's combat abilities, while causing
minimal disruption to his fundamental Rogue skills. You still receive three
bonus Rogue feats. The four levels of Fighter provide three helpful combat
feats, shield proficiency, and access to Weapon Specialization and Discipline
as a class skill. You'll also get a boost to HP, BAB, and a 4th attack at
20th level. The bonus feats from the Fighter levels can be used to pick up
Ambidexterity, Two-Weapon Fighting, and Improved Two-Weapon Fighting -- making
this one of the best dual-wielding builds available.
- 16/2/2 Rogue/Fighter/Paladin -
This is a slight variation. Instead of taking two more levels of Fighter just
to get one feat, you take two levels in Paladin for Divine Grace and immunity
to disease and fear.
- 17/2/1 Rogue/Fighter/Barbarian -
Another variation. You lose the Paladin abilities for rage and an increase in
movement speed instead. And you get the 17th Rogue level increase to Sneak
Attack and Uncanny Dodge.
- 13/7 Rogue/Wizard -
This build takes advantage of the shared Intelligence of the Rogue and Wizard
classes. Make sure your natural Intelligence score is at least 14 in order to
access 4th level Wizard spells. The 7 levels of Wizard won't be enough to
turn you into an offensive spellcasting powerhouse, but it will provide you
with valuable utility and buffing spells like Identify, Bull's Strength, Cat's
Grace, Darkness, Ghostly Visage, Knock, Haste, Magic Circle Against Alignment,
Protection From Elements, Improved Invisibility, and Stoneskin.
|=============================================================================|
T H E B A R D 1.07
|=============================================================================|
- Introduction -
The Bard can do nearly everything. He has a skill selection comparable to a
Rogue. While he lacks some Rogue essential skills like Open Lock, Disarm Trap,
and Search as class skills, as well as not getting nearly as many skill points,
he gains essential combat skills like Discipline, Spellcraft, and Taunt as
class skills. He is also the only class besides Rogue to have access to the
valuable Use Magic Device -- which potentially makes available all scrolls and
equipment for him to use. In melee combat he is initially set back by an
average BAB growth, a relatively small amount of HPs, and a lack of weapon and
armor proficiencies. However, he posses a solid list of protection and
buffing spells that gives him advantages that most warriors won't have -- just
beware of Arcane spell failure. In addition, he has his Bardsong ability,
which not only provides bonuses to his own attacks, damage, saving throws,
Dodge AC, skills, and HPs, but to his allies as well. Many of his advantages
also work well with ranged attacks, making him a good archer class as well.
Finally, the Bard has the ability to add his class level to his Lore skill.
- Multi-Classing (major) -
Most Bards should multi-class, as it offers a change to fix some major
weaknesses in the Bard's abilities. Their last few levels offer very little.
In fact, high level Bardsongs require Perform skill ranks that are practically
impossible to reach. Most Bards will want to advance to at least 16th level
to get access to 6th level spells and most of the important upgrades in their
Bardsong ability. Fighters offer a boost to HP and BAB, missing weapon and
armor proficiencies, Weapon Specialization, as well as a the chance to select
a few more feats. A couple levels in Barbarian offers Rage, Uncanny Dodge,
and a slight increase in movement speed. It can be a valuable to take at
least four levels as a Fighter, Barbarian, or Ranger as their higher BAB
growth will allow the Bard to reach 4 attacks per round at level 20. Rogue
levels will further improve the Bard's skills, as well as offering Sneak
Attack, Evasion, and Uncanny dodge -- which are particularly valuable for a
Dexterity-based Bard. And a level of Cleric could be useful for the Animal
and Healing domains, which will provide the Bard with stronger summons and
healing spells.
- Multi-Classing (minor) -
Not many classes will want to take a minor multi-class with Bard because most
of the Bard's abilities (spells & Bardsong) only become valuable at high
levels. If it's skills you want, the Rogue is a much better choice. However,
just three levels of Bard will provide some basic bonus through Bardsong
abilities and a small set of valuable buffing spells.
- Races -
If you don't plan to multi-class your Bard then Elf is probably your best
choice. Due to their light armor, most Bards are Dexterity-based, making the
Elven racial bonus to Dexterity very valuable. In addition, the Elf offers a
racial proficiency in the longsword, rapier, shortbow, and longbow --
proficiencies that most any Bard could use but initially lacks. The skill
boosts, immunities, and keen-senses are all very useful as well.
For a Bard with multi-classing in mind, a Human or Half-Elf will make a better
choice. If you plan to multi-class specifically to a Rogue, then a Halfling
is a great choice. Gnomes offer little to the Bard, and Dwarves and Half-Orcs
take a penalty in Charisma, which is too valuable to consider.
- Attributes -
Because armor will interfere with the Bard's Arcane spellcasting, most Bards
are Dexterity-based to boost their Armor Class. Dexterity can also be used
for ranged attacks as well as melee attacks if Weapon Finesse is taken.
Strength is usually kept low, but avoiding negatives is a good idea. However,
it is very possible to make a Strength-based Bard build, wear heavy armor, and
either accept Arcane spell failure or cast spells before you put your armor on.
Constitution should be set as high as possible after accounting for other
attributes.
Since Charisma is the basis of the Bard's spellcasting, it should be set
relatively high. However, the Bard only has six levels of spells, so a score
above 16 is not necessary -- but it can be useful for bonus spells and
improving spell strength. A decent Intelligence score can help the Bard keep
up on all his desired skills. Wisdom plays a minor role with a Bard and can
be left fairly low.
- Skills -
Bards get a great selection of class skills and need to take some careful
consideration when choosing them. Firstly, all Bards will want to maximize
their Perform skill, as it is essential to the development of their Bardsong
ability. Melee oriented Bards will want to train in Discipline and
Concentration. Other Bards will want to focus on Hide and Move Silently to
emphasize stealth. Few classes offer Taunt as a class skill, and it is also
worth a look. Spellcraft is useful to identify spells and counterspell them,
and it also provides some bonuses to save vs. spells. The power of Use Magic
Device should also not be ignored. If your environment supports it, Persuade
can be very valuable. After all these great options you'll probably not have
any points left for Heal, Listen, Lore, Parry, and Pick Pocket.
- Feats -
Bards will want to get Weapon Focus and Improved Critical for their primary
weapon. Bards that prefer ranged attacks will want Point Blank Shot and Rapid
Shot, while melee Bards will want to consider Power Attack, Cleave, Knockdown,
and possibly Improved Knockdown. A dual-wielding Bard will need Ambidexterity,
Two-Weapon Fighting, and Improved Two-Weapon Fighting. Metamagic feats like
Still Spell, Extend Spell, Empower Spell, and Maximize spell can also be useful
with the Bard's decent magic selection. A Bard that doesn't plan a multi-class
with Fighter or Barbarian may want to pick up Martial weapon proficiencies in
order to boost his weapon selection.
- Spellcasting -
The Bard possesses Arcane spellcasting that is based off of his Charisma. He
is limited to knowing a finite amount of spells for each spell level, and
these spells are chosen from a complete list when he gains a new level. He
also has the option whenever he gains a level to go back and unlearn spells
and exchange them with another spell of the same level. Like all spellcasters
he is limited in the number of spells he can cast for each level, but he does
not need to prepare his spells in advance. Rather he can dynamically choose
and cast his spells from his limited list in any proportion that he sees fit.
- Quick-Look -
Hit Die: 1d6
Base Attack Bonus: 75%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
Weapon Proficiencies: All simple weapons. No martial or exotic weapons.
Primary Saving Throws: Reflex and Will.
Secondary Saving Throws: Fortitude.
Spellcasting: Arcane, Charisma-based.
Base Skill Points per Level: 4
Class Skills: Concentration, Discipline, Heal, Hide, Listen, Lore,
Move Silently, Parry, Perform, Persuade, Pick Pocket, Spellcraft, Taunt,
Use Magic Device.
Special: Cannot be Lawful in alignment.
- Bardsong -
Type: Bard only
Prerequisites: Free at Bard 1st level.
Required For: Nothing.
The Bardsong may be sung once per day per class level. It affects all allies
(including the Bard) within 30 feet and it lasts for 10 rounds. Deafened
characters will be unaffected by the Bardsong, and multiple Bardsongs will not
stack. The power of the Bardsong is also affected by the Perform skill, so
remember to constantly raise it. The various levels of Bardsong are listed
below:
1st Level & Perform 3 -
+1 to Attack & Damage.
2nd Level & Perform 6 -
+1 to Attack, Damage, & Will.
3rd Level & Perform 9 -
+1 to Attack, Will, & Fortitude.
+2 to Damage.
6th Level & Perform 12 -
+1 to Attack, Will, Fortitude, Reflex, & Skills.
+2 to Damage.
8th Level & Perform 15 -
+1 to Will, Fortitude, Reflex & Skills.
+2 to Attack & Dam age.
+8 to temporary Hit Points.
12th Level & Perform 18 -
+1 to Will, Fortitude, & Reflex.
+2 to Attack, Damage, Skills, & Dodge AC.
+8 to temporary Hit Points.
14th Level & Perform 21 -
+1 to Will, Fortitude, & Reflex.
+2 to Attack & Skills.
+3 to Damage & Dodge AC.
+16 temporary Hit Points.
15th Level & Perform 24 -
+2 to Attack, Will, Fortitude, & Reflex.
+3 to Damage & Skills.
+4 to Dodge AC.
+16 temporary Hit Points.
16th Level & Perform 30 -
+2 to Attack, Fortitude, & Reflex.
+3 to Damage & Will.
+4 to Skills
+5 to Dodge AC.
+20 temporary Hit Points.
17th Level & Perform 35 -
+2 to Attack, Fortitude, & Reflex.
+3 to Damage & Will.
+5 to Dodge AC & Skills.
+22 temporary Hit Points.
18th Level & Perform 40 -
+2 to Attack, Fortitude, & Reflex.
+3 to Damage & Will.
+5 to Dodge AC.
+6 to Skills
+24 temporary Hit Points.
19th Level & Perform 45 -
+2 to Attack, Fortitude, & Reflex.
+3 to Damage & Will.
+5 to Dodge AC.
+7 to Skills.
+26 temporary Hit Points.
20th Level & Perform 50 -
+2 to Attack, Fortitude, & Reflex.
+3 to Damage & Will.
+5 to Dodge AC.
+10 to Skills
+32 temporary Hit Points.
- 16/4 Bard/Fighter -
This build greatly improves the Bard's combat skills while sacrificing very
little. The Fighter levels offer three extra combat feats, martial weapon &
heavy armor proficiency, access to Weapon Specialization, and an increase in
HP and BAB. The improved BAB of the Fighter will give the Bard four attacks
at 20th level.
- 16/2/2 Bard/Fighter/Barbarian -
This variation sacrifices an extra feat for the Barbarian's Rage, faster
movement, and Uncanny Dodge. Since Uncanny Dodge is so useful for the Bard,
particularly Dexterity-based builds, this is the generally the best Bard
multi-class, although you will lose the chance to get Weapon Specialization.
- 15/3/2 Bard/Rogue/Fighter -
This build sacrifices 6th level spells for the benefits of both the Rogue and
the Fighter classes. The Rogue provides a Sneak Attack, a boost to skills,
and the highly valuable Uncanny Dodge and Evasion. The Fighter levels bring
extra combat feats and weapon and armor proficiencies. This setup works well
for a high-Dexterity archer Bard.
|=============================================================================|
T H E C L E R I C 1.08
|=============================================================================|
- Introduction -
The Cleric is a very powerful class. The Cleric offers a full nine levels of
magic power, he can use heavy armor and shields without crippling his magic
abilities, and he has the power to turn undead. He lacks an animal companion
or familiar, but can still summon creatures, and with the aid of the Animal
Domain he can significantly increase the power of these summons. He has a
lower HP and BAB than a true warrior and lacks Discipline as a class skill,
yet he has access to a wide range of protection and buffing spells that a
true warrior would find unavailable. He is also the master of healing,
restoration, and resurrection type spells, while still possessing a
formidable array of offensive spells. His ability to spontaneous cast any
spell has a healing spell allows him to focus on offensive spells yet still
dominate as a healer. Ultimately, the Cleric has no clear weaknesses, except
for perhaps his lack of Discipline as a class skill. Clerics also allow for
a wide range of customization by being able to choose two Domains out of a
list of nineteen at 1st level -- each of which offers different abilities and
unique spells.
- Multi-Classing (major) -
Clerics keep increasing in their magic and turn undead abilities all the way
to level 20. While most will want to make a pure Cleric for that reason, a
few levels in something else can also be beneficial. Fighters offer extra
feats and HPs, an improved BAB, proficiency in martial weapons, Discipline as
a class skill, and access to Weapon Specialization. Barbarians also offer a
boost to HP and BAB, martial weapons, and Discipline as a class skill, in
addition to Barbarian Rage, improved movement speed, and Uncanny Dodge. A
Lawful Good Cleric with a high Charisma score should consider the Paladin for
Divine Grace, some immunities, martial weapon proficiencies, and an improved
BAB and HP. A melee-minded Cleric should consider taking four levels in
Fighter, Barbarian, Ranger, or Paladin as their improved BAB will allow them
to reach four attacks at 20th level -- yet this will cause you to lose access
to 9th level spells. Monks offer Cleave and a handful of unarmed abilities
as well as Evasion. If your Cleric is the rare type that is willing to go
without armor, you can also benefit from the Monk's ability to add your large
Wisdom modifier to your Armor Class. Rogues offer their extra skills, sneak
attacks, Evasion, and Uncanny Dodge.
- Multi-Classing (minor) -
Most characters will not find much point in a minor multi-class with Cleric
as you need to take many levels to get access to the high powered spells.
However, taking just one Cleric level for two Cleric domains can be useful for
a few classes. A Paladin can expand his turning ability to cover elementals,
vermin, outsiders, or constructs. He can also improve the general strength of
his turning ability through the Sun domain. Bards, Druids, Rangers, Wizards,
and Sorcerers can benefit from the Animal domain to increase the strength of
summoned creatures. Bards, Druids, Paladins and Rangers can benefit from the
Healing domain to increase the strength of their healing spells. Most other
domains, however, offer bonuses based on Cleric level and are not useful in a
minor multi-class.
- Races -
No races receive a penalty to Wisdom, the primary Cleric attribute, so there
are no clearly bad choices. Characters that want a decent turn undead ability
however, will want to avoid the Dwarf and Half-Orc due to their penalty to
Charisma -- although many melee-minded Clerics ignore their turning abilities
and choose Dwarf for their racial abilities and easy multi-class with Fighter.
Humans often make the best Clerics because they offer extra feats, skills, and
multi-classing freedom with no real disadvantages. Half-Elves can work,
although their racial abilities are usually less valuable. Elves bring a
handful of martial proficiencies that can be useful, but most Clerics either
won't use them or they'll find alternate ways to obtain them. A Gnome or
Halfling suffer a bit in the melee department, but can work if your Cleric is
not going to be very combat intensive.
- Attributes -
Clerics should usually have high Strength and low Dexterity as they are best
suited to wearing heavy armor. However, it will not usually be possible to
raise Strength as high as you would with a warrior because a Cleric is highly
dependent on his mental attributes as well. A 12 Dexterity will give you the
maximum AC bonus while in Plate Mail -- the choice armor type for most Clerics
-- and 13 Dexterity is required for the Dodge and Mobility feats.
Unfortunately, many Clerics will find they simply do not have enough attribute
points to boost Dexterity. Balance your spare points between Strength and
Constitution.
Wisdom is the primary attribute for the Cleric as it is the basis of his
spellcasting. Eventually you'll need to reach at least 19 Wisdom to cast 9th
level spells, and you'll probably want to go higher to make your spellcasting
even stronger. You should probably start with a score of 15 or 17 and improve
it as your character gains levels. Charisma is also important for turning
undead and many Cleric Domain abilities, yet many Clerics choose to ignore
these ability and focus on their physical attributes instead. Intelligence
can be largely ignored, but avoiding negatives might be a good idea to avoid
losing skill points. A 13 Intelligence score is required for Disarm, Improved
Disarm, Improved Knockdown, and Improved Parry, but Clerics usually don't have
the attribute points to spare.
- Skills -
Almost all Clerics should train Concentration and Spellcraft. If there are
any points left, Persuade is useful if your environment supports it.
Otherwise, look to Heal or Lore but ignore Parry.
- Feats -
Clerics will want to select Weapon Focus and Improved Critical for their
primary weapon, as well as pick up Power Attack, Cleave, and Knockdown to
improve their melee skills. Toughness can be taken for a boost to HPs, and
Exotic Weapon Proficiency can provide access to some valuable weapons. The
remaining feats should be spent on metamagic feats like Combat Casting, Spell
Penetration, Spell Focus, Extend Spell, Empower Spell, or Maximize Spell.
- Spellcasting -
The Cleric possesses Divine spellcasting that is based off of his Wisdom.
Once he reaches the required level and possess an adequate Wisdom score, he
automatically receives access to every spell for that level. He must,
however, prepare his spells for use. This entails selecting in advance which
spells he believes will be most useful for him, as well as how many times he
will want each of them to available before he rests again.
- Quick-Look -
Hit Die: 1d8
Base Attack Bonus: 75%
Armor Proficiencies: All armor and shields.
Weapon Proficiencies: All simple weapons. No martial or exotic weapons.
Primary Saving Throws: Fortitude and Will.
Secondary Saving Throws: Reflex.
Spellcasting: Divine, Wisdom-based.
Base Skills Points Per Level: 2
Class Skills: Concentration, Heal, Lore, Parry, Persuade, Spellcraft.
- Spontaneous Cast -
Type: Cleric only
Prerequisites: Free at Cleric 1st level.
Required For: Nothing.
This ability allows a Cleric to instantly cast any spell as a healing spell
instead. The healing spell cast will be of comparable level with the spell
sacrificed. This allows Clerics to memorize offensive spells, but still heal
when needed.
- Turn Undead -
Type: Cleric and Paladin only
Prerequisites: Free at Cleric 1st level and Paladin 3rd level.
Required For: Nothing.
When Turn Undead is activated, the character first makes a turning check to
see the maximum Hit Die his turn will be able to affect. This check is
determined by [1d20 + CHA modifier] and then compared to Cleric level based
on the below chart (taken from the 3rd edition Player's Handbook):
Turning Check Maximum Hit Die
0 or less Cleric's level - 4
1-3 Cleric's level - 3
4-6 Cleric's level - 2
7-9 Cleric's level - 1
10-12 Cleric's level
13-15 Cleric's level + 1
16-18 Cleric's level + 2
19-21 Cleric's level + 3
22+ Cleric's level + 4
A second roll is then made to determine how many Hit Die of undead the Turn
will affect. This is determined by [2d6 + Cleric level + CHA modifier].
Turned undead will flee from the Cleric for 10 rounds, but if pursued they will
attack normally. If the Turned undead's Hit Die is half of the Cleric's level,
the creature is destroyed. Clerics may Turn Undead [3 + CHA modifier] times
per day.
- Extra Turning -
Type: Cleric and Paladin only
Prerequisites: None.
Required For: Nothing.
If this is chosen as a feat selection, the Cleric will be able to Turn Undead
an additional six times per day. The average Cleric will be able to perform
Turn Undead over three times per day, which is usually enough -- especially
considering how easy it is to rest in most modules. If you want to be a
particularly effective undead hunter or find yourself playing in a module full
of undead with severe resting restrictions, then this feat is for you.
- Domains -
At 1st level a Cleric gets to choose two Domains which provide bonus spells and
sometimes special abilities. The Domains worth the most consideration are Air,
Animal, Healing, Magic, Plant, Sun, and Trickery. The Domains are discussed in
more detail in the Domains section below.
- 16/4 Cleric/Fighter -
This build improves the Cleric's melee abilities at the cost of 9th level
spells. The four levels of Fighter offer three bonus combat feats, martial
weapon proficiency, access to Weapon Specialization and Discipline as a class
skill, and improved HPs and BAB. The Fighter's BAB gains will allow the
Cleric to get a fourth attack at 20th level. If you are willing to give up a
feat, Weapon Specialization, and the fourth attack you could do a 18/2
Cleric/Fighter, or even a 19/1 Cleric/Fighter, and gain back your 9th level
spells.
- 16/2/2 Cleric/Fighter/Paladin -
This variation of the above trades a third bonus feat for Divine Grace,
immunity to fear and disease, and the opportunity to train Taunt as a class
skill.
- 16/2/2 Cleric/Fighter/Barbarian -
This variation of the above trades the Paladin abilities for the Barbarian's
Rage, faster movement speed, and Uncanny Dodge.
- 19/1 Cleric/Monk -
This is a nice build for the rare Dexterity based Cleric that is willing to
go without armor. The Monk level lets you apply your large Wisdom modifier
to your AC. It also provides Cleave and Evasion. You could augment this
build with one or two Fighter levels to pick some helpful feats -- or two
levels of either Barbarian or Paladin for their special class abilities. You
could also spend three levels on Rogue and pick up a Sneak Attack, Uncanny
Dodge, and a nice boost to your skills. Be careful though, as the addition of
three Rogue levels will cause experience penalties.
|=============================================================================|
T H E D R U I D 1.09
|=============================================================================|
- Introduction -
In many ways the Cleric and Druid are very similar. They both have nine levels
of Wisdom-based Divine magic and the ability to cast it while wearing armor and
carrying shields. The Druid has the same HP and BAB as the Cleric, and he also
lacks Discipline as a class skill. However, he is more initially restricted
with weapon and armor proficiencies and lacks the ability to turn undead. On
the other hand, the Druid gets an immediate animal companion in addition to his
ability to cast summoning spells, and he later gains the ability to shapeshift
into animals and eventually elementals -- although you lose the bonuses from
your equipment while shapeshifted, making the value of this ability debatable.
The Druid also gains immunities to grease, web, entangle, and poison,
resistance to fear, and bonuses to fighting and skills in wilderness areas.
The Druid lacks the customization of the Cleric domains, but has a more
well-rounded spell list to compensate.
- Multi-Classing (major) -
Like any character with heavy spellcasting abilities, the Druid's magical
abilities get stronger all the way to 20th level. In addition, the Druid's
animal companion and unique ability to shape-shift continues to evolve --
ultimately allowing the Druid to shift into an Improved Elemental at level 20.
However, the true effectiveness of shape-shifting is debatable, and it's not a
bad idea to consider taking a few levels in something else. Fighters can make
up for the Druid's lack of weapon and armor proficiencies, offer some extra
feats (including Weapon Specialization), Discipline as a class skill, and
improve the Druid's HPs and BAB. Barbarians offer many of the same
proficiencies -- minus heavy armor -- and a boost to HP and BAB, Discipline
and Taunt as class skills, Barbarian Rage, improved movement speed, and
Uncanny Dodge. Like the Cleric, a melee-minded Druid should consider taking
four levels in Fighter, Barbarian, or Ranger for the BAB boost in order to
get four attacks at 20th level. Again, these melee abilities come at the
price of 9th level spells. Rogues offer their useful set of skills as well
as Sneak Attack, Evasion, and Uncanny Dodge abilities. Monks are an essential
choice for the shapeshifting Druid. Besides Cleave and Evasion which are
always useful, the shifted Druid can take advantage of the Monks unarmed
attack abilities as well as apply their large Wisdom modifier to their AC.
Finally, one level of Cleric for the Animal and Healing domains will increase
the strength of your summons and healing spells.
- Multi-Classing (minor) -
There aren't very many reasons to minor multi-class with a Druid. Most of the
class abilities aren't valuable enough and the Druid's spellcasting and animal
companion require many Druid levels to be effective.
- Races -
Any race can work well as a Druid. Half-Orcs work well for Strength-based
Druid warriors, particularly those thinking of a Barbarian multi-class. Elves
work well for Dexterity-based Druids, adding valuable martial weapon
proficiencies to the Druid's limited weapon selection. Humans are a great
choice for their extra feats, skills, and multi-classing freedom. Halflings,
Gnomes, Dwarves, and Half-Elves will all work also.
- Attributes -
Druids have some flexibility when determining their physical attributes --
they can work as Strength-based or Dexterity-based characters. Strength-based
is probably the easiest path to choose though. Either way, pick one attribute
and build it up and leave the other at a decent level. Constitution is
important too.
The Druid's spellcasting is based on Wisdom and it should therefore be set
very high (15 or 17) and increased as the character gains in level. Druids
have very little use for Charisma and can safely ignore it, and Intelligence
should be set just high enough to avoid any skill point penalties. 13
Intelligence is required for Disarm, Improved Disarm, Improved Knockdown, and
Improved Parry -- but that is probably out of reach for most Druid builds.
- Skills -
Almost all Druids should train in Concentration and Spellcraft. Animal Empathy
is a unique skill, shared only with the Ranger, and most Druids will probably
want to consider pursuing it as well. Persuade is useful if your environment
supports it. Otherwise, spend any surplus points on Heal or Lore but ignore
Parry.
- Feats -
Like any character that expects to engage in melee combat, a Druid should
probably get Weapon Focus and Improved Critical for his primary weapon. He
may want to obtain Weapon Focus and Improved Critical in unarmed to benefit
his shapeshifted form. The standard combat feats -- Power Attack, Cleave, and
Knockdown -- should also be given consideration. If you aren't going to
multi-class to expand your proficiencies, you might want to consider picking
Heavy Armor Proficiency. Weapon proficiencies, however, will be unavailable
to you. At later levels, Toughness can be useful to add a boost to HPs. The
remaining feats should be spent on metamagic feats like Combat Casting, Spell
Penetration, Spell Focus, Extend Spell, Empower Spell, or Maximize Spell.
- Spellcasting -
The Druid possesses Divine spellcasting that is based off of his Wisdom.
Once he reaches the required level and possess an adequate Wisdom score, he
automatically receives access to every spell for that level. He must,
however, prepare his spells for use. This entails selecting in advance which
spells he believes will be most useful for him, as well as how many times he
will want each of them to available before he rests again.
- Quick-Look -
Hit Die: 1d8
Base Attack Bonus: 75%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
Weapon Proficiencies: Club, Dagger, Scimitar, Sickle, Spear, Quarterstaff,
Dart, and Sling.
Primary Saving Throws: Fortitude and Will.
Secondary Saving Throws: Reflex.
Spellcasting: Divine, Wisdom-based.
Base Skill Points per Level: 4
Class Skills: Animal Empathy, Concentration, Heal, Lore, Parry, Persuade,
Spellcraft.
Special: Must be somehow Neutral in alignment. Cannot take other weapon
proficiency feats as a Druid, but may gain them from multi-classing.
1st Level - Nature Sense (+2 to attacks in the wilderness).
Animal Companion.
Level 1 spells become available.
2nd Level - Woodland Stride (immune to grease, web, and entangle).
3rd Level - Trackless Step (+4 to Hide and Move Silently in the wilderness).
Level 2 spells become available.
4th Level - Resist Nature's Lure (+2 to save vs. fear).
5th Level - Wild Shape (x1).
Level 3 spells become available.
6th Level - Wild Shape (x2).
7th Level - Wild Shape (x3).
Level 4 spells become available.
8th Level -
9th Level - Venom Immunity (immune to poison).
Level 5 spells become available.
10th Level - Wild Shape (x4).
11th Level - Level 6 spells become available.
12th Level -
13th Level - Level 7 spells become available.
14th Level - Wild Shape (x5).
15th Level - Level 8 spells become available.
16th Level - Elemental Shape (x1).
17th Level - Elemental Shape (x2).
Level 9 spells become available.
18th Level - Wild Shape (x6).
19th Level - Elemental Shape (x3).
20th Level - Improved Elemental Shape (x3).
- 19/1 Druid/Fighter -
One of the Druid's main disadvantages is his lack of weapon and armor
proficiencies. He is even restricted from choosing Simple, Martial, or Exotic
proficiencies as a chosen feat. This makes even a small Fighter multi-class
very useful. You'll immediately have access to Simple and Martial weapons, as
well as the ability to wear Heavy armor, which will allow you to survive with
a lower Dexterity score. In addition you'll get another combat feat and a
chance to put some points into Discipline. You'll lose the ability to
shapeshift into an Improved Elemental, but you'll retain most of your
spellcasting abilities. You could also choose to take a 2nd level of Fighter
for another feat and another lost 9th level spell, if you wanted.
- 16/4 Druid/Fighter -
This build further develops the Druid's melee abilities at the cost of his 9th
level spells. You still get all of the weapon/armor proficiencies and access
to Weapon Specialization and Discipline, but in addition you get a total of
three combat feats and a 4th attack at 20th level.
- 16/2/2 Druid/Fighter/Barbarian -
This build drops the third combat feat for the Barbarian's Rage, faster
movement, and Uncanny Dodge.
- 18/1/1 Druid/Cleric/Fighter -
This build takes advantage of the Cleric's Domain powers to increase the
strength of the Druid's summoning spells, as well as his healing spells.
Choose the Animal and Healing Domains. The Fighter level is optional, but
it's usually a good idea to gain more weapon/armor proficiencies and
Discipline. You could also take a 2nd Fighter level and still retain your
9th level spells.
- 18/1/1 Druid/Fighter/Monk -
This build works well for the Dexterity-based Druid that is willing to go
without armor. The Monk level lets you apply your large Wisdom modifier to
AC, as well as providing Cleave and Evasion. In addition, the Monk's unarmed
combat abilities work great while shapeshifted. The Fighter level gives you
the missing weapon proficiencies and Discipline. A 2nd Fighter level can be
taken if needed without completely losing 9th level spells. Another variation
would be to drop the Fighter levels completely and take three levels as a
Rogue to gain Sneak Attack, Uncanny Dodge, and a boost to skills -- just be
ready for multi-class experience penalties. Because of the Monk level, all of
these builds must be Lawful Neutral.
|=============================================================================|
T H E S O R C E R E R 1.10
|=============================================================================|
- Introduction -
The Sorcerer is the offensive spellcasting powerhouse. He goes without armor
and all but the most basic melee abilities, but he makes up for it with the
ability to cast the highest quantity and quality of offensive spells available
-- all based on Charisma. While his cousin the Wizard has a larger spell
selection, learns his spells sooner, and much more spellcasting options in
general, the Sorcerer selects a few favorites and casts them over and over.
Those players that feel only a fraction of the spell list is truly useful
should choose the Sorcerer. The Sorcerer also has a familiar that gains in
power with each additional level.
- Multi-Classing (major) -
The Sorcerer is all about his spells and should therefore obtain the highest
level possible with Sorcerer. There are a few valuable multi-classing options
though. Since the Sorcerer is likely to have the highest Charisma score in the
game, they also have the most to gain from the Paladin's Divine Grace. Just
one level of Paladin can add +10 to all of your saving throws. One level of
Monk can also be valuable for Evasion, unarmed fighting abilities, and the
ability to add your positive Wisdom modifier to your Armor Class (if you happen
to have one). A few levels of Rogue can be helpful if you are playing solo,
but you're really better off having someone else do the Rogue work so you can
master your spellcasting abilities. Because armor interferes with Arcane
spellcasting and Sorcerers have an awful Base Attack Bonus, multi-classing with
warrior types is usually just a waste. A level of Cleric for the Animal Domain
can increase the power of the Wizard's summoning spells.
- Multi-Classing (minor) -
The Sorcerer's ability to cast spells and summon a familiar are largely
dependent on class level, making it pretty much worthless to add on a few
levels of Sorcerer to another character.
- Races -
Sorcerers are all about using their Charisma to cast spells. For this reason,
Half-Orcs and Dwarves are obviously poor choices. Dexterity is important for
AC making Elves and Halflings good options. Elves also supply some valuable
Martial ranged weapon proficiencies. Human offer a valuable bonus feat,
skills, and multi-classing freedom. Gnomes and Half-Elves work well also.
- Attributes -
Since you'll likely never want to engage in melee combat, you can safely ignore
Strength. Dexterity will be valuable to boost your Armor Class, Reflex saves,
and provide you with a decent chance of hitting with a ranged weapon.
Constitution is important as it boosts Concentration and Hit Points.
Charisma is the foundation of your power and you should set it high and raise
it whenever possible. Avoid penalties in Intelligence so you don't lose any
skill points. Wisdom isn't too important either -- unless you are thinking of
a Monk multi-class.
- Skills -
Almost all Sorcerers should train Concentration and Spellcraft. If any points
are available, spend them on Lore or Heal. You can't really go wrong here.
- Feats -
The Sorcerers primary ability is his spellcasting, and his feat selection
should reflect that. Dodge and Mobility will provide some defensive
protection, but the majority of your small number of feats should be spent on
metamagic feats like Combat Casting, Spell Penetration, Spell Focus, Still
Spell, Silent Spell, Extend Spell, Empower Spell, Maximize Spell, and even
Quicken Spell.
- Spellcasting -
The Sorcerer possesses Arcane spellcasting that is based off of his Charisma.
He is limited to knowing a finite amount of spells for each spell level, and
these spells are chosen from a complete list when he gains a new level. He
also has the option whenever he gains a level to go back and unlearn spells
and exchange them with another spell of the same level. Like all spellcasters
he is limited in the number of spells he can cast for each level, but he does
not need to prepare his spells in advance. Rather he can dynamically choose
and cast his spells from his limited list in any proportion that he sees fit.
- Quick-Look -
Hit Die: 1d4
Base Attack Bonus: 50%
Armor Proficiencies: None.
Weapon Proficiencies: All simple weapons. No martial or exotic weapons.
Primary Saving Throws: Will.
Secondary Saving Throws: Fortitude and Reflex.
Spellcasting: Arcane, Charisma-based.
Base Skill Points per Level: 2
Class Skills: Concentration, Heal, Lore, Spellcraft.
- 19/1 Sorcerer/Paladin -
This is a highly useful multi-class and most Sorcerers should consider taking
it. For the price of one 9th level spell, you gain the Paladin's Divine Grace
ability which allows you to apply your large Charisma modifier to all three of
your saving throws. You also get the Paladin's equipment proficiencies which
you'll probably never use, the chance to train Discipline as a class skill,
and immunity to disease. This build must be Lawful Good in alignment in order
to access the Paladin class.
- 18/1/1 Sorcerer/Paladin/Monk -
This variation on the above build gives the Sorcerer access to Evasion at the
price of another 9th level spell. With his high Reflex saves from the Paladin
level, Evasion will allow him to avoid taking damage from many of the primary
offensive spells. This is very useful, although some people try to get
Improved Evasion from equipment instead of this multi-class. You also get
Cleave and some basic unarmed combat abilities which you'll probably never
use. If you have a way to boost your Wisdom you can use the Monk's ability
to increase your AC.
|=============================================================================|
T H E W I Z A R D 1.11
|=============================================================================|
- Introduction -
Like the Sorcerer, the Wizard lacks the ability to use armor and possess the
most meager melee abilities. But like the Sorcerer, he has access to the
widest range of offensive spells available. However, where the Sorcerer uses
his Charisma to cast his favored spells over and over, the Wizard uses his
Intelligence to learn all spells and customize his abilities for the situation.
Where the Sorcerer has to select a few, the Wizard has the potential to learn
them all. The Wizard also learns higher level spells faster than the Sorcerer.
He can also specialize in a school of magic and learn more meta-magic feats
than his counterpart. Like the Sorcerer, the Wizard can summon a familiar.
- Multi-Classing (major) -
A Wizard derives his power almost completely from his spells, and should not
choose to multi-class lightly. Like the Sorcerer, a level of Monk offers
Evasion, unarmed fighting abilities, and the possibility of adding any positive
Wisdom modifier to his Armor Class. The Rogue is another interesting option,
as the Wizard's high Intelligence can be put to good use with the Rogues wide
skill selection. However, it's important to remember that for every level you
multi-class you are giving up valuable high level spells. Since the Wizard
cannot use shields or armor without interfering with their Arcane spell casting
ability and because their Base Attack Bonus is extremely low, multi-classing
with a warrior type class is not recommended. A level of Cleric for the Animal
Domain can increase the power of the Wizard's summoning spells.
- Multi-Classing (minor) -
A few classes might have sufficient Intelligence to gain some use out of a
Wizard minor multi-class. A Fighter, Barbarian, or Monk may want to take a few
levels as a Wizard to gain some valuable buff spells to augment his combat
abilities. The class that has the most to gain from a minor Wizard
multi-class, however, is usually the Rogue. The Wizard's low level spells can
be a great assistance to the roles that Rogues often have to play.
- Races -
Elves offer a valuable boost to Dexterity, somewhat valuable weapon
proficiencies, and Wizard as the favored class. Gnomes also offer Wizard as
their favored class, with a valuable boost to Constitution. Humans offer
their usual bonus feat, extra skill points, and multi-classing freedom.
Halfling could work well for Wizards interested in a Rogue multi-class.
Dwarves and Half-Elves can work also, although other races probably offer
more. Half-Orcs get a penalty to Intelligence and make a poor choice for a
Wizard.
- Attributes -
A Wizard should not be engaging in much melee fighting and can thus safely
ignore Strength. Dexterity will provide a bonus to Armor Class, Reflex saves,
and offer a decent attack with ranged weapons. Constitution will help
Concentration and the Wizard's low amount of Hit Points.
Intelligence is the primary attribute of the Wizard, the source of all his
magical power. It should be set high and raised continually. Charisma and
Wisdom are of little importance, although a bit of Wisdom could help in the
case of a Monk multi-class.
- Skills -
Almost all Wizards should train in Concentration and Spellcraft. Since Wizards
have a high Intelligence score, there will almost certainly be a surplus of
skill points. If you plan to ever multi-class, consider saving your skill
points for then. Otherwise, it's worthwhile to pour your points into Heal and
Lore as well. After that consider training some non-class skills like
Persuade, Search, or Discipline.
- Feats -
The Wizards primary ability is his spellcasting, and his feat selection should
reflect that. The Wizard gets an advantage over the Sorcerer in that he gets
to select four bonus metamagic feats. Some extra planning should be taken to
ensure that desired metamagic feats are chosen at 5th, 10th, 15th, and 20th
level and that regular feat selections are left open to choose regular feats.
It is okay though, to spend these regular feat selections on metamagic feats
as well. Dodge, Mobility, and Toughness will be the most valuable normal
feats. The rest, however, should be spent on metamagic feats like Combat
Casting, Spell Penetration, Spell Focus, Still Spell, Silent Spell, Extend
Spell, Empower Spell, Maximize Spell, and even Quicken Spell.
- Spellcasting -
The Wizard possesses Arcane spellcasting that is based off of his Intelligence.
He receives all cantrips for free at 1st level, and may initially choose seven
1st level spells. After that he may add two new spells at every level-up to
his spellbook, and he is also able to scribe any spells that he finds on
scrolls. He must, however, prepare his spells for use. This entails
selecting in advance which spells he believes will be most useful for him, as
well as how many times he will want each of them to available before he rests
again.
- Quick-Look -
Hit Die: 1d4
Base Attack Bonus: 50%
Armor Proficiencies: None.
Weapon Proficiencies: Club, Dagger, Light Crossbow, Heavy Crossbow, and
Quarterstaff.
Primary Saving Throws: Will.
Secondary Saving Throws: Fortitude and Reflex.
Spellcasting: Arcane, Intelligence-based.
Base Skill Points per Level: 2
Class Skills: Concentration, Heal, Lore, Spellcraft.
- Wizard Feats -
At levels 5, 10, 15, and 20 the Wizard can choose from the following list of
feats: Combat Casting, Empower Spell, Extend Spell, Maximize Spell, Quicken
Spell, Silent Spell, Spell Focus, Spell Penetration, and Still Spell.
- School Specialization -
A Wizard has the option to specialize in a particular school of magic. This
oddly doesn't give you many advantages in this chosen school, but rather
excludes you from using magic from the chosen school's prohibited school. In
return you get to cast one extra spell per level (and it doesn't need to be
used from your specialized school). You also get a +2 bonus to the Spellcraft
skill when dealing with spells from your specialized school, and -5 penalty
when dealing with spells from your prohibited school. You can also decline to
specialize and keep access to every school -- which is known as "Universal".
It's often recommended that beginners stay away from specialization to gain
familiarity with all the spells first. I'll discuss some of the
specialization options below.
- Abjuration, Evocation, and Transmutation -
These three choices prohibit the Conjuration school, which is the source of
almost all summoning spells. Most players will avoid them for just that
reason. It also contains a few mild offensive spells. If you are uninterested
in summoning, than any of these schools would make an excellent choice.
Evocation is probably the best due to the bonuses to Spellcraft when dealing
with those spells.
The following spells belong to the Conjuration school and will become
inaccessible: Acid Splash, Ray of Frost, Grease, Mage Armor, Summon Creature I,
Melf's Acid Arrow, Summon Creature II, Web, Flame Arrow, Stinking Cloud, Summon
Creature III, Edvard's Black Tentacles, Summon Creature IV, Cloudkill, Lesser
Planar Binding, Summon Creature V, Acid Fog, Planar Binding, Summon Creature
VI, Summon Creature VII, Greater Planar Binding, Summon Creature VIII, Gate,
and Summon Creature IX.
- Divination and Enchantment -
These two choices prohibit the Illusion school, which provides some excellent
protection spells and a few powerful offensive spells, including the 9th level
Weird. This is an okay choice, but probably not worth giving up. You should
choose Enchantment over Divination as the Spellcraft bonus will probably be
more valuable there.
The following spells belong to the Illusion school and will become
inaccessible: Color Spray, Ghostly Visage, Invisibility, Invisibility Sphere,
Improved Invisibility, Phantasmal Killer, Shadow Conjuration, Greater Shadow
Conjuration, Ethereal Visage, Shades, Shadow Shield, Mass Blindness/Deafness,
and Weird
- Conjuration -
Conjuration prohibits the Transmutation school, which provides many of your
buffing spells. These could be replaced with potions and equipment and such,
but Transmutation is also the school of the powerful 9th level Time Stop,
which should not be lightly abandoned.
The following spells belong to the Transmutation school and will become
inaccessible: Burning Hands, Bull's Strength, Cat's Grace, Eagle's Splendor,
Endurance, Fox's Cunning, Knock, Owl's Wisdom, Ultravision, Haste, Slow,
Bestow Curse, Polymorph Self, Greater Stoneskin, Tenser's Transformation,
Mordenkainen's Sword, Shapechange, and Time Stop
- Illusion -
Illusion prohibits the Enchantment school, which has lots of charm, dominate,
and hold spells. These spells usually aren't the best way to deal with
situations in this combat-oriented game, making their absence not too big of
a deal. This is one of the better choices.
The following spells belong to the Enchantment school and will become
inaccessible: Daze, Charm Person, Sleep, Blindness/Deafness, Hold Person,
Charm Monster, Confusion, Dominate Person, Hold Monster, Mind Fog, Mass Haste,
Protection From Spells, Mass Charm, and Dominate Monster
- Necromancy -
Necromancy prohibits the Divination school, which has a small selection of
relatively weak spells that can be easily replaced by other means. At high
levels, however, you receive the valuable defensive spell Premonition.
Regardless, this is still a popular choice.
The following spells belong to the Divination school and will become
inaccessible: Identify, See Invisibility, Clairaudience/Clairvoyance, Find
Traps, Remove Blindness/Deafness, Feeblemind, Legend Lore, True Seeing, Power
Word- Stun, Premonition, and Power Word- Kill.
- 19/1 Wizard/Monk -
This multi-class can be useful to give the Wizard some mediocre unarmed combat
skills as well as the useful Evasion. In addition, the Wizard can boost his
Armor Class further by boosting his Wisdom score. However, getting higher
level spells is almost always a better way to ensure survival, making this
multi-class a rather sketchy choice.
- 17/3 Wizard/Rogue -
This multi-class can be a useful way to add another dimension to your Wizard
by filling him out with a nice set of skills. The Wizard's high Intelligence
will work well with this approach, allowing him to find and disable traps,
pick locks, employ stealth, and use just about anything with Use Magic Device.
You'll also get Uncanny Dodge, Evasion, and small Sneak Attack. However, for
every level you take as a Rogue you are giving up a powerful 9th level spell,
as well as delaying the natural growth of your powers. This is not something
to be taken lightly.
|=============================================================================|
A T T R I B U T E S 2.01
|=============================================================================|
- Distributing Attributes -
Attributes are assigned in a point-buy system in NWN. This essentially means
that the higher you want to raise an attribute, the more expensive it becomes,
and the more it cripples the rest of your attributes. It's important not to
get carried away. It's far more effective to spread the points around and use
future bonus attribute points, equipment bonuses, and spell bonuses to boost
your favored attributes to extremely high levels.
For instance, you are making a Paladin and you currently have assigned him 17
Strength and 11 Wisdom. You have three points left to spend. You could use
all three points to raise his Strength to 18, or you could use all three
points to raise his Wisdom to 14. Because the point-buy penalties only apply
during character creation it is far more effective to raise his Wisdom three
points now and use your future bonus attribute points to raise Strength
further. A good guideline is to assign all your secondary attributes first,
setting them to the minimum level your character will need, and then spend
what you have left on your primary attributes. Then, once you start the game,
you can ignore those secondary attributes and put everything into raising your
primary attributes as high as possible.
- Natural or Modified -
A natural attribute score is the attribute's value after points are distributed
in character creation plus any bonus attribute points you have assigned. The
modified score is the total after items and spells and class-abilities have
provided their bonuses. Most of the time the game doesn't care how the
attribute score is derived and uses the modified value. There are three
notable exceptions though. The first is qualifying for feats. The second is
when bonus skill points are derived from Intelligence. And the third is
qualifying for spell levels. The highest spell level accessible is determined
by taking the spellcasting attribute for the class (this varies) and
subtracting 10. Thus, a natural attribute score of 11 allows access to 1st
level spells, and a natural attribute score of 19 allows access to 9th level
spells.
- Even or Odd -
Attribute scores are rarely used directly, rather it is their modifier that is
used for the majority of calculations in NWN. The modifier is the +/- number
displayed to the right of the attribute. While the modifier is derived from
the attribute score, it only changes on even values. Thus, an attribute score
of 15 and an attribute score of 14 are virtually the same -- both offering a
modifier of +2. Use this to your advantage. Avoid assigning attribute scores
that are odd numbers. Think only in evens. There are a few exceptions to
this. When feats have an attribute prerequisite it's always an odd number.
The maximum spell level a spellcaster can reach is based on their natural
attribute score -- you need an odd number to reach an odd spell level. You
also might plan to leave an attribute at an odd number with the intention of
boosting it later to an even number.
- Bonus Attributes -
Every character gets one bonus attribute point to spend at character level 4,
8, 12, 16, and 20. It's a good idea to take this into consideration when
designing your character. This means you don't have to immediately reach the
high attribute score to cast your top level spells. Or you could intentionally
leave one high attribute at an odd number and plan to boost it up at 4th level,
which will come pretty quickly. Because of the way the point-buy system works,
it's best to spend your bonus attribute points on attributes that have a high
score. For instance, a Fighter would do well to start with a Strength score of
17 and add all five bonus points to this attribute, arriving at a final
Strength of 22.
- Attribute Maximums -
No matter what methods you employ -- equipment, spells, potions, or
class-abilities -- you can never raise an attribute more than 12 points above
its natural score. The maximum starting attribute score is 20 (if the
attribute gets a +2 racial bonus). You can then pour all five bonus attribute
points into that same attribute. But from that point you can only raise the
score ten more points, making 37 the maximum modified attribute score possible.
<-------------->
The Attributes
<-------------->
- Strength (STR) -
Strength will be the most important attribute for melee warriors, particularly
those of the heavily armored, two-handed weapon variety. Your Strength
modifier is added to your melee attack rolls as well as your melee damage
rolls. In some cases, the modifier is also applied to ranged damage. Strength
is also used to determine how much weight you can carry and its modifier is
added to your Discipline skill.
NOTE: The Power Attack, Improved Power Attack, and Cleave feats require a
natural Strength score of 13.
- Dexterity (DEX) -
Dexterity will be important to ranged warriors and anyone not wearing heavy
armor. Your Dexterity modifier is added to your Armor Class, although it will
be limited by how heavy your armor is. In addition, your Dexterity modifier
is added to your ranged attack rolls, and Weapon Finesse will sometimes allow
you to add it to your melee attack rolls as well. Finally, your Dexterity
modifier is added to Reflex saving throws and the Hide, Move Silently, Open
Lock, Pick Pocket, Parry, and Set Trap skills.
NOTE: The Deflect Arrows, Dodge, Mobility, Stunning Fist, and Rapid Shot feats
require a natural Dexterity score of 13. The Ambidexterity feat requires
natural Dexterity score of 15.
- Constitution (CON) -
Constitution is important to everyone. Your Constitution modifier is used to
allocate bonus Hit Points at every level -- even retroactively. Your
Constitution modifier is also applied to Fortitude saving throws and the
Concentration skill.
- Intelligence (INT) -
Intelligence is highly important for Wizards and any class that relies on its
skills -- such as the Rogue. Wizards draw their Arcane spellcasting abilities
from their Intelligence. Your natural Intelligence modifier is also applied
to the number of Skill Points you receive every level, and it is added to the
Disable Trap, Lore, Search, and Spellcraft skills.
NOTE: The Disarm, Improved Disarm, Improved Knockdown, and Improved Parry
feats require a natural Intelligence score of 13.
- Wisdom (WIS) -
Wisdom is important for the Divine spellcasters (Paladin, Ranger, Cleric, and
Druid), as they draw their spellcasting powers from it. The Monk class also
has a few special abilities that are derived from his Wisdom modifier. The
Wisdom modifier is applied to Will saving throws and the Heal, Listen, and
Spot skills.
NOTE: The Stunning Fist feat requires a natural Wisdom score of 13.
- Charisma (CHA) -
Charisma is the basis of the Arcane spellcasting of the Sorcerer and the Bard.
Clerics and Paladins also use the modifier to determine the strength of many
of their class abilities -- including the ability to Turn Undead. Your
Charisma modifier is applied to the Animal Empathy, Perform, Persuade, Taunt,
and Use Magic Device skills.
|=============================================================================|
R A C E S 2.02
|=============================================================================|
- Human -
Humans have no attribute strengths or weaknesses. They will always ignore
their highest level class when determining multi-classing penalties, making
them the best choice for many multi-class builds. They get a bonus feat and
four extra skill points upon creation, as well as one extra skill point at
each new level.
Humans really work well with any class, but they are particularly useful when
doing a unique multi-class or creating a character that quickly needs to pick
up many foundational feats to become workable.
- Half-Elf -
Like the Human, the Half-Elf has no attribute strengths or weaknesses and they
can ignore their highest level class when determining multi-classing penalties.
They trade in the extra feats and skills for Immunity to Sleep, a +2 to saving
throws against Enchantment spells, and low-light vision. They also get a +1
to their Listen, Search, and Spot skills.
The Half-Elf will work well with any class, and are usually chosen in place of
a Human when the extra feat and skill points don't seem particularly valuable.
Ultimately though, this race is seldom used as the racial abilities rarely
provide more than what a Human would offer.
- Dwarf -
Dwarves get a +2 to Constitution and a -2 to Charisma. They favor the Fighter
class and can ignore Fighter levels when determining multi-classing penalties.
Their natural abilities include +2 to their Search skill in subterranean areas,
+2 to their Lore skill, +2 to saving throws vs. poison, +2 to saving throws vs.
all spells, and Darkvision. They also come with some specialized combat
training giving them +1 to attack roles vs. Orcs and Goblinoids, and +4 Dodge
bonus to Armor Class vs. Giants.
Dwarves work best with any combat oriented class, and they can easily
multi-class to Fighter , the most popular multi-class, to pick up a few more
combat feats. The Charisma penalty makes them less than ideal for Sorcerers,
Bards, Paladins, and Clerics -- although many Fighter/Clerics opt to ignore
their turning ability and play as a Dwarf anyway.
- Elf -
Elves get a +2 to Dexterity and a -2 to Constitution. The favor the Wizard
class and can ignore Wizard levels when determining multi-classing penalties.
Their natural abilities include an Immunity to Sleep, a +2 to saving throws
against Enchantment spells, and low-light vision. Elves also have keen senses,
allowing them to search at top efficiency without having to enter Detect Mode
or reduce their movement speed. They receive a +2 to their Listen, Search,
and Spot skills, and they receive Longsword, Rapier, Shortbow, and Longbow
proficiencies for free.
Because of their attribute adjustments, Elves make great ranged attackers that
avoid direct combat as much as possible. Their racial weapon proficiencies are
a valuable bonus to many classes that don't offer them for free such as the
Rogue, Bard, Monk, Druid, Sorcerer and Wizard. Their keen senses are valuable
to any class but particularly the Rogue or Ranger. Elves have problems with
most multi-classes though because of their favored class, Wizard. There are
very few builds built around a Wizard multi-class.
- Gnome -
Gnomes get a +2 to Constitution and a -2 to Strength. They favor the Wizard
class and can ignore Wizard levels when determining multi-classing penalties.
Gnomes are smaller than the other races and thus gain a +1 size bonus to AC
and attack rolls. However, they can't wield weapons the same way as
medium-sized races. Medium weapons must be used with two hands, and large
weapons cannot be used at all. Their unarmed strike is also much weaker.
Gnomes gain a +2 to saving throws against Illusion spells and a +2 to the DC
of their Illusion spells. They have low-light vision and gain a +2 to their
Listen and Concentration skills. Like the Dwarf, Gnomes have some racial
training and gain a +1 to attack rolls vs. Reptilian Humanoids and Goblinoids,
and a +4 Dodge bonus to Armor Class vs. Giants.
Due to their small size and lack of Strength, Gnomes generally make poor melee
warriors. They are most effective as perimeter characters, wielding some form
of magic, usually as Wizards.
- Halfling -
Halflings gain +2 to Dexterity and -2 to Strength. They favor the Rogue class
and can ignore Rogue levels when determining multi-classing penalties. Like
the Gnomes, Halflings are smaller than the other races and gain a +1 size bonus
to AC and attack roles. They are just as limited when it comes to weapons
however, and can must wield a medium weapon with two hands while large weapons
can't be used at all. Their unarmed strike is also much weaker. Halflings
gain a natural +1 to all saving throws and a +2 saving throw vs. fear. They
gain a +2 to their Move Silently and Listen skills, and their upbringing gives
them a +1 to attack rolls with thrown weapons.
The Halfling shares the same Strength and size penalties as the Gnome and is
likewise generally unfit for a melee class. Where the Gnome finds his ideal
place as a perimeter magic-user, the Halfling is usually best suited to the
life of a stealthy Rogue.
- Half-Orc -
Half-Orcs start with a +2 increase to Strength and a -2 penalty to Intelligence
and Charisma. They favor the Barbarian class and can ignore Barbarian levels
when determining multi-classing penalties. They have Darkvision.
The Half-Orc abilities are brief and to the point. Being the only race with a
Strength bonus, they are ideal for melee combat. However, their lack of
Intelligence can prevent them from qualifying for a few valuable combat feats.
They are a poor choice for any kind of Arcane spellcaster, yet they suffer no
Wisdom penalties and could work out as a Divine spellcaster -- Paladins and
Clerics will probably still want to avoid them due to the Charisma penalties.
Melee combat, ultimately, should always be the focus of a Half-Orc character.
|=============================================================================|
S K I L L S 2.03
|=============================================================================|
- Class Skills -
Each class has a list of skills that they favor known as class skills. Class
skills can be raised quickly and to higher levels than cross-class skills.
Class skills cost one point to raise one rank, and they can be raised as high
as [character level + 3]. It's obviously more effectively to concentrate
primarily on class skills as your points are more efficiently spent and you
can reach higher levels of competence.
- Cross-Class Skills -
Skills still available but not favored by your class are known as cross-class
skills. They cost two skill points per rank and can only be raised to half of
what a class skill could be raised to [character level + 3 / 2]. Cross-skills
should be ignored as much as possible as they'll eat up your supply of skill
points, and you'll never be very competent in them anyway. The best way around
this limitation is to multi-class.
- Exclusive Skills -
A few skills -- Animal Empathy, Perform, and Use Magic Device -- are exclusive
to a few classes. If it's not a class skill, you can't take any ranks in it
at all.
- Planning Your Skills -
To keep a skill at it's maximum level, whether it's a class skill or
cross-class skill, you'll basically need one skill point per level. Every
class gets a different number of base skill points per level: Clerics,
Fighters, Paladins, Sorcerers, and Wizards only get two; Barbarians, Bards,
Druids, Monks, and Rangers get four; and Rogues get eight. This number is
further modified by your natural Intelligence score modifier. In addition,
Human characters receive an additional skill point per level as a racial bonus.
So for example, a Human Fighter with 13 Intelligence would receive four skill
points per level -- a Half-Orc Barbarian with 8 Intelligence would receive
three skill points per level. Decide how many skills you are going to need to
keep maximized and adjust your Intelligence accordingly.
- Multi-Classing & Skills -
The key to assigning skills to a multi-classed character is to remember that
any skill points you don't use at level-up are saved and become available at
the next level. This means you can save your skill points from one class and
spend them on the class skills of another class. For instance, a Rogue is
overflowing with extra skill points and wants to take the Discipline skill.
Instead of spending them as a cross-class skill, the Rogue can save the
surplus points and multi-class to a Fighter, which has Discipline as a class
skill, and spend the points there.
Also, at first level you receive four times your normal number of skill points.
Multi-classed characters should take advantage of this and make sure they take
their first level with whatever class receives the most skill points. For
instance, a Rogue/Fighter should make sure to take his first level as Rogue so
that the large number of Rogue skill points is multiplied by four instead of
the smaller number of skill points he'd receive as a Fighter.
<---------->
The Skills
<---------->
- Animal Empathy -
Attribute Basis: Charisma
Armor Check: No
Untrained: No
Use: Selected
Class Skill: (Exclusively) Druid, Ranger.
This skill is available only to the Druid and Ranger. I'm not quite sure how
useful it is, but it seems to me that if you are one of the two classes that
can take it you might as well try it out. It looks like you have to raise it
to a fairly high level before it become useful, and if you fail by five or
more you'll make the creature go hostile. Animals and Dire Animals have a DC
of [20 + the creature's Hit Die]. Beasts and Magical Beasts have a DC of [24
+ the creature's Hit Die].
This skill is very important to spellcasters as it allows them to cast their
spells while taking damage. Most spellcasters will want to max it out unless
they are sure they are going to be able to avoid attacks or they don't plan to
cast spells in combat. The DC is [10 + damage received]. An additional
penalty of -4 is incurred if within three meters of an enemy, although the
Combat Casting feat will eliminate this. Concentration is also used to resist
the Taunt skill, which can reduce AC or cause spell failure, but this seems to
happen rarely unless fighting against other players.
- Disable Trap -
Attribute Basis: Intelligence
Armor Check: No
Untrained: No
Use: Selected
Class Skill: Rogue.
This should be one of your primary skills as a Rogue. Other classes can
dabble in it, but only the Rogue will be able to excel in it -- extremely tough
traps (DC 35 or greater) can only be disabled by a Rogue. Rogues should max
this skill out, and eventually they will find themselves able to recover traps
for future use or profit. If you don't have access to this ability you can
always avoid traps or set them off with a spell or summoned creature. The DC
of the trap is reduced by -7 when trying to determine its difficulty. If you
don't have enough skill to disarm the trap, you can flag it so that you party
allies will be able to see it and avoid it. Flagging reduces the DC by -5.
Rogues that excel at this skill will eventually be able to recover traps to
reuse or sell for a profit. Attempting to recover a trap adds +10 to its DC.
Finally, if you place five ranks into Disable Trap you get +2 ranks in your
Set Trap skill.
- Discipline -
Attribute Basis: Strength
Armor Check: No
Untrained: Yes
Use: Automatic
Class Skill: Barbarian, Bard, Fighter, Paladin.
Discipline is the primary skill of the melee warrior. It allows them to avoid
the effects of Disarm, Called Shot, Sap, and Knockdown. Any warrior who
doesn't max this out will find themselves in trouble when facing a skilled
opponent -- and unfortunately a few warrior types don't have this available
as a class skill. Rangers, Clerics, Druids, Monks, and Rogues should consider
a multi-class to make up for this weakness. The DC is equal to your opponent's
attack roll.
- Heal -
Attribute Basis: Wisdom
Armor Check: No
Untrained: Yes
Use: Selected
Class Skill: All classes.
This skill could be very useful in a module with strict 3rd Edition rules or a
even a more challenging design. However, for the official campaign there are
so many other healing options (potions, unlimited resting, recall stone) that
this skill is often useless. One advantage however, is that using a heal kit
does not provoke an attack of opportunity and can be used quickly in combat.
Heal kits may be used to heal HPs as well as cure disease or poison -- if the
disease/poison DC is overcome. The number of HPs cured is equal to the skill
roll plus all modifiers.
This skill is useful for Rogue and Rogue-type characters to scout ahead,
perform sneak attacks, escape combat, or sneak by enemies altogether. Most
Rogues should try to max this out, but some players won't take advantage of
the micromanagement that this skill requires and might want to avoid it
altogether. Hide is countered by the Spot skill, and works more effectively
in darkness and when the character stands motionless.
This skill can be useful to anybody to locate hidden characters. It works
against the Move Silently skill. It's helpful to have at least one person in
the party with a decent Listen skill, and because of their high amount of skill
points, this job usually falls to the Rogue. You gain a +5 boost if you are
standing still, and the Alertness feat can boost this another +2 points.
- Lore -
Attribute Basis: Intelligence
Armor Check: No
Untrained: Yes
Use: Automatic (when examining an object)
Class Skill: All classes.
This skill is fairly useful early in the character's career but drops in
importance as time goes on. In the beginning, the 100gp fee to identify
objects is just too expensive, and this skill will save lots of money. Later
on the fee becomes insignificant and Identify spells, scrolls, and potions
become available. It's nice to have one character in the party max it out
through the first few levels, but eventually you should abandon it.
This skill works with Hide. Where Hide deals with the visual aspect, Move
Silently deals with the audio aspect. This skill is also usually the domain
of the Rogue or other scout-like characters such as the Ranger or Monk. Hide
and Move Silently should usually be raised together, but due to the fact that
more classes have Listen (the counter for Move Silently) as a class skill than
Spot, Move Silently is probably more important.
- Open Lock -
Attribute Basis: Dexterity
Armor Check: No
Untrained: No
Use: Selected
Class Skill: Rogue
Like the Disable Trap skill, this should be a primary skill for any Rogue
character. At the beginning you will want to max this skill out, but
eventually you may be able to find thieves tools that will allow you to open
just about any lock. At that point, pursuing the skill further is optional.
If you don't have access to this skill you can always bash chests open with
weapons or magic, or just use a Knock spell.
This skill will only be useful in extremely unique situations, and even then
its usefulness is debatable. It's only effective with high Dexterity
characters. You can only parry as many attacks as you have attacks, so it's
rather useless against multiple opponents or even an opponent that has more
attacks than you. It's also only effective with a high skill level, so you
have to max the skill out and probably spend a feat on Improved Parry and maybe
even Skill Focus (Parry). After all of this you gain the ability to fight an
opponent to a stalemate, unless you perform so well that you best the DC by ten
points and can then execute a counterattack. Most players avoid this skill.
- Perform -
Attribute Basis: Charisma
Armor Check: No
Untrained: Yes
Use: Selected
Class Skill: (Exclusively) Bard.
This skill is unique to the Bard. It affects the power of his Bardsong and
should be constantly maxed out. If you neglect this skill, there really isn't
much reason to be a Bard.
This skill is fairly useful for the official campaign. It allows you to access
new side quests and receive greater rewards for completing them. However, if
you are playing other modules this skill is only intermittently put to use, so
it becomes much less valuable.
- Pick Pocket -
Attribute Basis: Dexterity
Armor Check: Yes
Untrained: No
Use: Selected
Class Skill: Bard, Rogue.
This skill isn't usually extraordinarily useful, but it can be a lot of fun.
Early on it can be used to gather small amounts of gold from city dwellers with
the danger of setting the town guards on you. It could be useful in
multiplayer games to rob characters that have neglected their Spot skill. Be
careful though, if you fail your skill checks you will be detected. It is
easier to steal from neutral creatures than from hostile creatures who get a
+10 bonus to their DC.
This skill allows characters to locate traps. It is valuable for everyone and
essential for the Rogue. Particularly tough traps (DC 35 or greater) will only
be detectable by a Rogue, and they should max this skill out. Characters
normally scan five feet ahead of them, but they will scan ten feet ahead of
them while in Detect Mode. Elves have keen senses and always scan ten feet
ahead of them. Remember, just because you see a trap doesn't mean the rest of
your party does. Be sure to let your party know. The "flag" ability via
Disable Trap makes the trap visible for the rest of your party.
- Set Trap -
Attribute Basis: Dexterity
Armor Check: Yes
Untrained: No
Use: Selected
Class Skill: Ranger, Rogue.
There are usually more effective ways to defeat your enemies, but setting
traps can often give you an edge (or just be plain fun). This skill is purely
optional, but can be used to deadly effectiveness by a strategic player. If
you gain five ranks in Set Trap you get +2 to your Disable Trap skill. If you
fail your skill roll by ten or more while in combat, you will trigger the trap
you are trying to set.
- Spellcraft -
Attribute Basis: Intelligence
Armor Check: No
Untrained: No
Use: Automatic
Class Skill: Bard, Cleric, Druid, Sorcerer, Wizard.
Spellcraft allows you to identify the spells being cast by your opponent.
This could be purely informational or you could put it to good use and
counterspell. In fact, Spellcraft is mandatory when it comes to
counterspelling, as a spell must be identified before it can be counterspelled.
In addition, for every five ranks in this skill you gain a +1 bonus to saving
throws vs. all spells, so even if you don't plan on counterspelling this skill
can still be a useful place for anybody to spend his extra skill points. The
DC of the spell is determined as [15 + the spell's level]. A specialist Wizard
gains +2 to his skill check when dealing with spells from his chosen school,
and -5 when dealing with spells from his prohibited school.
- Spot -
Attribute Basis: Wisdom
Armor Check: No
Untrained: Yes
Use: Selected (Detect Mode)
Class Skill: Ranger, Rogue.
This skill is similar to Listen except that it works against the Hide skill.
Like Listen it's usually good to have at least one member in the party with a
high Spot skill. Again, this job usually falls to the Rogue. The Alertness
feat adds +2 to Spot skill checks.
- Taunt -
Attribute Basis: Charisma
Armor Check: No
Untrained: Yes
Use: Selected
Class Skill: Barbarian, Bard, Paladin.
This skill can be very useful, particularly against characters that ignore
their Concentration skill. If successful, it will lower the Armor Class of
its victim by up to six points for five rounds. It also inflicts a 30% chance
of spell failure on spellcasters, but unfortunately, most spellcasters will
likely have a high Concentration skill. After Discipline, this can be a useful
skill for warrior types to place their surplus skill points.
- Use Magic Device -
Attribute Basis: Charisma
Armor Check: No
Untrained: No
Use: Automatic
Class Skill: (Exclusively) Bard, Rogue.
This skill can only be used by the Rogue and Bard and both should probably
take advantage of it. They will find themselves able to use a wide assortment
of scrolls and wands, as well as class, race, or alignment restricted equipment
that would normally be inaccessible. A very useful skill. The DC is
determined by the value of the item.
|=============================================================================|
F E A T S 2.04
|=============================================================================|
- Receiving Feats -
Every character receives a feat at character level 1, 3, 6, 9, 12, 15, and 18.
Humans receive a bonus feat at 1st level. Fighters, Rogues, and Wizards also
receive bonus feats that can be selected from a reduced list. Other classes
will receive some of these feats for free at certain levels -- and many
classes receive class-specific feats that aren't listed here. Taking some
time to plan out which feats you will take, particularly at the early levels,
can be helpful.
- Sap -
The Sap feat is listed in the manual, but it was ultimately removed from the
game as a player option. Therefore it is not accessible, and is no longer a
requirement for Stunning Fist nor is Called Shot required for it.
This armor proficiency allows you to wear Padded, Leather, Studded Leather,
and Hide armor types. Only Wizards, Sorcerers, and Monks lack this
proficiency. Since all three of those classes receive severe penalties to
their core abilities if they wear armor, you'll not likely find yourself ever
selecting this feat.
- Armor Proficiency Medium -
Type: General
Prerequisites: Armor Proficiency Light.
Required For: Armor Proficiency Heavy.
This armor proficiency allows you to wear Chain Shirt, Scale Mail, Chainmail,
and Breastplate armor types. Only Wizards, Sorcerers, Monks, and Rogues lack
this proficiency. The first three will definitely avoid this feat for reasons
mentioned above. Certain non-stealthy, low-Dexterity Rogues might find it
useful, although it will probably be more practical to obtain it through
multi-classing.
- Armor Proficiency Heavy -
Type: General
Prerequisites: Armor Proficiency Medium.
Required For: Nothing.
This armor proficiency allows you to wear Splint Mail, Banded Mail, Half-Plate,
and Full Plate armor types. Most characters get proficiency with the armor
types they should use. However, a Barbarian, Druid, or Ranger might find this
feat useful. A better approach usually is to just multi-class with a class
that offers this feat for free, such as Fighter.
- Shield -
Type: General
Prerequisites: None.
Required For: Nothing.
Only Wizards, Sorcerers, Monks, and Rogues lack this proficiency. Wizards and
Sorcerers will avoid shields because they interfere with their Arcane
spellcasting, although it is feasible that they could pull a shield out after
their spells are used to protect themselves. A shield will also interfere
with many of the Monk's class abilities. Rogues can sometimes benefit from
this feat though. While they won't want to carry around a shield most of the
time because it penalizes many of their skills, it can be useful to pull out a
shield during combat to increase their AC.
All characters except the Druid, Monk, Rogue, and Wizard are proficient with
all simple weapons. These include the club, dagger, mace, sickle, spear,
morningstar, quarterstaff, light crossbow, dart, sling, and heavy crossbow.
Weapons are relatively useless to the Monk and the other characters come with
the proficiencies they need to be effective. Usually, the most efficient way
to increase your weapon proficiencies is to multi-class. Druids cannot choose
this feat, but the may obtain it when multi-classing.
Only Barbarians, Fighters, Paladins, and Rangers are proficient with all
martial weapons which includes the battleaxe, greataxe, greatsword, halberd,
handaxe, heavy flail, light flail, light hammer, longbow, longsword, rapier,
scimitar, short sword, shortbow, throwing axe, and warhammer. Other
characters may receive a few of these proficiencies -- particularly Elves.
This feat might be useful for a Bard, Cleric, or Rogue to take in order to
widen their weapon selection. Monks, Sorcerers, and Wizards will likely find
this feat frivolous. As always, multi-classing is often a better option.
Druids cannot choose this feat, but the may obtain it when multi-classing.
NOTE: All Elves are proficient with the longsword, rapier, shortbow, and
longbow. Choosing an Elf character can be an effective way for a Bard, Cleric,
Druid, Monk, or Rogue, Sorcerer, or Wizard to gain these useful proficiencies
without wasting a feat or needlessly multi-classing.
Exotic weapons include the bastard sword, dire mace, double axe, kama, katana,
kukuri, scythe, shuriken, and two-bladed sword. Except for the Monk who
automatically gains proficiency with the kama and shuriken, these weapons are
initially inaccessible to all classes. This feat offers access to many
effective weapons, and is worth considering for any warrior type. All of the
double-weapons -- the dire mace, double axe, and two-bladed sword -- are
exotic weapons. The katana and bastard sword are the highest damaging weapon
a medium sized character can wield in one hand. The kukuri is a tiny weapon
with an extremely large (18-20) critical threat range. And the scythe is the
only weapon that offers a x4 multiplier for critical hits. This feat is not
necessary to be an effective warrior, but it provides you with the opportunity
to be a bit different with some powerful alternate strategies. It can also
allow you complete access to the magical weapons no one else in your party can
use. Druids cannot choose this feat, but the may obtain it while
multi-classing.
<------------------------->
Skill and attribute feats
<------------------------->
- Alertness -
Type: General
Prerequisites: None.
Required For: Nothing.
This feat gives a +2 bonus to your Spot and Listen skills which really isn't
that valuable. It's almost certain you'll be able to find something better to
choose. A character maxed out in Spot and Listen will find the bonus
negligible, and a character with no Spot and Listen skills will find the bonus
inadequate. The only time you'd probably want to take this skill is if you
find yourself in a party playing a very scout-specific role.
Like Alertness, Skill Focus seems to be less valuable than most other feats.
It offers a +3 bonus to the skill of your choice, which won't be a big deal
when you max out your skills at high level. It could be used as an early boost
to a critical skill or a way to make a master of Parry even more masterful.
Bards may turn to it to boost their crucial Perform skill. Odds are though
that unless you have a very specific job, you'll be able to find a more useful
feat to take.
- Great Fortitude -
Type: General
Prerequisites: None.
Required For: Nothing.
This feat grants a +2 bonus to all Fortitude saving throws. It's not the most
useful feat, but it could be a good way to balance out your weaknesses if no
other feats catch your eye. Bards, Rogues, Sorcerers, and Wizards typically
have the weakest Fortitude saving throws.
This feat grants a +2 bonus to all Reflex saving throws. It's not the most
useful feat, but it could be a good way to balance out your weaknesses if no
other feats catch your eye. Barbarians, Clerics, Druids, Fighters, Paladins,
Rangers, Sorcerers, and Wizards typically have the weakest Reflex saving
throws.
- Iron Will -
Type: General
Prerequisites: None.
Required For: Nothing.
This feat grants a +2 bonus to all Will saving throws. It's not the most
useful feat, but it could be a good way to balance out your weaknesses if no
other feats catch your eye. Barbarians, Fighters, Paladins, Rangers, and
Rogues typically have the weakest Will saving throws.
- Toughness -
Type: General
Prerequisites: None.
Required For: Nothing.
This feat will appeal to just about everyone as it gives one bonus hit point
per level. For this reason it's best to take at a high level after all other
essential feats have been taken.
This feat evens out the penalties on your off-hand while dual-wielding,
treating your left and right handed attacks the same by reducing the off-hand
penalty by four points. It's pretty much essential for dual-wielders, not
only for the reduced penalties, but also because it allows access to Improved
Two-Weapon Fighting. The 15 Dexterity score requirement will often be too
much for many warrior types to manage though.
NOTE: Rangers don't actually get this feat (and therefore don't qualify for
Improved Two-Weapon Fighting), but get an equivalent bonus when wearing light
armor or less. Rangers also don't need to meet the 15 Dexterity requirement
to get this bonus, although they'll usually have a fair amount of Dexterity
anyway to compensate for the low AC of light armor.
Two-Weapon Fighting is another essential feat for dual-wielders. While
dual-wielding, it reduces the penalties of your normal and off-hand attacks by
two points each. It is also a prerequisite for the highly essential Improved
Two-Weapon Fighting feat.
NOTE: Rangers don't actually get this feat (and therefore don't qualify for
Improved Two-Weapon Fighting), but get an equivalent bonus when wearing light
armor or less.
This feat grants you a second off-hand attack at a -5 penalty from that attack
bonus of your first off-hand attack. (This is essentially the same as how a
second attack works with your primary hand). All dual-wielders should take
this feat as soon as it becomes available to get the most out of their
dual-wielding.
NOTE: Rangers don't actually receive the Ambidexterity and Two-Weapon Fighting
feats, but they will receive this feat for free at 9th level anyway. They
don't need to wear light armor to get the second off-hand attack, but they will
still need to wear it to retain the penalty reductions provided by
Ambidexterity and Two-Weapon Fighting.
Weapon Finesse is a lifesaver for some characters, allowing them to use their
Dexterity modifier as the basis for attacks instead of their Strength modifier
when using light weapons. These weapons include the dagger, kukri, light
hammer, handaxe, kama, mace, sickle, shortsword, rapier, and unarmed attacks.
If the Strength modifier ever happens to be higher, the character will
automatically switch to the higher modifier. High Dexterity characters such
as Bards, Rogues, Rangers, and some Monks will want to obtain this feat as
soon as possible. Characters with high Strength or pure spellcasters can
safely ignore this feat.
NOTE: The rapier is only finessable for a Medium-sized character as a
Small-sized character must wield it with two hands.
This is probably one of the less useful combat tricks. You must attempt to hit
with a -4 penalty and then you must overcome the target's Discipline skill. If
you strike the legs the opponent's movement rate is decrease by 20% and they
lose 2 points of Dexterity (which could also decrease their AC) for four
rounds. If you strike the arms they lose 2 points to their attack rolls for
four rounds. The interesting factor is that the -2 to Dexterity and attack
roles are cumulative, meaning that repeated use or use by several characters at
once could quickly add up and seriously disable the opponent.
A moderately useful combat trick. You suffer a -6 penalty to hit, the
combatant with the larger weapon gains a +4 bonus per size category of
difference, and you must overcome your opponents Discipline skill. Every
disarm attempt provokes an attack of opportunity. If you successfully hit,
you must then overcome the target's Discipline skill to relieve them of their
weapon. At this point the weapon is on the ground and can be picked up by
anyone, or if you are fighting unarmed you may take the weapon into your own
hands. If the opponent doesn't have the Improved Unarmed Strike feat and
attempts to fight unarmed he will provoke an attack of opportunity with every
attack. He could, of course, also choose to pick up his weapon or pull out a
new one. This feat is best used by characters with large weapons and high
attack bonuses against characters with small weapons and a low Discipline
skill -- and preferably without the Improved Unarmed Strike feat.
Improved Disarm works similar to Disarm except that the attack penalty is
reduced to -4 and you no longer provoke an attack of opportunity. If you
take Disarm then you should definitely consider taking Improved Disarm as
soon as possible.
One of the most useful combat tricks. You suffer a -4 penalty to hit, and the
larger combatant gets a +4 bonus per size category of difference. If you
successfully hit, you must then overcome the target's Discipline skill to knock
them to a prone position. Characters attacking a the knockdown victim receive
a +4 to attack with melee weapons, but a -4 to attack with ranged weapons. In
addition, any spells in progress are interrupted, regardless of Concentration.
It takes a full round to stand back up again. This feat is particularly useful
against spellcasters as they often have a low Discipline skill. It is also
more useful if you have several party members around to gang up on the prone
character and take advantage of the attack bonus. Monks receive this feat and
Improved Knockdown for free at 6th level.
Improved Knockdown works similar to Knockdown except that you act as one size
category larger than you really are. For instance, medium sized characters
perform the feat as large sized characters. Monks receive Knockdown and this
feat for free at 6th level.
- Power Attack -
Type: Fighter
Prerequisites: 13+ Strength.
Required For: Cleave, Improved Power Attack.
Perhaps the least useful combat trick. You suffer a -5 penalty to hit for a
+5 bonus to damage. This is mainly a convenience feat, allowing you to quickly
clear out weak enemies or bash through chests. It is however, a prerequisite
for the extremely useful Cleave feat which is reason enough to take it.
- Improved Power Attack -
Type: Fighter
Prerequisites: 13+ Strength, Power Attack.
Required For: Nothing.
Improved Power Attack works similar to Power Attack except that you now take a
-10 penalty to receive a +10 penalty to damage.
Monks receive this feet for free at 1st level and are likely going to be the
only class to put it to use. Other characters will have a tough time meeting
all the prerequisites. They can then execute this attack while unarmed with a
-4 penalty to hit and damage. If they hit, the opponent must make a Fortitude
save or be held for three rounds. This feat is more effective at higher
levels and with a high Wisdom modifier, as well as when used on a character
with a low Fortitude save (Bards, Rogues, Wizards, and Sorcerers). The attack
may be used once per day for every four levels of the character. It does not
work on creatures that are immune to critical hits.
NOTE: The Monk does not suffer the -4 penalty to hit and damage and may use
this ability once per day per level.
Rapid Shot is a necessity for archers. However, it will not work with
crossbows as they have mandatory loading times. For this reason, if you're
serious about being a ranged warrior you should abandon the crossbow as soon
as possible. While in Rapid Shot mode you gain an extra attack per round at
your highest attack bonus, but all attacks within that round suffer a -2
penalty to hit. The extra attack is usually worth it, but if you find
yourself fighting a particularly tough opponent and missing too often, you can
quickly switch it off for more accuracy.
This feat is mostly useful for Monks and they receive it for free at 1st level.
Improved Unarmed Strike allows you to attack unarmed and not provoke an attack
of opportunity. Non-Monk characters will do too little damage to consider
unarmed fighting, but it could become useful if you are disarmed. The
Discipline skill, however, is a more effective way of countering that tactic.
Cleave is one of the most useful feats for melee warriors. Every time you kill
an opponent in melee combat, you get a free attack against another adjacent
opponent. Those free attacks will be extremely useful against multiple
opponents. Unfortunately, Cleave can only be used once per round. Monks get
it for free at 1st level.
This is a necessary feat for any archer. It negates the -4 penalty to hit for
using ranged weapons within melee attack range, and it provides a +1 to attack
and damage with ranged weapon when the target is within 15 feet. It is also
the prerequisite for Rapid Shot, another necessity for archers. If you never
use ranged weapons or quickly switch to melee after firing off a shot or two
then you can ignore this feat.
<--------------------->
Weapon training feats
<--------------------->
Weapon Focus is another feat for almost everyone but the pure spellcaster.
Unless you're one of those characters that likes to keep his weapon options
open, you can take this feat to get a +1 attack bonus with your weapon of
choice. You can even select it multiple times on different weapons if you
have several weapons of choice.
This is probably the most useful feat when it comes to specializing with a
particular weapon. It doubles the critical threat range of any weapon you
wield of the selected type. For instance, 20 would become 19-20 and 19-20
would become 17-20. Nearly every character should consider taking this feat.
The only exceptions would be pure spellcasters or characters that find
themselves continually switching between weapon types (or that want to be
ready to use any type of magical weapon that comes along).
This feat grants the character the ability to deflect one missile attack per
round. The save is reflex based against a DC of 20. Monks get it for free at
2nd level and other characters are not likely going to want to spend the feats
to obtain it.
This feat provides a nice +1 Dodge bonus to AC for attacks coming from the
character's current target. The AC bonus is small however, and may not stack
if you are already receiving +10 Dodge AC from equipment and other
enchantments.
This feat is useful for characters that find themselves provoking attacks of
opportunity often. This includes spellcasters casting in combat, ranged
attackers, or Rogues trying to sneak through combat to set up a sneak attack.
The feat provides a +4 Dodge bonus to AC against every attack of opportunity
-- which may not be useful if you have already reached the +10 maximum for
Dodge AC.
<------------------------------->
Magic and special ability feats
<------------------------------->
This feat removes the -4 penalty to Concentration checks when engaged in
melee combat, and is thus a must have for almost all spellcasters.
Spellcasters that only use their magic outside of combat or do a good job of
keeping their distance might not need this feat. At high levels the -4
penalty becomes less significant with a high Concentration skill, but this
feat is usually essential to survival through the low levels.
This feat provides a +2 bonus to caster level checks to beat a creature's spell
resistance, and most serious spellcasters will find it somewhat useful.
This feat grants a +2 bonus to the DC of any spell cast from the selected
school of magic. It may be selected repeatedly for a different school of
magic each time. Evocation is usually the first choice for this spell as many
of the most powerful offensive spells lie in this school. Necromancy is often
a close second, and Conjuration, Enchantment, and Illusion also offer many
spells that would gain from a tougher saving throw. Schools like Abjuration,
Divination, and Transmutation usually have little to gain from Spell Focus.
Silent spells can be cast without the usual verbal component. This can be
useful to stealthy characters, allowing them to use their magic and remain
hidden. It can also be used to cast spells while being inflicted with Silence.
Silent spells occupy a spell slot one level higher than normal.
- Still Spell -
Type: Wizard (Metamagic)
Prerequisites: Ability to cast 1st level spells.
Required For: Nothing.
Still spells can be cast without the usual somatic component. This can be
useful for Arcane spellcaster that want to use their magic while wearing armor,
as still spells are not affected by Arcane spell failure due to armor or
shields. I can also be used to cast spells while being inflicted by any
malady that prevents movement. Still spells occupy a spell slot one level
higher than normal.
Extended spells are cast with a 100% increase to duration, which is
particularly useful for buffing spells. Extended spells occupy a spell slot
one level higher than normal.
Empowered spells are cast with a 50% increase to variable numeric effects,
excluding duration. Empowered spells occupy a spell slot two levels higher
than normal.
Maximized spells are cast with all variable numeric effects applied at their
maximum, which is particularly useful for damage inflicting spells. Maximized
spells occupy a spell slot three levels higher than normal.
Quickened spells are cast instantaneously allowing another action to be taken
the same round, but only one Quickened spell can be cast per round. Quickened
spells are also invulnerable to counterspells or interruption. This can be
useful for particular strategies, but most find their price to high as
Quickened spells occupy a spell slot four levels higher than normal.
|=============================================================================|
C O M B A T S T Y L E S 2.05
|=============================================================================|
- Introduction -
When creating a character, it can be helpful to decide ahead of time which
kind of combat styles the character will engage in. This is because most
combat styles require particular feats and attribute scores to be most
effective. I have listed the primary styles below along with a brief
discussion of what is required and what characters will find them most
effective. It's important to remember that many characters will find it useful
to be adept at several different fighting styles, and some characters -- namely
the pure spellcaster -- might ignore all of them in favor of his spells.
- Strength vs. Dexterity -
One of the first decisions you'll need to make concerning your character is
whether he will be Strength based or Dexterity based. By default, the Strength
modifier is added to your attack roles. However, if you take the Weapon
Finesse feat and use light weapons you can use your Dexterity modifier for your
attack roles. Ranged attacks are always Dexterity based. Strength based
characters usually wear heavy armor, do more damage, and are best suited for
two-handed weapons or weapon/shield combat styles -- they make the best melee
characters. Dexterity based characters usually wear light armor and derive an
AC bonus from their Dexterity. They are well suited for ranged attacks, and
often make good dual-wielders. Dexterity based characters are usually focused
on something else (spells, skills, archery) and use Weapon Finesse in order to
engage in melee combat as a secondary ability.
- Unarmed -
This style is really only suited for the Monk class. Even with training, most
characters will find they do too little damage to be effective. The Monk
however, gets all the necessary feats for free and has the ability to turn his
fists into the most damaging weapons in the game, making this his primary
combat style. Other characters, however, may want to slightly develop their
unarmed style as a precaution against being disarmed. The Improved Unarmed
Strike feat is a necessity for this style as it allows you to attack unarmed
without provoking an attack of opportunity. Stunning Fist can also be a useful
addition. Weapon Focus, Weapon Specialization, and Improved Critical can all
be taken for unarmed fighting, and Weapon Finesse will work for characters that
have a higher Dexterity than Strength. A character heavily dependent on
shapeshifting, such as a Druid, can also benefit from developing his unarmed
combat abilities.
NOTE: Shields can be used while fighting unarmed, however a Monk will lose most
of his special class abilities if he attempts to use a shield.
- One-Handed Weapon -
This style is not really ideal for anyone, but you may find yourself using it
for lack of a better choice. Most characters should use a shield, but you may
lack the proficiency. Stealthy or Parry-minded characters may go without a
shield in order to avoid skill penalties. Arcane spellcasters will avoid
shields to prevent Arcane spell failure. If possible, carry a shield and use
it when it won't interfere with your abilities, or take the necessary training
to effectively dual-wield.
- One-Handed Weapon & Shield -
This is the most defensive combat style available as a quality shield can
provide a significant boost to your Armor Class. Melee characters with
slightly less Hit Points, such as the Druid, Cleric, Bard, or Rogue, will find
this style ideal for keeping them alive in combat. It's even a good idea for
just about every character to carry around a one-handed weapon and shield to
switch to for increased defense in particularly challenging fights.
- Two-Handed Weapon -
This is the ideal style for characters with a high Strength score and enough
hit points and armor to survive through battles without shields. Large weapons
are already among the most damaging, and when wielded with two hands they
receive a 50% increase to the Strength modifier damage bonus. It's a good idea
to have a one-handed weapon and shield option available for when you find
yourself taking too much damage though. Characters wielding large weapons will
usually excel with the Disarm feat as you receive a bonus for having a larger
weapon than your opponent.
- Dual Wielding -
This style sacrifices accuracy for one or two extra attacks. Without training
and proper weapon selection the attack penalties will be too high to be
tolerable, but with proper character development these penalties can be reduced
to a mere -2 to all your attacks. You'll want to immediately pick up the
Ambidexterity and Two-Weapon Fighting feats to drastically reduce your
penalties. At later levels you'll want to pick up the Improved Two-Weapon
Fighting feat which grants the ability to make a second off-hand attack.
Fighting with a double-weapon or a light weapon in the off-hand further reduces
the penalties by two points, but it's not entirely necessary. (A light weapon
is defined as a weapon that is at least one size category smaller than the
character.) Your damage bonus from Strength is cut by 50% for your off-hand
attacks.
Rangers receive the Dual-Wielding feat for free at 1st level, which is the
equivalent of having Ambidexterity and Two-Weapon Fighting feats while wearing
light armor. They do not need a Dexterity score of 15. You cannot use the
Dual-Wielding feat to qualify for Improved Two-Weapon Fighting, but a Ranger
will receive that feat for free at 9th level anyway.
Most dual-wielders are Dexterity based characters -- largely because the
Ambidexterity feat requires a Dexterity score of 15 or they are playing as a
Ranger that is restricted to light armor and requires an AC boost from
Dexterity. The light weapon restrictions fit well with the Weapon Finesse feat
which nearly every Dexterity based character will take. A Rapier works with
Weapon Finesse and makes an excellent choice for the main hand, although it
will not work in the off-hand without penalties.
Dual-wielding is not entirely impossible for Strength based characters. A well
rounded character might have enough Dexterity to qualify for Ambidexterity.
You could also choose to ignore Ambidexterity, although this is not recommended
as you will suffer severe penalties with your off-hand and not be able to take
Improved Two-Weapon Fighting. Strength based characters are not limited to
light weapons like Dexterity based characters, and should consider wielding
double-weapons or two heavy weapons and accepting the resulting penalties.
No matter what type of dual-wielder you are, it can be an effective strategy
to wield the same type of weapon in both hands. This is because you can double
the advantages of Weapon Focus, Weapon Specialization, and Improved Critical.
This might mean that you use a lighter weapon than possible in your main hand,
or it might mean that you use a heavy weapon in your off-hand and accept some
penalties. Double-weapons fill this role perfectly. On the other hand,
depending on what weapons you have available, you should feel free to break
away from this principle as you see fit. Pure Fighters may have enough feats
to pick up Weapon Focus, Weapon Specialization, and Improved Critical for two
different weapons.
Finally, sometimes you may find it worthwhile for a character to dual-wield
purely for the enchantments provided by certain weapons. For instance, a
Sorcerer may have no dual-wielding abilities, yet still carry two short swords
because they provide Haste, Improved Evasion, or extra spells. Since the
Sorcerer doesn't plan on engaging in melee combat anyway, this offers no
disadvantages.
- Ranged -
Nearly every character type can take advantage of this combat style. Melee
characters can use it to get a few shots off before switching to their melee
weapons (although if their Dexterity is low they may not hit very often), and
spellcasters can use it to avoid battle but still contribute when they don't
have spells to cast. Some characters may choose to play the role of a pure
archer. Dexterity based characters will make the best ranged attackers as the
Dexterity modifier is always used for ranged attacks. Point Blank Shot is
helpful for all archers, and Rapid Shot is a necessity for all archers not
wielding some form of crossbow. The ranged combat style is especially
effective for Rogues as they can apply their sneak attack damage bonus for
attacks within 30 feet.
- Arcane Spellcasting -
Arcane spellcasting is not really a combat style, but I'll discuss it here as
it can affect your choices. Arcane spellcasting is used by the Bard, Sorcerer,
and Wizard. Armor and shields interfere with Arcane spellcasting and for this
reason these characters usually go without them, making these characters
particularly vulnerable in melee situations. Their need to avoid direct combat
and their normally decent Dexterity scores makes the ranged combat style most
suited for them -- although Bards have much more flexibility on this point.
Arcane spellcasters can also usually benefit from taking the Dodge and
Mobility feats for improved defense.
- Divine Spellcasting -
Divine spellcasting is not really a combat style, but I'll discuss it here as
it can affect your choices. Divine spellcasting is used by the Cleric, Druid,
Paladin, and Ranger. Unlike Arcane spellcasting, armor and shields provide no
interference with their magic abilities, allowing them to suit up in the
heaviest armor and carry tower shields and engage directly in melee combat.
Clerics and Druids are more spellcaster than warrior and are therefore well
suited to the weapon/shield style. Since Divine casters often find themselves
in the midst of melee combat, the Combat Casting feat can prove especially
useful.
|=============================================================================|
S A V I N G T H R O W S 2.06
|=============================================================================|
- Introduction -
There are three different types of saving throws: Fortitude, Reflex, and Will.
These three saving throws represent a character's various ability at avoiding
different types of danger. Saving throws are largely dependent on class.
Each class will have saving throws that it considers primary, and gains
quickly in, as well as saving throws that is considers secondary, and gains
more slowly in. In addition, attributes, equipment, and feats can further
modify a saving throw. It's important to know your character's weaknesses in
order to protect against them or avoid dangerous situations. In addition,
it's valuable to know the weaknesses of certain classes, so that you can use
abilities and spells against them that they are most likely to fail avoiding.
- Fortitude -
Fortitude represents the physical body's ability to resist trauma. Poison,
disease, stunning, and instant death spells all normally target Fortitude
saves. Fortitude is augmented by a character's Constitution modifier, and
it can be further increased by taking the Greater Fortitude feat. The
following classes are usually weak against Fortitude saves: Bards, Rogues,
Sorcerers, and Wizards.
- Reflex -
Reflect represents a character's ability to react quickly and move out of
danger. Many standard damaging spells involving explosions and hurling
various types of elemental energy test a character's Reflex save -- as the
only way to avoid damage is to quickly get out of the way. In addition,
traps also typically target Reflex saves. Reflex is augmented by a
character's Dexterity modifier, and it can be further increased by taking
the Lighting Reflexes feat. The following classes are usually weak against
Reflex saves: Fighters, Barbarians, Rangers, Paladins, Clerics, Druids,
Sorcerers, and Wizards.
- Will -
Will represents the power of the mind to resist illusions or dominance.
Many enchantment type affects like charm, confusion, or fear will target
Will saves. Will is augmented by a character's Wisdom modifier, and it can
be further increased by taking the Iron Will feat. The following classes are
usually weak against Will saves: Fighters, Barbarians, Ranger, Paladins, and
Rogues.
- Spells -
The saving throw system is heavily used with spells. Almost all offensive
spells offer a saving throw, sometimes more than one, and often with
conditions and modifications. The basic formula for determining the DC of a
spell is [10 + spell level + spellcasting modifier]. The spellcasting
modifier is taken from the attribute that governs the spellcasting for
whatever class cast the spell. For example, a Wizard would use his
Intelligence modifier. This formula also shows that higher level spells are
more difficult to save against than lower level spells. Spell Focus further
increases the DC of spells from a chosen school of magic.
- Spell Resistance -
This doesn't really relate directly to saving throws, but it is somewhat
similar and this was the best place to put it. Spell resistance represents
the ability to ignore the affects of spells. It is sort of like an AC against
magic. Monks develop it naturally, and other characters can acquire it
through spells or equipment. Many powerful creatures also have a natural
spell resistance. To affect a creature with spell resistance your roll of
[1d20 + class level] must overcome the creature's spell resistance. The Spell
Penetration feat adds +2 to this roll. Even if spell resistance is overcome,
the creature still gets to make any applicable saving throws.
|=============================================================================|
C L E R I C D O M A I N S 2.07
|=============================================================================|
- Air Domain -
Special Ability: Turn Undead can be used to affect Elementals.
Bonus Spells:
3rd level Call Lightning (Druid 3)
6th level Chain Lightning (Wizard/Sorcerer 6)
The Air Domain is fairly useful as it provides two highly effective offensive
spells. It's ideal for the Cleric that likes to use offensive spells, and
expanding the scope of your Turning abilities never hurts.
- Animal Domain -
Special Ability: Summon Creature spells are all increased one level in power.
In other words, Summon Creature I performs like Summon Creature II and so on.
Bonus Spells:
2nd level Cat's Grace (Bard, Ranger, Wizard/Sorcerer 2)
3rd level True Seeing (Cleric 5; Druid 7; Wizard/Sorcerer 6)
5th level Polymorph Self (Ranger, Wizard/Sorcerer 4)
The Animal Domain is to be avoided unless you are really interested in stronger
summoned creatures. Most Clerics can get by with normal or no summoned
creatures, and Cat's Grace is probably better obtained from the War Domain if
you need it at all. You'll get True Seeing eventually anyway, and Polymorph
Self isn't particularly useful. It could work for an archer Cleric who wants
to summon powerful creatures to protect himself while increasing his Dexterity
for ranged accuracy.
- Death Domain -
Special Ability: Summon a negative plane avatar once per day.
Bonus Spells:
4th level Phantasmal Killer (Wizard/Sorcerer 4)
5th level Enervation (Wizard/Sorcerer 4)
This is one of the worst Domains. The special ability and spells are all
pretty weak. Enervation is also available in the Evil Domain, where it's
equally worthless. The negative plane avatar is extremely weak, and can only
be summoned at the exclusion of your normal summon creature spells. For more
information on the negative plane avatar, check the Summoned Creatures
section.
- Destruction Domain -
Special Ability: Turn Undead can be used to damage Constructs.
Bonus Spells:
3rd level Stinking Cloud (Wizard/Sorcerer 3)
6th level Acid Fog (Wizard/Sorcerer 6)
This is an average Domain. Constructs are relatively tough opponents, so the
ability to use your turning abilities to damage them can be useful. The two
provided spells are decent, but nothing spectacular.
- Earth Domain -
Special Ability: Turn Undead can be used to affect Elementals.
Bonus Spells:
4th level Stoneskin (Druid, Wizard/Sorcerer 4)
5th level Energy Buffer (Bard, Druid 6; Wizard/Sorcerer 5)
This is a below average Domain. Stoneskin is very useful, but you'll probably
be better off getting it from the Magic Domain (it can also be obtained from
the Good and Strength Domains). Energy Buffer is okay, but as a Cleric you'll
already have some weaker forms of elemental protection. Energy Buffer is also
available through the Fire and Protection Domains.
- Evil Domain -
Special Ability: Turn Undead can be used to affect Outsiders.
Bonus Spells:
2nd level Negative Energy Ray (Cleric 2; Wizard/Sorcerer 1)
3rd level Negative Energy Burst (Wizard/Sorcerer 3)
5th level Enervation (Wizard/Sorcerer 4)
The Evil Domain is an average choice. It gives you a nice selection of early
damaging spells, and the ability to turn Outsiders, but nothing too powerful.
It's debatable how valuable it is to get Negative Energy Ray just one level
earlier, and Negative Energy Burst can be better obtained through the Magic
Domain. Enervation is also available in the Death Domain. Ultimately, other
Domains just have more to offer.
- Fire Domain -
Special Ability: Turn Undead can be used to affect Elementals.
Bonus Spells:
4th level Wall of Fire (Druid 5; Wizard/Sorcerer 6)
5th level Energy Buffer (Bard, Druid 6; Wizard/Sorcerer 5)
The Fire Domain is another average choice. Wall of Fire is mediocre and Energy
Buffer isn't that necessary. The ability to turn Elements is better obtained
through the Air Domain. Energy Buffer is also available in Earth and
Protection Domains.
- Good Domain -
Special Ability: Turn Undead can be used to affect Outsiders.
Bonus Spells:
4th level Stoneskin (Druid, Wizard/Sorcerer 4)
5th level Lesser Planar Binding (Wizard/Sorcerer 5)
It's probably best to avoid the Good Domain. Stoneskin is very useful, but
better obtained through the Magic Domain (it is also available from the Earth
and Strength Domains). Lesser Planar Binding and the ability to turn
Outsiders just doesn't compare to what some of the other Domains offer.
This Domain doesn't provide any new spells, but it allows you to cast some
powerful healing spells sooner. Being able to cast Heal at 5th level can also
free up slots for other powerful 6th level spells like Harm. Having all your
healing spells automatically cast at full strength is also highly convenient.
Since the undead are damaged by healing spells, this Domain is also ideal for
combating the undead and perfect for the undead-hunting Cleric. This is one
of the best Domains.
This Domain offers no special ability and lots of bonus spells. Unfortunately,
most of the bonus spells are pretty much useless. There are cheaper ways to
identify items and open locks, and a Cleric rarely needs to boost his Listen
and Spot checks. True Seeing you'll get anyway as a 5th level spell. Avoid
this Domain.
This Domain also offers no special abilities and lots of bonus spells.
However, most of these spells are very useful. If you are shopping for the
valuable Stoneskin, this is the place to pick it up -- as well as a handful of
offensive spells. This is one of the better Domain options.
- Plant Domain -
Special Ability: Turn Undead can be used to affect Vermin.
Bonus Spells:
2nd level Barkskin (Druid 2)
7th level Creeping Doom (Druid 7)
This Domain allows you to expand your turning abilities to affect certain
animals and pick up two useful Druid spells in the process. Barkskin is a
valuable way to pick up Natural AC besides wearing a magical amulet -- in the
official campaign this will leave a spot free for Wisdom increasing amulets.
Creeping Doom is a powerful offensive spell, particularly if used well. This
is one of the better Domains.
- Protection Domain -
Special Ability: Divine Protection allows you to cast an improved form of
Sanctuary once per day. The DC is set at [10 + Cleric level + CHA modifier]
and the duration is [1 round per Cleric level + CHA modifier].
Bonus Spells:
4th level Minor Globe of Invulnerability (Wizard/Sorcerer 4)
5th level Energy Buffer (Bard, Druid 6; Wizard/Sorcerer 5)
This is an average Domain with an appropriate title. The special ability and
spells will help protect you from all kinds of threats. However, Clerics
aren't usually the most vulnerable classes and could probably get more use out
of other Domains.
- Strength Domain -
Special Ability: Divine Strength lets you increase your Strength once per day
by [2 + 1 per 3 Cleric levels]. This effect lasts [1 round per Cleric level
+ Charisma modifier].
Bonus Spells:
3rd level Divine Power (Cleric 4)
4th level Stoneskin (Druid, Wizard/Sorcerer 4)
This is a below average Domain. The special ability is rather worthless as you
can only use it once per day. In addition, with the +10 attribute cap you'll
find it becoming obsolete at you gather other equipment. Really, you could
just cast Bull's Strength instead. Divine Power can be useful, but you'll get
it anyway at 4th level. And Stoneskin is better obtained through the Magic
Domain (it is also available in the Earth and Good Domains).
- Sun Domain -
Special Ability: Exception Turning provides a +1d6 bonus to determine the
maximum Hit Die that can be turned, and a +1d4 bonus to the total number of
Hit Die turned.
Bonus Spells:
2nd level Searing Light (Cleric 3)
7th level Sunbeam (Cleric 8)
This is a useful domain for Clerics focused on their turning abilities and
hunting undead. The turning boost is very useful. Both of the bonus spells
would be received anyway though, making it less useful for Clerics not
specifically built to fight the undead.
This is a very mediocre Domain. Most of the spells are useful but not very
powerful -- meaning you'll probably end up casting other stuff. Haste is very
nice to have, but it's at 5th level, which is pretty high. You'll almost
definitely get more from other Domains.
- Trickery Domain -
Special Ability: Divine Trickery can be used once per day to provide a [1 per
2 Cleric level] boost to the Hide, Persuade, Search, Disable Traps, Move
Silently, Open Lock, and Pick Pocket skills. These affects last for [5
turns + Charisma modifier].
Bonus Spells:
2nd level Invisibility (Bard, Wizard/Sorcerer 2)
3rd level Invisibility Sphere (Bard, Wizard/Sorcerer 3)
5th level Improved Invisibility (Bard, Wizard/Sorcerer 4)
This is an interesting Domain. With a slight emphasis on skills, the Cleric
could use the Domain powers to become nearly as good as a Rogue for a short
duration. The first two Invisibility spells are only slightly useful, mainly
for special occasions. But Improved Invisibility is very valuable for combat,
persuading many people to choose this Domain for just that spell.
- War Domain -
Special Ability: Battle Mastery can be used once per day and causes you Cleric
to gain [1 + 1 per 5 Cleric levels] to Dexterity, Constitution, attack rolls,
damage, and the same number is used to provide damage reduction. The effects
last for [5 rounds + Charisma modifier].
Bonus Spells:
2nd level Cat's Grace (Bard, Ranger, Wizard/Sorcerer 2)
7th level Aura of Vitality (Druid 7)
This is an average Domain. Battle Mastery and the spells offered all have to
do with increasing attribute scores. Battle Mastery can only be used once per
day and will run out in the duration of a single battle. In addition, the +10
attribute cap can make some of these abilities useless. Cat's Grace is also
available from the Animal Domain.
- Water Domain -
Special Ability: Turn Undead can be used to affect Elementals.
Bonus Spells:
3rd level Poison (Cleric 4; Druid 3)
5th level Ice Storm (Bard 6; Druid 5; Wizard/Sorcerer 4)
This is a pretty useless domain. You'll get the Poison spell anyway as a 5th
level spell, and it's a very weak spell regardless. Ice Storm is excellent,
but you can better acquire it through the Magic Domain.
|=============================================================================|
F A M I L I A R S & C O M P A N I O N S 2.08
|=============================================================================|
- The Inadequacy Of It All -
I've tried to make this listing as helpful as possible. However, due to time
restraints I haven't been able to make a completely satisfactory list. The
biggest problem is incorrect damage listings. For some reason, the game
engine does not properly list unarmed damage on the character sheet. I
decided to record what was offered anyway, but be aware that most creatures do
much more than 1d3 damage. In addition, there are level to level differences
that I did not record, and it is certain that I missed many special abilities
(particularly spells) that were not easy to access. For these reasons, this
listing should be viewed as a general guideline and not the final word.
<--------->
Familiars
<--------->
- Introduction -
Wizards and Sorcerers get the class ability to summon a Familiar to assist
them. The type of creature is chosen at character creation, and may be
modified every time a new level is gained. A Familiar's level increases along
with the Wizard/Sorcerer. In addition, Familiars have the unique ability of
allowing their masters to possess them. When possessed the player will have
full control of the Familiar, as if it were his own character. This can be
useful for scouting or using any of the Familiar's skills or special
abilities. If the Familiar is killed, its master will lose 1d6 HPs.
Familiars may be summoned once per day, and they remain until killed,
unsummoned, or until you rest.
- The Bat -
Attributes: STR-3, DEX-15, CON-8, INT-3, WIS-14, CHA-5
Natural AC: None
HP Growth: Approximately 5 points per level
BAB Growth: 75%
Natural Damage: 1d2 (20/x2)
Primary Saving Throws: Fortitude & Reflex
Secondary Saving Throws: Will
Effects: Damage Increased, Damage Reduction, Immunity to Mind Spells, Spell
Resistance (10-20)
Exceptional Skills: Hide, Listen, Move Silently, Search, and Spot
Noteworthy Feats: Weapon Finesse
Special Abilities: Gaze of Fear
- The Panther -
Attributes: STR-16, DEX-19, CON-12, INT-13, WIS-12, CHA-6
Natural AC: +2
HP Growth: Approximately 5 points per level
BAB Growth: 75%
Natural Damage: 1d3 (20/x2)
Primary Saving Throws: Reflex
Secondary Saving Throws: Fortitude & Will
Effects: Spell Resistance (10-20)
Exceptional Skills: Hide, Listen, Move Silently, Search, Spot
Noteworthy Feats: Evasion, Sneak Attack, Uncanny Dodge, Weapon Finesse
Special Abilities: None
- The Hell Hound -
Attributes: STR-13, DEX-15, CON-11, INT-6, WIS-10, CHA-6
Natural AC: +5
HP Growth: Approximately 5 points per level
BAB Growth: 100%
Natural Damage: 1d3 (20/x2)
Primary Saving Throws: Fortitude, Reflex, & Will
Secondary Saving Throws: None
Effects: Damage Increased, Resistant to Fire, Vulnerable to Cold, Immunity to
Mind Spells, Spell Resistance (10-20)
Exceptional Skills: Hide, Listen, Move Silently, Search, Spot
Noteworthy Feats: Darkvision
Special Abilities: Hell Hound Fire Breath
- The Imp -
Attributes: STR-10, DEX-17, CON-8, INT-10, WIS-12, CHA-10
Natural AC: +2
HP Growth: Approximately 5 points per level
BAB Growth: 100%
Natural Damage: 1d2 (20/x2)
Primary Saving Throws: Fortitude, Reflex, & Will
Secondary Saving Throws: None
Effects: Damage Reduction, Resistant to Fire, Immunity to Mind Spells,
Immunity to Poison, Regeneration, Spell Resistance (10-20)
Exceptional Skills: Hide, Listen, Move Silently, Search, Spot
Noteworthy Feats: Darkvision, Dodge, Weapon Finesse
Special Abilities: Invisibility, Poison
- The Fire Mephit -
Attributes: STR-10, DEX-13, CON-8, INT-12, WIS-11, CHA-15
Natural AC: +4
HP Growth: Approximately 5 points per level
BAB Growth: 100%
Natural Damage: 1d2 (20/x2)
Primary Saving Throws: Fortitude, Reflex, & Will
Secondary Saving Throws: None
Effects: Damage Increased, Damage Reduction, Resistant to Fire, Vulnerable to
Cold, Immunity to Mind Spells, Regeneration, Spell Resistance (10-20)
Exceptional Skills: Hide, Listen, Move Silently, Search, Spot
Noteworthy Feats: Darkvision
Special Abilities: Bolt of Fire
- The Ice Mephit -
Attributes: STR-10, DEX-17, CON-8, INT-12, WIS-11, CHA-15
Natural AC: +4
HP Growth: Approximately 5 points per level
BAB Growth: 100%
Natural Damage: 1d2 (20/x2)
Primary Saving Throws: Fortitude, Reflex, & Will
Secondary Saving Throws: None
Effects: Damage Increased, Damage Reduction, Resistant to Cold, Vulnerable to
Fire, Immunity to Mind Spells, Regeneration, Spell Resistance (10-20)
Exceptional Skills: Hide, Listen, Move Silently, Search, Spot
Noteworthy Feats: Darkvision
Special Abilities: Bolt of Cold
- The Pixie -
Attributes: STR-7, DEX-18, CON-11, INT-16, WIS-15, CHA-16
Natural AC: None
HP Growth: Approximately 4 points per level
BAB Growth:75%
Natural Damage: 1d4 (19-20/x2)
Primary Saving Throws: Reflex
Secondary Saving Throws: Fortitude & Will
Effects: Attack Increased, Damage Increased, Damage Reduction, Immunity to
Mind Spells, Spell Resistance (10-20)
Exceptional Skills: Disable Trap, Hide, Listen, Move Silently, Open Lock,
Search, Spot
Noteworthy Feats: Dodge, Sneak Attack, Weapon Finesse
Special Abilities: Improved Invisibility
NOTE: The Pixie wields an enchanted dagger. It is +1 at 1st level, and by
20th level it is +3. In addition, her Sneak Attack never evolves past +1d6.
- The Raven -
Attributes: STR-3, DEX-23, CON-8, INT-3, WIS-12, CHA-3
Natural AC: None
HP Growth: Approximately 4 points per level
BAB Growth: 75%
Natural Damage: 1d2 (20/x2)
Primary Saving Throws: Fortitude & Reflex
Secondary Saving Throws: Will
Effects: Damage Reduction, Immunity to Mind Spells, Spell Resistance (10-20)
Exceptional Skills: Hide, Listen, Move Silently, Search, Spot
Noteworthy Feats: Toughness, Weapon Finesse
Special Abilities: Poison
- Introduction -
Druids are granted an Animal Companion at 1st level, and Rangers acquire one
at 6th level. Like the Familiar, the Animal Companions increase in level
along with their master, and may be changed everytime the Druid/Ranger gains a
level. However, Animal Companions may not be possessed and their masters
suffer no HP loss if they are killed. Animal Companions may be summoned once
per day, and they remain until killed, unsummoned, or until you rest.
- The Badger -
Attributes: STR-8, DEX-17, CON-11, INT-3, WIS-12, CHA-7
Natural AC: +3
HP Growth: Approximately 6 points per level
BAB Growth: 75%
Natural Damage: 1d2 (20/x2)
Primary Saving Throws: Fortitude & Reflex
Secondary Saving Throws: Will
Effects: None
Exceptional Skills: None
Noteworthy Feats: Toughness
Special Abilities: Rage (increase to STR and CON)
- The Wolf -
Attributes: STR-13, DEX-31, CON-11, INT-3, WIS-12, CHA-6
Natural AC: +2
HP Growth: Approximately 6 points per level
BAB Growth: 75%
Natural Damage: 1d3 (20/x2)
Primary Saving Throws: Fortitude & Reflex
Secondary Saving Throws: Will
Effects: None
Exceptional Skills: None
Noteworthy Feats: None
Special Abilities: None
- The Brown Bear -
Attributes: STR-35, DEX-13, CON-17, INT-3, WIS-12, CHA-6
Natural AC: +5
HP Growth: Approximately 7 points per level
BAB Growth: 75%
Natural Damage: 1d3 (20/x2)
Primary Saving Throws: Fortitude & Reflex
Secondary Saving Throws: Will
Effects: None
Exceptional Skills: None
Noteworthy Feats: None
Special Abilities: None
- The Boar -
Attributes: STR-32, DEX-10, CON-13, INT-3, WIS-13, CHA-8
Natural AC: +6
HP Growth: Approximately 6 points per level
BAB Growth: 75%
Natural Damage: 1d3 (20/x2)
Primary Saving Throws: Fortitude & Reflex
Secondary Saving Throws: Will
Effects: None
Exceptional Skills: None
Noteworthy Feats: None
Special Abilities: Ferocious (increase to STR and DEX)
- The Hawk -
Attributes: STR-10, DEX-17, CON-8, INT-3, WIS-14, CHA-6
Natural AC: +6
HP Growth: Approximately 6 points per level
BAB Growth: 75%
Natural Damage: 1d2 (20/x2)
Primary Saving Throws: Fortitude & Reflex
Secondary Saving Throws: Will
Effects: None
Exceptional Skills: None
Noteworthy Feats: Disarm, Dodge, Mobility, Weapon Finesse
Special Abilities: None
- The Panther -
Attributes: STR-16, DEX-19, CON-11, INT-3, WIS-12, CHA-6
Natural AC: +1
HP Growth: Approximately 6 points per level
BAB Growth: 75%
Natural Damage: 1d3 (20/x2)
Primary Saving Throws: Reflex
Secondary Saving Throws: Fortitude & Will
Effects: None
Exceptional Skills: None
Noteworthy Feats: Evasion, Sneak Attack, Uncanny Dodge, Weapon Finesse
Special Abilities: None
- The Giant Spider -
Attributes: STR-15, DEX-17, CON-10, INT-10, WIS-10, CHA-3
Natural AC: +2
HP Growth: Approximately 5 points per level
BAB Growth: 75%
Natural Damage: 1d3 (20/x2)
Primary Saving Throws: Fortitude
Secondary Saving Throws: Reflex & Will
Effects: Immunity to Mind Spells, Spell Immunity
Exceptional Skills: None
Noteworthy Feats: Darkvision
Special Abilities: Poison
- The Dire Wolf -
Attributes: STR-18, DEX-34, CON-13, INT-3, WIS-12, CHA-10
Natural AC: +3
HP Growth: Approximately 7 points per level
BAB Growth: 75%
Natural Damage: 1d3 (20/x2)
Primary Saving Throws: Fortitude & Reflex
Secondary Saving Throws: Will
Effects: None
Exceptional Skills: None
Noteworthy Feats: None
Special Abilities: None
|=============================================================================|
S U M M O N E D C R E A T U R E S 2.09
|=============================================================================|
- The Inadequacy Of It All -
I've tried to make this listing as helpful as possible. However, due to time
restraints I haven't been able to make a completely satisfactory list. The
biggest problem is incorrect damage listings. For some reason, the game
engine does not properly list unarmed damage on the character sheet. I
decided to record what was offered anyway, but be aware that most creatures do
much more than 1d3 damage. In addition, there are level to level differences
that I did not record, and it is certain that I missed many special abilities
(particularly spells) that were not easy to access. For these reasons, this
listing should be viewed as a general guideline and not the final word.
- Introduction -
Summoned Creatures are accessible through spells and Domain powers. Only one
creature may be summoned at a time. If a new creature is summoned the old one
with be unsummoned. Familiars and Animal Companions are not considered
summoned creatures for this purpose and can be used at the same time as a
summoned creature. Summoned creatures have varying durations -- some last
until killed, unsummoned or the player rests, and some last only a short
amount of time, usually based on the spellcaster's abilities.
- The Shadow Fiend -
Spell: Death Domain, Negative Plane Avatar (11th-14th level)
Level: 7
Attributes: STR-10, DEX-18, CON-10, INT-12, WIS-12, CHA-13
AC: 20
HP: 55
Attack Bonus: +3
Natural Damage: 1d3 (20/x2)
Saves: Fortitude- 2, Reflex- 6, Will- 6
Exceptional Skills: Hide, Listen, Spot
Noteworthy Feats: Cleave, Darkvision, Dodge, Power Attack
Special Abilities: Damage Immunity, Immunity to Disease, Immunity to Critical
Hit, Immunity to Death Magic, Immunity to Negative Level, Immunity to
Ability Decrease, Immunity to Mind Spells, Immunity to Paralysis, Immunity
to Poison, Immunity to Sneak Attack
- The Shadow Lord -
Spell: Death Domain, Negative Plane Avatar (15th-20th level)
Level: 10
Attributes: STR-16, DEX-18, CON-10, INT-16, WIS-14, CHA-12
AC: 22
HP: 65
Attack Bonus: +8
Natural Damage: 1d3 (20/x2)
Saves: Fortitude- 3, Reflex- 7, Will- 9
Exceptional Skills: Hide, Listen, Spot
Noteworthy Feats: Cleave, Darkvision, Improved Critical (creature), Power
Attack, Weapon Specialization (creature)
Special Abilities: Damage Immunity, Immunity to Disease, Immunity to Critical
Hit, Immunity to Death Magic, Immunity to Negative Level, Immunity to
Ability Decrease, Immunity to Mind Spells, Immunity to Paralysis, Immunity
to Poison, Immunity to Sneak Attack
|=============================================================================|
S H A P E S H I F T I N G 2.10
|=============================================================================|
- Introduction -
Shapeshifting allows a character to take the temporary form of some animal or
creature. Wild Shape and Elemental Shape are class abilities of the Druid,
while Polymorph Self and Shapechange are spells that are available to the
Ranger, Cleric, Druid, Wizard, or Sorcerer. While shapeshifted, the three
physical attributes -- Strength, Dexterity, and Constitution -- change to the
creature's values, while the mental attributes -- Intelligence, Wisdom, and
Charisma -- remain the same. For this reason, shapeshifting is often most
advantageous to characters with low physical attribute scores. In addition,
the immunities of the selected creature are adopted, as well as a bonus to AC
and a temporary boost to HPs.
Weapons and other equipment do not remain in use while shifted, and any
bonuses offered -- immunities, enchantments, and AC -- are temporarily lost.
Spell enchantments will remain, yet the ability to cast spells is restricted.
On the other hand, you may use any of the feats you have acquired. Weapon
Focus (unarmed), Weapon Specialization (unarmed), and Improved Critical
(unarmed) will all apply to your shapeshifted attacks. Improved Unarmed
Attack will also apply, however it is not needed as shapeshifted forms
automatically receive proficiency with their natural attacks. Since
shapeshifted forms are always unarmed and without armor, many of the Monk's
class abilities apply, making the Monk a particularly valuable multi-class for
shapeshifters.
<---------->
Wild Shape
<---------->
- Introduction -
Two numbers are listed, separated by a slash. The first number is the normal
value, and the second number listed is the value of the "Improved" form.
- Universal Information -
All Elementals have Damage Reduction, Immunity to Disease, Immunity to
Critical Hits, Immunity to Mind Spells, Immunity to Paralysis, Immunity to
Poison, and Immunity to Sneak Attack.
- The Air Elemental -
Strength: 19/23
Dexterity: 30/34
Constitution: 19/19
Natural AC: +10/+10
Special: None
- The Fire Giant -
Strength: 30
Dexterity: 30
Constitution: 21
Natural AC: +10
Temporary HP: +200
Special: Resistant to Fire, Vulnerable to Cold
- The Iron Golem -
Strength: 30
Dexterity: 20
Constitution: 20
Natural AC: +10
Temporary HP: +300
Special: Damage Reduction, Damage Immunity Decrease, Immunity to Poison,
Immunity to Critical Hits, Immunity to Death Magic, Immunity to Ability
Decrease, Immunity to Paralysis, Immunity to Mind Spells, Immunity to Sneak
Attack, Immunity to Disease, Immunity to Negative Level
- The Red Dragon -
Strength: 36
Dexterity: 30
Constitution: 21
Natural AC: +10
Temporary HP: +150
Special: Damage Reduction, Resistant to Fire, Vulnerable to Cold, True Seeing,
Immunity to Paralysis, Immunity to Mind Spells, Immunity to Sneak Attack,
Spell Resistance (20)
|=============================================================================|
W E A P O N S 2.11
|=============================================================================|
The dagger is a widely used weapon. It has the largest critical threat range
of any Simple melee weapon, it works with Weapon Finesse, and it makes an ideal
off-hand weapon for medium and small characters.
A relatively unimpressive weapon. It would most likely be used by a Druid as
it is the highest damage weapon available to the Druid that qualifies for
Weapon Finesse.
- Club -
Size: Medium
Damage: 1d6
Critical: 20/x2
Type: Bludgeoning
Another unimpressive weapon, most likely used by the restricted Druid as it is
the highest damaging one-handed bludgeoning weapon available to him. Other
classes would probably want to use a morningstar instead.
- Morningstar -
Size: Medium
Damage: 1d8
Critical: 20/x2
Type: Bludgeoning and Piercing
This is the highest damaging medium weapon in the Simple weapon package, or in
other words, the most damaging weapon that a medium-sized character restricted
to Simple weapons can wield in one hand. It is a chain weapon, and it can
therefore not be used with other chain weapons for dual-wielding.
This is the only large melee weapon available to the Monk, Rogue, and Wizard.
Large weapons are used with two-hands and allow a 50% increase to
Strength-based damage.
This is the best large melee weapon available to the Bard, Cleric, Druid, and
Sorcerer. Large weapons are used with two-hands and allow a 50% increase to
Strength-based damage.
A very basic ranged weapon. A positive Strength modifier will not increase
damage, but a negative Strength modifier will reduce it. Darts do less damage
than crossbows, but can be used more than once per round. In addition, they
can be used with a shield, allowing for much better defense. Darts also work
well with the Halfling's bonus to thrown weapons.
The sling is very similar to darts. It is affected by a negative Strength
modifier, but not a positive one. It can also be used in one hand, allowing
the use of a shield. The sling is usually better because it can derive attack
and damage bonuses from both the sling and the bullets being launched.
Crossbows are high damaging ranged weapons with the broadest critical threat
range available for ranged weapons. They are very mechanical and never
affected by Strength when determining damage. All crossbows are two-handed
weapons, and cannot be used with a shield. In addition, because of their
demanding reloading time, they can only be fired once per round. This also
limits them from being used with the Rapid Shot feat.
- Heavy Crossbow -
Size: Medium
Damage: 1d10
Critical: 19-20/x2
Type: Piercing
The heavy crossbow is very similar to the light crossbow except that it weighs
a bit more and does slightly more damage. Assuming you can afford it, there
is really no reason to use a light crossbow instead of a heavy crossbow.
With its x3 critical damage multiplier and decent damage rating, the handaxe
makes a great off-hand weapon for a medium-sized character, or a great primary
weapon for a small-sized character. Medium-sized creatures can also choose to
wield handaxes in both hands, to take full advantage of their specific weapon
training.
While the handaxe offers more damage on critical hits, the shortsword offers a
greater threat range, generally meaning more frequent critical hits. The
shortsword can be used in similar situations as the handaxe.
The battleaxe is the medium counterpart to the handaxe. It can be wielded by
small characters in two hands, or it can make an excellent primary weapon to
be matched with a shield for a medium-sized character. Like all axes, it has
a high x3 critical damage multiplier.
The longsword is the medium counterpart to the shortsword. It can be wielded
by small characters in two hands, or it can make an excellent primary weapon
to be matched with a shield for a medium-sized character. Like most swords,
it has an extended critical threat range making for more frequent critical
hits.
The rapier has the unusual property of being the only medium weapon that
medium-sized characters can use with Weapon Finesse. This allows them to fight
with their Dexterity instead of their Strength. With the addition of an
incredibly wide critical threat range, the rapier is a popular choice among
Dexterity-based characters. (See the scimitar entry for further information.)
The scimitar is very similar to the rapier, but without the ability to work
with Weapon Finesse. It is also one of the best weapons available to the
Druid by default. Like the rapier, it is a good strategy to exploit the
scimitar's extended critical threat range as much as possible. If you take
the Improved Critical feat for the Scimitar then the range is extended from
18-20 to 15-20. If you can find a keen scimitar, that range is further
extended to 12-20. The scimitar can make a great two-handed weapon for a
high-Strength Gnome or Halfling. Two-handed weapons already provide a 50%
increase to Strength-based damage, and the frequent critical hits will only
further multiply this damage.
The warhammer is almost identical to the battleaxe except that it provides
bludgeoning damage which can be more useful against certain types of creatures
than slashing.
- Heavy Flail -
Size: Large
Damage: 1d10
Critical: 19-20/x2
Type: Bludgeoning
While a bit weaker than the greatsword or greataxe, the heavy flail is the most
damaging bludgeoning weapon available. Being able to use it with two hands
makes it even more dangerous.
The large counterpart to the handaxe and battleaxe. Like all axes, it has a
x3 multiplier. The greataxe, however, can be used as a two-handed weapon by
medium-sized characters, even further increasing its damage.
The Greatsword might be the best two-handed weapon. It gets the wider critical
threat range of all swords. It also has a high damage rating, but the 2d6
means that damage scores will heavily tend to an average, consistent 7 range
rather than extremely low or high scores.
- Halberd -
Size: Large
Damage: 1d10
Critical: 20/x3
Type: Piercing and Slashing
This weapon is very similar to the Greataxe, yet inferior in it's damage
rating. There's really no reason to use this weapon instead of a Greataxe.
Throwing axes have the unique feature of allowing a character to apply their
full positive Strength modifier to damage. Of course, negative Strength
modifiers are also applied. This make it an ideal ranged weapon for a melee
warrior with high Strength. Accuracy, however, is still based on Dexterity.
Throwing Axes are fairly heavy, which makes it difficult for most characters
to carry around too many of them.
A bow is generally superior to a crossbow. While the crossbow does more damage
per shot and generally scores critical hits more often, bows do more damage per
critical and can be fired multiple times per round. All bows are affected by a
negative Strength modifier, but certain types of bows with the Mighty
enhancement will allow you to apply a portion of your positive Strength
modifier to damage. The shortbow is weaker than the longbow, and generally
only used when size or proficiency restriction keep the longbow unavailable.
Kukri are essentially daggers with an extended critical threat range. It makes
an ideal off-hand weapon for medium and small characters.
- Kama -
Size: Small
Damage: 1d6
Critical: 20/x2
Type: Slashing
The notable feature of the kama is that the Monk can use it while retaining all
of his unarmed combat abilities. Other characters will not have much use for
them.
Along with the katana, the bastard sword is the highest damaging medium-sized
weapon. That means it's the highest damaging two-handed weapon for small
characters, and the highest damaging weapon that medium characters can wield
in one hand.
The katana is statistically identical to the bastard sword.
- Dire Mace -
Size: Large
Damage: 1d8/1d8
Critical: 20/x2
Type: Bludgeoning
The dire mace is a double-weapon, meaning that it is automatically used in
dual-wield mode, so make sure you have the proper training to avoid penalties.
Double-weapons are usually the best way to score high damage with your off-hand
while retaining the bonuses for having a light off-hand weapon. The dire mace,
however, is inferior to the two-bladed sword and the double axe in terms of
critical capacity. But it does do bludgeoning damage, which is useful against
certain types of creatures.
The two-bladed sword is another double weapon. Along with the usual
advantages, it has the widest critical threat range of all of the double
weapons, meaning it will likely score more frequent critical hits.
The double axe is another double weapon. Along with the usual advantages, it
has the highest critical damage multiplier of all the double weapons, meaning
it will do more damage per critical hit.
- Scythe -
Size: Large
Damage: 2d4
Critical: 20/x4
Type: Piercing and Slashing
The scythe's damage is fairly average for a two-handed weapon, but it has the
highest critical multiplier of all the weapons available -- allowing for the
most devastating hits possible.
Shurikens are not affected by Strength, not even negatively. Despite their
low damage rating, this might make them an ideal weapon for low Strength
characters -- or Halfling's due to their bonus with thrown weapons.
Proficiency with the shuriken is automatically granted to Monks at 1st level,
and they may find themselves easily using them.
|=============================================================================|
M A N U A L C O R R E C T I O N S 3.01
|=============================================================================|
- General Errors -
Omission - pg. 53 - The Rogue weapon list is missing Sling and Handaxe.
Omission - pg. 56 - At 16th level Barbarian Rage is available 5 times a day,
and at 20th level it is available 6 times a day.
Error - pg. 57 - Uncanny Dodge becomes available at level 2, not level 1.
Error - pg. 58 - Bardsongs last for 10 rounds, not 6.
Error - pg. 58 - Perform 3 is required for 1st level Bardsong.
Omission - pg. 58 - 6th level Bardsong grants +1 to Skills.
Error - pg. 58 - 11th level Bardsong actually becomes available at 12th level.
Omission - pg. 58 - 12th level Bardsong grants +1 to Skills.
Omission - pg. 58 - 15th level Bardsong grants +1 to Skills.
Error - pg. 58 - 16th level Bardsong requires Perform 30.
Omission - pg. 58 - 16th level Bardsong grants +1 to Skills.
Omission - pg. 58 - In addition to +2 temporary Hit Points, 17th, 18th, and
19th level Bardsong also grants +1 to Skills.
Error - pg. 58 - 20th level Bardsong grants +6 temporary Hit Points and +3
to Skills.
Omission - pg. 61 - Monks receive Cleave for free at 1st level.
Omission - pg. 61 - Fighters get a bonus feat at 1st level.
Omission - pg. 62 - Monks receive Still Mind (+2 vs. mind-affecting spells)
at 3rd level.
Error - pg. 62 - Wholeness of Body is based on class level, not character
level.
Error - pg. 63 - Diamond Soul's spell resistance is based on class level,
not character level.
Error - pg. 77 - Only Rogues may disarm traps with a DC of 35 or greater,
not 25 or greater.
Error - pg. 82 - Only Rogues may detect traps with a DC of 35 or greater,
not 25 or greater.
Error - pg. 87 & pg. 98 - Rangers do not actually receive Ambidexterity
and Two-Weapon Fighting at 1st level. They receive a Ranger-specific feat
called Dual-Wield which simulates those two feats while wearing light
armor or less. This also means that you can't take only one level of
Ranger and then expect to qualify for Improved Two-Weapon Fighting later
on. In addition, Rangers must wear Light armor in order to retain their
dual-wielding abilities.
Error - pg. 88 - Since Sap is removed, Called Shot is no longer a
prerequisite for it.
Omission - pg. 91 - Improved Knockdown requires Int 13+.
Omission - pg. 88 - Monks receive Cleave for free at 1st level.
Error - pg. 95 - Sap was removed from the game as a PC feat.
Error - pg. 95 - Rapid Shot does not work for all ranged weapons, as it does
not work with any form of crossbow.
Error - pg. 97 - Sap is no longer a prerequisite for Stunning Fist.
Error - pg. 98 - The Weapon Finesse description states that it works with
light crossbows, shurikens, slings, and throwing axes. This is confusing
as all ranged weapons are always based on Dexterity and therefore
unaffected by Weapon Finesse.
Error - pg. 99 - The Bastard Sword is incorrectly listed as a Martial
weapon when it is actually an Exotic weapon.
Omission - pg. 100 - Weapon Specialization should list 4 levels of Fighter as
a prerequisite and not "Fighter with base attack bonus +4".
Error - pg. 113 - Maximum ability score modifier is +12 not +10.
Error - pg. 114 - Dodge bonuses can stack to +10.
Omission - pg. 152 - It should be mentioned that both Light and Heavy
Crossbows are limited to one attack per round due to reloading time.
Error - pg. 152 - Unarmed attack is listed as a Simple Weapon which is very
misleading. Characters without Simple proficiency can still attack
unarmed, and characters with Simple proficiency get no special
advantages. It's really a special case.
Error - pg. 152 - The Sling is erroneously placed on the "Simple - Melee"
list and not the "Simple - Ranged" list.
Error - pg. 152 - The Bastard Sword is incorrectly listed as a two-handed
sword. It is a medium weapon and therefore one-handed for medium-sized
characters, and two-handed for small characters.
Error - pg. 153 - A Rapier cannot be used as a light weapon in the off-hand to
avoid dual-wielding penalties.
Error - pg. 99 - The Bastard Sword is incorrectly listed as a Martial
weapon when it is actually an Exotic weapon.
Error - pg. 153 - The Katana description incorrectly implies that a Bastard
Sword is a two-handed weapon. In actuality, the Bastard Sword is wielded in
one hand for medium-sized characters, and in two hands for small characters,
just like the Katana.
Error - pg. 182 - The 2nd level spell in the Knowledge Domain should be Knock,
not Ultravision
Error - pg. 183 - Improved Invisibility in the Trickery Domain becomes
available at 5th level, not 4th level.
Error - pg. 185 - Remove Sap from the Fighter Bonus feats chart.
Error - pg. 191 - Discipline should be listed as a class skill for a Paladin.
Error - pg. 192 - Remove Sap from the chart.
- Weapon List Errors (pages 173-175) -
Kama - Should be listed as a Small weapon.
Shuriken - Damage should be listed as 1d3.
Kukri - Missing from the Tiny list. It's stats are: 16gp, 1d4, 18-20/x2, 3,
and Slashing.
Axe, Throwing - Costs 1gp per axe.
Dart - Weighs 0.1
Mace - Damage should be listed as 1d6.
Spear - Should be listed as a Large weapon.
Sling - Weighs 0.1
Crossbow, heavy - Costs 100gp.
Morningstar - Damage should be listed as 1d8.
Quarterstaff - Should be listed as a Large weapon, and it's improperly
listed as a double-weapon.
Bastard Sword - Should be listed as a Medium weapon.
Two-bladed Sword - Weighs 4.4
Longbow - Costs 150gp.
|=============================================================================|
T H A N K S 3.02
|=============================================================================|
Coming up with all these ideas and strategies on my own would have been an
impossible task. Much of this information was gathered through message
boards. In many cases, I've forgotten names and in other situations the idea
has been around so long that nobody remembers who first thought of it.
Countless people have contributed to this FAQ. I would name a few specific
people but then I'd feel like a jerk for forgetting someone who I clearly
should have remembered. So for now I'll take sole credit as archiver, and
give an abstract thanks to everybody else.