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    Prestige Classing FAQ by eyeofjustice

    Version: 1.10 | Updated: 01/27/09 | Search Guide | Bookmark Guide

    Neverwinter Nights 2: A Guide to Prestige Classes
    By community member eyeofjustice
    Version 1.10
    Game Version 1.21
    Howdy folks,
    One of the most common questions on the boards here at GameFAQs is, “How do I
    get the most out of my prestige classing?” (That’s paraphrased from, “This 
    class is th3 suxx0r!!!”).  Prestige multiclassing was a bit mystical when 5 
    classes were added in NWN’s Shadows of Undrentide expansion; with 17 Prestige 
    Classes (henceforth PrCs) in NWN2's base game and many more added with 
    expansions, it can be downright overwhelming for newbies, n00bs, and advanced 
    players alike.  
    This guide is intended to target newbies and advanced players both.  n00bs 
    should look elsewhere; I do not have the time nor the inclination to describe 
    powergaming builds in epic detail, or to list out exact stats, race selections,
    and other such nonsense.  Questions about exact builds can be directed to the 
    message boards if no other current FAQs are available.  The present guide is 
    intended to help relative newbies to better understand and build a multiclass 
    character with PrC levels, and advanced players to get hints and ideas for PrCs
    they haven’t tried (or have tried, but not in the ways I will expound).  This 
    guide is not meant to take the place of the game’s manual, only augment it; if 
    you do not have the manual, please note that there is an electronic copy 
    included in the game folder.  
    The guide is in alpha order by PrC, so I went without a table of contents, I 
    hope my readers won’t take offense.  Also, since this guide was originally
    created with the base game in mind, and I am only now updating based on
    the expansions, please forgive if it's OC-focused or if there are errors 
    (in which case, please email!).
    As always, please don’t repost this without permission, everything contained 
    herein is my own intellectual content except where it belongs to Atari, 
    Obsidian, or other community members as mentioned, and please don’t be foolish 
    and plagiarise or otherwise misuse this guide.
    Please enjoy the guide, I hope this will serve informatively, and happy gaming!
    General formatting of this guide:
    Requirements: What do I need to take this PrC?  
    	Make absolutely certain you check these!  They’re in the manual, but I
    include them here just because it makes things easier to reference.  Nothing is 
    more frustrating than building an Arcane Archer character but neglecting to 
    make him an Elf or Half-Elf.  “BAB” is your “base attack bonus”, and is based 
    upon your class; there’s a reference table in the back of your manual.  Note 
    that Skill requirements are physical ranks added to the skill at level-up, not 
    your total bonus for the skill.  Finally, Warlocks do not qualify as Arcane 
    Casters for spellcasting requirements.
    Niche: What role is this PrC most generally supposed to fill as part of my 
    	People often get lost in the muck of PrCs’ long lists of requirements 
    and abilities, and forget the core role of multiclassing; adding something to 
    your character that you want, so you can better fit your role.  Do you hate 
    Neeshka?  Then you may want to augment your Ranger with levels of Assassin for 
    more Roguish abilities.  Need more defense?  Look for a PrC like a Shadowdancer 
    or Dwarven Defender that fills a more defensive/tanking/not-dying niche.
    Description: What directions should I go with my PrC, and what should I watch 
    out for?
    	Each PrC has its own quirks.  Ups and downs are at least as common in 
    PrCs as base classes, and in many cases, coding glitches are more rampant. It’s
    important to know… does my PrC work as well in practice as it does on paper?
    Sample Build: What is an interesting build I can try with this class? 
    	This is meant to be an interesting example only!  I will be as 
    succinct as possible with my build info.  I intend only to stimulate 
    thought, not railroad it.
    Requirements: Elven or Half-Elven race, BAB +6, Weapon Focus (Longbow or 
    Shortbow) and Point Blank Shot, ability to cast any arcane spells.
    Niche: Being effective as an archer.
    Description:  The AA is practically a requirement for an effective archery 
    build in this game, because archery is so impoverished by the NWN engine.  
    Why?  Because every attack will draw aggression (‘aggro’) from enemies, 
    making them run to take you out.  Even though attacks of opportunity (AoO)
    work a bit better now, it's still hard to create an effective net against
    encroaching baddies.  
    But AAs can kill most enemies by the time they get to the AA, so it’s less 
    of an issue.  Still, make sure you have a backup melee weapon and don’t 
    forget your high BAB and HP can let you melee with power as well.
    The class’ special abilities are nothing to write home about, but the real 
    reason for this class is the +enchantment bonus to every arrow fired.  Note 
    that this enchantment shouldn’t stack; firing +1 arrows with a level 3 AA 
    will result in +2 arrows, not +3 arrows.  So go with the cheapest arrows you 
    can find, or alternatively, Vampiric or elemental-enchanted arrows.  With 
    a Mighty bow and a few quivers of Lightning Arrows, AAs can really tear 
    through enemies.
    Most builds take only one level of the arcane class and completely neglect
    spellcasting.  Because AAs do not get spell progression, make sure that if 
    you intend to cast spells to any level of usefulness, you take Practiced 
    Sample Build: Bard 11 / AA 9.  Bard is an oft-forgotten arcane casting class, 
    but it makes for a powerful AA.  This build gives you decent spellcasting
    (don’t forget Practiced Spellcaster!), Inspirations and Songs, Lore bonuses, 
    etc.  Haven Song and several Bard spells work well in keeping enemies away from 
    you, too.  There’s not a whole lot of point to taking the tenth level of AA, 
    so switch it for Bard.  Note that Deekin sells a good shortbow for this build.
    Requirements: Spellcraft 8 ranks, Skill Focus (Spellcraft) and Skill 
    Focus (Concentration) and Empower Spell; 3rd-level arcane spellcasting.
    Niche: Balanced spellcaster with an eye for metamagic.
    Description: MotB brought two fabulous arcane PrCs to bear, and this is the
    less "extreme" one. There are some really neat bonuses, like the + to saves
    against spells for your entire party (which is ever-present, not an aura like 
    many other similar abilities), bonus feats (a plus given the number of feats 
    you have to burn to get it), and absolutely no loss of spellcasting power.
    The best feature of the class, however, is the lowered requirements for Empower,
    Maximize, and Quicken Spell metamagic; normally these require that you use a
    slot 2, 3, or 4 levels higher (respectively) than the spell normally does, but 
    ASoC can cast (by level 10) each 1, 2, or 3 (respectively) higher instead. This 
    is a huge bonus for those who love metamagic (I'm looking at you, 90% of 
    GameFAQs posters who use Missile Storms like they're going out of style).
    There really isn't much to lose in taking this class; Wizards lose out on bonus 
    feats while Sorcerors don't really miss out on anything at all. If you don't 
    mind burning a few feats, try it out!  Note, however, that Quickening spells 
    has only niche uses compared to Empowering or Maximizing, so going all the way 
    to level 10 likely isn’t necessary.
    Sample Build: Sorceror 13 / ASoC 7. Sorcerors are fantastic with metamagic, so 
    it’s a match made in heaven. I swear to you, I tried to figure out something 
    crazy, but ASoC just doesn’t lend itself to creativity.
    Requirements: Non-lawful alignment; Lore 7, Disable Device 7, Tumble 7, 
    Spellcraft 4; Sneak attack dice of at least +2d6; Arcane spellcasting of at 
    least level 3.
    Niche: Party multitool and spell sneak attacker.
    Description: A PrC that has yet to reach its full potential in NWN2, the AT 
    is still a strong party member.  Most AT builds use Rogue/Wizard levels 
    exclusively, because this maximizes the number of skills (with Rogue and Int).  
    Also, Sorceror makes a comparatively poor choice, because one needs at least 
    3 levels of Rogue, and this disallows 9th level Sorceror spells.  But that’s 
    not to say you -can’t- make a Rogue/Sorc/AT.
    Why does the class have more potential than it owns up to?  First off, that 
    Pilfer Magic ability Obsidian gave ATs blows.  There’s no real use for it, 
    it’s weak and not suited to the nature of the class.  And Ranged Legerdemain 
    from the pencil and paper (PnP) D&D game is much cooler (letting you disarm 
    traps, pick pockets, etc., at range).  More importantly, though, NWN2 has yet
    to officially apply sneak attack damage on touch attack spells.  What will 
    that do, you may ask?  Every melee or ranged touch attack spell (e.g., Acid 
    Arrow, Polar Ray, even Ray of Frost) will also apply your Sneak Attack damage
    if you cast it under the same circumstances as a Sneak Attack (i.e., from 
    hiding or at a foe’s flank).  Very useful, especially given the AT’s 
    otherwise poor attack bonus. There are mods on nwvault.ign.com to fix this.
    For best combat results as it stands, Tenser’s Transformation will turn you 
    into a sneak attacking dynamo.  Let your party draw the enemies in, cast 
    Tenser’s, and dive in attacking flanks at will.  Impromptu Sneak Attack works
    well with this too.  Keep in mind, however, that the final areas of the OC 
    have nothing but crit-immune undead, so by this point you’ll be relegated to 
    thieving and magical support (which is still useful!).  ATs are brilliant in 
    SoZ, where having a broad skill base is useful.  A Ranger and an AT could in 
    themselves probably handle all the skills you need!
    Sample Build:  Rogue 3 / Bard 11 / AT 6.  I promise, not all of 
    the builds from here on will use Bard, it’s just difficult to think up an 
    interesting AT build when Rogue/Wizard is such an obvious standard.  However, 
    Bard has a lot to offer, most notably better attack bonus, and thus better 
    chance to land sneak attacks.  Spells like Heroism and War Cry, and Curse 
    Song, will give you even better effect.  This build even gets a pretty great 
    skill selection.  Also note that taking one level of Rogue and one of Assassin 
    means you save yourself a level for spellcasting, though you do give up Evasion 
    as well, so it’s your decision.  This is a great build for those who can’t be 
    bothered to download a hakpak for allowing spell sneak attacks, though 
    admittedly a poor build for those who do.
    Requirements: Any evil alignment; Hide 8, Move Silently 8.
    Niche: Same as Rogue, but more adept at striking from hiding.
    Description:  This PrC is mostly just an evil Rogue, essentially trading in 
    the high-level feats (Improved Evasion, Slippery Mind, etc.) and two skill 
    points per level, in favour of better ability to hide.  This is actually 
    better than it sounds; Hiding in Shadows is a real trial in 3.5ed D&D, and 
    Hide in Plain Sight (which Assassins now get at level 8) makes hiding much 
    more useful.  It also means you can simply hide whenever anything notices you,
    so long as your Hide and Move Silently are high enough to avoid detection.  
    Don’t count out those Assassin spells, either.  Greater Invisibility is 
    as wonderful as always, and if you have the Blind-Fight feat, the Darkness 
    spell is a stellar means of dealing large amounts of sneak attack damage very 
    Death Attack is often misunderstood.  Essentially, it stacks in all ways with 
    Sneak Attack, but also adds an additional chance for paralyzation under very 
    specific circumstances.  If your target is not currently engaged (i.e., you 
    snuck up on him or her without drawing notice), your sneak attack has a chance 
    of paralyzing it.  This is tertiary, but can be deadly if you’re a patient 
    Sample Build: Ranger 11 / Assassin 9.  Dual-wielding works excessively well 
    with sneak attacking classes, and Assassins are no exception.  One bonus of 
    using Ranger levels for this is that you can focus less on Dex (though you’ll 
    still want a decent stat value for it) without sacrificing much hiding. 
    Plus, take Undead as your Favoured Enemy, then take Improved Favoured Enemy 
    in Undead for one of your feats, and watch your Assassin cut a swath through 
    OC Act III nearly as well as he did through Act II.  This build makes a much 
    better balance for crit-immune foes than the more standard Rogue/Assassin.
    Requirements: Any evil alignment; BAB +6; Cleave feat; Hide 5.
    Niche: Anti-Paladin, Sneak-Attacking tank, and general evil SOB.
    Description:  Blackguards are, in almost every way, evil Paladins.  And just as
    much, they are generally played with as little finesse as Paladins are.  Just 
    because he’s a servant of evil doesn’t mean he can’t have personality!  Don’t
    forget (role-playing-wise) that “evil” can mean a lot of different things, even 
    in D&D.
    Okay, that rant is over… The Blackguard is somewhat underpowered, let’s be 
    honest.  He has difficulty knowing what exactly he wants to be, with a large 
    gamut of abilities and bonuses.  Smite Good and most of the Blackguard spells 
    are useless in the confines of this game.  Unlike NWN1, ignore the Blackguard’s
    summoning abilities.  Both Create Undead and Fiendish Servant are almost 
    completely useless; the creatures created, especially in the former case, 
    are too weak to even be decent meat shields.
    But for an evil character build, he does have good points to offer.  First 
    and foremost, he is the only high-BAB class (other than the Neverwinter Nine) 
    who offers Sneak Attack, and with d10 HP and lots of armor.  Sneak attacking 
    is never so much fun as it is with a Greataxe.  Add in high saving throws 
    from Dark Blessing, Blackguards are often much more survivable in melee than 
    your average Rogue.  I suggest Improved Knockdown for Blackguard sneak
    attacking, though.
    Aura of Despair makes the Blackguard a very utilitarian tanker; sit in the 
    middle of a group of enemies, have your mage cast Mass Hold Person, and 
    watch as the saving-throw-challenged enemies turn into sneak attack 
    Sample Build: Cleric 13 / Blackguard 7.  Note that Blackguards only lose two 
    levels of Turn Undead (as opposed to Paladins’ three), and with your high 
    Charisma, you may actually turn better than a standard Cleric.  Use your Aura 
    of Despair to your own advantage, as well as your party’s.  And since you need 
    Power Attack for the Cleave class requirement anyway, Divine Might (with Power 
    Attack as a prereq) can really boost your damage output if you have more Turn 
    Undead uses than you need (which may well be the case).  Level 7 is more than 
    high enough for Clerical magic for tanking buffs.  The Trickery and Evil 
    domains really round out this class well, too.
    Requirements: BAB +7; Weapon Focus (Any melee weapon).
    Niche: A Paladin of any alignment, or a Fighter with extra bonuses.
    Description: DCs are a bit of a strange mix of abilities.  They need Cha 
    like a Paladin does, and get bonus feats like a Fighter.  However, they don’t 
    get Turn Undead, spells, or an increasing number of Smite uses like a Paladin 
    does, and their bonus feat list is quite a bit scaled back from the Fighter 
    	-Blind-Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency, 
    	Extra Turning, Improved Combat Expertise, Improved Critical, Improved 
    	Initiative, Improved Parry, Weapon Focus.
    Generally, taking levels of Fighter would better suit most builds.  But for 
    builds which already have Charisma (for example, Paladins, Bards, and Red 
    Dragon Disciples), DCs can offer some interesting abilities.  Note that there 
    is no alignment requirement, contrary to NWN1; you can be a DC of any deity 
    you want, or even no deity at all.
    Smite Infidel is extremely useful; it works as Smite Good or Smite Evil, but 
    against any alignment (on the Good/Evil axis) that is not your own.  So Smite 
    Infidel works against Neutral enemies, of which there are a fair number.  
    Remember that nearly all animals, elementals, and constructs are neutral.  
    Even evil DCs can Smite these enemies.  And +1 saves every other level is 
    nothing to scoff at, either.
    Also, while Smite Infidel does NOT stack with Smite Good or Smite Evil, taking 
    the Extra Smiting feat will give you more uses of BOTH, allowing Paladin/DCs 
    to smite a truly impressive number of foes per day.
    Sample Build: Bard 15 / DC 5.  Okay, this is the last Bard, I promise.  But
    this is one of my old favourites.  High Cha matches up well for Divine Wrath 
    and Smite Infidel, and the DC gives Bard a BAB boost, as well as some extra 
    feats.  Take a Morningstar Weapon Focus, with Blind-Fight and Improved Crit: 
    Morningstar as your bonus feats, and you’ll be a juggernaut right from the 
    morningstar in the OC Swamp Cave.  Very cool Bardic Warrior-Champion.
    Requirements: Lawful alignment; Deity (Kelemvor); Diplomacy 5 ranks; Extra
    Turning and Great Fortitude; 3rd-level divine spellcasting.
    Niche: Frying Undead.
    Description: How’s that for a niche? More than any other PrC, the Doomguide
    is set in what it does. All of the abilities, from turning feats to party save 
    bonuses against undead-style attacks to weapon enchantments, are meant for 
    obliterating undead. The utility of this varies based on the module or campaign 
    you’re playing, but undead are generally a staple so you’re often okay.
    Are Doomguides suitable for non-undead encounters? Trickier. They’re not 
    generally weaker than your standard Cleric if that’s your base class, since they
    get pluses to turning AND to casting (you might lose strength for your domain 
    powers, though). So unless you absolutely know you’ll never run into undead,
    there’s a lot to be said for taking this PrC.
    Sample Build: Paladin 11 / Doomguide 9. Just enough Paladin levels to meet
    the spellcasting requirement. Paladin turning is behind Cleric’s, but Doomguides
    get more than enough bonuses to make up for it, and your CHA will likely be well
    ahead anyway, so you may actually come out on top. Also, Paladins and 
    Doomguides share a reliance on CHA, so that’s always welcome. This character
    fights undead from the front of the party, and has saves out the yin-yang.
    Requirements: BAB +6; Parry 5, Tumble 5; Dodge, Mobility, Weapon Finesse.
    Niche: Parrying.
    Description:  One of my least favourite PrCs, for several reasons.  First off, 
    it is excessively focused; it can barely use more equipment than a Monk, yet 
    doesn’t naturally get any special equipment that Monks do.  Also, if you’re not 
    interested in Parrying, there’s little to sell about the Duelist, you should 
    generally look elsewhere.  And Parry is currently broken (the game has
    trouble with detecting strikes from multiple sources, so you tend to parry a lot
    less than you should).  Also, Piercing Strike does NOT work with dual-
    wielding, which makes their high Parry somewhat less useful.  I took a Duelist 
    through the main campaign, and it was alright, but I made the mistake of not 
    However, for what it is, the Duelist is pretty interesting, a bit of a Fighter/
    Rogue hybrid.  They get Haste usages multiple times per day, they add extra 
    piercing damage on attacks, and they have high BAB, HP, and skills.  Note that, 
    unlike the Monk, while the Duelist adds their Intelligence modifier to their 
    Armor Class, they can ONLY do so to their Duelist level.  So a Duelist level 2 
    can only add +2 INT bonus to their AC.  So don’t expect to add a single level 
    of Duelist to your Wizard builds.  For SoZ owners, Swashbucklers are pretty
    obvious choices for Duelist baseclasses.
    With their superb bonuses to Parry (but not until level 7!), the Duelist 
    becomes nigh-unhittable while in Parry mode.  Though they can make fewer 
    counterattacks than a dual-wielder with two-weapon fighting and defense, they 
    have better bonuses to deflect attacks.  Also, the sheer volume of different 
    abilities can, like the Monk, be very attractive to any character looking to 
    add some finesse to their game. Be mindful that Duelists do not get Uncanny 
    Dodge, so you may want to take levels of a class that does.  Also, liberal 
    amounts of Use Magic Device will go a long way toward making up for the 
    Duelist’s dearth of good equipment.
    Sample Build: Rogue 3 / Barbarian 7 / Duelist 10.  A bit of a strange mix, but 
    hold your catcalls a moment.  Rogue gives the skills necessary, plus Evasion 
    and some Sneak Attacking to buffer your damage.  Barbarian gives you Uncanny 
    Dodge and stackable stat bonuses from Rage, allowing you to focus much more of 
    your stats on Dex and Int.  A very 'controlled rager', and s/he even gets 1/- 
    damage reduction.  Though I am often loath to suggest ECL races, Tiefling 
    would make a stellar Rogue/Barb/Duelist.
    Requirements: Dwarven race; Any lawful alignment; BAB +7; Dodge and Toughness.
    Niche: Lawful Barbarian, more focused on defense than offense.
    Description: Dwarven Defenders are walls.  With swords.  They share the d12 
    hitpoints and the uncanny dodge and trap sense bonuses with Barbarians, but 
    instead of losing out on armor, DDs bulk up on it.  The stat bonuses for 
    Defensive Stance do not stack with other stat bonuses, unlike Rage; however, 
    the main attraction is the AC.  With Defensive Stance active, at level 10, DDs 
    receive +8 to Dodge AC.  Stellar.  It does root you in one spot, but with a 
    reach weapon like a Halberd, this isn’t much of a problem at all.  You’ll at 
    the head of your party anyway, you should usually draw the enemies to you like 
    flies to a Half-Orc. Make sure you patch your game, or Defensive Stance might
    not actually work!
    Not only do DDs have incredible AC, but they also get Uncanny Dodge (unlike
    many other warrior classes), meaning that all that Dodge AC doesn't vaporize
    the instant he's flanked or blinded. It's not necessarily as useful as it is for
    classes that lend themselves to high DEX, but it is definitely a nice touch.
    One thing that is often overlooked is that DDs also get high Will saves.  Along 
    with Trap Sense and their obscene number of HP, DDs are very difficult to take 
    out of a fight, and with decent offense from their base class, a DD can dish 
    out punishment with impunity.
    Sample Build: Ranger 10 / Dwarven Defender 10.  Rangers are the offense to DD 
    defense; this build gets Uncanny Dodge, high AC, great bonuses against 
    favoured enemies, Evasion, as well as high saves all around.  You even get a 
    weak animal companion to help you position enemies around you.  An extra 
    Ranger level adds an extra offhand weapon attack at the expense of some 
    defense, it’s the player’s call. If you're going to Epic levels, you can have 
    your cake and eat it too!
    Requirements: Martial Weapon Proficiency; Arcane Spellcasting of at least 
    level 3. (The manual is incorrect.)
    Niche: A mage with the ability to hit things in combat.
    Description:  Eldritch Knights are the new Fighter/Mages of 3.5ed.  You get 
    much beefier melee ability (higher BAB and solid concentration caster feats) 
    at very little cost.  You’re supposed to have to take a level of a class with 
    Martial Weapon Proficiency for EK, but because of how Proficiency works, you 
    can just go straight to EK from your base caster class at the expense of a
    feat.  Wizards generally make better EKs than Sorcs, because Wizzies get bonus
    magical feats every 5 levels and a slightly faster spell progression to offset 
    the multiclassing.  
    There’s not a whole lot to say about EKs… generally, they’re almost always 
    better than a standard caster build, because they allow more flexibility in 
    terms of combat.  That’s a qualified ‘always’, though; Wizards do get more 
    magic feats than Wiz/EKs, and Sorcerors do get pinched for spell progression 
    when they multiclass.  It depends on how specialized on spellcasting one 
    desires to be.  Keep in mind that even 10 levels of EK will not make your 
    mage into a warrior, it’ll just go a long way toward that.  More than any other
    melee class, EKs depend on buffing; if you don’t like sitting around casting 
    over and over after every rest, EK is probably not the PrC for you.
    Sample Build:  Paladin 2 / Sorc 8 / EK 10.  Yes, the saving throw bonus from 
    Cha for Paladins makes this absurdly powergamey.  However, you do lose 9th 
    level spells, so that’s enough to shoo most n00bs away.  Elsewise, this is a 
    very powerful Paladin of Mystra.  Take Practiced Spellcaster!  Feel free to 
    add more levels of Paladin as desired.
    Requirements: Any non-lawful alignment; BAB +6; Cleave, Great Cleave, Power 
    Niche: Powergamer’s extra-focused Barbarian.
    Description:  Extremely focused on melee combat, and more importantly, on 
    dealing melee damage.  Let’s just say killing things.  When an FB’s around, 
    things die.  That about says it.
    The difference between Great Cleave (the general feat) and Supreme Cleave (the 
    FB feat) is oft-misunderstood.  Great Cleave lets you cleave an unlimited 
    number of times per round, be it all at once (slaying a horde of goblins around
    you) or separately for every enemy you kill with your multiple attacks per 
    round (slaying a horde of beefy but injured Bugbears over the course of a 
    round).  Supreme Cleave, on the other hand, gives you two cleaves instead of 
    one, every time you make a cleave attack.  Suffice to say, with both, when 
    things die, lots of other things die soon too.
    Note that the Strength bonus from Frenzy does not stack with other Strength 
    bonuses, but WILL stack with the Str bonus from Rage.  Also, Frenzy prevents 
    you from dying when it’s active, which is why Lorne just doesn’t die when you 
    fight him (run away until it wears off, by the way).  Basically, sit a two-
    handed weapon in your hands, turn on Power Attack (with Enhanced Power Attack 
    from FB), click Frenzy, and knock things’ heads off.  Improved Power Attack is 
    even more obscene, but by that point, you’re facing some serious attack 
    penalties, so I’d advise against going that far.
    Technically, Frenzy is only supposed to deplete your HPs at a rate of 2 per 
    round, but with a patched game, this rate is 6 per round (unpatched 12!).  
    Why?  Well, Frenzy is also supposed to result in a chance you’ll attack your 
    allies, but this wasn’t implemented.  So it’s a balance thing.  Keep Clerics 
    handy, or be prepared to rest.  A lot.  On the bright side, you can't die 
    whilst Frenzying, so as longas your Frenzy lasts most of the waythrough the 
    battle, you'll resurrect afterwards anyway.
    Sample Build: Fighter 6 / Weapon Master 7 / Frenzied Berserker 7.  There’s no 
    way to make a build with FB that’s effective and not powergamey, so I went 
    with a damage monkey on this one.  This guy can only do one thing, but he 
    does it well.  There are plenty of builds out there that use some combination 
    of Fighter, Barb, WM, and RDD with their FBs. (Boring, eh?)
    Requirements: Any non-evil alignment; Diplomacy 8, Lore 4, Spellcraft 2; 
    Alertness and Iron Will (feats).
    Niche: Adding some tertiary abilities without screwing up the initial class 
    too much.
    Description:  Now here’s an interesting conundrum.  Definitely better than 
    NWN’s Harper Scout, who didn’t get spellcasting.  This is basically an EK with 
    slightly worse BAB, but more skills and lots of saves.  But still, not a great 
    choice in most cases.
    Folks groan about the prereqs, but they’re not so bad.  Diplomacy is 
    practically a requirement for most campaigns anyway, and Lore and Spellcraft 
    are both useful to have (Note: Spellcraft gives +1 to saves against ALL spells 
    for every 5 ranks).  Iron Will isn’t a waste, as nobody likes getting stunned 
    or charmed; and while Alertness is pretty poor, you can't make an omelette
    without breaking eggs when it comes to PrCs.
    Also, note that the HA’s spellcasting progression works for arcane or divine 
    casters, so you have a lot of flexibility to work the class into your builds.  
    Although this PrC isn’t one of the best, it’s also pretty much for roleplaying 
    purposes.  It can fit a lot of different roles, much like a Bard.  Note that 
    you can only take 5 levels max of HA.
    Sample Build: Wizard 5 / Eldritch Knight 10 / Harper Agent 5.  This takes 
    advantage of one of the HA’s most important strengths; its BAB doesn’t suck.  
    You lose out on another level of spellcasting, but you’ll end up with an extra 
    attack per round compared to the Wiz 10 / EK 10 builds out there.  Also, many 
    forget that EKs do not get strong Will saves, and HA makes up for this keenly.  
    Plus, it makes a good build for all those who read the error-ridden manual 
    and thought that the HA requirements (which were transposed onto the EK 
    requirements) were for the EK, and thus started builds with this in mind.
    Requirements: Intimidate 6 ranks, Spellcraft 6 ranks, Lore 12 ranks; 
    Brimstone Blast or Hellrime Blast invocations.
    Niche: A Warlock who turns enemies to ash.
    Description: Finally, a PrC tailored for the Warlock – and a powerful one, at
    that. Hellfire Blast takes your regular Eldritch Blast damage and augments it
    with +2d6 per level. With a maximum HF level of 3, that’s +6d6 damage,
    which acts as a Sorceror equalizer. Plus there’s Hellfire Shield, which allows
    you to take all the damage from a Blast and apply it to anyone who hits you – 
    without lifting a finger. Brilliant!
    Of course, there’s that pesky CON hit per casting – make sure you have a
    Cleric with lots of Lesser Restorations memorized (and this shouldn’t be a 
    problem), and/or a Wand of Lesser Restoration (which the Warlock can 
    use, with UMD). Note that SoZ, in typical buggy fashion, removes the
    CON hit every time you switch maps, so you don’t really have to worry
    about it except in protracted battles.
    Finally, there’s Summon Baatezu. This ability is ridiculously powerful for 
    the level you're able to obtain it, and remains so until epic levels – a random 
    Devil is summoned, anything from Mephasm the Cleric to a Cornugon. It lasts 
    for a specific number of rounds; keep your mind on this counter, because at the 
    end, there’s a good chance that stupidly powerful devil will turn on you; 
    unsummon it before it does! While it lasts, it will wreck house, though.
    I recommend this PrC for pretty much any Warlock – the skills required are
    useful, and you can always ditch the Blast for a better one after you’ve gained
    your 3 HF levels (ditching it earlier prevents you from taking all three, which 
    I certainly suggest). Invocations are the most important feature of the Warlock
    and you don’t miss out on any by going HF, and the 3 levels give you much-
    needed extra punch.
    Sample Build: Warlock 14 / HF 3 / DD 3. Start with a Lawful Evil Dwarf; this
    build takes advantage of the HF’s lack of required feats, and the DD’s lack of
    required skills. Lots of CON and HP helps make up for the debilitating effects 
    of Hellfire; give him a Wand of Restoration, send him into the midst of the 
    fray, and turn on Defensive Stance and Hellfire Shield.  Fireworks.  Only time 
    I can actually imagine a use for Hideous Blow, too. Either take Dark Foresight,
    or load up on Fey feats for extra damage reduction.
    Requirements: Bluff 8 ranks; Feint, Two-Weapon Fighting, Weapon Focus
    (Dagger or Kukri)
    Niche: Stabbing enemies in the front.
    Description: Using Feint to drop the enemy’s defense, two weapons to 
    attain large numbers of attacks per round, and Unfettered Defense to keep
    alive through counters, the IB is for sneak attackers who can’t be bothered 
    with pesky hiding and sneaking around. Unfortunately, Feint isn’t a Free 
    Action for IBs in NWN2, but it’s still pretty nice if you’re not good at 
    coordinating flanking.
    Kukris are probably the better choice for your Weapon Focus, since they get a
    good crit range (similar to Scimitars and Rapiers). Don’t feel that you have to 
    restrict your main-hand weapon to dagger or kukri; they make good offhand 
    weapons, but they’re a bit weak overall.
    This PrC is a bit low on extra perks, but their high BAB is useful for boosting
    Rogues who already wield two weapons.  Bleeding damage is relatively weak,
    but it does count toward Sneak Attack dice, so it can be useful for obtaining 
    PrCs which require SA.
    Sample Build: Ranger 7 / Rogue 8 / IB 5. Improved Uncanny Dodge, solid 
    Sneak Attack, fantastic BAB for a thug, and two offhand attacks. Decent INT
    allows this character to do almost any skill in the book, and he can tank too!
    Requirements: BAB +6; Member of Neverwinter Nine (epithet feat).
    Niche: Tanking with extra abilities.
    Description:  I don’t care what others say, I like this class.  It has style.  
    High BAB, decent HP, and neato little abilities.  Spiffy uniform, too.  
    Protective Aura is alright, but the Deflection bonus to armor will be largely 
    negated by the time in the game you get it; the better part is the bonus to 
    saves, which does stack.  It also has a decent range, especially when it 
    upgrades at level 4.  Guarding the Lord is a niche ability which allows you 
    to take damage for someone else; part of the damage dissipates instead of 
    affecting either you or the intended target, making it quite a bit better than 
    the Shield Other spell.  Use this ability when your back row characters (such 
    as mages) draw enemies and you need a ‘panic button’ to keep them 
    alive until you can buff them or otherwise help them out.  Frantic Reactions 
    is pretty decent, allowing you to run faster, take fewer attacks while dodging 
    through enemy ranks, and giving you sneak attack damage; all of this for an 
    always-active feat.  Finally, All-Out Assault is a wonderful ability.  For 
    three rounds, all your attacks are maximized.  No damage die rolls for you.  
    This ability is especially useful for dual-wielders, making for 24 (or 
    so) attacks at maximum damage, and thus a world of hurt.
    Note that this PrC only has a max of 5 levels, and the point at the game in 
    which you attain it you’ll be around level 15-16.  You may want to hold a 
    level over until you get the NW9 epithet feat at the beginning of Act III, so 
    you can get all 5 levels (if you want them).
    All that said, the PrC isn’t spectacularly powerful, and it comes late in the 
    game, so it’s very much a roleplaying class.  It can be useful if you’ve been 
    taking levels of Ranger, Paladin, and Fighter, as these classes don’t gain 
    much past level 10-15.  One thing to note is that SoZ allows you to take this
    PrC without the epithet feat, so anybody can be a NW9 once they hit +6
    Sample Build: Fighter 8 / Rogue 7 / Neverwinter Nine 5.  Very cool, makes for
    a great tanker with skills, feats, and abilities to spare.  Also, correct me 
    if I’m wrong, but All-Out Assault should work with sneak attacks, which is 
    just tasty.
    Requirements: Any non-good alignment; Arcane spellcasting of at least level 3.
    Niche: Spellcasting from behind a barrier of undead, AC and immunities.
    Description:  Another of my favourite classes that got nothing from Obsidian.  
    Lots of powerful abilities, all drowned out by the fact that the PM only gets 
    spells every odd level.  Practiced Spellcaster is a must if using more than a 
    few PM levels, and most players only take one level (for the +2 AC with no 
    The abilities, however, are very tempting.  A total +6 AC, immunity to 
    paralysis and critical hits (taking away most enemies’ means of getting 
    through your defenses), a touch-attack undead arm (which can be useful when 
    rushed by enemies, though it doesn’t work very often as coded), and the 
    ability to Create Undead and Greater Undead, all mean that you’re a defensive
    dynamo, capable of spellcasting without interruption.
    There is a relatively easy fix to the spellcasting problem, however; going into 
    the game’s data -> 2da folder, look for “cls_bsplvlpalema” file; copy this to 
    your override folder, go into the file, and change the first level to a ‘0’ and
    the rest to ‘1’s.  Voila, you now have progression equal to an EK, like in the 
    ‘real’ game. Or change it to whatever you feel is balanced.
    Sample Build:  Wizard 5 / Eldritch Knight 8 / Pale Master 7.  Practiced 
    spellcaster brings you up to caster level 20, and you just deal without level 
    9 spells.  It’s not hard to do, with good BAB, great defenses, and cool points 
    for actually making use of the PM.  By the by, this build is one of the most 
    crazy Tenser’s-users in the game.
    Requirements: At least one level of Sorceror or Bard; Lore 8.
    Niche: Ridiculous melee stats.
    Description:  This PrC is a bit of a mixed bag.  The breath weapon is neat, 
    but only gets one use per day at low damage, so neglect it at will.  Blind-
    Fight is a very useful feat to get for free, and the armor bonuses are always 
    a plus.  Immunity to fire is lovely, as are immunity to sleep and paralysis, 
    though as with most of the tertiary abilities the RDD has, these can be gained 
    through equipment, spells, and feats.  But the real reason to take RDD is the 
    permanent stat bonuses.  These stack completely with everything, and the +8 
    Strength (+4 to hit and damage) is a huge melee plus.  This STR bonus affects
    your base stats, so it DOES stack with STR bonuses from belts, unlike the FB.
    Plus, you get a ton of HP, from the +2 Constitution and d12 hit dice.
    Note that the RDD only gets medium BAB progression, but the huge Strength more 
    than makes up for this loss.  With a decent two-handed weapon and a Belt of 
    Giant Strength, you’ll be tearing through enemies without leaning on crits, 
    sneak attacks, abilities, or specific weapons.  RDDs are very focused on melee 
    combat, but are far more flexible than other tank classes for this reason.
    One thing to keep in mind, however, is that the majority of the RDD bonuses 
    arrive at level 10.  Essentially, all builds utilizing RDD should go all the 
    way to level 10, or not at all.
    Sample Build: Sorc 8 / Paladin 2 / RDD 10.  The RDD is another one of 
    those classes that just doesn’t lend itself to subtlety.  Though 8 levels of 
    Sorc isn’t what most would consider useful, with Practiced Spellcaster, you 
    can get a lot of mileage out of level 1-4 spells.  Either cast in a robe, or 
    throw on Full Plate and cast Improved Mage Armor with Still Spell.  Ta-da.  
    Now throw Fireballs around and watch them bounce off your fire immunity.  This 
    build doesn’t have the best attack bonus out there, but a resourceful player 
    can find ways around that.  And everyone loves a Dragoon.
    Requirements: Human; Non-Good; Specialist Wizard able to cast 3rd-level
    spells, Spell Penetration and Greater Spell Penetration, one other metamagic
    or item creation feat (excluding Scribe Scroll).
    Niche: Spellcasting tailored to frying enemies with a subset of spells.
    Description: RWs give up some flexibility to gain extra power with their
    chosen school. Note the impressive array of requirements, and make sure you 
    follow them to the letter if you want this class!  RWs lose a second school 
    of magic based on their original choice for specialization:
    Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion
    Divination: lose Enchantment
    Enchantment, Illusion: lose Abjuration
    And for completeness, here's the list of original prohibited schools:
    Specialization	Prohibited School
    Abjuration	Conjuration
    Conjuration	Transmutation
    Divination	Illusion
    Enchantment	Illusion
    Evocation	Conjuration
    Illusion		Enchantment
    Necromancy	Divination
    Transmutation	Conjuration
    For giving up two schools of magic, your specialized school's spells gain DC 
    and SR checks (so they're more likely to stick), better defense, and improved 
    caster level.  Note, however, that all of these cases are ONLY for your 
    specialized school, so you can cast from other schools which aren't prohibited, 
    but they will cast as though you were a regular vanilla Wizard.
    First off, make sure your specialized school is something you want improved.
    Divination is a useless choice because none of its spells have DCs, and the 
    rest of the Divination spells' characteristics don't gain much either.  
    Illusion, Conjuration, and Abjuration gain relatively little likewise. 
    Enchantment can be useful for some, though mind spells don't work as well as 
    in some other games. The most balanced choice is probably Necromancy 
    (Divination and Illusion are probably the weakest schools, so being prohibited
    doesn't hurt), and a few fabulous spells (primarily Undeath to Death, Horrid 
    Wilting, and Wail of the Banshee) belong here. Evokers and Transmuters have 
    their place too.
    All that said, the RW is highly specialized and will suit any spellcaster who 
    doesn't mind being relegated to a niche role based upon their chosen 
    specialization.  There is no finer caster in the game than a well-crafted 
    Sample Build: Wizard 5 / RW 7 / PM 7. If you want a Pale Master who can 
    actually cast, this is a good one. Choose Evocation as your Specialist School 
    (or Necromancy if you're purist). Losing Conjuration and Illusion normally 
    hurts because you lose out on a lot of defensive spells, but PM recoups this; 
    likewise, his natural summoning can make up for losing Summon Creature spells.
    With Practiced Spell-caster, and minor tinkering, this guy can still cast like
    an Archmage.
    Requirements: BAB +4, Improved Unarmed Strike, Stunning Fist, Combat Casting;
    Lore 8 ranks; Ability to cast 1st-level divine spells.
    Niche: A Monk with spells, or a Cleric who works without armor.
    Description: At first blush, this seems like a superbly powerful PrC. Monks 
    need high WIS for AC anyway, and so this meshes perfectly with divine casters’
    high WIS. It does take some finesse to get them to work, though; Monks are 
    notoriously difficult to multiclass, since they are so powerful singleclassed 
    but lose power quickly with other levels.
    Uncanny Dodge is one perk that Monks don’t get; unarmoured characters really 
    benefit from this ability. Spell progression is pretty decent, and is 
    better than Warpriests. Sacred Flames can be extremely powerful if used 
    correctly, and Inner Armor is short-lived but with good Wis can give you a 
    nice boost (though the SR isn’t as good as that provided by the Monk ability 
    or Cleric spell on their own).
    Just remember that the class abilities are all cherries on top; your real 
    reason for taking this class is to let your Monk cast spells and be more 
    flexible.  It should go without saying that you should never, ever try for 
    SF without levels of Monk.
    Sample Build: Monk 4 / Druid 6 / SF 10.  Practiced Spellcaster gets you to 
    caster level 18, Druid 6 allows you to use the very powerful Elephant’s Hide 
    ability 3 times per day, and you can still spontaneously summon.  Forget about
    your animal companion though!
    Requirements: Bluff 3, Hide 8, Intimidate 3, Move Silently 3; Stealthy (Feat);
    Member of Shadow Thieves (epithet feat).
    Niche: Thuggery and Roguishness through speech AND force of arms.
    Description:  This class is very much like the Rogue base class, but cramped 
    into 5 levels with bonus feats and some other perks.  They get better prices 
    at merchants, which means that those who bought the limited edition NWN2 with 
    the merchant feats get ridiculous prices for buying and selling. STAs also get 
    bonus feats (listed in the manual), and bonuses to their speech skills. 
    Finally, STAs get the Uncanny Dodge feats, which can be helpful to Rangers 
    and any other characters wanting to keep their Dex/dodge AC bonuses intact in 
    There’s not a lot to sell the STA over the Rogue, other than roleplaying, and
    the fact that high-level Rogues don’t gain a lot past about level 13.  STAs 
    round out any sneaky build well, especially given that dialogue skills are 
    quite useful in this game.  
    Sample Build: Warlock 12 / Shadow Thief of Amn 4 / Blackguard 4.  With the 
    Beguiling Influence and Entropic Warding invocations, this build is 
    extraordinarily sneaky and almost impossible to resist in conversation.  It 
    can even melee with some skill, and cast Greater Invocations and 6d6-damage 
    Eldritch Blasts.  3d6 sneak attack becomes really powerful if spell sneak 
    attacks are ever fixed, or if you were to download a mod which fixed them.  
    This is one of my favourite evil builds.
    Requirements: Move Silently 8, Hide 10, Tumble 5; Dodge, Mobility.
    Niche: Avoiding death.
    Description:  Shadowdancers are a great idea that just didn’t get pulled off 
    very well. They’re almost entirely defensively-oriented; they get most of the 
    Rogue feats aligned with this persuasion (Improved Evasion, Slippery Mind, 
    Uncanny Dodge, etc.), and Hide in Plain Sight, Shadow Daze, and Shadow Evade 
    are all there to keep one alive.  
    There are a number of critical flaws in this class.  First and foremost, the 
    biggest class plus (Hide in Plain Sight) is gained at level one, so there’s 
    little good reason for most to go past this level.  Secondly, Shadow Daze and 
    Shadow Evade are niche skills, too short-lived and with too few uses per day to
    be truly useful in NWN2’s context.  Summon Shadow summons a very weak minion, 
    barely better than the Skeletons summoned by Animate Dead (though the Shadow is
    admittedly immune to a large number of things, making it a halfway okay tank). 
    NWN2 Shadowdancers don’t get the cool teleportation that PnP SDs do, either.  
    Most importantly, the Shadowdancer doesn’t get any offensive abilities, which 
    limits it to relying on the base class for damage output.
    All that said, SD is one of the more fun PrCs.  It’s a very easy sell for one 
    level, and a few more wouldn’t hurt either.  The Rogue feats are pretty darn 
    good, and defensively, there’s few classes to match it.
    Sample Build:  Monk 12 / Shadowdancer 8.  Monk levels supply the damage output
    through 2d6 fist damage and Greater Flurry of Blows, SD levels control the 
    damage input through Uncanny Dodge, Defensive Roll, etc.  Monks get Improved 
    Evasion anyway, so 8 levels of SD works.  This build is one of the best for 
    capitalizing on the SD’s strengths, without tearing the Monk down completely.
    Requirements: Base Fortitude Save +4; Toughness, Great Fortitude, and Weapon
    Focus (Spear, Throwing Axe, Dart, or Shuriken); 3rd-level divine spellcasting.
    Niche: Electricity-based attacks to augment divine casting.
    Description: Not too much hidden here – sacrifice other class abilities (but 
    not casting!) for electrical offense and defense. The Extended Storm Avatar is 
    stellar, by the bye. It’s likely a solid trade, so long as you have feats to 
    burn, don’t need your Turn Undead or Wildshape (for example), and don’t mind 
    the restricted weapon choices.
    That latter bit can be hard to swallow, though. Throwing weapons aren’t 
    anywhere near as useful for ranged attack as bows, crossbows, and slings. 
    Plus, Storm Avatar does little to augment missile attacks. It’s possible to go 
    this route, but you should weigh your options carefully (and definitely 
    consider taking Zen Archery to minimize your DEX investment). And when it 
    comes to melee, spears don’t pull much weight – Monkey Grip to wield one one-
    handed could be helpful here though. 
    Whether you go melee or missile (or try to swing both), don’t forget your 
    primary role is still as divine caster, and you should try not to overload your
    healer with buffs just so he can hang around the frontline.
    Sample Build: Favored Soul 10 / SL 10. Take a deity who favors a SL weapon
    and you’ll get the Focus feat for free; energy resistance to something other 
    than electricity; FS high saves all around and dandy spellcasting. You don’t 
    miss out on too much and probably gain more from SL. Thumbs up!
    Requirements: BAB +5; Diplomacy 8, Spot 5; Combat Casting; Divine Spellcasting 
    of at least level 4.
    Niche: Tank of the gods.
    Description:  Ignoring the little abilities on the side, the whole idea of the 
    Warpriest is to give your Divine caster a full warrior BAB, HP, and armor/
    weapon pool.  Adding WP levels to Clerics and Druids turns them into tanks; 
    though Clerics and Druids can tank fairly well on their own, and even better 
    once fully buffed, WPs do it even better.  Another frequently-forgotten aspect 
    is that Rangers and Paladins can take this class at level 15, once they get 
    access to level 4 spells.  Paladins make natural Warpriests, with their strong 
    Cha contributing to a powerful Fear Aura at level 5, and their already-low Turn
    Undead less of a problem for WP levels.  That’s one of the problems with the WP
    compared to PnP: Cleric/Warpriests quickly lose all of their Turn Undead 
    The class abilities are nothing spectacular, but interesting in their own 
    right.  War Glory is a minor but constant and decent boost to allies and 
    detriment to foes.  Note that the +1 AB bonus applies only to allies, not to 
    your Warpriest.  Inflame is excellent for tank-heavy parties that are low on 
    Will saves, especially against Dragons (those fear auras can really decimate 
    your party).  Speaking of Fear Auras, the WP’s is fun, but not particularly 
    powerful or useful (as always, making your enemy run away just prevents you 
    from killing him now).  Finally, Implacable Foe is almost worthless – the 
    +20 HP are lost when the effect runs out, and they’re not particularly useful 
    to start with.  Level 10 is probably not the most useful WP level to shoot for.
    Also, don’t forget that the WP gets bonus spells, of which Battletide and 
    Haste are most noteworthy.  Battletide is especially useful for non-Cleric 
    WPs, and Haste is useful in almost every situation, though each use the WP 
    level for caster level, and thus tend to run out pretty quickly.
    Sample Build: Druid 14 / WP 6.  Very fun, powerful build.  Still gets 9th 
    level spells, still gets access to Oaken Resilience and Elephant’s Hide, and 
    many of the WP bonuses, including Battletide. No elemental shaping, but one 
    of the most powerful Shapechange (Lv 9 spell) users in the game, if not THE 
    best. Druids make excellent WPs in general, because they get both Diplomacy 
    and Spot as class skills. Plus, Plant Shape is pretty darn decent.
    Requirements: BAB +5; Weapon focus (Any melee weapon), Dodge, Mobility, Spring
    Attack, Whirlwind; Intimidate 4.
    Niche: Critical hitting damage monkey.
    Description:  When it’s not even in the 3.5ed rulebook, you know it’s probably 
    overpowered for CRPGs.  And lo and behold, it is!  If you’re the kind of player
    who doesn’t mind marrying yourself to your weapon, get ready for some of the 
    most obscene damage available.  The class nets you an increased critical hit 
    range and increased critical multiplier.  What does that mean?  A longsword 
    makes a critical threat on 20-sided-die rolls of 19 or 20.  So 10% of die 
    rolls will be critical hits.  A WM with longswords as the weapon of choice 
    makes a critical threat on any rolls from 17-20, meaning 20% chance for 
    critical hits.  Further, longswords normally cause double damage on a critical 
    hit; for WMs, a weapon of choice longsword causes triple damage instead.  Over 
    the course of a round, WMs can do stupid amounts of critical damage to enemies,
    and Whirlwind Attack can assist in ramping this up, too.
    Also not to sniff at is Ki Damage, which is activated in the same way as a 
    Smite Evil attempt, but does maximum damage like the NW9’s All-Out Assault.  
    Combat Expertise works well in conjunction with Whirlwind, as Whirlwind lets 
    you mete out damage through a whole group of enemies with good attack bonus, 
    but without focus the enemies won’t drop as rapidly; Combat Expertise can keep 
    you alive until everyone drops at once.  
    WMs are not quite as ridiculous as FBs, because WMs require much greater focus 
    on a single weapon type, a huge number of feats a warrior may not normally 
    take, and 13 Dex and Int (also not the first choices for the average meleer).  
    Plus, WMs are vastly weakened when fighting the gobs of undead in the game,
    as well as constructs and numerous other crit-immune foes.
    There is no real point to taking levels in WM past 7; no further abilities 
    except extra Ki Damage uses are gained.  Levels of Fighter are nearly a 
    requirement for WMs, because of the sheer number of feats necessary.  
    Barbarians also make good WMs, because they have Intimidate as a class skill, 
    and add extra damage, HP, etc.  Any melee class can benefit from WM levels, 
    however, they must weigh the advantages of the class against the costs of 
    attaining it.
    Sample Build: Paladin 9 / Fighter 4 / Weapon Master 7. If you want ridiculous 
    damage, look no further.  It’s no secret that Smite Evil and the slew of other 
    Paladin damage boosters mesh well with critical hits.  It’s not all that 
    difficult to do well over 100 damage in a single hit with this kind of build.  
    Also, the Holy Avenger is a longsword, so you know from the start of the OC 
    what weapon to pick.
    Contact Info:
    I would prefer that questions about PrCs (and, if possible, this guide) be 
    directed to the message boards at GameFAQs.  This prevents my email from being
    flooded.  However, any comments, compliments, concerns, or other notable ‘c’ 
    words can be directed to me at: 
    Version Info:
    Version 1.10 - Many updates to account for both expansions (very belatedly).
    Version 1.00 - First draft.  Also last?  One can only hope!
    No specific thanks as yet, but I would like to acknowledge the message board 
    members here at GameFAQs (and the administration for keeping things running, 
    as well) for always providing comments and food for thought over my years of 
    Thanks to Obsidian for making this game… well, borderline playable, at least.
    G’night, kids.
    Copyright 2007, Neil McMillan.

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