****************************************************
NEVERWINTER NIGHTS
UNOFFICIAL DWARVEN DEFENDER CHARACTER BUILD GUIDE

For use with Hordes of the Underdark
(c)2004 Perrin Miller <perrykyomi@earthlink.net>

Version: 1.0  Nov 2004
****************************************************

This was written for submission to:
http://www.gamefaqs.com/
http://www.sorcerers.net/

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*                                                                     *
*                          TABLE OF CONTENTS                          *
*                                                                     *
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 [1.0] Introduction
 [2.0] Dwarven Defender Class Description
      [2.1] Description
      [2.2] Stats and Requirements
      [2.3] Special Abilities
 [3.0] Race Choices
 [4.0] Ability Scores
 [5.0] Weapon Choices
 [6.0] Class Combinations
      [6.1] Basic Classess
      [6.2] Prestige Classes
 [7.0] Skills
      [7.1] Class Skills
      [7.2] Cross-class Skills
 [8.0] Feats
      [8.1] Useful General Feats
      [8.2] Optional Feats
      [8.3] Feats To Avoid
      [8.4] Useful Epic Feats
 [9.0] Epic Levels
[10.0] Sample Characters
      [10.1] Barbarian/Fighter/Dwarven Defender
      [10.2] Bard/Red Dragon Disciple/Dwarven Defender
      [10.3] Bard/Pale Master/Dwarven Defender
      [10.4] Cleric/Fighter/Dwarven Defender
      [10.5] Druid/Dwarven Defender
      [10.6] Fighter/Weapon Master/Dwarven Defender
      [10.7] Monk/Dwarven Defender
      [10.8] Paladin/Fighter/Dwarven Defender
      [10.9] Rogue/Fighter/Dwarven Defender
     [10.10] Fighter/Dwarven Defender/Champion of Torm
[11.0] Final Thoughts
[12.0] Version History
[13.0] Credits


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*                         [1.0] INTRODUCTION                          *
*                                                                     *
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    This is my second Character Guide for Neverwinter Nights (first 
being one for the Champion of Torm prestige class).  I had so much fun 
with the first one, I had to make a second.  If you notice any 
similarities between the two guides, I did write them both and felt free 
to plagerize myself.

    This guide is written to examine the different possibilities of the 
Dwarven Defender (DD) prestige class for Neverwinter Nights.  It was 
mostly focused on the character development starting from 1st level 
going through to about 24-28th level, on the assumption a player will 
be using the character for any of the NWN campaigns or community 
designed modules.  A specific section discusses epic levels and such.

    The guide also assumes that a player reading it is planning 
primarily a melee based character.  Let's face it; the Dwarven Defender 
is a stalwart melee tank holding the front line against all enemies.  
As a melee specialist, one doesn't obviously equate the DD as providing 
a balanced build for the versatility of a solo, do everything adventurer.  
Their special abilities are geared for taking a pounding and remain 
standing.  Probably the most attractive ability is the Damage Reduction.  
Dwarven Defenders can have great hit points, a solid AC, and not 
sacrifice offense to get it.  For those people that believe the best 
defense is a good offense; well a Dwarven Defender can have both.

    As for powergaming, there are some definite possibilities of making 
a Dwarven Defender to be one of the best melee machines.  Of course 
trying to claim the title as "the number one heavy weight" can spark 
plenty of debate, however there are definitely some solid arguments in 
favor of Dwarven Defender builds being contenders.  However this guide 
looks at playing the character from the start at level 1, not level 40, 
and as such these considerations are looking at character maturity in 
the early epic levels.  After examining the Champion of Torm class in 
my first guide, I found that was the turning point.  Building characters 
knowing they will max at level 20 is different than planning characters 
that will go into epic levels.  And those first few Epic Feats can 
really boost a character.  Likewise I am not spending a lot of time 
looking at level 40 builds and comparing them, way too many 
possibilities.  


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*                  [2.0] DWARVEN DEFENDER DESCRIPTION                 *
*                                                                     *
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[2.1] Description
=================
    The Dwarven Defender(DD) is one of the prestige classes introduced 
in the Neverwinter Nights: Hordes of the Underdark (HotU) expansion set.  
The manual describes the class:

"The defender is a sponsored champion of a dwarven cause, a dwarven 
aristocrat, a dwarven deity or the dwarven way of life.  As the name 
might imply, this character is a skilled combatant trained in the arts 
of defense.  A line of dwarven defenders is a far better defense than 
a 10-foot-thick wall of stone and far more dangerous."

    Like all character builds, creating a Dwarven Defender requires at 
least a little prior planning from the start to ensure a character is 
eligible.  Taking levels as a Dwarven Defender will provide some unique 
abilities that will build on the primary Ability Scores already 
emphasized for most melee characters.  However to use these abilities 
requires that the character play with certain style.  Dwarven Defenders 
are probably going to want to stick with their prestige class through 
10 levels and even beyond as the abilities continue to stack up.  When 
Damage Reduction goes into epic levels and stacks with the Epic Damage 
Reduction Feat (not hard to get for with the dwarven +2 bonus to 
Constitution) many dwarves continue on with DD.  Also considering the 
levels needed to gain the benefits, there are not really many strong 
arguments to make DD a tertiary class in the first 20 levels and this 
guide is not taking into account those considerations.


[2.2] Stats and Requirements
============================
  Hit die: d12
  Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (Martial,
                 Simple)
  Skill points: 2 + Intelligence modifier/level
  Class skills: Concentration, Craft Armor, Craft Trap, Craft Weapon,
                Discipline, Heal, Listen, Lore, Parry, Spot
  Base Attack Bonus: uses Fighter table
  Primary Saving throws: Fortitude, Will
  Primary Ability: Strength
  Alignment: Must be any lawful
  Required Base Attack Bonus: minimum +7
  Required Feat: Dodge, Toughness


[2.3] Special Abilities
=======================

[2.3.1] Defensive Stance(DD level 1)
------------------------------------
    When the character needs to, they can vastly increase their combat 
effectiveness.  In this defensive stance, they can bonuses but they 
cannot move from the spot they are defending.  Bonuses include +2 
Strength, +2 Constitution, +2 to all Saving Throws, and +4 dodge bonus 
to AC.  At first level this ability can be used 1x/day.  Every 2 levels 
beyond 1st, the DD gains an additional use per day (i.e. 3rd level 
2x/day, 5th level 3x/day, etc.) that continues on into epic levels.  
The ability lasts until the the character moves and breaks the stance.  
Certain actions will also break the stance, such as changing weapons 
and drinking potions.

[2.3.2] Defensive Awareness (DD level 1)
----------------------------------------
    This feat allows the Dwarven Defender to keep their Dexterity 
bonuses to AC even when caught flat-footed.  Other melee classes don't 
get this benefit without having levels in a class that has Uncanny 
Dodge.

[2.3.3] Damage Reduction III (DD level 6)
-----------------------------------------
    With this feat, the character will be ignoring 3 points of damage 
per hit whenever in combat.  The damage reduction is 3/-, meaning magic 
weapons will not help to bypass.  This increases by 3 points every 4 
levels of DD afterwards.  At 10th level it is 6/- and at 14th level DD 
it is 9/-.  This can be stacked with other forms of damage reduction, 
particularly Barbarian and Epic Damage Reductions.

[2.3.4] Defensive Awareness (DD level 6)
----------------------------------------
    With this feat the character cannot be flanked, helping to provide 
some immunity to sneak attacks.  This is definitely useful, but I have 
heard that it may not help against ranged sneak attacks.

[2.3.5] Defensive Awareness (DD level 10)
-----------------------------------------
    At level 10, the Defensive Awareness provides a +1 Saving Throw 
bonus versus traps.  This little bonus helps the Reflex Saving Throw 
which is not a primary Savign Throw for DD.


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*                         [3.0] RACE CHOICES                          *
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    As the name implies this character will be a dwarf, no other option.  
Being a dwarf provides a +2 Constitution Bonus and the cost of a -2 
Charisma penalty.  Since Dwarven Defenders are at least dual-classed by 
nature, dwarves favored class of Fighter may need to be considered in 
some builds.  Fortunately Fighter class is a common class used in multi-
class melee builds.  Dwarves also have Darkvision, skill bonuses for Lore 
and Search, Saving Throw bonuses versus Spells and Poison, and combat 
bonuses versus some monster types (orcs, goblinoids and giants).  
Overall these compliment melee character builds pretty well.  Those 
people who normally prefer humans will miss the extra feat and skill 
points though.


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*                         [4.0] ABILITY SCORES                        *
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    Most pure melee specialists concentrate on Strength and 
Constitution.  However Dwarven Defenders need at least a Dexterity of 
13 for the Dodge Feat.  For most people this is not a big deal as a 
Dexterity of 12 is pretty standard for most characters planning to run 
around in heavy armor.  However with Dwarven Defenders only getting 2 
skill points per level, many may prefer to at least put some points into 
Intelligence.   As for Wisdom and Charisma, importance really depends on 
the basic class used to make up the Dwarven Defender.

    Sample initial Ability Scores are provided when examining the class 
combinations that are focused on being a Dwarven Defender eventually.  
Ability scores for multi-classed characters that are using Dwarven 
Defender levels as their tertiary minor class would really depend on 
the primary class the build is centered on and not really reflected in 
the sample Ability Scores or this guide in general.  


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*                         [5.0] WEAPON CHOICES                        *
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    Weapon choice is really going to come down to personal preference.  
From a role-playing perspective dwarves would appear to favor axes and 
hammers.  Dwarven Defenders have access to both Simple and Martial 
Weapon Proficiencies.  However many people like to take the Exotic 
Weapon Proficiency to allow use of the Dwarven Waraxe.  Why dwarves are 
not allowed this proficiency for free is beyond me, elves get proficiency 
in longswords and bows.  Anyway, unless multi-classing with Weapon Master 
this is really not a huge decision and more personal preference. 


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*                       [6.0] CLASS COMBINATIONS                      *
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    Since Dwarven Defender is a prestige class, the character will have 
to have at least one other class to start with.  Any class, or dual-
class combination, that emphasizes melee combat can gain by becoming a 
Dwarven Defender.  However as stated before the abilities don't really 
come into maturity until investing significant levels.  Initially the 
guide covers the basic classes and then the other prestige classes, 
discussing how the Dwarven Defender levels will mix with that particular 
class.  Multi-class combinations are covered where appropriate, but not 
a lot of focus is spent on using DD as a tertiary minor class.  For some 
classes, sample starting Ability Scores with the racial adjustments 
already applied are provided for consideration and covered in more 
detail in the Sample Characters Section.


[6.1] Basic Classes
===================

[6.1.1] Barbarian
-----------------
    Normally the alignment restrictions of Barbarians (any non-lawful) 
and Dwarven Defenders (any lawful) would prevent this combination from 
being viable, but it can be done using certain modules and tweaking the 
character's alignment.  However, the Barbarian's special abilities are 
designed to increase survivability and delivery of heavy punishment.  
Using the class as the primary base class has its advantages for any 
good melee specialist with extra hit points (1d12 vs. 1d10) for each 
level.  The Barbarian Rage always helps and can stack with Defensive 
Stance when used beforehand.  With Defensive Awarness, Uncanny Dodge 
is a little redundant initially.  Even though Barbarians also get 
Damage Reduction, the DD's will be better.  However they both will 
stack together, which may be of consideration when Barbarians are 
taking enough levels to get the Greater Rage.  Combining with some 
levels of Fighter, can make a decent melee character and once finished 
with the initial Barbarian levels, a roleplayer would then not have to 
worry about having to stay non-lawful.  Here are some sample starting 
Ability Scores for a Barb/Ftr/DD combination: 
    STR: 16   DEX: 14   CON: 17   WIS: 10   INT: 12   CHA: 6
    Pretty good mix on Strength and Consitution.  Intelligence is at 12 
to gain that extra skill point per level so the character can continue 
to invest in 3 good skills when taking DD and Fighter levels.  
Dexterity is raised up to 14 to gain the little extra to Reflex Saving 
Throws and because there really is no other beneficial place to put it 
that extra point if Dexterity is left at 13.  Wisdom is at 10 to keep 
from getting a penalty for Will Saving Throws and Charisma is 
completely ignored.  See the Sample Characters Section for more 
details.
    

[6.1.2] Bard
------------
    Like Barbarians, Bards also have the same problem with the 
alignment restrictions being incompatible.  However those people that 
want to, can get around it.  Bards are not really a melee class, being 
arcane spellcasters, but they are more suited to melee combat than 
Sorcerers and Wizards.  Disadvantages to overcome are the medium BAB 
progression (takes level 10 to get BAB +7), lower hit points (1d6), 
and missing Martial Weapon and Heavy Armor Proficiencies.  Bards do 
make good "jack-of-all-trades" adventurers for those solo adventurers.  
They also have some special abilities that can help boost their melee 
prowess; class skills of Tumble (AC bonus), Spellcraft (saves versus 
spells), and Use Magic Device (scrolls and class specific items), Bard 
Song, and access to 2nd level buff spells (Bull's Strength and Cat's 
Grace).  However the Bard also uses Charisma and cannot neglect it if 
planning to cast spells or using Bard Song. However Bard's can be used 
to multi-class with two other prestige classes that can offer some 
interesting possibilities; Red Dragon Disciple and Pale Master.  See 
those sections for more details.  Here is the starting sample Ability 
Scores for the Bard/DD combinations: 
    STR: 14   DEX: 14   CON: 16   WIS: 10   INT: 12   CHA: 12
    The Strength is started out lower but will be able to buffed with 
the Bull's Strength spell.  Constitution is pretty good to help make up 
for the lower hit points for the Bard levels.  The Dexterity is at 14 
instead of 13 to gain a little extra for the Reflex Saving Throw, and 
that extra point cannot really be used to boost Strength or Constitution 
instead.  The Intelligence is at 12 for the extra Skill Point per level.  
See Sample Characters Section for more details on the two different 
Bard/DD combinations. 


[6.1.3] Cleric
--------------
    Clerics and Dwarven Defenders can go well together.  They are more 
melee-oriented than Bards; they have more spells (which are able to be 
cast in full armor) and some complementary special abilities depending 
on the Domains chosen.  A few things to overcome are the medium BAB 
progression (takes level 10 to get BAB +7) and reliance on Wisdom and/or 
Charisma.  However the advantages can more than even out the negative.  
Cleric's have access to many long duration buffing spells that can help 
them increase their abilities.  There are also aquite a few short 
duration spells that can help as well.  The Divine Might and Divine 
Shield Feats are definitely another added plus if the Charisma is high 
enough which is definitely possible with Eagle's Splendor and magic 
items.  Adding in some levels in a third melee class can really round 
them out; Fighter (Weapon Specialization) or Monk (free Cleave and 
Evasion, Tumble as a class skill).  Here is some sample starting Ability 
Scores for a Cleric/Fighter/DD combination:
    STR: 14   DEX: 13   CON: 14   WIS: 13   INT: 12   CHA: 12
    Pretty average start, but as a Cleric this character will have 
access to some decent buffing spells to help Strength, Constitution, 
and Charisma fairly quickly.  During the early level-ups Wisdom should 
be increase to 14 to gain that extra second level buffing spell.  See 
Sample Characters for a more detailed build of the Cleric/Fighter/DD 
combination.


[6.1.4] Druid
-------------
    Compared to Clerics, Druids are kind of a poor substitute when 
only taking  few levels, but over the longer run they offer different 
possibilities.  They have the same disadvantages of medium BAB 
progression and reliance on Wisdom,  limited initial weapon selection, 
and no Heavy Armor Proficiency at the start.  They do have access to 
buffing spells, but not nearly as many a Clericbut, they don't have as 
much need for Charisma, and no Domain special spells.  Some of the best 
abilities of Druids are really dependent upon Druid levels and can be 
really watered down when sacrificed for the Dwarven Defender levels.  
However when considering level 40 characters, a shape shifter Druid 
with high Damage Reduction could be interesting.  In the level range 
this guide is covering, the  Druids are probably better off mixing with 
a few levels of Monk, Fighter, and of course the Shifter prestige class 
instead.  However here are some example starting Ability Scores for a 
Druid/DD combination:
    STR: 15   DEX: 14   CON: 17   WIS: 14   INT: 10   CHA: 6
    Not a bad start.  Strength is a little lower, but will be buffed 
fairly early with the Bull's Strength spell.  During level-up points 
will need to be spent on Wisdom gain access to higher level spells.  
Dexterity is at 14 to gain the extra bonus to Reflex Saving Throws.  
Intelligence is at 10 since Druids get 4 Skill Points per level.  See 
Sample Characters for a more detailed build of the Druid/DD combination.


[6.1.5] Fighter
---------------
    The Fighter is the basic tank class, with the advantages of plenty 
of bonus feats and Weapon Specialization.  Fighters have no special 
Ability Score requirements that would conflict with Dwarven Defenders 
and a such can spend more on Strength and Constitution.  However after 
obtaining Weapon Specialization at Fighter level 4, there are only more 
bonus feats and often other classes can offer some extra abilities more 
worth while.  Using the extra feats can make a good combination with 
Weapon Master.  Here is the sample starting Ability Scores for this 
combination:
    STR: 16   DEX: 13   CON: 17   WIS: 10   INT: 13   CHA: 6
    Starting Strength and Consititution look pretty good.  Dexterity 
and Intelligence are both at the minimum needed for Weapon Master and 
Dwarven Defender.  Optionally a point could be taken from either 
Strength or Constitution to boost both to 14 to take advantage of an 
extra Skill Point and the extra Reflex Savign Throw bonus, but Weapon 
Master levels will provide an increase to Reflex Saving Throws anyway 
and the extra Skill Point may not be missed.  Wisdom is set at 10 to 
keep from causing a penalty to Will Saving Throws and Charisma is 
completely ignored.  See Sample Characters Section for more details. 


[6.1.6] Monk
------------
    Monks are not really great for multi-classing, except as a minor 
tertiary class.  Monks use the same Ability Scores but also need Wisdom.  
With all of the special feats and abilities, Monks are possibly better 
off staying a single-classed character through level 20, and giving DD a 
pass in the lower levels, but when considering epic characters dwarven 
monks could sacrifice their Monk progression for the extra BAB 
progression and gaining the Dwarven Defender special abilities.  
However this combination would still consider the Dwarven Defender 
levels as secondary and ultimately want to get all 20 levels of Monk 
for those special abilities at levels 18 and 20.  Here are same starting 
Ability Scores for the Monk/DD combination:
    STR: 16   DEX: 14   CON: 16   WIS: 14   INT: 10   CHA: 6
    Not a bad start.  Dexterity and Wisdom are both at 14 to take 
advantage of their benefits to AC and balanced to use starting points 
efficiently.  This build is still going to be running around without 
armor.  Intelligence is at 10 as Monk receive four Skill Points per 
level.  During level-up, Ability Score increases will probably depend 
on preferences and items.  If going for Epic Damage Reduction then most 
points would go towards Consitution as expected.  See Sample Characters 
for a more detailed build of the Monk/DD combination.


[6.1.7] Paladin
---------------
    The dwarven Paladin suffers from the racial penalty to Charisma 
which is most important for some of the Paladin's main advantages.  
Likewise they would also suffer from some average ability scores needing 
to spread points over almost all six attributes.  Normally Paladin's 
stats are pretty average to begin with, but not being human and Dwarven 
Defenders needing some Dexterity really strain them further.  A dwarven 
Paladin would certainly benefit from diverting into the Dwarven Defender 
track to gain the Damage Reduction which is nice as most Paladin builds 
have a difficult time getting Epic Damage Reduction.  If the dwarven 
Paladin is not looking to really push Charisma for effective Divine 
Might and Shield, the combination might be better off treating Paladin 
as a tertiary class to gain a few key special abilities such as Divine 
Grace, Divine Health and Aura of Courage.  Of course being a Paladin 
in SOU means using the Holy Avenger as well.  Here is some sample 
starting Ability Scores for a split Paladin/Fighter/DD build:
    STR: 14   DEX: 13   CON: 15   WIS: 12   INT: 12   CHA: 12
    Ability Scores are pretty average using the racial bonus to at 
least push Constitution above 14.  Wisdom is at 12 for that extra bonus 
to Will Saves and the bonus 1st level Paladin Spell.  Dexterity is left 
at 13 in favor of putting the extra point into Constitution.  
Intelligence is at 12 to gain the extra Skill Point.  Charisma is at 
the highest it can be without needing to spend double points to raise 
and the bonus will help boost all Saving Throws.  See Sample Characters 
Section for more details. 


[6.1.8] Ranger
--------------
    Considering the Ranger as the base class is probably the least 
attractive of the basic melee classes.  Diverging from a pure Ranger 
path starts limiting the animal companion, Ranger spells, and number 
of favored enemies.  I don't think rangers really make a good tertiary 
class for strong melee tanks as Rangers are more suited to hit and run 
tactics.  However a dwarven Ranger would like the benefits of a Dwarven 
Defender, mainly Damage Reduction, but if a player is playing a Ranger, 
they will probably want to stick with it and Dwarven Defender levels 
don't really offer much with only a few levels.  A dual-wielding DD 
would be better off sticking with Fighter levels and picking up the 
feats that way, rather than using light armor and Ranger levels.  
Getting the Bane of Enemies Epic Feat for the five or more Favored 
Enemies of the 21st level Ranger is what makes the class attractive.  
A split Ranger/DD at 10/10 would still have to wait until 31st level 
to get Bane of Enemies.  I would probably not combine these classes in 
the pre-epic levels.  


[6.1.9] Rogue
-------------
    The Rogue is really not a melee class, and probably would not make 
the best choice as the primary base class for multi-classing with the 
Dwarven Defender prestige class.  Rogues already have two other 
prestige classes they combine with much better.  However, taking Rogue 
levels as a tertiary class would offer some attractiveness; sneak 
attacks for extra damage, significantly more skill points, access to 
the class skills of Tumble (AC bonus) and Use Magic Device (scrolls and 
class specific items), and the class feat of Evasion.  For those solo 
adventurers, having the luxury of more skill points allows them to have 
more skill levels in handy rogue class skills (like Search and Open 
Lock) without having to pay the cross-class penalties.  Here are some 
sample starting Ability Scores for a Fighter/Rogue/DD combination:
    STR: 16   DEX: 14   CON: 18   WIS: 10   INT: 10   CHA: 6
    Good ability score distribution, just keeping Wisdom from being a 
negative and not worrying about Charisma at all.  Dexterity is at 14 
for the extra bonus to Reflex Saves which will be benefiting from the 
Rogue levels as well, but also Dexterity based skills from the Rogue 
levels will get that extra boost.  Intelligence is left at 10 compared 
to other builds, because Rogue levels will provide extra Skill Points.  
See Sample Characters Section for more details.


[6.1.10] Sorcerer
-----------------
    Sorcerer as a primary class for a melee character wouldn't be too 
attractive.  Reliance on Charisma and the penalty would mean spending 
more on Charisma during start-up.  Also as a melee class the low BAB 
progression hurts.  If you were building a Sorcerer/Red Dragon Disciple, 
you probably would be better off with a Bard combination instead.  If 
using Sorcerer to make a melee RDD build, the combinations are better 
off taking Fighter or Paladin levels instead.  To meet the +7 BAB 
requirement would just take too long and I really don't like any melee 
character build that has to give up 4 attacks per round.   Sorcerers are 
better off combining with something else or staying single-classed.


[6.1.11] Wizard
---------------
    Wizards suffer from some of the same disadvantages of Sorcerers, 
but cannot combine with Red Dragon Disciple.  Since Wizards don't use 
Charisma, dwarves can more readily afford the Intelligence to make 
Wizards viable.  However taking levels of Wizard as a tertiary class 
to pick up a few spells has some disadvantages that are probably not 
worth the bother; low BAB progression and trying to cast arcane spells 
in armor.  A Dwarven Defender would be much better off with Cleric 
levels instead for those same buffing spells and casting them as divine 
instead.  However, if using Wizard to go the Pale Master route and then 
adding Dwarven Defender, there are some interesting advantages from the 
Pale Master class.  However Pale Masters can be made from Bards as well, 
see the Pale Master Section below.


[6.2] Prestige Classes
======================
    Since all prestige classes rely on a basic class to start, some 
multi-class combinations are not possible or practical when building a 
Dwarven Defender.  However there are some interesting possibilities 
combining two prestige classes and reaping the benefits of both.  Most 
builds are going to carry into the epic levels to reach maturity in the 
special abilities because it is impossible to take 20 levels of prestige 
classes before reaching level 25.


[6.2.1] Arcane Archer
---------------------
    This combination is not possible as Arcane Archers have to be either 
Elven or Half-Elven.  


[6.2.2] Assassin
----------------
    Like the Rogue, the assassin gets bonus damage from sneak attacks.  
However the skill requirements would likely make this combination a non-
event.  Dwarven Defenders based on Rogue/Assassin route would not want 
to diverge from that path long enough to get the Damage Reduction.  Also 
playing styles are different and don't necessarily compliment each other.  
Strictly speaking you can combine them, but there is no real advantage 
for the DD build.  I would consider the Fighter/Rogue build instead; see 
the Rogue Section above.  


[6.2.3] Blackguard
------------------
    Blackguards are like the fallen-Paladin and could combine with 
Dwarven Defenders.  For some of the Blackguard benefits, the character 
will require some investing in Charisma, but that is really no different 
than the Paladin.  Meeting the Hide Skill requirement would not be easy 
without sacrificing something.  But the BAB and Cleave Feat requirements 
are not a problem.  The Blackguard offers a few special abilities that 
are attractive at level 2; Bull's Strength and Dark Blessing.  However 
the other abilities (Create Undead and Summon Fiend) require more 
commitment to the class to be useful in the long run.  As for the sneak 
attack is doesn't come as fast as it does for Rogues and a Dwarven 
Defender that would want it should consider the Fighter/Rogue/DD 
combination instead.  In the epic levels, Blackguards might want to 
consider Dwarven Defender levels to gain the Damage Reduction, but 
really it is not a primary Dwarven Defender build.  A lawful evil 
Fighter/DD combination could take 2 levels of Blackguard to get Bull's 
Strength and Dark Blessing, but spending 6 points to make Charisma 12 
is at the expense of other scores and Bull's Strength as an ability is 
probably not worth it when potions are readily available.


[6.2.4] Champion of Torm
------------------------
    The Champion of Torm is another good melee character on its own.  
Some of the Champion of Torm abilities don't easily mesh well as dwarves 
take a hit with the -2 Charisma penalty, but the bonus feats and Sacred 
Defense are not dependent on Charisma.  CoT also have a +7 BAB 
requirement and Dwarven Defenders would be reluctant to sacrifice DD 
levels for CoT level.  Without investing in Charisma and significant CoT 
levels, Smite Evil, Lay on Hands, and Divine Wrath are not really too 
useful.  However even a few CoT levels can be worked in and strengthen 
a Fighter/DD build.  Here are the sample starting Ability Scores: 
    STR: 16   DEX: 14   CON: 17   WIS: 10   INT: 12   CHA: 6
    As you can see they are the same as a few of the other Fighter 
based builds.  See the Sample Characters Section for more details on 
this build.


[6.2.5] Harper Scout
--------------------
    The Harper Scout is more a pure role-playing class and is limited to 
only five levels, leaving them as a possible tertiary class.  The Harper 
Scout requirements for the Iron Will and Alertness Feats are probably 
not high on the priority list for Dwarven Defenders builds and can be 
tough to get without using bonus feats from Fighter levels.  The skill 
requirements can be challenging depending on the starting basic class 
but they are not necessarily wasted.  Taking levels in Harper Scout 
bring the following advantages to the character; Tumble (AC bonus) as a 
class skill, special abilities that provide bonus to Saving Throws, and 
two 2nd level buffing spells as class abilities.  However, these 
advantages can be also found other ways, without taking the penalties of 
lower hit points and medium BAB progression.  Except from a role-playing 
perspective, I'd recommend giving it a pass.


[6.2.6] Pale Master
-------------------
    Pale Master is an enhancement for arcane spellcasters; and it does 
offer a few melee-oriented advantages.  The attractive abilities include; 
Bone Skin (AC bonuses), Deathless Vigor (+3 HP/level), Tough as Bone 
(immunities), and Deathless Mastery (immune to critical hits).  However 
as a pure melee character it may not necessarily be worth the investment.  
Considering the requirement for a Pale Master to have at least level 3 
arcane spellcasting, you are looking at some serious investment in a 
non-melee class.  The slow BAB progression of Wizards, Sorcerers, and 
Pale Masters mean a +7 BAB at level 14 soonest and a maximum of 3 
attacks per round.  However, with Bard it would only take until level 
7 to learn 3rd level spells and switch to Pale Master at level 8.  
Bards also require significant investment in Charisma.  You would have 
to work around the Bard's alignment issue and be either lawful neutral 
or evil.  Bards use the medium BAB progression, have 1d6 hit points per 
level, and some decent class skills.  Switching over to Pale Master 
would slow BAB progression to the lowest level but Dwarven Defender would 
be possible at level 11.  The Dwarven Defender could still have a +17 
BAB at level 20 for 4 attacks per round and then continue to advance 
Pale Master for those attractive special abilities up to 10th level 
during epic levels when BAB progression is the same accross the board.  
See the Bard Section above for the starting Ability Scores.  At level-
up Charisma will have to be raised to at least 13 for casting 3rd level 
spells.  See Sample Characters Section for more details on the 
Bard/PM/DD combination. 


[6.2.7] Red Dragon Disciple
---------------------------
    Red Dragon Disciple is a melee-oriented option for Sorcerers and 
Bards; as such it can make a good combination with Dwarven Defenders.  
The Draconic Abilities for increasing Ability Scores (STR+8, CON+2, 
INT+2, & CHA+2) and the additional AC bonuses are very attractive to 
all players that enjoy melee characters.  Once overcoming the alignment 
incompatibility, the Bard/RDD/DD combination is a viable option.  The 
build would take some time to reach maturity and be a weak melee fighter 
at the lower development levels.  However, balancing the advancement 
properly to get a +16 BAB at level 20 and saving some skill points to 
maximize certain skills when taking the 6th level of Bard can see a 
potent melee character at level 26 being a Bard-6/RDD-10/DD-10.  There 
may be other RDD combinations that are better but RDD with good damage 
reduction can be very attractive.  See the Bard Section for some 
starting sample Ability Scores and the Sample Characters Section for 
the Bard/RDD/DD combination:
 

[6.2.8] Shadowdancer
--------------------
    The Shadowdancer prestige class is all about sneaking around which 
is kind or hard to do wearing full plate armor.  Meeting Shadowdancer 
requirements without starting as either a Rogue or Ranger is very 
difficult with limited skill points and spending them cross-class will 
take longer make the minumum levels.  Singly both of those basic 
classes are not good choices for Dwarven Defender combinations, see 
those two sections.  A Fighter/Shadowdancer build would be probably 
enjoy the Damage Reduction, but I just don't see the playing styles 
being too compatitable.  Like Assassins, Shadowdancers would be better 
off staying away from DD levels and picking a different combination. 


[6.2.9] Shifter
---------------
    Shifters start out as Druids, and really cannot afford to sacrifice 
shifter or Druid levels to gain the Dwarven Defender abilities.  Once 
going Shifter the character would be looking at either splitting 10/10 
with Druid or adding in a tertiary class with a few levels that would 
really provide more benefits with a lower investment, like Monk or 
Fighter.  Don't see much interest in pre-epic Druid/Shifter/DD 
combinations.


[6.2.10] Weapon Master
----------------------
    This is an excellent match for any melee-based character that can 
afford the requirments.  More offensive power combined with an already 
strong defense.  To really meet the Weapon Master's many feat 
requirements the most viable combination is go with the Fighter class 
at start.  The dwarven Fighter could start on DD at 8th level and start 
mixing in WM levels once the requirments are met.  To really reach 
maturity the build would carry to about 25th level to have 10 DD levels 
and 7 WM levels.  See the Fighter Section above for the starting 
Ability Scores and the Sample Characters Section for more details on 
this combination.


***********************************************************************
*                                                                     *
*                            [7.0] SKILLS                             *
*                                                                     *
***********************************************************************

[7.1] Class Skills
==================

[7.1.1] Concentration
---------------------
    This skill is useful when combining with spellcasting classes that 
are needing to cast spells in combat.  However with other skills being a 
higher priority, this will likely get ignored.


[7.1.2] Craft Armor
-------------------
    Dwarven Defenders are all about melee combat.  With only 2 base 
skill points per level there too few points to waste in the crafting 
area.  Almost all DD characters will be giving the crafting skills a 
pass.


[7.1.3] Craft Trap
------------------
    See Craft Armor above.


[7.1.4] Craft Weapon
--------------------
    See Craft Armor above.


[7.1.5] Discipline
------------------
    The most important skill for any melee character is Discipline.  
This skill helps resist combat feats such as Knockdown, Disarm and 
Called Shot.  All melee characters will frequently find themselves on 
the front lines, often surrounded, they definitely need this skill.  
Can't be a good defender while lying flat on your back.


[7.1.6] Heal
------------
    Heal is a decent skill, as it increases the effectiveness of 
healing kits.  However, if the adventures are plentiful in various 
healing potions and such for loot; then it becomes increasing less 
important.  A few points can't hurt and can make a difference when 
using the healing kits to cure disease and poison.  With skill points 
at a premium it can be sacrificed, or only given slight attention.

[7.1.7] Listen
--------------
    Listen is skill that really depends on the adventure or module 
being played.  If the enemy is making frequent use of the stealth 
skills (Hide and Move Silently), then this skill is useful.  However 
in the original campaigns I have gotten by without it.  Magic items 
and spells can compensate.  Considering at higher levels the stealthy 
rogues are going to have high stealth skills and probable magic 
augmentation, most DD will not have the skill points to keep Listen at 
sufficient level.  

[7.1.8] Lore
------------
    Lore can save you money getting items identified, and allow you to 
use newfound items immediately.  A few Rings of Scholars can also be 
equipped to significantly augment the ability and save some skill 
points.  Also dwarves have a racial bonus as well.  However, only 
spending a few points doesn't really help without the items to boost 
it.  If you are going to rely on it, some investing is going to be 
required.  The choice really depends on the adventures and modules you 
are playing.  If money is not a problem then it may not be necessary to 
have more than a few points in this skill.


[7.1.9] Parry
-------------
    Personally, I have never put any points into Parry.  With the 
playing style of a Dwarven Defender, some may find it more useful as 
the DD will be looking to outlast their opponents rather than relying 
on quick kills.  Really it may be personal preference. 


[7.1.10] Spot
-------------
    Like Listen Spot is another skill that really depends on the 
adventure or module being played.  If the enemy is making frequent use 
of the stealth skills (Hide and Move Silently), then this skill is 
useful.  However in the original campaigns I have gotten by without it.  
Magic items and spells can compensate.  Considering at higher levels 
the stealthy rogues are going to have high stealth skills and probable 
magic augmentation, most DD will not have the skill points to keep Spot 
at sufficient level.  


[7.2] Cross-class Skills
========================
    Spending points in the other cross-class skills really depends on 
what other classes the DD has in combination.  Decisions to spend on 
cross-class skills may be influenced by saving the points to spend when 
taking levels in classes where the skill is no longer cross-class.  
Everything really depends on the build itself.  However some of the 
cross-class skills are useful to the Dwarven Defender, and should be 
considered, even when having to spend double points to increase their 
levels.


[7.2.1] Search
--------------
    If this skill is not a class skill in the DD combinationís other 
classes then most likely the character will be investing points here 
anyway.  All adventurers benefit from being able to see traps before 
walking into them and it is necessary to find secret doors.


[7.2.2] Spellcraft
------------------
    If the character is not multi-classing with a spell-caster class, 
then this will be a cross-class skill.  Even if not casting spells, the 
bonuses to saves versus spells for every 5 levels in this skill (before 
modified) make it worthwhile when affordable.  Combined with the racial 
bonus makes even a small bonus worthwhile.  However, with skill points 
at a premium, the choice will likely come down to priorities.


[7.2.3] Tumble
--------------
    Tumble is one of those skills that every melee character needs.  
For every 5 levels of this skill (before modified) the character gets 
a +1 AC Dodge bonus.  Unfortunately most melee characters will have to 
spend points on Tumble as a cross-class skill.  Getting level 5 or 10 
is usually the best one can do unless you know you character is going 
to get to level 27 and be able to get 15 levels in the skill.


***********************************************************************
*                                                                     *
*                             [8.0] FEATS                             *
*                                                                     *
***********************************************************************

    When meeting the requirements for a Dwarven Defender, there are two 
required feats, Dodge and Toughness.  Both of those feats are definitely 
useful for melee-character builds.  After that, feat selections really 
depend on personal preferences and the build combination.  Certain feats 
are definite priorities for certain builds and all melee characters.  

[8.1] Useful General Feats
==========================

[8.1.1] Ambidexterity
---------------------
    One of the three feats needed for any character that wants to 
effectively dual-wield (including using a double weapon).  Utility 
really depends on the build, but taking this feat without planning to 
take the other two (Two-Weapon Fighting and Improved Two-Weapon 
Fighting) would be pointless.  Keep in mind that Ambidexterity has a 
Dexterity of 15 requirement.


[8.1.2] Blind Fight
-------------------
    Blind Fight is very useful to any character that is fighting 
against enemy spellcasters.  When playing the NWN Original Campaigns 
it certainly appears to be a must for any melee character that can 
afford it.


[8.1.3] Cleave
--------------
    A chance at a free attack, what's not to like.  However, it requires 
Power Attack as a pre-requisite which also requires a 13 in Strength.  
It is pretty much standard in my feat selection within the first few 
levels for all my melee characters.


[8.1.4] Divine Might
--------------------
    This feat is excellent for Clerics and Paladin combinations that 
have the Charisma to take advantage.  It requires the abilility to Turn 
Undead from Cleric or Paladin levels.  It also requires the Power 
Attack Feat, but most melee characters will have that by the time they 
are eligible to really make effective use of Divine Might anyway.  This 
feat is considered a Paladin and Cleric Class Feat and can only be taken 
when leveling up in one of those two classes during a usual General Feat 
selection (i.e. 6th or 9th character level). 


[8.1.5] Divine Shield
---------------------
    Like Divine Might, it has the same requirements regarding Power 
Attack, Turn Undead and being either a Cleric or Paladin.  Being able 
to apply that Charisma bonus as a Dodge bonus to AC is great, but it 
may be tough for Dwarven Defenders to have decent duration and 
effectiveness.  Like Divine Might, this feat is a considered a Paladin 
and Cleric Class Feat and can only be taken when leveling up in one of 
those two classes.  With lower Charisma, it may not be as useful as 
Divine Might.


[8.1.6] Dodge
-------------
    An extra +1 AC bonus is always useful and it requires a Dexterity 
of 13.  This a mandatory requirement for Dwarven Defender.  


[8.1.7] Extra Turning
---------------------
    For those Cleric and Paladin combinations making use of the Divine 
Might and Divine Shield Feats, this feat is a definite plus to increase 
the numbers of times per day to use those abilities.  Also, unlike 
Divine Might and Divine Shield it is not a Class Feat so it can be taken 
during any level-ups whenever General Feats are available.


[8.1.8] Great Cleave
--------------------
    Of course it requires Cleave as a pre-requisite and it is required 
if a character wants Overwhelming Critical in the epic levels.  Overall 
usefulness is mixed.  Often at higher levels the chances of being able 
to deliver more than one killing blow per round can become less when 
fighting those higher level enemies.  However even high level bad guys 
can get mowed down pretty quickly if they were softened up by some area 
effect damage spells ahead of time. 


[8.1.9] Improved Critical
-------------------------
    Once selecting a weapon of choice and taking its Weapon Focus, it 
only makes sense to also have Improved Critical in the same weapon.  
Usually this is not a question of whether or not to get this feat, but 
what priority it has. 


[8.1.10] Improved Power Attack
------------------------------
    This feat is not always that useful.  It can be handy for 
overcoming the damage reduction of doors and chests, but in combat the 
-10 penalty to your attack rolls versus the benefit of +10 damage can 
be a questionable trade off.  However with an over abundance of bonuses 
to attack rolls, the extra damage could be most welcome in some cases, 
especially when needing to overcome damage resistances.  However when 
in Defensive Stance, the DD cannot use Power Attack or Improved Power 
Attack.


[8.1.11] Improved Two-Weapon Fighting
-------------------------------------
    The last of the three feats necessary for any character that wants 
to effectively dual-wield (including using a double weapon).  When it 
becomes available the character can be getting close to having three 
attacks per round with their primary weapon and adding in this feat 
can mean a jump from three attacks per round to five within a span of 
1-2 level-ups.  Timing for getting this feat really depends on the 
build, but after already taking the other two dual-wielding feats 
(Ambidexterity and Two-Weapon Fighting) getting this feat would likely 
be a priority.  Even at higher levels when the BAB penalties can be 
compensated without Ambidexterity; just the two feats of Two-Weapon 
Fighting and Improved Two-Weapon Fighting might be desirable for 
secondary weapons packages. 


[8.1.12] Knockdown
------------------
    This feat can be very useful, especially against spellcasters and 
sneak attacking Rogues.  Those enemies cannot use their offensive 
abilities while flat on their back, and traditionally they do not have 
significant levels of Discipline to resist.  It doesn't have any 
pre-requisites but the character will be getting this in later levels 
when the -4 penalty to BAB can be compensated.  
 
 
[8.1.13] Power Attack
---------------------
    By itself Power Attack is not necessarily that useful.  However it 
is almost necessary as a pre-requisite for other good feats, like Cleave 
(unless you are a Monk), Divine Might, and Divine Shield.  Since most 
melee characters will have it anyway it can be handy for overcoming the 
damage reduction of doors and chests, but in combat the -5 penalty to 
your attack rolls versus the benefit of +5 damage can be a questionable 
trade off.  However with an over abundance of bonuses to attack rolls, 
the extra damage could be welcome in some cases, especially when needing 
to overcome damage resistances.  However when in Defensive Stance, the 
DD cannot use Power Attack.


[8.1.14] Toughness
------------------
    One extra hit point per level is a definite must for any melee 
character, if not every character.  This also a mandatory feat before 
taking levels of Dwarven Defender. 


[8.1.15] Weapon Finesse
-----------------------
    This feat is definitely required for the Dexterity based melee 
characters.  When using a dagger, handaxe, kama, kukri, light hammer, 
mace, rapier, short sword, sickle or unarmed strike, the character 
uses their Dexterity bonus (if it is higher than their Strength bonus) 
for their attack rolls.  Note that the Strength, not Dexterity, bonus 
is still used for damage.  Most high Dexterity, finesse Fighter builds 
are based using this feat and most likely using one or two of the 
applicable melee weapons, often dual-wielding to capitalize on more 
attacks with lower damage weapons.  


[8.1.16] Weapon Focus
---------------------
    Once deciding on a weapon of choice, it makes sense to take its 
Weapon Focus.  The extra +1 to attack is not much but really helps out 
in early levels.  It is also required for taking Improved Critical.


[8.1.17] Weapon Proficiency: Exotic
-----------------------------------
    Some of the nicer weapons (bastard sword, dire mace, double axe, 
dwarven waraxe, katana, kukri, scythe, and two-bladed sword) are only 
useable by a character with this feat and none of the basic classes 
grant this feat automatically.  If the desired weapon of choice is one 
of these you will likely be getting this early on to take the Weapon 
Focus in that weapon as well.  Since dwarves tend to like axes, many 
people want to play with the dwarven waraxe, one of the better one-
handed weapons available.


[8.1.18] Weapon Specialization
------------------------------
    What's not to like about +2 to damage when using your weapon of 
choice?  However, this is only available to the Fighter class and 
requires at least four levels.  On level-up it is only available when 
taking a Fighter level.  Of course epic characters would be eligible 
for the Epic Weapon Specialization to gain another +4 to damage.  
Luckily the epic version only requires Weapon Specialization and it is 
available to any class that meets the requirement, not requiring 
further Fighter levels.


[8.2] Optional Feats
====================
    There are several General Feats that are questionable in their 
usefulness and can really depend on the other classes in the 
combination.  These are: Circle Kick, Combat Casting, Disarm, 
Expertise, Extra Music, Extra Smiting, Extra Stunning Attacks, Great 
Fortitude, Improved Disarm, Improved Expertise, Improved Knockdown, 
Improved Unarmed Strike, Iron Will, Lightning Reflexes, Lingering Song, 
Luck of Heroes, Mobility, Skill Focus, Spring Attack, and Whirlwind 
Attack.  There are also some class specific feats (like Evasion and 
Uncanny Dodge) that are only accessible from certain combinations and 
often have varied usefulness.

    As for the Metamagic Feats, Empower Spell and Extend Spell with a 
buffing spell can really be useful.  It is hard not to like Bull's 
Strength empowered or extended. 


[8.3] Feats To Avoid
====================
    This is the list of feats that will probably be avoided: Alertness, 
Artist, Blooded, Bullheaded, Called Shot, Courteous Magocracy, Deflect 
Arrows, Dirty Fighting, Greater Spell Focus, Greater Spell Penetration, 
Improved Initiative, Improved Parry, Point Blank Shot, Rapid Shot, 
Rapid Reload, Resist Disease, Resist Energy, Resist Poison, Silver Palm, 
Skill Focus, Snake Blood, Spell Focus, Spell Penetration, Stealthy, 
Strong Soul, Stunning Fist, Thug, and Zen Archery.

    Many of the first level only feats are related to skills that are 
not a priority for DD builds or they are providing bonuses to Saving 
Throws.  But pretty much all of these can be sacrificed for other feats 
that are more beneficial.  Any of the feats that really fit basic 
classes that do not make good DD combinations can be avoided as well.


[8.4] Useful Epic Feats
=======================
    Many of the Epic Feats are great for obvious reasons, they are epic.  
These are the most noteworthy ones that are realistic for a DD to take. 

[8.4.1] Armor Skin
------------------
    Armor Skin is good, adds +2 to the character's natural AC before 
applying any modifications.  It stacks with everything.


[8.4.2] Devastating Critical
----------------------------
    Devastating Critical has tough requirements for DD builds; 
Strength of 25 and Overwhelming Critical (and its requirements).  
However, with this feat any critical hit successfully delivered 
(assuming the enemy is not immune) can deliver automatic death unless 
successfully making a Fortitude save.  It is nice to deliver killing 
blows and goes well with a Weapon Master combination, but in the epic 
levels it may not be as effective when high level enemies are immune.
 

[8.4.3] Epic Damage Reduction I-III
-----------------------------------
    This feat is nice providing natural damage reduction that cannot 
be bypassed with magic weapons.  It can be taken up to three times to 
provide 3, 6, or 9 points of reduction respectively.  This will also 
stack with the Dwarven Defender Damage Reduction.  As most dwarves have 
high constitution it is certainly realistic to meet the Constitution of 
21 requirement in the early epic levels. 


[8.4.4] Epic Prowess
--------------------
    This feat adds a +1 to all attacks with weapons.  It is not bad, 
but it may not be high on the priority list since the extra +1 may not 
be that big of a deal in epic levels.


[8.4.5] Epic Toughness
----------------------
    This feat adds +20 to hit points.  It does not add 1 point per level 
like the Toughness Feat.  Also Epic Toughness can be selected multiple 
times, for a maximum of +200 hit points.  After picking up the other 
Epic Bonus Feats, many epic characters will be getting this multiple 
times from lack of a better choice when spending epic bonus feats.


[8.4.6] Epic Weapon Focus
-------------------------
    This feat will add another +2 bonus to attack with the chosen weapon 
of choice.  It requires a prior Weapon Focus, which the DD should 
already have.


[8.4.7] Epic Weapon Specialization
----------------------------------
    This feat is only available to the DD if they have Weapon 
Specialization and Epic Weapon Focus beforehand.  However, having an 
additional +4 to damage with the weapon of choice is nice and usually 
a priority for any combinations that have at least 4 levels of Fighter.  
The other nice thing is that it can be taken as a General Feat once the 
requirements are met.  It is not a requirement to take further levels of 
Fighter in the epic levels.  Some builds capitalize on the Fighter Bonus 
Feats and plan for taking this feat and Epic Weapon Focus on the 21st 
level to get both as soon as possible.


[8.4.8] Great Constitution
--------------------------
    This feat adds another point to Constitution and can be taken up to 
10 times.  However it is a General Epic Feat and is not an Epic Bonus 
Feat for DD.  It is definitely useful to boost Constitution higher for 
more hit points and almost a necessity for any DD that wants to get 
Epic Damage Reduction and hasn't invested heavily in Constitution 
already.


[8.4.9] Great Strength
----------------------
    This feat adds another point to Strength and can be taken up to 10 
times.  However it is a General Epic Feat and is not an Epic Bonus Feat 
for DD.  It is definitely useful to boost Strength higher for increasing 
the bonus to hit and damage.  It is almost a necessity for any DD that 
wants to get the Overwhelming and Devastating Critical Feats.


[8.4.10] Overwhelming Critical
------------------------------
    Overwhelming Critical has some tough requirements for DD builds to 
meet, mainly the Strength of 23.  The other feat requirements are most 
likely already part of the build by the time the character is eligible 
as they have usefulness in their own right.  With successful critical 
hits, this feat provides additional damage depending on the weapon's 
modifier, ranging from +1d6 to +3d6.


***********************************************************************
*                                                                     *
*                          [9.0] EPIC LEVELS                          *
*                                                                     *
***********************************************************************

    Making epic characters really have tons of different possibilities 
and it is really hard to compare them all.  Most epic characters are a 
force to be reckoned with regardless of what character class they are.  
Even the builds in the Sample Characters Sections are only going into 
the epic levels a short ways to complete the combination.  

    The choice whether to continue to take the Dwarven Defender levels 
after the first 10 really depends on personal preference.  The Defensive 
Stance continues to increase in numbers of uses per day and the Damage 
Reduction continues to increase as the epic levels progress.  30 levels 
of DD means 15x/day for Defensive Stance and a Damage Reduction of 21 
(30 with all three Epic Damage Reduction Feats).  However, taking some 
of the basic classes in the DD combinations all the way to level 20 
provides benefits as well, particularly for any class with spells.

    In any case this guide focuses more on pre-epic characters and 
builds that are not carried much past the initial epic levels.  For 
those people who like level 40 characters, knock yourself out, but 
most of the community modules I have seen are not written for 
characters much past 20th level.  Finding good epic level modules is 
almost as challenging as trying to decide your ultimate 40th level 
character build.  Personally I am not interested in player vs. player 
so I am not even going to address those issues.


***********************************************************************
*                                                                     *
*                       [10.0] SAMPLE CHARACTERS                      *
*                                                                     *
***********************************************************************

    These sample character builds are just that, sample characters.  
Some people made find variations they like better.  Even with some of 
the combinations there are little tweaks that can be made, but I tried 
to provide a little variety rather than make only common examples.  And 
if you don't like a particular sample character, well don't make it, 
choice is yours.  Not every build expects to use the Dwarven Waraxe 
either.  Most builds are going to focus on Constitution during leveling 
up to quickly gain the Epic Damage Reduction, and many builds carry the 
levels to about that point.


=========================================
[10.1] Barbarian/Fighter/Dwarven Defender
=========================================
Classes: Barbarian(5)/Fighter(6)/Dwarven Defender(14)
1st Level Ability Scores:
	STR 16		CON 17		INT 12
	DEX 14		WIS 10		CHA 6

Build Progression
    Levels:
    Barbarian: 		1, 6-9
    Fighter:		2-5, 20-21
    Dwarven Defender:	10-19, 22-25
  Feats(14)and Abilities:			    level:
    Exotic Weapon Proficiency				1
    Heavy Armor Proficiency (F1)			2
    Weapon Focus Dwarven Waraxe				2		
    Power Attack					3
    Dodge						3
    Weapon Specialization Dwarven Waraxe		5
    Toughness						6
    Barbarian Rage (2x/day) (B4)			8
    Uncanny Dodge II (B5)				9
    Cleave						9
    Improved Critical Dwarven Waraxe			12
    Knockdown						15
    Lightning Reflexes					18
    Defensive Awareness III (DD10)			19
    Epic Weapon Focus Dwarven Waraxe			21
    Epic Weapon Specialization Dwarven Waraxe		21
    Defensive Stance (7x/day) (DD13)			24
    Great Constitution I				24
    Damage Reduction 9/- (DD14)				25
    Epic Damage Reduction I				25
  Ability Scores Raised:
    Strength: 		+2  Levels: 4, 8
    Constitution: 	+4  Levels: 12, 16, 20, 24
  Skill Levels Taken: 100 total points
    Discipline		28
    Search		 8 (16)
    Tumble		14 (28)
    Spellcraft		14 (28)

25th Level Statistics: 
	STR 18		CON 22		INT 12
	DEX 14		WIS 10		CHA 6
    AC with Bonuses: 25 (23 w/Barb Rage; 27 w/Barb Rage & Def Stance) 
        +2 Dexterity (+1 in heavy armor)
        +1 Dodge
        +2 Tumble
       +11 Full Plate Armor & Tower Shield
        +4 Defensive Stance (dodge AC)
        -2 Barbarian Rage
           Defensive Awareness & Uncanny Dodge (keep DEX bonus)
           Cannot be flanked with Defensive Awareness II
        +4 Dodge bonus versus Giants
    Hit Points: 463
       +50 Barbarian Rage
       +50 Defensive Stance
        12 Points Damage Reduction/hit
    Fortitude: 23, Reflex: 11, Will: 11
        +2 Fortitude & Will with Barbarian Rage
        +2 Reflex versus traps from Uncanny Dodge & Defensive Awareness
        +2 All with Defensive Stance
        +2 versus spells from Spellcraft
        +2 Racial bonus versus spells and poison
    BAB: +22  Attacks: +22/+17/+12/+7
    Attack Bonuses: +10
        +4 Strength
        +2 Barbarian Rage Strength
        +1 Defensive Stance Strength
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
        +3 Dwarven Waraxe Weapon Focuses
    Damage Bonuses (base 1d10): +13 
        +4 Strength
        +2 Barbarian Rage Strength
        +1 Defensive Stance Strength
        +6 Dwarven Waraxe Weapon Specializations

Notes
-----
    With this build, adjustments for alignment will have to be made to 
even make it possible.  There are ways to do it, but very difficult in 
the NWN campaigns.  This build focuses on combining the Barbarian Rage 
with the Defensive Stance bonuses.  More combinations would be possible 
to mix in more levels of Barbarian, but with the alignment issues, this 
buils stops Barbarian levels once Dwarven Defender levels are started.  
The timing of the 6th Fighter level works well to gain two Epic Feats on 
the 21st level, and it's nice to get Epic Weapon Focus and Epic Weapon 
Specialization at the same time.
    This build will rely on items to buff up strength, and with good hit 
points may not need any items that boost Constitution.  Armor class 
should be good and the Dwarven Axe can be optional, in favor of a Bastard 
Sword or Katana.  Exotic Weapons Proficiency could be dropped in favor 
of Iron Will to boost those Saving Throws.  Reflex and Will Saving Throws 
are not great, and items will likely need to compensate.
    Overall this build is not bad, with good Damage Reduction and good 
hit points.  Attacks and damage potential are decent.


================================================
[10.2] Bard/Red Dragon Disciple/Dwarven Defender
================================================
Classes: Bard(6)/Red Dragon Disciple(10)/Dwarven Defender(10)
1st Level Ability Scores:
	STR 14		CON 16		INT 12
	DEX 14		WIS 10		CHA 12

Build Progression
    Levels:
    Bard:	 		1-5, 13
    Red Dragon Disciple:	6-12, 20-22
    Dwarven Defender:		14-19, 22-26
  Feats(10)and Abilities:			    level:
    Power Attack					1
    Cleave						3
    Dodge						6
    Dragon Abilities (STR+2) (RDD2)			7
    Dragon Breath (1x/day) (RDD3)			8
    Hit Die Increase d8 (RDD4)				9
    Dragon Abilities (STR+2) (RDD4)			9
    Toughness						9
    Knockdown						12
    Hit Die Increase d10 (RDD6)				11
    Dragon Abilities (CON+2) (RDD7)			12
    Heavy Armor Proficiency (DD1)			14
    Weapon Focus Battle Axe				15		
    Improved Critical Battle Axe			18
    Epic Weapon Focus Battle Axe			21
    Immunity Fire, Sleep, & Paralysis (RDD10)		22
    Draconic Armor +4 (RDD10)				22
    Dragon Abilities (INT+2) (RDD9)			22
    Dragon Abilities (STR+4, CHA+2) (RDD10)		22
    Epic Damage Reduction I				24
    Defensive Stance (5x/day) (DD9)			25
    Damage Reduction 6/- (DD10)				26
    Defensive Awareness III (DD10)			26
  Ability Scores Raised:
    Strength:		+2  Levels: 4, 8
    Constitution:	+4  Levels: 12, 16, 20, 24
  Skill Levels Taken: 120 total points
    Discipline		25
    Lore		10
    Perform		10
    Persuade		10
    Search		10
    Tumble		15
    Spellcraft		25
    Use Magic Device	15
  Key Spells:
    Cantrips(3): Cure Minor Wounds, Resistance, Light
    1st(4): Mage Armor, Magic Weapon, Prot From Alignment, Cure Light Wnds
    2nd(3): Bull's Strength, Eagle's Splendor, Cat's Grace, Owl's Wisdom

26th Level Statistics: 
	STR 24		CON 22		INT 14
	DEX 14		WIS 10		CHA 14
    AC with Bonuses: 39 (w/Spells before magic items cancel & Def Stance) 
        +2 Dexterity (+1 heavy armor)
        +1 Dodge
        +3 Tumble
        +4 Draconic Armor
       +11 Full Plate Armor & Tower Shield
        +4 Defensive Stance (dodge AC)
      +1-4 Mage Armor spell (only +1 Dodge AC stacks)
        +2 Protection from Alignment spell (Deflection)
      +1-2 Dexterity from Cat's Grace spell when in medium or light armor
           Defensive Awareness (keep DEX bonus)
           Cannot be flanked with Defensive Awareness (DD6)
        +4 Dodge bonus versus Giants
    Hit Points: 422
       +52 Defensive Stance
         9 Points Damage Reduction/hit
    Fortitude: 22, Reflex: 14, Will: 19
        +1 All with Bard Song
        +1 All Resistance spell
      +1-2 Will from Owl's Wisdom spell
      +1-2 Reflex from Cat's Grace spell
        +2 All versus Evil/Good with Prot from Alignment spell
           Immunity against mind-affecting with Prot from Alignment spell
        +1 Reflex versus traps from Defensive Awareness (DD10)
        +2 All with Defensive Stance
        +5 versus spells from Spellcraft
        +2 Racial bonus versus spells and poison
    BAB: +19  Attacks: +19/+14/+9/+4 
    Attack Bonuses: +17-18
        +7 Strength
      +1-2 Strength from Bull's Strength spell
        +1 Defensive Stance Strength
        +3 Battle Axe Weapon Focuses
        +1 Bard Song
        +1 Magic Weapon spell
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
    Damage Bonuses (base 1d8): +11-12
        +7 Strength
      +1-2 Strength from Bull's Strength spell
        +1 Defensive Stance Strength
        +2 Bard Song

Notes
-----
    With this build, adjustments for alignment will have to be made to 
even make it possible.  There are ways to do it, but very difficult in 
the NWN campaigns.  This build focuses on combining the Ability Score 
bonuses for Red Dragon Disciples and then gaining the added defensive 
benefits of the Dwarven Defender.  With the alignment issues, Bard 
levels are stopped once Dwarven Defender levels are started.  The last 
Bard level is good to spend Skill Points on those Bard spcecific class 
skills, like Tumble and Use Magic Device.  Also at 6th level the Bard 
Song is improved.  Delaying so long before taking that first level of 
Dwarven Defender, means using only medium armor and simple weapons 
until then and may change playing style until then.  With the slower 
BAB progression of being dual-classed, the build is not even eligible 
for Dwarven Defender until level 12.  But waiting for two more levels to 
gain the +2 bonus to Consititution and getting the final Bard level has 
its advantages.  
    Initially this build is not a very good melee character and probably 
cannot be played as such.  However, once starting on Dwarven Defender 
the build starts feeling more like a melee tank, switching to heavy 
armor and then taking a Weapon Focus in a martial weapon, rather than 
a simple one.  Starting this build at level 15 for the HotU Campaign 
would make that a non-issue.
    This build already has good strength and can buff it as well.  Armor 
class should be excellent.  The Battle Axe can be substituted for any 
other martial weapon, and with the high Strength and RDD bonus to AC, 
some may prefer to go with a two-handed weapon for the extra damage.  
Reflex Saving Throws are not great but not a real big deal once boosted 
with some items.
    Overall this build is decent, with good Damage Reduction, decent hit 
points, and an excellent AC.  Even with the slower BAB progression, the 
bonuses applied make attack pretty good and damage potential is also 
decent.


=========================================
[10.3] Bard/Pale Master/Dwarven Defender
=========================================
Classes: Bard(8)/Pale Master(10)/Dwarven Defender(10)
1st Level Ability Scores:
	STR 14		CON 16		INT 12
	DEX 14		WIS 10		CHA 12

Build Progression
    Levels:
    Bard:	 		1-7, 10
    Pale Master:		8-9, 21-28
    Dwarven Defender:		11-20
  Feats(10)and Abilities:			    level:
    Power Attack					1
    Cleave						3
    Dodge						6
    Bone Skin I (+2)(PM1)				9
    Toughness						9
    Animate Dead (PM2)					10
    Heavy Armor Proficiency (DD1)			11
    Weapon Focus Longsword				12		
    Improved Critical Longsword				15
    Knockdown						18
    Defensive Stance (5x/day) (DD9)			19
    Damage Reduction 6/- (DD10)				20
    Defensive Awareness III (DD10)			20
    Epic Weapon Focus Longsword				21
    Bone Skin II (+4)(PM4)				22
    Summon Undead (PM4)					22
    Deathless Vigor +3HP/level (PM5)			23
    Undead Graft I (PM6)				24
    Great Constitution I				24
    Tough as Bone (PM7)					25
    Bone Skin III (+6)(PM8)				26
    Undead Graft II (PM8)				26
    Summon Greater Undead (PM9)				27
    Epic Damage Reduction I				27
    Deathless Master Touch (PM10)			28
    Deathless Mastery (PM10)				28
  Ability Scores Raised:
    Charisma:		+1  Levels: 4
    Constitution:	+4  Levels: 8, 12, 16, 20
    Strength:		+2  Levels: 24, 28
  Skill Levels Taken: 115 total points
    Discipline		23
    Perform		13
    Persuade		 9
    Search		 7 (14)
    Tumble		15 (17)
    Spellcraft		30
    Use Magic Device	 9
  Key Spells:
    Cantrips(3): Cure Minor Wounds, Resistance, Light
    1st(4): Mage Armor, Magic Weapon, Prot From Alignment, Cure Light Wnds
    2nd(3): Bull's Strength, Eagle's Splendor, Cat's Grace, Owl's Wisdom
    3rd(3): Haste, Wounding Whispers, Keen Edge, Displacement

28th Level Statistics: 
	STR 16		CON 21		INT 12
	DEX 14		WIS 10		CHA 13
    AC with Bonuses: 32 (45 w/Spells & Stance before magic items cancel) 
        +2 Dexterity (+1 heavy armor)
        +1 Dodge
        +3 Tumble
        +6 Bone Skin
       +11 Full Plate Armor & Tower Shield
        +4 Defensive Stance (dodge AC)
      +1-4 Mage Armor spell (only +1 Dodge AC stacks)
        +2 Protection from Alignment spell (Deflection)
      +1-2 Dexterity from Cat's Grace spell when in medium or light armor
           Defensive Awareness (keep DEX bonus)
           Cannot be flanked with Defensive Awareness (DD6)
        +4 Dodge bonus versus Giants
        +4 Dodge from Haste spell
           50% Concealment with Displacement Spell
    Hit Points: 414
       +56 Defensive Stance
        +8 Bard Song
         9 Points Damage Reduction/hit
    +1d6+8 Damage (sonic) per hit from Wounding Whispers spell
           Immune to Critical Hits from Deathless Mastery
    Fortitude: 21, Reflex: 15, Will: 20
        +1 All with Bard Song
        +1 All Resistance spell
      +1-2 Will from Owl's Wisdom spell
      +1-2 Reflex from Cat's Grace spell
        +2 All versus Evil/Good with Prot from Alignment spell
           Immunity against mind-affecting with Prot from Alignment spell
        +1 Reflex versus traps from Defensive Awareness (DD10)
        +2 All with Defensive Stance
        +6 versus spells from Spellcraft
        +2 Racial bonus versus spells and poison
           Immune to Hold, Stun, & Paralysis from Tough as Bone
    BAB: +21  Attacks: +21/+16/+11/+6 
    Attack Bonuses: +10-11
        +3 Strength
      +1-2 Strength from Bull's Strength spell
        +1 Defensive Stance Strength
        +3 Longsword Weapon Focuses
        +2 Bard Song
        +1 Magic Weapon spell
           Extra attack with Haste spell
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
    Damage Bonuses (base 1d8): +7-8
        +3 Strength
      +1-2 Strength from Bull's Strength spell
        +1 Defensive Stance Strength
        +2 Bardsong
           Increase chance of critical hit from Keen Edge spell

Notes
-----
    With this build, adjustments for alignment will have to be made to 
even make it possible.  There are ways to do it, but very difficult in 
the NWN campaigns.  This build looks to combine the interesting special 
abilities of the Pale Master with the defensive benefits of the Dwarven 
Defender.  Being able to work around the alignment restrictions, makes 
the Bard the best choice for the basic starting class.  Wizards and 
Sorcerers have too slow BAB progression and getting 4 attacks/round 
would not be possible.  When considering the alignment issues, Bard 
levels are stopped once Dwarven Defender levels are started.  The 7th 
Bard level achieves 3rd level arcane spellcasting so the Pale Master 
levels can be started.  According to the manual, it looks like it takes 
until level 8, but in play testing, Pale Master was available at level 
8.  Taking those 2 levels of Pale Master do not slow down BAB 
progression in the long run nor decrease hit points.  Taking that 8th 
level of Bard is another jump on the Bard Song improvements and a last 
chance to spend points in some of those Bard class skills.  Perform and 
Tumble Skills should be at maximum (13) for 10th level.  Use Magic 
Device should be at 9 to be able to use all of the spell scrolls at 9th 
level.  Charisma bonus is going to help out both Perform and Use magic 
Device and this character will need a Charisma enhancing item to get 
Charisma at 14 or more.  This is worth considering as a Charisma at 14 
means Perform will be at 15 to use the better level 8 Bard Song, but 
also allow for another 2nd level Spell to be cast.  Persuade and 
Spellcraft are both class skills for Pale master and can be concentrated 
on later if skill points are stretched too thin before starting on 
Dwarven Defender levels.
    Delaying so long before taking that first level of Dwarven Defender, 
means using only medium armor and simple weapons and will likely result 
in a entirely different playing style until then.  With the medium BAB 
progression, the build starts Dwarven Defender once eligible and can get 
10 levels in before going epic.  The BAB progression also goes faster 
and 4 attacks per round is acheived at level 19.
    Initially this build is not a very good melee character and probably 
should not be played as such before level 11.  However, once starting on 
Dwarven Defender, the build starts feeling more like a melee tank, 
switching to heavy armor and then taking a Weapon Focus in a martial 
weapon, rather than a simple one.  Starting this build at level 15 for 
the HotU Campaign would make that a non-issue.
    This build already would rely on items to boost strength and can 
buff it as well.  Armor class should be excellent.  The Longsword can 
be substituted for any other martial weapon.  Reflex Saving Throws are 
bad, but also not a real big deal once boosted with some items and 
spells.
    Overall this build is decent and certainly interesting.  It has 
good Damage Reduction, decent hit points, and an excellent AC.  Even 
with the slower BAB progression, the bonuses applied make attacks pretty 
good.  However damage potential is not great, but the Pale Master levels 
offer some alternative touch attacks that can be effective again certain 
opponents.  Also the addition of spell-like abilities may be useful and 
the summoned undead can help provide some distractions to opponenets 
when slugging it out.


======================================
[10.4] Cleric/Fighter/Dwarven Defender
======================================
Classes: Cleric(6)/Fighter(6)/Dwarven Defender(14)
1st Level Ability Scores:
	STR 14		CON 14		INT 12
	DEX 13		WIS 13		CHA 12
Domains: 
   Strength: Divine Strength, Divine Power Spell(3rd), Stoneskin Spell(5th)
   War: Battlemaster, Cat's Grace(2nd), Aura of Vitality (7th)

Build Progression
    Levels:
    Fighter:		1, 3-5, 20-21
    Cleric: 		2, 6-8, 15, 22
    Dwarven Defender:	9-14, 16-19, 23-26
  Feats(12)and Abilities:			    level:
    Exotic Weapon Proficiency				1
    Weapon Focus Dwarven Waraxe				1		
    Power Attack					3
    Dodge						3
    Weapon Specialization Dwarven Waraxe		5
    Toughness						6
    Cleave						9
    Improved Critical Dwarven Waraxe			12
    Divine Might					15
    Knockdown						18
    Defensive Awareness III (DD10)			18
    Epic Weapon Focus Dwarven Waraxe			21
    Epic Weapon Specialization Dwarven Waraxe		21
    Divine Strength +4 (1x/day) (C6)			22
    Great Constitution I				24
    Defensive Stance (7x/day) (DD13)			25
    Damage Reduction 9/- (DD14)				26
    Armor Skin						26
  Ability Scores Raised:
    Strength: 		+2  Levels: 4, 8
    Constitution: 	+3  Levels: 12, 16, 24
    Wisdom:		+1  Levels: 20
  Skill Levels Taken: 87 total points
    Discipline		28
    Search		 5 (10)
    Tumble		14 (28)
    Spellcraft		20
  Key Spells: 
    Cantrips(5): Cure Minor Wounds, Resistance, Light
    1st(5): Bless, Divine Favor, Prot From Alignment, Remove Fear, Endure 
            Elements, Shield of Faith, Cure Light Wounds
    2nd(5): Bull's Strength, Endurance, Aid, Eagle's Splendor, Cat's Grace,
            Cure Moderate Wounds, Owl's Wisdom, Resist Elements, Silence
    3rd(3): Darkfire, Divine Power, Prot From Elements, Prayer, 
            Dispel Magic

26th Level Statistics: 
	STR 16		CON 18		INT 12
	DEX 13		WIS 14		CHA 12
    AC with Bonuses: 27 (33 w/Def Stance & spells before items cancel) 
        +1 Dexterity (max in heavy armor)
        +1 Dodge
        +2 Tumble
        +2 Armor Skin
       +11 Plate Armor & Tower Shield
        +4 Defensive Stance (dodge AC)
           Defensive Awareness (keep DEX bonus)
           Cannot be flanked with Defensive Awareness II
        +2 Prot From Alignment spell (Deflection)
        +2 Shield of Faith spell (Deflection)
        +4 Dodge bonus versus Giants
    Hit Points: 406 
       +44 Defensive Stance
      +1d8 Aid spell
        +6 Divine Power spell
    +22/44 Endurance spell
       +22 Battlemaster domain power
         9 Points Damage Reduction/hit
        20 Points absorb elements (10/-) with Endure Elements spell     
        30 Points absorb elements (20/-) with Resist Elements spell     
        40 Points absorb elements (30/-) with Prot from Elements spell     
    Fortitude: 22, Reflex: 9, Will: 17
        +1 Reflex versus traps from Defensive Awareness
        +2 All with Defensive Stance
        +1 All with Prayer
        +1 All Resistance spell
        +1 Fortitude and Reflex with Battlemaster Domain Power
      +1-2 Will with Owl's Wisdom spell
      +1-2 Reflex with Cat's Grace spell
        +1 Will versus Fear with Bless spell
        +1 All versus Fear with Aid spell
        +4 All versus Fear with Remove Fear spell
        +2 All versus Evil/Good with Prot from Alignment spell
           Immunity from mind-affecting spells from Prot from Alignment
        +4 versus spells from Spellcraft
        +2 Racial bonus versus spells and poison
    BAB: +21  Attacks: +21/+16/+11/+6
    Attack Bonuses: +19-20 (using all the abilities and spells at once)
        +3 Strength
        +1 Strength with Defensive Stance 
        +2 Strength with Divine Strength Domain Power
      +1-2 Strength with Bull's Strength spell
        +3 Dwarven Waraxe Weapon Focuses
        +2 BAB bonus with Divine Power spell
        +2 Divine Favor spell
        +2 Battlemaster War Domain power
        +1 Bless spell
        +1 Aid spell
        +1 Prayer spell
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
    Damage Bonuses (base 1d10): +24-31 (with all spells and powers active) 
        +3 Strength
        +1 Defensive Stance Strength
      +1-2 Strength with Bull's Strength spell
        +2 Strength with Divine Strength Domain power
        +6 Dwarven Waraxe Weapon Specializations
        +2 Divine Favor spell (magical damage)
        +2 Battlemaster Domain power (bludgeoning damage)
        +1 Prayer spell (slashing damage)
      +2-3 Divine Might (divine damage) with Eagle's Splendor spell
      +4-9 Darkfire spell (fire damage)

Notes
-----
    This is one of my favorite Dwarven Defender builds.  This build 
combines the divine spellcasting of the Cleric levels with the Fighter 
levels to pave the way for going Dwarven Defender, getting all 10 
levels before going epic.  There are plenty of buffing spells and a few 
special abilities that also buff combat.
    Once going epic the 6th levels in both Fighter and Cleric are 
probably worth delaying epic levels of Dwarven Defender.  Taking a 
Fighter level at 21st level is good for that extra feat to get both 
Epic Weapon Focus and Epic Weapon Specialization in one shot.  Taking 
one more level of Cleric at 22nd level, increases the duration of many 
of the buffing spells, increases the bonus for Divine Strength and 
Divine Favor, allows spending in Spellcraft to be higher, and provides 
additional 2nd and 3rd level spells.
    When choosing the Cleric Domains, some may prefer others that don't 
rely on Charisma for their special abilities.  However limiting Cleric 
levels to only cast 3rd level spells means many the better bonus spells 
like Energy Buffer and Stone Skin would never be used anyway.  Having 
Protection for Elements is still okay at higher levels and the Dwarven 
Defender Damage Reduction will ultimately be better than Stoneskin.  
Having Divine Power at 3rd level is nice to make it available for the 
extra boost to BAB when needed.  With items and an Eagle's Splendor 
spell to boost Charisma, both Divine Strength and Battlemaster will 
last long enough, possibly for the whole fight.  Taking the Divine Might 
Feat also is nice for a few extra divine damage points those first few 
rounds of combat.
    Overall the Ability Scores are not too high, as they need to be a 
little balanced.  This also delays being eligible for Epic Damage 
Reduction until much later.  However, hit points are still decent and 
can get buffed to be pretty good.  Damage Reduction is from only Dwarven 
Defender levels and AC are still good.  The extra spells also mean the 
character will be absorbing at least some of the elemental damage as 
well.  Reflex Saving Throws are not great, but there are plenty of 
buffing spells to make it significantly better.  On the offensive side 
the character can generate quite a punch.  Normally, attacks and damage 
will be decent, but when buffed up and ready to go for those tough 
battles it can be very good for at least the first few rounds.  With 
typical magic items most characters can get by level 20, even in a tough 
fight this build could average over 35 points of damage per hit (without 
critical hits) and could land all four attacks every round.  I have only 
been able to make Paladin/Champion of Torm combinations that can average 
higher damage without critical hits.  


=============================
[10.5] Druid/Dwarven Defender
=============================
Classes: Druid(10)/Dwarven Defender(14)
1st Level Ability Scores:
	STR 15		CON 17		INT 10
	DEX 14		WIS 14		CHA 6

Build Progression
    Levels:
    Druid: 		1-10
    Dwarven Defender:	11-24
  Feats(10)and Abilities:			    level:
    Animal Companion (D1)				1
    Nature Sense (D1)					1
    Dodge						1
    Woodland Stride (D2)				2
    Trackless Step (D3)					3
    Power Attack					3
    Resist Nature's Lure (D4)				4
    Cleave						6
    Venom Immunity (D9)					9
    Toughness						9
    Wild Shape (4x/day) (D5)				10
    Weapon Focus Longsword				12
    Improved Critical Longsword				15
    Knockdown						18
    Defensive Awareness III (DD10)			20
    Epic Weapon Focus Longsword				21
    Defensive Stance (7x/day) (DD1)			23
    Damage Reduction 9/- (DD6)				24
    Great Constitution I				24
    Epic Damage Reduction I				24
  Ability Scores Raised:
    Strength: 		+2  Levels: 4, 12
    Constitution: 	+3  Levels: 16, 20, 24
    Wisdom:		+1  Levels: 8
  Skill Levels Taken: 84 total points
    Discipline		27
    Persuade		 7
    Search		 5 (10)
    Tumble		13 (26)
    Spellcraft		13
  Key Spells: 
    Cantrips(6): Cure Minor Wounds, Resistance, Light
    1st(5): Endure Elements, Cure Light Wounds, Summon Creature I, Grease,
            Entangle, Magic Fang
    2nd(5): Bull's Strength, Barkskin, Flame Lash, Resist Elements, Lesser
            Restoration
    3rd(3): Call Lightning, Greater Magic Fang, Protection from Elements, 
            Cure Moderate Wounds
    4th(3): Flame Strike, Dispel Magic, Stoneskin, Freedom of Movement, 
            Cure Serious Wounds
    5th(2): Spell Resistance, Ice Storm, Death Ward, Inferno, Awaken, Cure
            Critical Wounds

24th Level Statistics: 
	STR 17		CON 21		INT 10
	DEX 14		WIS 15		CHA 6
    AC with Bonuses: 25 (32 w/Def Stance & spells before items cancel) 
        +2 Dexterity (+1 in heavy armor)
        +1 Dodge
        +2 Tumble
       +11 Plate Armor & Tower Shield
        +4 Defensive Stance (dodge AC)
           Defensive Awareness (keep DEX bonus)
           Cannot be flanked with Defensive Awareness II
        +3 Barkskin spell (natural)
        +4 Dodge bonus versus Giants
    Hit Points: 392
       +48 Defensive Stance
        12 Points Damage Reduction/hit
       100 Points of Damage Reduction 10/+1 with Stoneskin spell
        20 Points absorb elements (10/-) with Endure Elements spell     
        30 Points absorb elements (20/-) with Resist Elements spell     
        40 Points absorb elements (30/-) with Prot from Elements spell     
    Fortitude: 21, Reflex: 10, Will: 18
        +1 Reflex versus traps from Defensive Awareness
        +2 All with Defensive Stance
        +1 All Resistance spell
        +2 versus Fear with Resist Nature's Lure
        +2 versus spells from Spellcraft
        +2 Racial bonus versus spells and poison
           Immune to Grease, Web, & Entangle from Woodland Stride
           Immune to Poison from Venom Immunity
        22 Spell Resistance from Spell Resistance spell
    BAB: +19  Attacks: +19/+14/+9/+4
    Attack Bonuses: +8-10 (using all the abilities and spells at once)
        +3 Strength
        +1 Defensive Stance Strength
      +1-3 Strength with Bull's Strength spell
        +3 Longsword Weapon Focuses
        +2 In Wilderness areas from Nature's Sense
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
    Damage Bonuses (base 1d8): +5-7 (with all spells and powers active) 
        +3 Strength
        +1 Defensive Stance Strength
      +1-3 Strength with Bull's Strength spell

Notes
-----
    The Druid combination will have some interesting versatility.  The 
buffing spells and lack of Domain Powers certainly make it appear a poor 
second choice to the Cleric combination.  However the Druid levels bring 
a different mix of spells to offer a difference playing style.  Shape 
changing into the wildshapes offer other possibilities and also heal up 
some damage as well.
    Focusing on the Dwarven Defender abilities at the expense of Druid 
levels means focusing on gaining Epic Damage Reduction very quickly.  
After diverging away from Druid the playing style will probably be more 
tank like and less like a Druid.
    Overall this build is okay.  The ability scores are not bad, relying 
on buffing and items to boost strength.  AC and hit points will both be 
decent.  Damage Reduction will be good at 12/- and also elemental 
absorbtion will be available from spells.  For Saving Throws, Reflex will 
not be great, but there is some buffing available and also Spell 
Resistance.  Attacks are not bad, but damage doesn't look too great when 
compared against other builds.


=============================================
[10.6] Fighter/Dwarven Defender/Weapon Master
=============================================
Classes: Fighter(8)/Dwarven Defender(10)/Weapon Master(7) 
1st Level Ability Scores:
	STR 16		CON 17		INT 13
	DEX 13		WIS 10		CHA 6

Build Progression
    Levels:
    Fighter:		1-7, 21
    Dwarven Defender:	8-13, 22-25
    Weapon Master:	14-20
  Feats(14)and Abilities:			    level:
    Weapon Focus Greatsword				1
    Dodge						1
    Mobility						2
    Spring Attack					3
    Weapon Specialization Greatsword			4
    Toughness						6
    Expertise						6
    Whirlwind Attack					9
    Improved Critical Greatsword			12
    Weapon of Choice Greatsword (WM1)			14
    Power Attack					15
    Increased Multiplier (WM5)				18
    Superior Weapon Focus (WM5)				18
    Cleave						18
    Ki Critical (WM7)					20
    Ki Damage (7x/day) (WM1)				20
    Epic Weapon Focus Greatsword			21
    Epic Weapon Specialization Greatsword		21
    Defensive Stance (5x/day) (DD1)			24
    Great Constitution I				24
    Defensive Awareness III (DD10)			25
    Damage Reduction 6/- (DD10)				25
  Ability Scores Raised:
    Strength: 		+4  Levels: 4, 8, 16, 20
    Constitution:	+2  Levels: 12, 24
  Skill Levels Taken: 84 total points
    Discipline		28
    Intimidate		 4 (8)
    Spellcraft		10 (20)
    Tumble		14 (28)

25th Level Statistics: 
	STR 20		CON 20		INT 13
	DEX 13		WIS 10		CHA 6
    AC with Bonuses: 22 (26 when in Defensive Stance)
        +1 Dexterity
        +1 Dodge
        +2 Tumble (Dodge)
        +8 Full Plate Armor
        +4 Defensive Stance (dodge AC)
           Defensive Awareness (keep DEX bonus)
           Cannot be flanked with Defensive Awareness II
        +4 Dodge bonus versus Giants
    Hit Points: 420  
       +50 Defensive Stance
         6 Points Damage Reduction/hit
    Fortitude: 19, Reflex: 12, Will: 11
        +1 Reflex versus traps from Defensive Awareness
        +2 All with Defensive Stance
        +2 All versus spells from Spellcraft
        +2 Racial bonus versus spells and poison
    BAB: +22  Attacks: +22/+17/+12/+7
    Attack Bonuses: +10
        +5 Strength
        +1 Defensive Stance Strength
        +4 Greatsword Weapon Focuses
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
    Damage Bonuses (base 2d6): +15
        +7 Strength
        +2 Defensive Stance Strength
        +6 Greatsword Weapon Specializations
        x4 Damage with Critical Hit Range 15-20  
       Max Using Ki Damage ability

Notes
-----
    Combining the offensive prowess of the Weapon Master with the 
defensive benefits of the Dwarven Defender make this a good melee tank.  
Weapon Master levels go to 7th to gain the most out of the Special 
Abilities as non-primary class.  Anyway, further levels really don't 
offer much compared to Dwarven Defender levels.  Overall build 
progression concentrates on getting the requirements for Weapon Master 
to take those 7 levels before getting the 10 Dwarven Defender levels, 
but really that could be changed around.  The last fighter level is 
timed to get that 8th level bonus feat at 21st level to get both Epic 
Weapon Focus and Epic Weapon Specialization at the same time.
    The AC is not great when giving up the shield in favor of the 
Greatsword as Weapon of Choice, but the Greatsword provides the best 
average damage for Weapon Masters, and with strength being good the 
extra damage is also welcome.  But some may prefer to trade off with a 
sword and shield combination instead.
    This build comes out pretty good with Strength and Constitution, 
going for Overwhelming Critical and/or Epic Damage Reduction in later 
epic levels.  Hit  points are decent and the damage reduction is the 
minimum from 10 DD levels.  The Saving Throws are okay, but not great 
and there are not so many buffs to help.  Attacks are decent and damage 
is good.  With Strength boosting items the damage will improve faster 
than the attacks.  Critical hits will be nice and many enemies will get 
chopped down unless immune.  Overall this is a decent build and a pretty 
good combination.


============================
[10.7] Monk/Dwarven Defender
============================
Classes: Monk(16)/Dwarven Defender(11)
1st Level Ability Scores:
	STR 16		CON 16		INT 10
	DEX 14		WIS 14		CHA 6

Build Progression
    Levels:
    Monk: 		1-10, 21-25, 27
    Dwarven Defender:	11-20, 26
  Feats(10)and Abilities:			    level:
    Cleave (M1)						1
    Improved Unarmed Strike (M1)			1
    Monk AC Bonus(M1)					1
    Evasion (M1)					1
    Stunning Fist (levelx/day) (M1)			1
    Flurry of Blows(M1)					1
    Luck of Heroes					1
    Deflect Arrows (M2)					2
    Monk Speed (M3)					3
    Still Mind (M3)					3
    Dodge						3
    Purity of Body (M5)					5
    Knockdown & Improved Knockdown (M6)			6
    Weapon Focus Unarmed Strike				6
    Improved Evasion (M9)				9
    Toughness						9
    Improved Critical Unarmed Strike			12
    Blind Fight						15
    Lightning Reflexes					18
    Defensive Awareness III (DD10)			20
    Damage Reduction 6/- (DD6)				20
    Diamond Body (M11)					21
    Epic Weapon Focus Unarmed Strike			21
    Ki Strike +2 (M10)					23
    Great Constitution I				24
    Quivering Palm (M15)				25
    Armor Skin						25
    Defensive Stance (6x/day) (DD1)			26
    Diamond Soul 10+16 (M12)				27
    Great Constitution II				27
  Ability Scores Raised:
    Strength: 		+4  Levels: 4, 8, 12, 16
    Constitution:	+2  Levels: 20, 24
  Skill Levels Taken: 98 total points
    Discipline		28
    Search		 5 (10)
    Spellcraft		15 (30)
    Tumble		30

27th Level Statistics: 
	STR 20		CON 20		INT 10
	DEX 14		WIS 14		CHA 6
    AC with Bonuses: 26 (30 when in Defensive Stance)
        +2 Dexterity
        +2 Wisdom
        +1 Dodge
        +3 Monk AC Bonus
        +2 Armor Skin
        +6 Tumble (Dodge)
        +4 Defensive Stance (dodge AC)
           Defensive Awareness (keep DEX bonus)
           Cannot be flanked with Defensive Awareness II
           Reflex save to avoide 1st missile with Deflect Arrows Feat
           Save versus Reflex no damage, fail 1/2 damage from Improved Evasion
        +4 Dodge bonus versus Giants
    Hit Points: 422  
       +54 Defensive Stance
         6 Points Damage Reduction/hit
    Fortitude: 23, Reflex: 18, Will: 20
        +1 Reflex versus traps from Defensive Awareness
        +2 All with Defensive Stance
        +3 All versus spells from Spellcraft
        +2 versus Mind Spells from Still Mind
           Immunity to Disease from Purity of Body
           Immunity to Poison from Diamond Body
        +2 Racial bonus versus spells and poison
        26 Spell Resistance from Diamond Soul
    BAB: +20  Attacks: +20/+17/+14/+11/+8/+5
    Attack Bonuses: +6-9
        +5 Strength
        +1 Defensive Stance Strength
        +3 Unarmed Weapon Focuses
        -2 Flurry of Blows (Extra attack)
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
    Damage Bonuses (base 1d20): +5-6
        +5 Strength
        +1 Defensive Stance Strength

Notes
-----
    Once getting into epic levels this combination starts looking pretty 
attractive.  Many people don't like getting side tracked from the Monk 
levels by multi-classing, but Dwarven Defender's abilities can be very 
attractive for Monks.  In this combination, Monk will still likely be 
the primary class, at least until geting 20 levels of Monk.  But adding 
in the DD levels pre-epic bring some extra benefits that can really help 
a Monk be stronger in combat.
    Sacrificing the Monk's later special abilities, by going with 
Dwarven Defender before level 20 bring an increase in BAB progression, 
and the much better Damage Reduction of the DD compared to the almost 
useless 20/+1 Monks get at level 20.  Carrying on with Monk in epic 
levels can still pick some of the valuable Monk abilities; Ki Strike, 
Diamond Body, and Diamond Soul.  Even with Dwarven Defender levels, this 
combination should probably still be played like an unarmed Monk.  With 
several ways to increase AC through magic items, Ability Scores balanced 
on increasing Strength and Constitution to be able to take Epic Damage 
Reduction.  Wisdom really is not as important for multi-classed Monks as 
a pure Monk.  The increase to AC is nice, but the increase to some of 
the Monk's Special abilities are not really that important when overall 
Monk levels are much lower when split with Dwarven Defender.  It is a 
trade-off.
    With the mixed feelings about Circle Kick, it was left off the build 
and Dexterity was left alone at 14 as well without a real reason to 
increase it.  The extra attack would be nice, but since it can make tough 
fights harder when the Monk cannot stay focused on one opponent, it was 
left off.  With 6 attacks per round it really is not missed anyway.
    Overall this is a nice build and the two classes can mix well 
together.  Ability Scores are decent and Epic Damage Reduction is not 
far off.  AC should be good with Monk Specific items boosting it.  Hit 
points are decent and the Damage Reduction is okay from the 10 levels of 
DD.  Saving Throws are pretty good and will get better with items.  
Attacks are good and more of them, with damage being decent taking Monk 
to 16th level to get the increase to 1d20 for damage.


=======================================
[10.8] Paladin/Fighter/Dwarven Defender
=======================================
Classes: Paladin(8)/Fighter(6)/Dwarven Defender(10)
1st Level Ability Scores:
	STR 14		CON 15		INT 12
	DEX 13		WIS 12		CHA 12

Build Progression
    Levels:
    Paladin: 		1, 6-9, 22-24
    Fighter:		2-5, 20-21
    Dwarven Defender:	10-19
  Feats(14)and Abilities:			    level:
    Lay On Hands (P1)					1
    Divine Grace & Divine Health (P1)			1
    Power Attack					1
    Cleave						2
    Weapon Focus Longsword				3
    Dodge						3
    Weapon Specialization Longsword			5		
    Aura of Courage (P2)				6
    Smite Evil (1x/day) (P2)				6
    Toughness						6
    Turn Undead (P3)					7
    Divine Might					9
    Improved Critical Longsword				12
    Knockdown						15
    Defensive Stance (5x/day) (DD1)			18
    Extra Turning					18
    Defensive Awareness III (DD10)			19
    Damage Reduction 6/- (DD6)				19
    Epic Weapon Focus Longsword				21
    Epic Weapon Specialization Longsword		21
    Great Wisdom I 					24
    Armor Skin						24
  Ability Scores Raised:
    Strength: 		+2  Levels: 4, 8
    Wisdom: 		+1  Levels: 24
    Constitution:	+3  Levels: 12, 16, 20
  Skill Levels Taken: 81 total points
    Discipline		27
    Spellcraft		13 (26)
    Tumble		13 (26)
  Key Spells:
    1st(2): Divine Favor, Deafening Clang, Endure Elements, Bless
    2nd(1): Aura of Glory, Bull's Strength, Eagle's Splendor

24th Level Statistics: 
	STR 16		CON 18		INT 12
	DEX 13		WIS 14		CHA 12
    AC with Bonuses: 27 (31 when in Defensive Stance)
        +1 Dexterity (max in heavy armor)
        +1 Dodge Feat 
        +2 Tumble (Dodge)
        +2 Armor Skin
       +11 Plate Armor & Tower Shield
        +4 Defensive Stance (dodge AC)
           Defensive Awareness (keep DEX bonus)
           Cannot be flanked with Defensive Awareness II
           Reflex save to avoide 1st missile with Deflect Arrows Feat
           Save versus Reflex no damage, fail 1/2 damage from Improved 
           Evasion
        +4 Dodge bonus versus Giants
    Hit Points: 380  
       +48 Defensive Stance
         6 Points Damage Reduction/hit
        20 Points absorb elements (10/-) with Endure Elements spell     
    Fortitude: 24, Reflex: 9, Will: 14
      +1-2 All with Charisma boosted from Aura of Glory or Eagle's Splendor
           spells
           Immunity to Fear from Aura of Courage
        +1 Reflex versus traps from Defensive Awareness
        +2 All with Defensive Stance
        +2 All versus spells from Spellcraft
           Immunity to Disease from Divine Health
        +2 Racial bonus versus spells and poison
    BAB: +22  Attacks: +22/+17/+12/+7
    Attack Bonuses: +12-13 (using Bull's Strength spell)
        +3 Strength
        +1 Defensive Stance Strength
      +1-2 Strength from Bull's Strength spell (instead of Eagle's Splendor)
        +3 Longsword Weapon Focuses
        +3 Divine Favor spell
        +1 Deafening Clang spell
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
      +2-3 Using Smite Evil with Aura of Glory or Eagle's Splendor spells
    Damage Bonuses (base 1d8): +17-19 (depending on which spells are used)
        +3 Strength
        +1 Defensive Stance Strength
      +1-2 Strength from Bull's Strength spell (instead of Eagle's Splendor)
        +6 Longsword Weapon Specializations
        +3 Divine Favor spell (magic damage)
        +3 Deafening Clang spell (sonic damage)
      +2-3 Divine Might (divine damage) with Eagle's Splendor or Aura of 
           Glory spells
        +8 Using Smite Evil (divine damage)

Notes
-----
    Dwarven Paladins that are going to go with Dwarven Defender level, 
really benefit from mixing in Fighter levels as well.  Paladins need 
many levels or only a few.  As a multi-classed Paladin, reliance on the 
weapon of choice will be more important as the spells and level dependent 
abilities are sacrificed.  The Weapon Specialization and Epic Weapon 
Specialization Feats are very nice to more than compensate those few 
spell given up.  Not staying with Paladin also means not focusing on 
Charisma based abilities as much and Dwarves start with lower Charisma 
anyway.  6 levels of Fighter results in both Weapon Specialization and 
Epic Weapon Specialization, gaining the epic version on level 21 using 
the bonus feat.
    Taking the extra 3 levels of Paladin after going epic provides a 
bonus feat and access to a 2nd level buffing spell.  For some, this 
delay in continuing Dwarven Defender levels may not be worth it, but 
Aura of Glory cannot be picked up with a potion for those tough fights 
that need the extra damage Divine Might can provide.
    Overall this a decent build.  Ability scores are a little more 
balanced, needing to be spread a little bit in all six categories.  
However Constitution is still pretty good.  AC will be good and hit 
points will be decent.  Damage Reduction is the typical amount from 10 
levels of DD, but also there is some elemental asorbtion from the 
spells.  Saving Throws are pretty wide spread with great Fortitude, but 
low Reflex, however any items and spells that boost Charisma also help 
out all Saving Throws.  Attacks and damage are both good. 


=====================================
[10.9] Rogue/Fighter/Dwarven Defender
=====================================
Classes: Rogue(5)/Fighter(6)/Dwarven Defender(14)
1st Level Ability Scores:
	STR 16		CON 18		INT 10
	DEX 14		WIS 10		CHA 6

Build Progression
    Levels:
    Rogue:	 	1, 4, 7, 12, 19
    Fighter:		2-3, 5-6, 8, 21
    Dwarven Defender:	9-11, 13-19, 20, 22-25
  Feats(14)and Abilities:			    level:
    Exotic Weapon Proficiency				1
    Heavy Armor Proficiency (F1)			2
    Weapon Focus Dwarven Waraxe				2		
    Power Attack					3
    Dodge						3
    Evasion (R2)					4
    Weapon Specialization Dwarven Waraxe		6
    Toughness						6
    Uncanny Dodge I (R3)				7
    Cleave						9
    Improved Critical Dwarven Waraxe			12
    Knockdown						15
    Great Cleave					18
    Sneak Attack +3d6 (R5)				19
    Defensive Awareness III (DD10)			20
    Epic Weapon Focus Dwarven Waraxe			21
    Epic Weapon Specialization Dwarven Waraxe		21
    Defensive Stance (7x/day) (DD13)			24
    Great Constitution I				24
    Damage Reduction 9/-(DD14)				25
    Epic Damage Reduction I				25
  Ability Scores Raised:
    Strength: 		+4  Levels: 4, 8, 12, 16
    Constitution: 	+2  Levels: 20, 24
  Skill Levels Taken: 104 total points
    Disable Traps	 4
    Discipline		28
    Open Locks		 4
    Search		 8 
    Tumble		20 
    Spellcraft		14 (28)
    Use Magic Deveice   12

25th Level Statistics: 
	STR 20		CON 21		INT 10
	DEX 14		WIS 10		CHA 6
    AC with Bonuses: 27 (31 when in Defensive Stance) 
        +2 Dexterity (+1 in heavy armor)
        +1 Dodge
        +4 Tumble
       +11 Full Plate Armor & Tower Shield
        +4 Defensive Stance (dodge AC)
           Defensive Awareness & Uncanny Dodge (keep DEX bonus)
           Cannot be flanked with Defensive Awareness II
        +4 Dodge bonus versus Giants
    Hit Points: 408
       +50 Defensive Stance
        12 Points Damage Reduction/hit
    Fortitude: 19, Reflex: 12, Will: 11
        +1 Reflex versus traps from Defensive Awareness
        +2 All with Defensive Stance
        +2 versus spells from Spellcraft
        +2 Racial bonus versus spells and poison
           Evasion - Reflex success avoid full damage vs. half
    BAB: +20  Attacks: +20/+15/+10/+5
    Attack Bonuses: +9
        +5 Strength
        +1 Defensive Stance Strength
        +3 Dwarven Waraxe Weapon Focuses
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
    Damage Bonuses (base 1d10): +12 
        +5 Strength
        +1 Defensive Stance Strength
        +6 Dwarven Waraxe Weapon Specializations
      +3d6 Sneak Attack

Notes
-----
    This combination helps to provide a more well-rounded adventurer, 
but it is still very much a melee tank, not a Rogue.  Rogue levels are 
mixed at intervals to get increases in those specific class skills that 
are useful, mainly Tumble, Search and Use Magic Device.  The Rogue's 
special abilities are nice as well; both Evasion and Sneak Attack.  
Token attention was given to Disable Trap and Open Lock since the points 
are available.  In epic levels, and another level or two of Rogue can be 
mixed in to give further boosts to Tumble and othe skills if desired.  
The 6th level of Fighter is timed to use the bonus feat to get both Epic 
Weapon Focus and Epic Weapon Specialization at the the same time.
    The Ability Scores are good for both Constitution and Strength.  
Without worrying about any other categories, Epic Damage Reduction can 
be taken pretty quickly.  AC is good and the extra bit from Tumble is 
nice.  Hit points are decent and Damage Reduction is great.  Saving 
Throws are okay, with none being too bad, but items will have to 
compensate.  Attacks are not bad and damage is decent.  Damage will be 
even better when the character can knockdown their opponent and use the 
sneak attack.  Overall a decent build.


=================================================
[10.10] Fighter/Dwarven Defender/Champion of Torm
=================================================
Classes: Fighter(8)/Dwarven Defender(14)/Champion of Torm(4)
1st Level Ability Scores:
	STR 16		CON 17		INT 12
	DEX 14		WIS 10		CHA 6

Build Progression
    Levels:
    Fighter:		1-7, 22
    Dwarven Defender:	8-17, 23-26
    Champion of Torm:	18-21
  Feats(17)and Abilities:			    level:
    Exotic Weapon Proficiency				1
    Weapon Focus Dwarven Waraxe				1		
    Power Attack					2
    Cleave						3
    Weapon Specialization Dwarven Waraxe		4
    Dodge						6
    Toughness						6
    Improved Critical Dwarven Waraxe			9
    Knockdown						12
    Blind Fight						15
    Iron Will						18
    Defensive Awareness III (DD10)			17
    Lay On Hands (1x/day) (CT1)				18
    Great Cleave					19
    Smite Evil (1x/day) (CT3)				20
    Sacred Defense +2 (CT2)				21
    Epic Weapon Focus Dwarven Waraxe			21
    Epic Weapon Specialization Dwarven Waraxe		21
    Armor Skin						22
    Great Constitution I				24
    Defensive Stance (7x/day) (DD13)			25
    Damage Reduction 9/- (DD14)				26
    Epic Damage Reduction I				26
  Ability Scores Raised:
    Strength: 		+2  Levels: 4, 8
    Constitution: 	+4  Levels: 12, 16, 20, 24
  Skill Levels Taken: 87 total points
    Discipline		29
    Tumble		14 (28) 
    Spellcraft		14 (28)

26th Level Statistics: 
	STR 18		CON 22		INT 12
	DEX 14		WIS 10		CHA 6
    AC with Bonuses: 27 (31 when in Defensive Stance) 
        +2 Dexterity (+1 in heavy armor)
        +1 Dodge
        +2 Tumble
        +2 Armor Skin
       +11 Full Plate Armor & Tower Shield
        +4 Defensive Stance (dodge AC)
           Defensive Awareness (keep DEX bonus)
           Cannot be flanked with Defensive Awareness II
        +4 Dodge bonus versus Giants
    Hit Points: 470
       +52 Defensive Stance
        12 Points Damage Reduction/hit
    Fortitude: 23, Reflex: 15, Will: 17
        +1 Reflex versus traps from Defensive Awareness
        +2 All with Defensive Stance
        +2 versus spells from Spellcraft
        +2 Racial bonus versus spells and poison
    BAB: +23  Attacks: +23/+18/+13/+8
    Attack Bonuses: +8
        +4 Strength
        +1 Defensive Stance Strength
        +3 Dwarven Waraxe Weapon Focuses
        +1 Racial bonus versus Orcs, Goblins, Hobgoblins, & Bugbears
    Damage Bonuses (base 1d10): +11 (without Smite Evil)
        +4 Strength
        +1 Defensive Stance Strength
        +6 Dwarven Waraxe Weapon Specializations
        +4 Smite Evil (divine damage)

Notes
-----
    This build really is not much different than a dual-classed 
Fighter/Dwarven Defender combination, but adding in the four Champion 
of Torm levels is a better option than taking more Fighter levels.  
Mainly the bonus feats are the same, but the timing can bring bonus 
feats at both 21st and 22nd level.  This means the character can have 
Epic Weapon Focus, Epic Weapon Specialization, and Armor Skin at 22nd 
level.  Not too many builds can do that.  
    The multi-classing in CoT class boosts both Fortitude and Reflex 
Saving Throws a little bit, but 4 levels of CoT also give another +2 
from Sacred Defense so the lowest are still good.  AC and hit points 
are both good, with Damage Reduction being great.  Attacks and damage 
are both decent.  Overall a decent build for a Dwarven Defender.


***********************************************************************
*                                                                     *
*                         [11.0] FINAL THOUGHTS                       *
*                                                                     *
***********************************************************************

    I enjoyed making the guide and hope others will find it useful.  
Considering how long HotU has been out many people may not be too 
interested in reading these anymore.  In any case I still wanted to make 
it and use it for my own comparisons of different melee character builds.

    Considering the time I have spent with this first version I cannot 
foresee any major changes and revisions.  I will welcome comments, 
constructive please, and I certainly plan to correct any mistakes that 
are brought to my attention.  Since I haven't play tested everything 
100% on some of the sample character builds, it is possible that some 
things won't stack together like I thought.

    Happy adventuring.


***********************************************************************
*                                                                     *
*                        [12.0] VERSION HISTORY                       *
*                                                                     *
***********************************************************************

Version 1.0
  - Initial Version
Version 1.0.1
  - Second version, corrects AC discrepancy regarding tower shields in
    the Sample Character builds


***********************************************************************
*                                                                     *
*                           [13.0] CREDITS                            *
*                                                                     *
***********************************************************************

BioWare for the Game itself.
Sorcerer's Place, GameFaqs, GameBanshee, and PlanetNeverwinter for 
providing a wealth of information for the community.

Written and (c)2004 by Perrin Miller