Level 3: Knockdown (Knock enemies to the ground, easier to hit with melee, can't attack you) This means instead of hitting for 1-12 damage you hit for 2-12 damage, and it's much more unlikely to roll a lower number (You're rolling 2 dice instead of 1.) Weapon Focus gives you an extra chance to hit and opens up to way more interesting feats so pick it (Another option is Longsword if you want to go Shield and Sword but that's boring). It actually does 2d6 damage rather than the more popular 1d12. Personally I enjoy the Greatsword over any other Two-Handed Weapon (Except maybe the Scythe). Level 2: Weapon Focus: Greatsword (+1 to hit) Just to let you know, you need to pick Power Attack before picking Cleave. Toughness is probably the most useful of these three by itself but it doesn't unlock other Feats quite the same as Power Attack and Cleave. These are your three starting Feats not only because they are useful but also because together they unlock most of what you need to unlock all other Perks. Level 1: Toughness (extra HP), Power Attack (+5 Damage - 5 to hit) and Cleave (After killing one opponent make an immediate attack on a close by opponent) Having Charisma at 12 makes it possible to persuade or bluff so you might as well throw the points here to start off with. A lot of Quests are much easier if you can persuade character's to do something. Intelligence: You don't really need skills but keeping it at 10 allows you to use all of the Skills this character needs.Ĭharisma: Charisma is a tad bit more useful in this add-on. We want to build out Hit Points up and also our Fortitude Saves (There are a lot of poisons in this add-on) so starting off with 16 is for the best.
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Going with a base 10 is enough to get by generally, any more and there really isn't a reason for it.Ĭonstitution: The second priority for this build. Starting off at 16 is the best idea and using the two extra points gained at levels 4 and 8 to hit a total of 18 by end game.ĭexterity: Is more or less pointless for this Character. Strength: Strength is our number one priority here. There aren't a lot of chests that can't be bashed open and Traps aren't really a problem. Trip is the other logical choice from a Gameplay standpoint but honestly his abilities aren't that useful. Each of them provides long range support and casting abilities and Kaidala later gains the Shape Change Ability (which makes her a decent melee fighter). Ĭompanions: Jaboli and Kaidala are the two best choices for a Fighter. Heal is crucial for a playthrough of Kingmaker because of how limited Resting is. Skills: Lore, Heal and Discipline are the only three skills we really need. If you should happen to pass that level then I recommend taking Barbarian levels to improve HP and Damage. The average final level for the Kingmaker add-on is level 8 so that's what I'll be basing this class on. The extra feat isn't particularly useful but at the same time is a great addition to this character's already vast array of Feats.Ĭlass: Fighter.
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Race: Human is the best choice for this build due to the neutral starting attributes and additional skill points.
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This is meant for people who have already played the game or at least know the basics of NWN or D&D 3.5. Warning: I'm not going to go into that much detail on the Kingmaker Expansion and the game in general.
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Lesser enemies fall beneath his sword, dozens at a time and larger enemies have no chance against his unending might. The Guardian is a powerful melee warrior capable of unleashing massive blows with his Greatsword while plated in the Heaviest of Armours.