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    Fighter FAQ by HamsterSensei

    Version: 1.2 | Updated: 10/18/07 | Search Guide | Bookmark Guide

    NEVERWINTER NIGHTS 2: MASK OF THE BETRAYER - FIGHTER FAQ
    
    By: HamsterSensei
    18/10/2007
    Version 1.2
    
    
    ==========
    
    TABLE OF CONTENTS:
    
    I.    Introduction
    II.   Races
    III.  Stat distribution
    IV.   Skills
    V.    Feats
    VI.   Multi-classing
    VII.  Sample Builds
    VIII. Contact Info
    IX.   Version History
    X.    Credits
    XI.   Permissions and Copyright
    
    ==========
    
    I. INTRODUCTION
    
    The following contains an assortment of considerations and tips for 
    building epic level fighter characters in NWN2: MotB. The addition of 
    Epic levels in the expansion opens up many new avenues of opportunity, 
    and the addition of new feats and incredibly high BABs significantly 
    alters the balances of previous builds. Although much of the following 
    will likely be self-evident to many experienced RPG-gamers, I hope that 
    it may be of interest and use to some. 
    
    Playing MotB as a fighter-based character is at once one of the most 
    straightforward and enjoyable experiences. Your companions are good 
    supporters who will complement your frontline strength well, and there 
    is a natural satisfaction to playing the role of the protagonist who 
    faces enemies head on, steel against steel. Having said that, with the 
    flexibility and diversity of fighter-based builds possible, playing a 
    fighter-based character is not necessarily the simplest or most 
    routine. Gone are the days when all a fighter had to do was put on the 
    heaviest armour, march to the frontline and swing repeatedly until 
    everything evil was vanquished. Epic characters can, and should, do 
    more than that.
    
    When playing a fighter-based character, the first choice facing you is 
    what kind of fighter to opt for. The fighter is such a basic role that 
    almost all classes can use fighter-levels as a minor multi-class, but 
    that is not our concern here. At the same time, the fighter will rarely 
    stand to gain from focusing exclusively on fighter-levels, as most of 
    the benefits of taking fighter levels are gained with the 12th fighter 
    level, after which there is a steep curve of diminishing returns. The 
    first question to ask therefore, is what kind of fighter to play, which 
    in effect means which multi-classes to select!
    
    Three basic strategies suggest themselves, and will form the basis of 
    the discussions of this guide:
    Build A. Strength-based fighter using two-handed weapons
    Build B. Balanced fighter using dual-wield
    Build C. Dexterity-based fighter using missile weapons (i.e. longbow)
    
    As we go through each of the sections of this guide, I will discuss 
    these three types of builds in turn.
    
    ==========
    
    II. RACES
    
    The first choice we face is which race to pick. A couple of special 
    builds will face particular constraints (e.g. Dwarven Defender), but we 
    will leave aside these and focus on fighters more generally. 
    
    Multi-classing is an important concern here, so it is worth bearing in 
    mind, because of the XP-penalties accrued by multi-classing outside of 
    favoured classes. Remember, though, that prestige classes do not count 
    in this respect, so you need worry only about base classes. That means 
    that any race with fighter as a favoured class is a definite advantage, 
    as is (of course) the human ability to take any class as a favoured 
    class. Other classes that will often be used as multi-classes include 
    Bard, Wizard, Sorcerer, and Cleric, so these can also be important, 
    depending on which direction we want to go.
    
    Secondly, it’s worth looking at stat bonuses and penalties. It is 
    generally safe for fighters to ignore penalties to wisdom and charisma, 
    while penalties to intelligence, dexterity and constitution can be 
    important dependent on the build. Any fighter will prefer a bonus to 
    strength and should avoid penalties.
    
    Finally, some races come with handy racial abilities which can be both 
    fun to play with and useful, although in most cases they are not 
    crucial enough to alter a decision based on the two other concerns.
    
    What races suit our builds then?
    
    RACES FOR BUILD A:
    Earth Genasi: +2 Str, +2 Con, -2 Wis, -2 Cha, which are all but ideal 
    stats, and favoured class fighter. Nice but not crucial perks include 
    darkvision and acid resistance 5. Merge with stone is irrelevant (it 
    absorbs a staggering 20 points of damage…). At only +1 level 
    adjustment, this is a very good choice for a build A fighter.
    
    Wood Elf: +2 Str, +2 Dex, -2 Con, -2 Int, slightly less ideal as 
    constitution and intelligence are more important than wisdom and 
    charisma, but still a good stat distribution. Favoured class is ranger, 
    which is no help, but with no level adjustment this is still a good 
    choice for a build A fighter. 
    
    Half-Orc: +2 Str, -2 Int, -2 Cha, which is pretty good. It would have 
    been nice to get an even balance of points (2 positive vs. 4 negative 
    means less points overall) and favoured class is barbarian, but at 
    least you get darkvision in return and no level adjustment.
    
    Honourable mention also goes to Human and Shield Dwarf, although 
    neither is as suited as the races above. 
    
    RACES FOR BUILD B:
    Air Genasi: +2 Dex, +2 Int, -2 Wis, -2 Cha. It would have been great to 
    have a bonus to strength instead of intelligence, but still a good 
    distribution. In addition, the favoured class is fighter, and they get 
    both Darkvision and Electricity resistance 5 as perks for +1 level 
    adjustment.
    
    Drow: +2 Dex, +2 Int, +2 Cha, -2 Con – snatch the points from charisma 
    and put them in strength, bump dexterity and keep constitution at 12. 
    Favoured class is wizard, which is not ideal, but Drow do get the 
    incredibly useful Spell Resistance to make up for it. Level adjustment 
    is +2, which is painful, but still within reason.
    
    Wood Elf: +2 Str, +2 Dex, -2 Con, -2 Int. Wood Elf becomes even 
    stronger as a build B type warrior, because the +2 Dex help you bump 
    dexterity. Favoured class of Ranger can make for interesting Ranger-
    based dual-wielders, but they do not concern us here.
    
    Tiefling: +2 Dex, +2 Int, -2 Cha. Favoured class is rogue, which is why 
    it ranks lower than Air Genasi, but you do get the same perks with 
    darkvision and infernal resistance for the same +1 level adjustment. 
    
    Honourable mention to Wild Elf and Moon Elf for the dexterity bonus, 
    and to Human for the extra feat, which dual-wielders need more than 
    build A fighters. Finally, don’t underestimate the atypical Shield 
    Dwarf build – dual-wielding Dwarven Waraxes is fun!
    
    RACES FOR BUILD C:
    Drow: +2 Dex, +2 Int, +2 Cha, -2 Con – Drow are a natural first, as the 
    high intelligence and favoured class wizard combines well with multi-
    classing to Arcane Archer (AA). In addition, Drow get the incredibly 
    useful Spell Resistance. Level adjustment is +2, which is painful, but 
    still within reason.
    
    Air Genasi: +2 Dex, +2 Int, -2 Wis, -2 Cha. Air Genasi are a close 
    second, mainly because they cannot become AA (restricted to elves/half-
    elves). However, with the favoured class as fighter, the field is wide 
    open, e.g. to Rogue combinations, and they still get both darkvision 
    and Electricity resistance 5 as perks for +1 level adjustment.
    
    Wood Elf: +2 Str, +2 Dex, -2 Con, -2 Int, slightly less ideal as 
    constitution and intelligence are more important than wisdom and 
    charisma, but still a good stat distribution. Favoured class is ranger, 
    which is no help in this case, although you could make interesting and 
    similar Ranger-based builds with a Wood Elf.
    
    Honourable mention to Tiefling, Human and the other Elves, all of which 
    can also be used. In addition, a build C fighter is one of the few 
    roles I think Halflings could be useful in. In that case, go with 
    Strongheart Halfling for the extra feat. 
    
    ==========
    
    III. STAT DISTRIBUTION
    
    Depending on your style of play you may want to concentrate or spread 
    out your stats. In the OC, it is often more enjoyable to be a jack-of-
    all-trades, to get the most from the game. In the following I will 
    adopt the opposite approach: we want to concentrate stats for maximum 
    efficiency and specialization. This means focusing on the relevant 
    stats and lowering irrelevant stats. This is more viable in MotB 
    because your companions can make up for your lack of abilities, even 
    during conversations, etc. Needless to say, in multiplayer, spreading 
    out is even less relevant.
    
    When assigning stats it is worth keeping stat progression during the 
    game in mind: You will get 7 stat upgrades (levels 4, 8, 12, 16, 20, 24 
    and 28), but you can also raise stats with the Epic feats. In the end, 
    only even numbers matter in most cases (although most feats require odd 
    numbers), so aim for that.
    
    STATS FOR BUILD A:
    A fighter using a two-handed weapon lives by his strength, so your 
    overall goal is to get this as high as possible. Any leftover points 
    should go first to constitution for the hit points, and secondly to 
    intelligence. You will not need more than 12 dexterity, as you will 
    want to wear full plate (although Mithral full plate allows Dex 16 +3). 
    This is well within range of regular magic stat modifiers, so keeping 
    Dex at 8 or 10 is fine.
    
    Example: Earth Genasi Fighter A 
    Str 20 +5 (16 points)
    Dex  8 -1 (0 points) 
    Con 18 +4 (10 points) 
    Int 14 +2 (6 points)
    Wis  6 -2 (0 points) 
    Cha  6 -2 (0 points)
    
    Strength will be raised all 7 points to 27, and may receive even more 
    points from Epic Feats. Intelligence is 14 for the extra skill points, 
    some of which will go into Spellcraft to off-set the wisdom penalty to 
    will-saves. 
    
    Alternatively, if you aim to include Weapon Master (WM) you will need 
    to raise dexterity to 13 for Dodge, lowering strength and constitution 
    accordingly.
    
    Example: Earth Genasi Fighter A w. WM
    Str 19 +4 (13 points)
    Dex 13 +1 (5 points)
    Con 17 +3 (8 points)
    Int 14 +2 (6 points)
    Wis  6 -2 (0 points)
    Cha  6 -2 (0 points)
    
    STATS FOR BUILD B:
    A dual-wielding fighter needs very high dexterity, as well as strength, 
    and so will have to lower constitution in return. Your end goal is 
    dexterity 25 for Perfect Two-Weapon Fighting, combined with however 
    much strength you can manage. On top of that you will probably want to 
    include Weapon Master (WM) in your build, although there are viable 
    dual-wielders without, which makes min. 13 intelligence mandatory. This 
    makes lowering charisma and wisdom even more of a necessity.
    
    Example: Air Genasi Fighter B
    Str 16 +3 (10 points)
    Dex 19 +4 (13 points)
    Con 13 +1 (5 points)
    Int 14 +2 (4 points)
    Wis  6 -2 (0 points)
    Cha  6 -2 (0 points)
    
    Dexterity is set to 19 as the highest practical score. It will receive 
    the first 6 ability score upgrades to get to 25 and Perfect Two-Weapon 
    Fighting, the last point (and preferably one or more Epic feats) going 
    to increase strength. Constitution has received a spare point as there 
    are plenty of constitution bonus items that give odd-numbered bonuses 
    (e.g. Boots of Hardiness +3, which takes constitution to 16 +3). 
    
    Alternatively, you could drop WM from your build, and focus even more 
    on strength.
    
    Example: Wood Elf Fighter B without WM
    Str 19 +5 (13 points)
    Dex 19 +4 (13 points)
    Con 10 +0 (4 points)
    Int 10 +0 (2 points)
    Wis  8 -1 (0 points)
    Cha  8 -1 (0 points)
    
    STATS FOR BUILD C:
    Fighters using missile weapons require high dexterity, to the exclusion 
    of all else, with constitution and intelligence as secondary and 
    tertiary stats. Strength can be kept low, as the various Girdles of 
    Giant Strength will usually be sufficient to take advantage of any 
    Mighty property of your bow. Intelligence is also kept high to take 
    advantage of any wizard levels included for Arcane Archer (AA), 
    although remember that AA is restricted to elves.
    
    Example: Drow Fighter C
    Str 10 +0 (2 points)
    Dex 20 +5 (16 points)
    Con 14 +2 (10 points)
    Int 14 +2 (4 points)
    Wis  8 -1 (0 points)
    Cha 10 +0 (0 points)
    
    All 7 points from ability score upgrades will go into dexterity, to 
    bring it to 27 +8. Not much alternative here, as far as I can tell. You 
    could drop intelligence and constitution slightly to bump strength, to 
    make the build more versatile (i.e. close combat suited), but it is 
    probably better to outsource that role altogether. 
    
    ==========
    
    IV. SKILLS
    
    A number of skills can be important, but they tend to be the same for 
    all three builds, so we will simply look at the most important skills, 
    the moderately important skills and the least important, under those 
    three groupings.
    
    THE MOST IMPORTANT FIGHTER BUILD SKILLS:
    Tumbling: Free AC bonus! What is not to like? Put at least 10 ranks 
    into it, and if your multi-classing opens it up as a class skill then 
    keep pumping it up to 30 ranks for +3 AC. In addition, the ability to 
    avoid attacks of opportunity is useful if your build does not include 
    Spring Attack (e.g. for WM).
    
    Spellcraft: Bonus to all Saves vs. spells, which is pretty much every 
    save worth worrying about. 5 ranks equals +1, which is one of the 
    reasons why it is much more efficient to invest in intelligence and 
    spend points here, even as a cross-class skill, than to keep wisdom 
    high.
    
    PARTIALLY USEFUL SKILLS:
    Diplomacy/Bluff/Intimidate: Useful in the OC, of course, for 
    roleplaying purposes.
    
    Appraisal: It never hurts to get things cheaper when you shop. Also 
    useful in some situations for roleplaying in the OC.
    
    Lore: Useful for roleplaying purposes, and a pre-requisite of Red 
    Dragon Disciple, which is a strong Prestige Class option.
    
    Concentration: Potentially useful in some multi-classing builds.
    
    Heal: Potentially useful in some modules/campaigns/etc. where resting 
    is restricted.
    
    Spot/Listen: Potentially useful, for detecting hidden enemies.
    
    Perform: If you can get it, e.g. by multi-classing to Bard, then even 
    low levels of Perform will give useful aura bonuses.
    
    Use Magic Device: If you can get it, then it opens up the use of 
    scrolls, wands, etc. with just a few ranks.
    
    SKILLS TO AVOID:
    Parry: Not useful, unless you plan to do a Duelist build, which falls 
    outside the scope of this guide. With the proper Duelist build, it can 
    be deadly.
    
    Taunt: No. Just no…
    
    Craft Weapon/Armour/anything…: Get your slaves/employees/companions to 
    do this, instead of wasting valuable skill points yourself.
    
    ==========
    
    V. FEATS
    
    Getting the right feats, and not getting the wrong ones because you 
    level up in the wrong order, is the essence of designing a proper 
    build. You want to make sure that the feats you really need become 
    available to you as soon as possible, but on the other hand you do not 
    want to be stuck picking a feat you do not really need because the ones 
    you want are not on the list yet. Let’s look at the feats that are 
    essential for each of the three builds, and the minimum requirements to 
    get them.
    
    GOOD FEATS FOR ALL FIGHTERS INCLUDE:
    Luck of Heroes: +1 AC & +1 Save (only at level 1)
    
    Blind Fight: To actually hit all the concealed enemies (note: included 
    in RDD builds)
    
    Weapon Focus, Greater Weapon Focus, Epic Weapon focus: bonus to Hit 
    (level 1, Fighter level 8 and level 21)
    
    Weapon Specialization, Greater Weapon specialization, Epic Weapon 
    Specialization (Fighter level 4, Fighter level 12 and level 21)
    
    LESS IMPORTANT, BUT USEFUL FEATS INCLUDE:
    Armour Skin: +1 AC. Not as useful as Luck of Heroes, but a decent pick 
    if you can afford it. (Level 21)
    
    Dodge: Particularly if aiming at WM. (Dex 13)
    
    Epic Resilience: no auto-fail for Saves on a natural 1. The ability to 
    avoid failing a saving throw on a natural 1 is great. Unfortunately, 
    the requirements of this feat are so high as to make it a very late-
    comer, at which point there may be more important feats to take, and at 
    epic levels opponents who throw spells could easily have DCs high 
    enough to make you fail on a 1 even with this feat. (Epic Toughness)
    
    Epic Prowess: +1 to Hit. Less important than it might look, but worth 
    including if you have a spare feat. (level 21)
    
    Power Critical: When you can hit someone, you can usually also hit them 
    again. More useful than Improved Critical though.
    
    Toughness, Epic Toughness: Not nearly as useful as you would think –
    maximum 30HP, or about half of an average enemy attack when you’re epic 
    level - although if you have the extra feat handy… (Note: Toughness is 
    included in FB builds)
    
    FEATS THAT YOU SHOULD PROBABLY AVOID:
    Improved Critical: You are going to use a Keen weapon instead. If 
    nothing else, get a Scabbard of Keen Edges and cast it yourself.
    
    Improved Initiative: Very few fights are resolved over who rolls the 
    highest initiative.
    
    Monkey Grip: Using a Tower Shield with a Halberd is fun, but if you 
    want to use a shield then you will make better use of a feat by taking 
    Exotic Weapon Proficiency and using Bastard Sword or Dwarven Waraxe.
    
    Exotic Weapon Proficiency: Generally not worth it – Scimitars are 
    better than Bastard Sword/Katana against foes that take crits, and only 
    marginally worse against foes that do not (1-6 vs. 1-10). This small 
    difference can be important in the early levels, but becomes 
    insignificant at epic levels. 
    
    Improved Parry: See Parry skill.
    
    Mobility, Spring Attack: Take Tumble skill instead. Only take them if 
    needed as requirements for WM.
    
    Combat Expertise, Feint, Disarm, Whirlwind attack, Called Shot: Not 
    worth it. You will rarely, if ever, want to use them. Combat Expertise 
    is the most useful if you have to select one. (Most require Int 13)
    
    Skills and Saves Feats (All): You will never want to pick a Skills and 
    Saves feat, except perhaps to meet the requirements of a prestige 
    class. If you have to select one, then Able Learner is probably the 
    most useful, allowing you to purchase non-class skills cheaper.
    
    Expose Weakness: No. Even if you somehow managed to get Evasion, this 
    is not worth it. With e.g. Dex 30 +10 you are sacrificing 4 to 6 
    attacks to deal 50 damage over 5 rounds and get +3 to hit. If it worked 
    like Ki Damage or Smite Evil, then perhaps.
    
    Overwhelming Critical: The slight bonus (typically +3.5 or 7 to 
    critical damage) is not worth it.
    
    Great Constitution: Epic Toughness is better – it corresponds roughly 
    to two feats of Great Constitution, so what is there to doubt?
    
    FEATS FOR FIGHTER A:
    Power Attack, Improved Power Attack: These work well for strong two-
    handed weapon-wielders, i.e. fighter A. Essential for any build 
    including Frenzied Berserker (FB)!
    
    Cleave, Great Cleave: With less attacks than a dual-wielder, it helps 
    to get free attacks from Cleave and Great Cleave. (Str 13, Power 
    Attack)
    
    Great Strength: Yes. As many as possible. But make sure to end up with 
    an even number.
    
    In addition, consider that Dodge, Mobility, Spring Attack, Combat 
    Expertise and Whirlwind Attack are all required for WM.
    
    FEATS FOR FIGHTER B:
    Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon 
    Fighting, Perfect Two-Weapon Fighting: Mandatory for dual-wielders. 
    (Dex 13; BAB +6, Dex 15; BAB 11, Dex 19; level 21, Dex 25)
    
    Great Strength: Yes. As many as possible. But make sure to end up with 
    an even number.
    
    Two-Weapon Defence, Improved Two-Weapon Defence: Bonus to AC while 
    dual-wielding is useful, but should be weighed against e.g. Luck of 
    Heroes and Armour Skin, which are similar but better. (Dex 15; BAB +6, 
    Dex 17)
    
    In addition, consider that Dodge, Mobility, Spring Attack, Combat 
    Expertise and Whirlwind Attack are all required for WM. (Dex 13 & Int 
    13)
    
    FEATS FOR FIGHTER C:
    Great Dexterity: Yes. As many as possible. But make sure to end up with 
    an even number.
    
    Point Blank Shot, Rapid Shot, Improved Rapid Shot: Mandatory for 
    Fighter C. (Dex 13)
    
    Mobility: Much more useful here, to avoid attacks of opportunity when 
    firing in close combat
    
    Improved Critical: There are no keen bows…
    
    Manyshot: Less useful than Rapid Shot, but required for Improved Rapid 
    Shot.
    
    Weapon Finesse: In case you want to fight with a Rapier. But then, why 
    would you want that?
    
    One Shot: Probably not worth it - from the description I get the 
    impression that it works similar to Expose Weakness, i.e. as a full 
    attack action, although I have not tested it. If it worked like Ki 
    Damage or Smite Evil, then it would be incredible! But better than 
    Manyshot if you have spare feats. (level 21, Dex 27)
    
    ==========
    
    VI. MULTI-CLASSING
    
    With 30 levels to play with, and the ability to select up to four 
    classes, multi-classing is where all the rave is these days. As a 
    class, fighters do not benefit much from progressing beyond level 12, 
    where they can select Greater Weapon Specialization, and after which 
    you typically end up having to pick several feats you do not need, 
    simply because you have already taken everything you do need. Thus, the 
    most obvious choice is to multi-class.
    
    There are plenty of different routes to take, but some lend themselves 
    more easily to a strong build than others. Let us look at a few.
    
    ARCANE ARCHER: 
    AA is for Fighter C what WM is for Fighter B. With high BAB but 
    moderate HP (8/lv) and good skill points (4/lv) it is a strong class to 
    round off your capabilities, added to which its unique bonuses are 
    almost mandatory for an archer.
    Requirements: Take 1 level of Wizard, including the rat, rabbit or 
    Weasel familiar for a bonus to saves.
    Bonuses: +5 to all arrows at AA lv9; various secondary abilities.
    
    BLACKGUARD:
    Blackguard is normally a great way for Rogue-based builds to increase 
    their fighting skills, as well as for evil characters in general to 
    play an anti-paladin. But why bother with it as a more classic fighter? 
    The single, and very persuasive, reason is the Epic Divine Might feat. 
    While traditional Divine Might was rarely worth it for fighters, 
    requiring that they boost charisma when they could get better value 
    with strength, the doubling (!) of the length and bonus of Epic Divine 
    Might makes it a viable option. Especially because it means that you 
    get to add +8 dam from your charisma boosting magic item, on top of the 
    +4 to +9 dam from the strength-enhancer that most fighters will wear.
    A good-aligned version is also possible with Paladin instead of 
    Blackguard, although you will often have to work your way around the 
    alignment requirements of Paladin (Lawful), as they conflict with e.g. 
    FB and Bard (non-lawful) through roleplaying to achieve the requisite 
    alignment losses and gains. Using Paladin will also force you to spend 
    an extra level to obtain Divine Shield. As the only class ruled out by 
    an alignment requirement of Evil is Paladin, the choice seems 
    obvious…Go Blackguard!
    Requirements: 5 Hide, Power Attack, Cleave
    Bonuses: Epic Divine Might: +2 x Cha to dam(!), Divine Shield, Save 
    bonuses and +1d6 Sneak Attack as perks.
    
    FRENZIED BERSERKER: 
    A powerhouse…A powerhouse gone mad! With 12 HP/lv this is already a 
    good choice, and the special feats are a wonder for Fighter A, bumping 
    two-handed weapon damage into the extreme.
    Requirements: Nothing beyond the recommended feats for Fighter A.
    Bonuses: Toughness, Supreme Cleave and Enhanced Power Attack at lv5. 
    Frenzy is useless, as it does not stack with magic bonuses and you will 
    be wearing equipment which works better than the frenzy (and doesn’t 
    deal damage to you every round…). You could also go all the way to lv10 
    for Supreme Power Attack, but 5 levels for +4 dam are probably not 
    worth it.
    
    RED DRAGON DISCIPLE: 
    Taking your strength waaaaaay beyond normal, RDD is a fantastic choice 
    for both Fighter A and B. 
    Requirements: Lore 8, and 1 Bard level. Take Perform 3-5 (depending on 
    Cha), so you can activate Inspire Courage for +1 to Hit and Dam.
    Bonuses: +8 Str, +2 Con, +2 Int, +2 Cha, +4 AC at lv10. Perks include a 
    firebreath attack, the Blindfighting feat, darkvision, and immunities 
    to sleep, paralysis, fear and fire!
    RDD is an incredibly powerful prestige class, and with 30 levels you 
    have got plenty of room to fit it in. In fact, it is so powerful that 
    it is hard to see how either Fighter A or B can build better without 
    it. If you plan to include it, remember that this can affect your 
    starting stats, because you can lower e.g. Int by 2 and pick it up at 
    RDD lv9. This makes it easier to meet the requirements of e.g. WM…Note 
    also that you should try to get to RDD lv9 as fast as possible, as the 
    +2 Int will give you an extra skill point for every level thereafter, 
    i.e. potentially +16 skill points (Fighter 4, Bard 1, RDD 9) at level 
    30.
    
    WEAPON MASTER: 
    Weapon Master will make your critical damage sky-rocket, which is great 
    against enemies that take crits, and practically useless against 
    enemies that do not. The OC is full of enemies that do not, which in 
    combination with its extremely high requirements makes it less of an 
    obvious choice than it otherwise would be, but it remains a powerful 
    option for both Fighter A and B.
    Requirements: Intimidate 4, and practically every bloody feat in the 
    game…
    Bonuses: +1 Crit multiplier, +2 Crit range, +1 to hit and Ki Damage 
    (which is less useful at higher levels where most of your damage tends 
    to be static bonuses, rather than dice rolls).
    
    CLASSES THAT YOU PROBABLY SHOULD NOT WORRY ABOUT:
    Most builds that include other Base classes are better conceived as 
    e.g. Cleric builds with Fighter levels (for the BAB and feats), than as 
    Fighters. These do not concern us here, but let us look at other 
    potential prestige classes:
    
    Blackguard / Divine Champion: Both of these get bonuses from charisma, 
    and thus tend to require more specialized builds that emphasize this 
    stat. 
    
    Duelist: Similar in many ways to Fighter C, but requires a very 
    different approach.
    
    Dwarven Defender: A very strong choice for Dwarves, but also requires a 
    more specialized approach, somewhere between Figher A and B. 
    
    Eldritch Knight: Better for Wizard-based builds.
    
    Harper Agent: High requirements and very little bonuses to saves. Pass 
    it over.
    
    Neverwinter Nine: Better suited to Rogues, for the +2d6 Sneak attack at 
    lv3, but not very interesting for anyone.
    
    Shadowdancer: Very good for a fighter/rogue type build similar to 
    Fighter B, with a couple of levels in Rogue to help meet the 
    requirements, and all 10 levels of Shadowdancer combined with e.g. 
    Fighter 10 and WM 7, or Fighter 12 Invisible Blade 5. But requires a 
    more specialized approach.
    
    ==========
    
    VII. SAMPLE BUILDS
    
    FIGHTER A: EARTH GENASI 
    Fighter 14, Bard 1, Red Dragon Disciple 10, Frenzied Berserker 5
    This is an extremely solid build, with an easy and enjoyable 
    progression. All of the main abilities are in place by level 20, after 
    which it is simply a matter of picking up epic feats with the fighter 
    levels to improve on the existing abilities. Strength enhancing magic 
    items, full-plate armour and as vicious a Greatsword as possible will 
    complete the picture, but anything giving Dex +4 is also a good 
    addition. Variations with Greataxe as Weapon Focus are equally viable.
    
    Level 1:    Level 30:   Key stats:
    Str 20 +5   38 +14      HP: 536 
    Dex  8 -1    8 -1       Un-armoured AC: 18
    Con 18 +4   20 +5       BAB: 26 = 6 att./rnd.
    Int 14 +2   16 +3       AB: +40, Damage: 2-12 +47
    Wis  6 -2    6 -1      (w. non-magic Greatsword using Imp. Power att.)
    Cha  6 -2    8 -1       Fort 26, Reflex 10, Will 13
    Notable skills: Tumble 30, Spellcraft 30, Appraisal 15 (30 optional 
    skill points)
    
    Progression:
    1: Fighter – Luck of Heroes, Weapon Focus: Greatsword
    2: Fighter 2 – Power Attack
    3: Fighter 3 – Cleave
    4: Fighter 4 – Weapon Specialization: Greatsword, +1 Str
    5: Bard 1 – Perform 4 for Inspire Courage, Increase Lore to 8
    6: RDD 1 – Great Cleave
    7: RDD 2
    8: RDD 3 - +1 Str
    9: RDD 4 – Improved Power Attack 
    10: RDD 5 – (Blindfight)
    11: RDD 6
    12: RDD 7 – Power Critical: Greatsword (optional), +1 Str
    13: RDD 8
    14: RDD 9
    15: RDD 10 – Combat Expertise (optional)
    16: FB 1 – (Toughness), +1 Str
    17: FB 2
    18: FB 3 – Improved Combat Expertise (optional)
    19: FB 4
    20: FB 5 - +1 Str
    21: Fighter 5 – Armour Skin
    22: Fighter 6 – Epic Prowess
    23: Fighter 7 – Great Strength I
    24: Fighter 8 – Greater Weapon Focus, +1 Str
    25: Fighter 9 – Epic Weapon Focus
    26: Fighter 10 – Epic Toughness
    27: Fighter 11 – Great Strength II
    28: Fighter 12 – Greater Weapon Specialization, +1 Str
    29: Fighter 13 – Great Strength III
    30: Fighter 14 – Epic Weapon Specialization
    
    FIGHTER A: AASIMAR DIVINE MIGHT VARIANT 
    Fighter 16, Blackguard 4, Frenzied Berserker 10
    (Thanks to Kitano for bringing this build to my attention)
    
    The Aasimar build here is a variation on Fighter A that uses the 
    extremely powerful Epic Divine Might feat to dramatically increase both 
    offensive and defensive abilities. In addition, it is a fun and 
    thoroughly evil build that will give you a good excuse to try taking 
    the route of maximum mayhem.
    You could also hold FB after the first 5 levels (lv 14), and either 
    develop a fourth class or take more Fighter levels.
    Strength, constitution and charisma enhancing magic items, full-plate 
    armour and as vicious a Greatsword as possible will complete the 
    picture, but anything giving Dex +4 is also a good addition. Variations 
    with Greataxe as Weapon Focus are equally viable.
    
    Level 1:    Level 30:  Key stats:
    Str 18 +4   24 +7      HP: 320 
    Dex  8 -1    8 -1      Un-armoured AC: 11
    Con  9 -1    9 -1      BAB: 30 = 6 att./rnd.
    Int 10 +0   16 +3      AB: +36, Damage: 2-12 +40
    Wis 10 +0    6 -1     (w. non-magic Greatsword using Imp. Power att.)
    Cha 19 +4   24 +7      Fort 28, Reflex 16, Will 17
    Notable skills: Tumble 10, Spellcraft 10, Appraisal 8 (16 optional 
    skill points)
    
    NB. Note that buffing with Epic Divine Might and Divine Shield will 
    raise damage by +14 and AC by +7, for an un-equipped character, and by 
    +22 dam and +11 AC for a character using +8 Cha enhancing items. This 
    makes it competitive with the Earth Genasi build: The Aasimar has less 
    HP and a lower AB, but does more damage and has higher AC.
    
    Progression:
    1: Fighter – Luck of Heroes, Weapon Focus: Greatsword
    2: Fighter 2 – Power Attack
    3: Fighter 3 – Cleave
    4: Fighter 4 – Weapon Specialization: Greatsword, +1 Str
    5: Fighter 5
    6: Fighter 6 – Great Cleave
    7: FB 1 – (Toughness)
    8: FB 2 - +1 Str, Hide to 5
    9: FB 3 - Improved Power Attack 
    10: BG 1 
    11: BG 2
    12: BG 3 – Divine Might, +1 Str
    13: FB 4
    14: FB 5
    15: BG 4 – Divine Shield
    16: FB 6 – +1 Cha
    17: FB 7
    18: FB 8 – Blindfight
    19: FB 9
    20: FB 10 - +1 Cha
    21: Fighter 7 – Epic Divine Might
    22: Fighter 8 – Greater Weapon Focus 
    23: Fighter 9 – Great Strength I
    24: Fighter 10 – Epic Weapon Focus, +1 Cha
    25: Fighter 11 – Great Charisma I
    26: Fighter 12 – Greater Weapon Specialization
    27: Fighter 13 – Great Strength II
    28: Fighter 14 – Epic Weapon Specialization, +1 Cha
    29: Fighter 15 – Great Strength III
    30: Fighter 16 – Epic Prowess (Armor Skin optional alternative)
    
    FIGHTER B: AIR GENASI 
    Fighter 12, Bard 1, Red Dragon Disciple 10, Weapon Master 7
    The trickiest thing about this build is getting in the Weapon Master 
    requirements, while reserving as many Fighter levels as possible, and 
    still getting Epic Weapon Specialization. To do the latter, it is 
    necessary to hold either WM 7 or RDD 10. The latter turns out to be 
    preferable, despite the high bonuses, because RDD has Spellcraft as 
    class skill. 
    This makes for a more uneven progression, which may prove more 
    challenging, but which is devastating when complete. Put 2 high-quality 
    scimitars in the hands of this guy (or gal), and he (or she) is 
    basically ready to go (or…no, wait…). Most armour will inhibit almost 
    as much as aid, so a good alternative is Bracers of Dexterity combined 
    with some kind of robe or clothing. Girdles of Giant Strength and 
    anything with a constitution bonus are also high on the list. Finally, 
    a Ring of Improved Evasion will work extremely well, due to the high 
    Reflex Save. 
    
    Level 1:    Level 30:  Key stats: 
    Str 18 +4   28 +9      HP: 316
    Dex 19 +4   25 +7      Un-armoured AC: 27 (while dual-wielding)
    Con  9 -1   11 +0      BAB: 26 = 12 att./rnd.(!)
    Int 12 +1   14 +2      AB: +40, Damage: 1-6 +15
    Wis  6 -2    6 -2     (w. non-magic Scimitars)
    Cha  6 -2    8 -1      Fort 18, Reflex 22, Will 14
    Notable skills: Tumble 30, Spellcraft 30, Appraisal 4 (8 optional skill 
    points)
    NB. If you feel you are running low on HP with this build, it is 
    perfectly possible to lower initial strength to 16 and use some of the 
    6 points to raise constitution.
    
    Progression:
    1: Fighter – Luck of Heroes, Weapon Focus: Scimitar
    2: Fighter 2 – 2-Weapon Fighting
    3: Fighter 3 – Dodge
    4: Fighter 4 – Weapon Specialization: Scimitar, +1 Dex
    5: Bard 1 – Perform 4 for Inspire Courage, Lore 8
    6: RDD 1 – Mobility
    7: RDD 2
    8: RDD 3 - +1 Dex
    9: RDD 4 – Spring Attack 
    10: RDD 5 – (Blindfight)
    11: RDD 6
    12: RDD 7 – Improved 2-weapon Fighting, +1 Dex
    13: RDD 8
    14: RDD 9
    15: Fighter 5 – Combat Expertise
    16: Fighter 6 – Whirlwind Attack, +1 Dex, Intimidation 4
    17: WM 1
    18: WM 2 – Greater 2-Weapon Fighting
    19: WM 3
    20: WM 4 - +1 Dex
    21: WM 5 – Armour Skin 
    22: WM 6
    23: WM 7 – 2-Weapon Defence 
    24: Fighter 7 - +1 Dex
    25: Fighter 8 – Greater Weapon focus, Perfect 2-Weapon Fighting
    26: Fighter 9
    27: Fighter 10 – Epic Weapon Focus, Great Strength I
    28: Fighter 11 - +1 Str
    29: Fighter 12 – Greater Weapon Specialization, Epic Weapon 
    Specialization
    30: RDD 10 
    
    FIGHTER B: DROW DIVINE MIGHT VARIANT 
    Fighter 15, Bard 1, Red Dragon Disciple 10, Blackguard 4
    Making a dual-wielding fighter capable of using Epic Divine Might is 
    just barely possible, if you build with a Drow and take RDD. The end 
    bonuses will be slightly lower than for a fighter A, but with 12 
    attacks instead of 6 the average output of Epic Divine Might will be 
    substantially higher. As is, damage will be increased by Epic Divine 
    Might to 1-6 +25, but with a +8 Cha enhancer, it will be 1-6 +33, with 
    non-magic scimitars! On the other hand overall defence will be lower 
    than the Fighter A version, as it is difficult to fit Divine Shield 
    into the build. Even so this Drow champion of Lolth is a dangerous 
    fighter indeed!
    As with above, high-quality scimitars are the highest priority – AB is 
    pretty low for a fighter, so base enhancements will be important to 
    increase to hit. Most armour will inhibit almost as much as aid, so a 
    good alternative is Bracers of Dexterity combined with some kind of 
    robe or clothing. Girdles of Giant Strength and anything with a 
    constitution bonus are also high on the list. Finally, a Ring of 
    Improved Evasion will work extremely well, due to the high Reflex Save. 
    
    Level 1:    Level 30:  Key stats: 
    Str 14 +2   22 +6      HP: 376
    Dex 18 +4   25 +7      Un-armoured AC: 28 (while dual-wielding)
    Con 12 +1   14 +2      BAB: 26 = 12 att./rnd.(!)
    Int 10 +0   12 +1      AB: +35, Damage: 1-6 +13
    Wis  8 -1    8 -1     (w. non-magic Scimitars)
    Cha 18 +4   22 +6      Fort 28, Reflex 24, Will 20
    Notable skills: Tumble 30, Spellcraft 5 (note: Tumble was prioritized 
    over Spellcraft due to the high inherent SR of Drow)
    
    Progression:
    1: Fighter – Luck of Heroes, Weapon Focus: Scimitar
    2: Fighter 2 – Power Attack
    3: Fighter 3 – Cleave
    4: Fighter 4 – Weapon Specialization: Scimitar, +1 Dex
    5: Bard 1 – Perform 3 for Inspire Courage, Lore 8, Hide 5
    6: RDD 1 – 2-weapon Fighting
    7: RDD 2
    8: RDD 3 - +1 Dex
    9: RDD 4 – Improved 2-weapon Fighting
    10: RDD 5 – (Blindfight)
    11: RDD 6
    12: RDD 7 – 2-weapon Defense (optional), +1 Dex
    13: RDD 8
    14: RDD 9
    15: RDD 10 – Improved 2-weapon Defense (optional)
    16: BG 1 – +1 Dex
    17: BG 2
    18: BG 3 – Divine Might
    19: Fighter 5
    20: Fighter 6 - Greater 2-Weapon Fighting, +1 Cha
    21: Fighter 7 – Epic Divine Might
    22: Fighter 8 - Greater Weapon focus
    23: Fighter 9 – Greater Dexterity
    24: Fighter 10 - Epic Weapon Focus, +1 Dex
    25: Fighter 11 – Greater Dexterity II
    26: Fighter 12 - Greater Weapon Specialization 
    27: Fighter 13 – Perfect 2-weapon Fighting
    28: Fighter 14 - Epic Weapon Specialization, +1 Cha
    29: Fighter 15 – Epic Prowess 
    30: Fighter 16 - Armour Skin
    
    FIGHTER C: DROW
    Fighter 20, Wizard 1, Arcane Archer 9
    This is a build supremely focused on archery. More versatile and 
    ultimately more powerful builds may be possible by adding more Wizard 
    levels, or even throwing in a different prestige class (e.g. 
    Shadowdancer for Uncanny Dodge). But this basis should work well for 
    most. With the monumental dexterity most armour is out of the question, 
    so look for good magical robes or clothing to supplement the abilities. 
    Additionally, any Longbow with high damage is welcome, while to hit 
    bonuses are less important as they are not really needed. Strength 
    enhancement may be needed, depending on whether the weapon of choice 
    has Mighty or not. Also note that Spellcraft is a lot less important, 
    making it possible to pick up some other skills, as the natural SR of 
    the Drow will ward off almost anything. On the other hand, immunity to 
    Fear or Mind-influences could be important, due to the low Will Save.
    
    Level 1:    Level 30:  Key stats:
    Str 10 +0   10 +0      HP: 396
    Dex 20 +5   28 +9      Un-armoured AC: 22
    Con 14 +2   14 +2      BAB: 29 = 7 att./rnd. (with Imp. Rapid Shot)
    Int 14 +2   14 +2      AB: +47, Damage: 1-8 +11
    Wis 8 -1     8 -1     (w. non-magic longbow and non-magic arrows)
    Cha 10 +0   10 +0      Fort 20, Reflex 21, Will 10
    Notable skills: Appraisal 15, Spellcraft 10, Spot 20, Tumble 10, Use 
    Magic Device 15 (80 optional skill-points)
    
    Progression:
    1: Fighter – Luck of Heroes, Weapon Focus: Longbow
    2: Wizard 1 – Rabbit familiar (+1 all saves)
    3: Fighter 2 – Point Blank Shot, Dodge
    4: Fighter 3 - +1 Dex
    5: Fighter 4 – Weapon Specialization: Longbow
    6: Fighter 5 – Rapid Shot 
    7: Fighter 6 - Manyshot 
    8: AA 1 - +1 Dex
    9: AA 2 – Improved Critical: Longbow
    10: AA 3
    11: AA 4
    12: AA 5 – Improved Rapid Shot, +1 Dex
    13: AA 6
    14: AA 7
    15: AA 8 – Mobility 
    16: AA 9 - +1 Dex
    17: Fighter 7
    18: Fighter 8 – Greater Weapon Focus: Longbow, Blindfight
    19: Fighter 9
    20: Fighter 10 - Power Critical: Longbow, +1 Dex
    21: Fighter 11 – Armor Skin
    22: Fighter 12 - Greater Weapon Specialization
    23: Fighter 13 – Epic Weapon Focus 
    24: Fighter 14 – Epic Weapon Specialization, +1 Dex
    25: Fighter 15 – Greater Dexterity I
    26: Fighter 16 – Epic Prowess
    27: Fighter 17 – One Shot
    28: Fighter 18 – Weapon Finesse, +1 Dex
    29: Fighter 19 – Toughness
    30: Fighter 20 – Epic Toughness 
    
    ==========
    
    VIII. CONTACT INFO.
    
    You can mail comments, critique and helpful suggestions to: 
    funk_me2@yahoo.dk
    
    Be sure to include “MotB Fighter FAQ” in the subject, or you risk 
    getting sorted as junk-mail.
    
    ==========
    
    IX. VERSION HISTORY
    
    1.1 – corrected some typos and miscalculations. Added information from 
    Kitano on Epic Divine Might oriented builds, and two BG-based examples.
    
    1.0 – first version uploaded to GameFaqs on October 13 2007.
    
    ==========
    
    X. CREDITS
    
    I have shamelessly let myself be inspired by (i.e. stolen from) a 
    number of FAQs, mostly posted on GameFaqs.com. 
    
    Mad props to Dan Simpson for writing superior FAQs for almost every 
    great RPG on the market. We miss you Dan, where are you? 
    
    Credits also to G Admiral Thrawn who has a useful Fighter FAQ for 
    Neverwinter Nights and Captain KO who has a useful Fighter FAQ for 
    Neverwinter Nights 2. 
    
    Thanks to Kitano for pointing out the advantages of Epic Divine Might 
    and how to take advantage of them with Paladin or BG.
    
    Thanks to Shawn Xu for pointing out an error in the Fighter B: Air 
    Genasi build.
    
    ==========
    
    XI. PERMISSIONS AND COPYRIGHT
    
    This Document is Copyright 2007 by HamsterSensei 
    Neverwinter Nights 2 is Copyright 2006 by Atari/Obsidian 
    Mask of the Betrayer is Copyright 2007 by Atari/Obsidian 
    This FAQ may be posted on any site so long as NOTHING IS CHANGED and 
    you EMAIL ME telling me that you are posting it.  You may not charge 
    for, or in any way profit from this FAQ.
    
    

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