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    Weapon Master Guide by Sajber

    Version: 1.01 | Updated: 04/05/07 | Printable Version | Search Guide | Bookmark Guide

    Neverwinter Nights 2:
    "Weapon Master" Class Guide by 
    Erik Fasterius, erik.fasterius@hotmail..com
    Copyright 2007 Erik Fasterius
           Who I am, what this guide is for, and so on...
           An introduction to the class and it's possibilities
           For Weapon Masters who like big numbers!
              3.1 Weapons
              3.2 Race
              3.3 Class
              3.4 Stats
              3.5 Feats
              3.6 Conclusion
           For those that like finesse or tanking!
              4.1 Weapons
              4.2 Race
              4.3 Class
              4.4 Stats
              4.5 Feats
              4.6 Conclusion
       5.0 STYLE 3: DUAL WEAPONS
           For you who like hack-n-slash!
              5.1 Weapons
              5.2 Class
              5.3 Race
              5.4 Stats
              5.5 Feats
              5.6 Conclusion
       6.0 OTHER CHOICES
           Things that won't be affected by your chosen style
              6.1 Skills
              6.2 Backgrounds
              6.3 Deities
           Everything else, mostly boring stuff...
              7.1 Credit where credit is due
              7.2 Version History
              7.3 Who can use this guide
              7.4 Special Thanks
    My name is Erik Fasterius, just a nobody from sweden who spends far too much 
    time at my computer. This is my second guide, the first one being my "GCH-Jedi"
    -guide for Knights Of The Old Republic. I believe myself to be pretty fluent in
    my english, but I'm sure there will be mistakes anyway. If you find a mistake, 
    be it grammar and/or spelling, feel free to send me an email telling me about 
    it. You can find my adress at the top of this page. I also welcome criticism, 
    but only if it is CONSTRUCTIVE criticism. Any mails blatantly telling me how my
    guide sucks in this way and that will simply be ignored and blocked. You may, 
    of course, mail me and tell me how good you thought my guide was, and why! =D 
    And  while I'm at it, this is NOT a walkthrough! Don't email me with "I'm 
    stuck,  tell me what to do!", because I won't answer them. GameFaqs a couple
    of good walkthroughs, use them!
    Before I start with the guide, I would like to point out that I will use 
    smilies. I do this because I have learned from experience that I'm simply not 
    good enough at writing to be able to express sarcasm, jokes and the like 
    without them. With smilies, hopefully everybody will know when I'm serious and
    when I'm not!
    To search this guide, simply press CTRL+F and type in a searchword. For
    example, if you're looking for the section on Skills, type in "6.0", and your
    browser will automaticly take you to any text in the guide with 6.0 in it - 
    which should only be two places, if I've done it correctly: the Table of 
    Contents and the section itself.
    I will assume you know the basics of the AD&D 3.5 ruleset. If you don't, read
    your manual and catch up. I will often refer to feats and such without giving
    a description of what it does, you will have to check that for yourself. Your 
    manual is as good a place as any, and I can recommend 
    www.gamebanshee.com/neverwinternights2 as well, they have very good search 
    functions for everything from races to feats and everything in between. 
    And last but not least... This is MY guide, therefore, it contains MY ideas on
    how you should play a Weapon Master to the fullest of it's abilities. You may 
    disagree with some of my ideas, and that is perfectly alright. If you feel that
    I am wrong about something, or have a better idea, feel free to mail it to me 
    and tell me about it. Just because it's my guide does not mean that I am 
    perfect and all-knowing! =P I will sometimes use math and calculations for 
    comparisons or to make a point, and they are of course subject to be wrong as 
    well, feel free to correct me (with correct calculations, of course). And this
    is by no means a guide to the "perfect" Weapon Master - I will not tell you 
    exactly how to build your character, there are quite alot of choices you have
    to do by yourself. I'm merely putting all your choices together in a nice pile
    for you to pick your favourites from, and removing the bad choices before you
    even make them.
    So, without further ado, let's start the guide!
    So, what sort of character is a Weapon Master? The general idea is that the 
    Weapon Master is a master of weapons (duh!). A Weapon Master is a character who
    has dedicated all his or her training to master just ONE type of weapon, but 
    fights like no other with said weapon. This means that a Weapon Master does not
    have alot of weapons to choose from, but really excels at using one type of 
    Weapon Masters can be very different from one another, except the obvious of
    their choice of weapons. One might like using big two-handed weapons, such as a
    Greatsword, while others might like to use a lighter weapon and a shield. Some
    even prefer to dual-wield their favourite weapons! Some Weapon Masters are big
    and hulky, and very resiliant to damage. Some may be quick and nimble, 
    preferring to avoid damage rather than soak it up. A very big difference is 
    what class the Weapon Master originates from. He could have been a Fighter,
    perhaps a Ranger, or even a Paladin! There are quite a few classes to choose 
    from that can make excellent Weapon Masters.
    Becoming a Weapon Master is not something you just choose to. You have to build
    your character quite carefully, as there are quite a few requirements for one 
    who want to become a Weapon Master - mainly: feats. This also means that there
    are some stats which you need more of than you might initially have thought...
    Here are the required feats:
    Weapon Focus                 (Req: a Base Attack Bonus (BAB) of +1)
    Dodge                        (Req: 13 Dexterity)
    Mobility                     (Req: 13 Dexterity)
    Combat Expertise             (Req: 13 Intelligence)
    Spring Attack                (Req: 13 Dexterity, BAB +4)
    Whirlwind Attack             (Req: 13 Dexterity, 13 Intelligence, BAB +4)
    So, at the very least, you need to have 13 Intelligence and 13 Dexterity. 
    This means that a generic Weapon Master is not just some dumb guy with a big 
    sword shouting "RAAARGH!!" - he or she can actually think properly! =P
    You will also need a BAB of +5 and 4 ranks in Intimidate before you can become
    a Weapon Master. So, any race with at least two levels in Fighter can become a
    Weapon Master by level 9. I might as well list the specifics of the Weapon 
    Master Prestige Class while I'm at it. This is just copied from the class 
    description in-game.
    Hid die: d10
    Base Attack Bonus: High
    High Saves: Reflex
    Weapon Proficiencies: None
    Armor Proficiencies: None
    Skill Points: 2 + Int modifier
    Class Skills: Craft Weapon, Intimidate, Lore, Parry, and Taunt.
    Weapon of Choice: When a character acquires his first level of Weapon Master,
    he must select a single melee weapon type (for example, longsword or dwarven 
    waraxe) as his weapon of choice. His weapon master abilities only function when
    he has a weapon of that type equipped.
    Ki Damage: Once per day, a 1st level Weapon Master may choose to make a special
    attack with his weapon of choice. If this attack hits, it automatically 
    inflicts maximum damage.
    Increase Multiplier: At 5th level, the Weapon Master's critical multiplier with
    his chosen weapon increases by +1. (ie. x2 becomes x3, x3 becomes x4, etc.)
    Superior Weapon Focus: A 5th level Weapon Master gains Superior Weapon Focus 
    with his weapon of choice as a bonus feat.
    Ki Critical: At 7th level, the weapon master increases his threat range by 2 
    when using his weapon of choice. For example, a longsword normally has a threat
    range of 19-20. In the hands of a 7th level Weapon Master, it threatens on a 
    As you can see, a Weapon Master gets his true power from his free feats as he 
    levels. There is no real reason to level a Weapon Master any more than to level
    7, but there's no reason NOT to level any less than 7. So, you have 13 levels 
    of whatever other classes you want to take. Ki Critical is simply too good to 
    pass up. Of course, it doesn't work on creatures that are immune to critical 
    hits (such as undead)...
    So, we've now gone through all the things that all Weapon Masters have in 
    common. Now my guide divides into three parts, the three different "styles" a 
    Weapon Master can choose from. Which one you choose depends largely on what you
    like most. I will try to the best of my abilities to give a fair description of
    them all, and you can later pick your favourite.
    So, the big, bad guy with a big, bad axe on his back. Yep, this is one sort of
    Weapon Master. A Weapon Master wielding a two-handed weapon will by all 
    probability be quite the large guy, and probably wearing a lot of armour. He's
    the guy that charges first into the battle, taking all the blows for himself 
    and dealing a lot of damage while he's at it. A Weapon Master that utilizes 
    two-handed weapons more often than not focuses alot on strength and 
    constitution. He may shout "RAAARGH!!", but he does it with style!
    3.1 Weapons
    The first thing you need to think about is "What weapon will my character 
    wield?" Here's a short list of the better two-handed weapons you can choose 
    Greataxe:             1d12 slashing, Martial (Large), 20/x3 criticals
    Greatsword:           2d6 slashing, Martial (Large), 19-20/x2 criticals
    Dwarven Waraxe:       1d10 slashing, Dwarf/Exotic (Medium), 20/x3 criticals
    Halberd:              1d10 piercing/slashing, Martial (Large), 20/x3 criticals
    Warmace:              1d12 bludgeoning, Martial (Large), 20/x2 criticals
    I myself prefer the Greatsword, because of it's slightly better avarage damage
    and wider critical range. It doesn't really matter though, as it's more a 
    matter of personal preferance.
    3.2 Race
    Ok, so what race do we take? We need something that preferably has alot of 
    strength and lots of constitution. Some races, such as the Dwarves, are 
    proficient with racial weapons (in the dwarves' case, Dwarven Waraxes), so we 
    have to keep that in mind as well. And then, of course we have to think about 
    that we need 13 intelligence and dexterity as well, so we don't want a race 
    that totally gimps those stats either... 
    I will only list the "majour" strengths and weaknesses of each race here, if 
    you want the details, please look them up yourself.
    Shield Dwarves (Dwarf):
    +2 Constitution, -2 Charisma, Darkvision, favoured class: Fighter.
    A solid choice, not much fuss, the only negative thing is you loose 2 Charisma,
    which can be a bummer if you're playing a good character in the Original 
    Campaign and want to use Diplomacy. As all dwarves, they can use Dwarven 
    Waraxes without any Exotic weapons training. Otherwise, not much else to say. 
    One extra feat at first level, bonus skill points, favoured class: any.
    Humans are always good, no matter what class you're going to build. Good 
    strengths, and they don't have any real weaknesses at all. A good choice.
    Tieflings (Planetouched):
    +2 Dexterity, +2 Intelligence, -2 Charisma, Darkvision, Infernal Resistance.
    Tieflings don't actively give anything to your main stats, but boosts two that 
    needs boosting anyway, leaving room for you to put more into Strength and 
    Constitution. I've found that the level adjustment (+1) doesn't really make any
    difference. That goes for all races, even if it's a +2 adjustment.
    You can, of course, choose any other race as well. Perhaps you like to 
    roleplay, and another race suits your roleplaying needs better. Any race can
    make a good Weapon Master, but there are some that are better than the rest.
    3.3 Class
    And now you have to choose your class. Obviously, you're going for the Weapon 
    Master Prestige Class, but you have to start somewhere. There are several 
    routes you can take as somebody who uses two-handed weapons, all more or less
    equally  viable. What you choose is up to you, and what sort of playing style
    you want to have.
    A very good choice. You get d10 hit die, all armour proficiencies, Martial 
    weapons, lots and lots of feats and a good BAB. You get a moderate skill-
    progression (2 + Intelligence bonus) and an ok selection of class skills. The 
    sheer amount of feats you get is something that's really good, if you select a 
    fighter. That means you can take the five required feats (listed above), and 
    still have good room for optional feats. You can find a good selection of 
    optional feats in the feats section, lower down.
    You're huge. d12 hit die isn't to be toyed around with. One down-side is that 
    you don't get the Heavy Armour feat for free like a fighter, and you don't get
    as many feats either. You get more skill points (4 + Intelligence modifier), 
    and a few more choices in what to spend them on. What's really good about the 
    Barbarian class is that you get Rage, slightly faster movement  speed, Uncanny 
    Dodge and Damage Reduction. Keep in mind, you will only reach a maximum of 
    level 13, since you want 7 levels in Weapon Master.
    d10 hit die, all armours, martial weapons, high BAB, ok skills. You get the 
    idea. But as a Paladin, you gain a little more than this. Smite Evil, Divine 
    Grace, Lay on Hands, Aura of Courage, Divine Health, Turn Undead, Divine spells
    and Remove Disease are your bonus feats, and they can be quite useful. Most of 
    these will stop gaining in strength when your Paladin level stops increasing, 
    so be careful. Some don't, however, such as Aura of Courage (which is really, 
    really nice!) One thing you could do is to mix 3 levels of Paladin with 
    whatever other class (except your 7 levels of Weapon Master) you choose, to get
    the free feats you get at level 3 (Aura of Courage and Divine Health). Keep in
    mind that you have to be Lawful Good to be a Paladin.
    Figher/Frenzied Berserker/Weapon Master (6/7/7):
    This is a combination I'm trying out right now, actually, and it's a relly good
    one! I just love to see my character berserk and run into the middle of the
    fray, completely destroying everything in his path. Try it out, I think you'll
    like it! Start with 6 levels of Fighter, continue with Frenzied Berserker levels
    until you can take Weapon Master. Finish with the last Frenzied Berserker levels
    you have left.
    Other Prestige Classes:
    There are numerous combinations you can do to fill out the 13 leftover levels 
    for your Weapon Master, but I haven't tried any of them. Feel free to 
    experiment and send me results, I'll put them here for others to see.
    3.4 Stats
    This is a pretty easy section on the two-handed Weapons' Master. All you really
    need is the required 13 Intelligence and Dexterity, dump the rest into Strength
    and Constitution. I don't really mind keeping Wisdom at 8, but I like to have 
    Charisma a little higher. Naturally, if you're a Paladin (or any other class 
    that uses Wisdom and/or Charisma) you might want it to be higher. Think for 
    yourself, do what suits your character, your needs!
    3.5 Feats
    As a fighting-type of character, feats are very important for you. How many you
    have largely depends on what starting class you took. This is a selection of 
    great feats for a two-handed Weapons' Master to have, nothing more. You still 
    have to do the choosing yourself! Naturally, this does not include the five 
    required feats that you need to be able to become a Weapon Master. If you've 
    forgotten what they are, scroll up.
    Cleave/Greater Cleave: A really, really good feat for any melee fighter with 
                           two-handed weapons! You'll chop through lesser creatures
                           like a warm knife in butter! (Requires: Power Attack) 
                           It's really only good for those encounters with lots of
                           enemies, though, and some will say that it's not really
                           as essential as I may tell you it is. Whom to believe,
                           well, it's up to you! =D
    Power Attack:          Quite useful for slaughtering the easy-to-hit opponents.
                           How many ranks above 1 you want is up to you. I strongly 
                           suggest you take at least one, if only to be able to get
    Blind Fight:           A lifesaver against rogues and other nasty things that 
                           go invisible (like wizards).
    Luck of Heroes:        It's always nice to have, but not really essential in 
                           any way. A good feat to take if you know you have them 
                           to spare (Fighters, for example). Keep in mind that you
                           have to take it at level one, so there's some planning
                           needed here.
    Those are the "main" melee-type feats. There are others, such as the armour 
    feats (if your lass doesn't give them for free at level 1) or Disarm that you 
    might want to take as well.
    3.6 Conclusion
    So, you're a good way into creating your big, bad two-handed Weapons' Master! 
    What's left is basicly Backgrounds and Skills, which have their own section
    lower down in the guide. If this style of Weapon Master isn't what you were 
    looking for, then read on, here comes the other two!
    "What is this?" you might ask. Well, you might think about it, and may not see 
    it very often, but there are actually shields in this game. Yes, SHIELDS! =D 
    Shields will give you more Armour Class, another slot for stat bonuses (and 
    other bonuses), and you'll be different from alot of other players out there. 
    This type of Weapon Master will wield a one-handed weapon to go with his 
    shield, and is one of the better tanks out there. He might not kill stuff as
    quick as the other two types, but he will survive longer. Your main stats are
    still Strength and Constitution.
    4.1 Weapons
    We have quite the selection to choose from here. There are lots of one-handed
    weapons in this game. What we're looking for is one that does high damage, so
    that leaves out most of the light weapons. I will list my own favourites here:
    Bastard sword:       1d10 slashing, Exotic (Medium), 19-20/x2 criticals
    Battleaxe:           1d8 slashing, Martial (Medium), 20/x3 criticals
    Katana:              1d10 slashing, Exotic (Medium), 19-20/x2 criticals
    Light Flail:         1d8 bludgeoning, Martial (Medium), 20/x2 criticals
    Longsword:           1d8 slashing, Martial (Medium or Elf), 19-20/x2 criticals
    Morningstar:         1d8 bludgeoning/piercing, Simple (Medium), 20/x2 criticals
    Warhammer:           1d8 bludgeoning, Martial (Medium), 20/x3 criticals
    The Longsword or the Bastard sword (if you're a large enough race to use it) 
    would be my pick, preferably the Bastard sword. Keep in mind you need the 
    Exotic weapons' feat for that, though. The Katana is a very good choice as 
    well, though I just keep thinking of Samurai's when I'm using one... =P 
    4.2 Race
    The Shield Dwarves, Humans and Tieflings are still good choices for the 
    one-handed Weapons' Master for the same reason as they're good for the 
    two-handed Weapons' Master. If you didn't read the above section, scroll up to
    the section about races for the two-handed Weapon's Master. You can still 
    choose any other race you deem fit, of course. 
    4.3 Class
    Here we need a bit more tactics. We want to be able to use Tower Shields (as 
    they obviously are better and give more AC bonus), and the only class that can
    do that without investing a feat in it is the Fighter class. So, we want at
    least one fighter level. You could either keep gaining fighter levels, since 
    more feats are always nice, or you could go on and get some levels in another 
    class. The Barbarian and the Paladin are still good choices, but I believe that
    taking just one level of Fighter and spending the other 12 into a Cleric is a 
    good option. 
    "Say WHAT? but aren't we trying to make a Weapon Master?" I hear you say. Well,
    that's true, but seeing as this type of Weapon Master isn't the type to deal 
    awesome damage, becoming a Cleric can really give you some abilities to 
    strengthen your tanking capability. Stay with me here. A Cleric can heal. This
    means that he can heal himself when he's low on hitpoints, without a real need
    for another full-time healer. A Cleric will give up some of his BAB and feats
    in favour of this. This will be a very defensive Weapon Master, using his 
    knowledge and wisdom to enable his allies to do a big part of the fight. His 
    levels as a Weapon Master will allow him to dish some damage out, albeit not 
    as much as other combinations. But, if you're choosing this type of Weapon 
    Master, you shouldn't be looking for great damage anyhow. About choosing a 
    Cleric domain... I won't list them all here, you'll have to look them up 
    yourself. I'd think that "Healing" is a nice choice, though, to really give 
    you the most out of your defensive capabilities.
    You can similarly create a Weapon Master with 1 Figher level and 12 Paladin 
    levels to get something near you'd get with the 12 Cleric levels. I do believe
    that the Cleric would be better suited for this sort of character, though. If 
    you know something I don't about this, please email me about it! (You'll find
    my email at the top of the page.) 
    And there's still the combination of different Prestige Classes along with 
    whatever starting class you pick and the Weapon Master levels to consider. 
    4.4 Stats
    Your main stats are still Strength and Constitution, and that's still what you
    should put most points in. You still need at least 13 Intelligence and 
    Dexterity, so you'll need those points there as well. If you're building the 
    "normal" one-handed Weapons' Master, that's all you need to worry about. 
    However, if you're trying out the combination of one level of Fighter, 12 
    levels of Cleric to go along with your Weapon Master level, you'll need Wisdom
    as well, to be able to cast your divine spells. A Wisdom of 10 + (spell level)
    is needed to be able to cast spells of that level. Do the math and assign stats
    according to how many spell levels you want to be able to cast. I think you 
    should forgo Strength before you reduce Constitution in favour of your Wisdom.
    Again, you'll have to think on your own here. I know, it's frustrating! =D
    4.5 Feats
    Again, your amount of feats depend on what class you took. What sort of feats
    your Weapon Master should take depends on if you went with more 
    Figher/Barbarian or Cleric/Paladin.
    Improved Combat Expertise: This would be a good choice for a character that 
                               focuses a bit more on defense, which our one-handed 
                               Weapons' Master does. Especially for the 
                               Cleric/Paladin type, more defense is always good.
    Cleave and Greater Cleave: It's still useful, but since you don't do as much 
                               damage as with a two-handed weapon, you won't get to
                               use it as often. It's still a good choice, though. 
    Luck of Heroes:            If you've got the feats to spare, this is always 
                               nice to have.
    Blind Fight:               Same as for all melee fighters, very useful.
    Improved Parry:            More defensive abilities, yay!
    Skilled Offense:           Helps with Parrying, if you feel you're going to be 
                               Parrying alot. I've never used Parry much, but some
                               swear by it that they couldn't live without it.
    4.6 Conclusion
    In this section, I've talked alot of about the weird combination of 
    Fighter/Cleric/Weapon Master. Just because I've talked alot about it doesn't 
    mean that's the "best" choice for a one-handed Weapons' Master, it's just that
    it takes more space to explain it. The other choices are as good as any. I 
    believe the weird combination can make quite an interesting experience, though,
    but I've yet to actually try it out to it's fullest. If you do, please let me 
    know what you thought about it, and how it worked! And now, onward to the last
    "style" of Weapon Masters, and consequently, my favourite...
    Finally! This is the type of Weapon Master that I like the most, probably just
    because of the cool-factor of running around with two sword, hacking into 
    everything and everyone. If you don't like it as much as I do, that's perfectly
    OK as well. And just because I like it the most doesn't necessarily mean that 
    it's the best. The Dual wielding Weapon Master generally is a bit more agile 
    and can't take quite as big a beating as the other two types can. That being 
    said, he's still a warrior-type, and can still soak some damage, albeit there 
    are better character for doing it. 
    Note that the Class section comes before the Race section here, as the class 
    choosing has a much bigger impact on the gameplay here.
    5.1 Weapons
    Being a Weapon Master, even though you're dual wielding, you still need to have
    the same type of weapon in each hand to be able to get the full benefits of 
    being a Weapon Master. That means that you can't pick the longsword as favoured
    weapon, but use a light weapon in your off-hand to be able to get the 
    penalities down. Here are some good choices for weapons for a dual wielding 
    Weapon Master:
    Katana:           1d10 slashing, Exotic (Medium), 19-20/x2 criticals
    Kukri:            1d4 slashing, Martial (Tiny), 18-20/x2 criticals
    Dagger:           1d4 piercing, Simple (Tiny), 19-20/x2 criticals
    Kama:             1d6 slashing, Exotic (Small), 20/x2 criticals
    Longsword:        1d8 slashing, Martial (Medium or Elf), 19-20/x2 criticals
    Short Sword:      1d6 piercing, Martial (Small), 19-20/x2 criticals
    Light Flail:      1d8 bludgeoning, Martial (Medium), 20/x2 criticals
    A dual wielding Weapon Master will obviously need to spend feats into 
    Two-Weapons Fighting. This means that his penalities for using his off-hand to 
    swing weapons will go down to -4/-4, and even further down to -2/-2 if a light
    weapon is used. Light weapons are Small and Tiny. Light weapons will do less 
    damage than medium weapons, but they will hit more often due to the reduced 
    penalities. Which one you choose is up to you, as always. I myself took 
    Longswords for my first Weapon Master. (I like blades, if you haven't already 
    noticed! =P)
    5.2 Class
    Now it's getting a bit complicated. You've got a big choice here: "To be a 
    Ranger or not to be a Ranger". If this question is not obvious to you, let 
    me explain...
    Rangers get to choose a combat style by level two. The choices are "Archery" or
    "Two Weapon Combat". This means that a level two Ranger will get the feat 
    "Two-weapon fighting" for free. And note this: even if he doesn't meet the 
    requirements! This combat style will improve at level 6 and 11. This is still
    without having to meet the requirements for the Improved and Greater versions!
    Conclusion: a Ranger can keep his Dexterity at measly 13 and still get all the 
    Two-weapon fighting feats, as other Weapon Masters will have to have 15, 17 and
    19 Dexterity respectively to get to the same level of two-weapon fighting.
    What are the bad things about Rangers, then? Well, for starters, they only have
    a hit die of d8, and they only have light armour. They have a few divine 
    spells, but need wisdom to make use of it. Rangers also get a lot of free 
    feats, Favoured Enemy among the better. They have more skills to choose from,
    and get more skill points (6 + Intelligence modifier). They still have a high
    BAB gain, and high Fortitude and Reflex saves.
    A good combination is to start with 1 level in Fighter, and move on to Ranger,
    and finish with your Weapon Master levels as soon as you can. This way, you 
    still get all your armour proficiencies.
    If you don't want to take any Ranger levels, prepare to have to put more points
    into Dexterity. You could go the all-Fighter route, which will give you more 
    than enough feats and more hit-points. You could mix some Fighter levels with a
    few from the Barbarian or Paladin (although I don't think the Paladin really 
    fits to be a dual wielding Weapon Master, it's your choice).
    I've said much good about the Ranger variation, but I myself didn't actually go
    that route. The 6 stat points that you save from not having to put 19 points 
    into Dexterity have to be used for other stats, Wisdom for one. I had 8 in 
    Wisdom with my pure Fighter/Weapon Master, but a Ranger/Weapon Master would 
    require more. Unless you forgo all the spellcasting the Ranger have... which 
    I suppose is entirely possible. The hit die of d8 could be fixed by having more
    points to spend on  Constitution. You'd get more points to spend on Strength by
    going the Ranger route as well.
    I could go on. It really is more of an aesthetic choice. I myself don't like 
    Rangers as a roleplaying class. They are just... weird. Too much Aragorn for me,
    thank you very much. If you like Rangers, go ahead and go that route, it's a 
    good one. But not going down that route is an equally good choice.
    5.3 Race
    Now, if you've chosen to go Ranger or something else will largely give you more
    or less viable options here. Shield Dwarves, Humans and Tieflings are still 
    solid options to go with, for both the Ranger and non-Ranger Weapon Masters.
    However, if you took the Ranger route, you have a bit more to choose from:
    +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution, Keen senses, 
    Darkvison, Spell Resistant, Strong Will, Light Sensetivity, Level 
    Adjustment (+2).
    You get so many nice stuff from this race that the -2 in Constitution is 
    something you can forget. You'll have so many stats to spare from the other 
    pluses that you can get a decent Constitution anyhow. Without the need for alot
    of Dexterity, you can dump alot into Strength as well. A good choice (plus 
    Drow are really cool! =P)
    Wood Elf:
    +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, Keen senses, 
    Favoured class: Ranger.
    This is a good choice if only to negate all the experience penalities 
    you'll get from having that one level of Fighter hanging around. The stat 
    bonuses aren't as good as the ones you get from the Drow, but they are 
    affordable. There's of course the trouble of looking like crap, in my opinion
    at least! =P
    5.4 Stats
    Well, we've basicly already covered this section in the previous ones. If you 
    missed it, your main stats are Strength and Dexterity if you didn't take 
    Ranger levels, and Strength and Constitution if you did. You still need at 
    least 13 in Intelligence and Dexterity. If you have Ranger levels, you have 
    to choose if you want to spend points into Wisdom to be able to cast spells or
    not. The Formula is 10 + (spell level).
    5.5 Feats
    This selection will obviosly be different from that of the other styles of 
    Weapon Masters. For one, Cleave isn't as useful to you, since you won't do as 
    much damage with your weapons. Power Attack isn't really an option either, 
    seeing as you've already got all the minus to hit you need. Luck of Heroes and
    Blind Fight are still good feats to take. If you haven't taken Ranger levels, 
    you'll need the Two-Weapon Fighting feats as well. 
    It's a bit up to you what to take. Disarm is always a good choice, since the
    other  melee feats don't really help you. Greater Weapon Focus helps as well. 
    The Two Weapon Defense line of feats does help, especially if your character
    has low AC. Weapon Specialization for more damage. 
    Some like to take the Monkey Grip feat, either because it's cool or because 
    they want to roleplay. I myself am not sure if it's "good" or not. -2 to attack
    for more damage seems like a good choice, but seeing as you already have quite
    alot of minuses to attack... well, decide for yourself.
    The choices are many, and you have to make them yourself. If you're having a 
    hard time deciding, think out of a roleplaying perspective, maybe that'll help.
    5.6 Conclusion
    My first Weapon Master was a dual wielding Drow pure Fighter, no Ranger levels.
    He was kinda hard to play at times, since he lacked a big pool of hit points.
    But he was mighty cool, and very fun to play. It felt a bit weird though, 
    running around in plate armour that didn't let me have more than +1 AC from 
    dexterity, though I had somewhere around +6 in total from bonuses and from 
    having to have 19 in there. *shrug*. Hopefully, my experiences and this guide 
    will help you create a "better" character than my first one. But if you want 
    something cool, generally badass and a bit of a challange, I suggest you try my
    character out. Let him have 12 Constitution, like mine had! =D
    Here are the other stuff you have to decide upon when you're creating your 
    Weapon Master, but doesn't fit into the other categories. The reason I put 
    Skills in this section is that they're almost the same for the three different
    Weapon Masters, and it felt stupid writing the same thing three times over.
    6.1 Skills
    You need at least 4 ranks of Intimidate to be able to get to Weapon Master,
    there's no way getting around it. Just put the points there. If you're evil,
    you might even want more, it helps if you don't like Diplomacy in the Original
    Craft Armour        Well, if you want to craft armour, naturally you take this
                        skill. Keep in mind that only your starter classes (Ranger,
                        Fighter, Paladin, Barbarian) have this as a class skill, 
                        your Weapon Master does not.
    Craft Weapon        Same deal as above, but this is a class skill for the your
                        Weapon Master.
    Lore                Well, there are probably character with more skill points
                        than you that can make better use of this skill.
    Parry               If you want this skill largely depend on what sort of 
                        character you're playing. If you're the one-handed Weapons'
                        Master ("Style 2"), it might be a very good skill. For the
                        other two styles, I wouldn't bother with it.
    Taunt               A good skill to put points into, for any Weapon Master. 
                        It'll make hitting enemies alot easier. Might be essential
                        for dual wielding Weapon Masters, to make up for their to-
                        hit penalities.
    Diplomacy           Not a class skill of the Weapon Master, but of the Paladin.
                        Even if you don't have Paladin levels, you might want to
                        have some ranks in Diplomacy, especially in the Original
                        Campaign, if you're good. There are alot of good 
                        conversations there, and you'll miss out without a skill
                        for persuation (Diplomacy or Intimidate).
    Intimidate          As I've already said, you need at least 4 ranks here. If
                        you're evil, you might want even more, to give you more
                        persuation options.
    Heal                Class skill of the Ranger and the Paladin. Good to have if
                        you have levels in either of those classes, otherwise, you
                        can't afford it.
    There are alot of other skills out there, but you haven't got enough points to
    make good use of them. Let the Rogues take care of the lockpicking, 
    trap-finding and such Rogue-ish things. 
    6.2 Backgrounds
    You have the option of choosing a background for your character. These are the
    ones that are any good for the Weapon Master:
    Bully:            +1 Intimidate, +1 Fortitude Save, -1 Bluff, -2 Diplomacy,
                      (Requires: 10 or more Strength.)
    Militia:          +2 Parry, +1 Craft Armor, +1 Craft Weapon, -2 Will Save,
                      (Requires: BAB +1)
    Natural Leader:   +1 to companions' attack rolls, -1 to your saving throws,
                      (Requires: 10 or more Charisma.)
    If you don't like any of them, there is absolutely nothing wrong with not 
    having a background in the first place. The "Militia" background might be a
    good choice for the one-handed Weapons' Master, for the +2 in Parry, if you
    use it.
    6.3 Deities
    This has absolutely no impact on your character whatsoever, except for 
    roleplaying. Take one or not, it doesn't matter. 
    It's the end of the guide, noes! =P
    7.1 Credit where credit is due
    As this is the first version, there's nobody except me that has done anything 
    for this guide. If you contribute with something, I will add your name (with 
    your permission) to the 'Special Thanks' section below here. If you do not wish
    to be listed, but still with to contribute, I won't put you up there, simple 
    as that. If you wish to contribute, with constructive critisism (good or bad),
    grammar and or spelling mistakes, or something else, you have my email at the 
    top of the page.
    7.2 Version History
    ver. 1.00, 30th of March 2007
         - Initial release
    ver. 1.01, 5th of April, 2007
         - Added a "Type 1" class combination
         - Added "Monkey Grip" feat
         - Fixed various spelling/grammar mistakes
    7.3 Who can use this guide
    GameFaqs, obviously, and anyone who wants to, but I require an e-mail asking 
    for permission before doing so. My mail can be found at the top of this guide.
    I will almost always give you my permission to use the guide, I just want to 
    know who you are and where you'll be putting the guide.
    7.4 Special Thanks
    Bioware          - For keeping making these great RPG's!
    Black Isle       - For starting to make great RPG's!
    My homework      - For making me want to do something other than the homework!
    My family        - For putting up with me sitting at the computer for 7 hours 
    Ok, I think that's all, I hope you've enjoyed my guide!