Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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OC&More: Build Suite
By bungo
A few builds that'll work with original - any DLC module... probably.
   
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Dwarf 32|6|2
Strength: 15
Dexterity: 8
Constitution: 20
Intelligence: 14
Wisdom: 8
Charisma: 6

All three rages, but most you'll get is Terrifying by following the OC+DLCs. Greatsword for 15-20 critical range, wearing plate/anything when achieving the first Bard level for UMD, etc.

The overall idea is that with standard + Mighty rage you can cap your attributes and use equipment slots that otherwise are taken by an attribute gear, like strength or constitution.
Dwarf 23|10|7
Strength: 16
Dexterity: 13
Constitution: 18
Intelligence: 13
Wisdom: 8
Charisma: 8

Skill tight Dwarf (Discipline, Tumble 20CC, 38 leftover) Has a hammer or anything innate x3.

Goes hard... on himself because his Dwarven Defender damage reduction comes late, where he has no better clue what to do about it without gimping himself.

15/- from DD, 9 from EDR III for 24/- Damage reduction

HP: ~1000, AB&AC - however much you end up with. APR: 4/5 Haste
Human 29|10|1
Strength: 14
Dexterity: 16
Constitution: 12
Intelligence: 16
Wisdom: 8
Charisma: 8

HP: 616, Skill-points: past 400, AB&AC - however much you end up with. APR: 6/7 Haste

https://nwn.fandom.com/wiki/Flurry
Two-Weapon Fighting, indeed. More damage and Hide in Plain Sight abuse, because who wants to corner sneak each enemy. 16 Intelligence for the skill-points. Recovering traps, trap setting - rogue stuff - 29 levels of it: 28 bonus feat, edging 29 for 15d6 sneak die.
Human 25|10|5
Strength: 16
Dexterity: 13
Constitution: 16
Intelligence: 13
Wisdom: 8
Charisma: 8

HP: 810, Skill-points: 199, AB&AC - however much you end up with. APR: 4/5 Haste

A shield/plate barbarian, yes. The HP + AC and early rage access. Later insert module Terrifying and Thundering, crowd control and more damage (2d6) on x3 critical multiplier because of 5 Weapon Master levels, and EWS +6 damage, off Fighter.

Why is WS not earlier? Because of 15 minimum levels of Barbarian for greater rage (4x per day) requirement, and intimidate score of 25 to take Terrifying as early it can be taken, while having two other classes. Matter of progression.
Human 25|12|3
Strength: 17
Dexterity: 13
Constitution: 14
Intelligence: 14
Wisdom: 8
Charisma: 8

HP: 748 - AB: 68 - AC: 70 - APR: 4/5 Haste

... half of this guide is gah dahmn WMs-
Human 7|10|23
Strength: 16
Dexterity: 13
Constitution: 16
Intelligence: 13
Wisdom: 8
Charisma: 8

HP: 760, Skill-points: about, AB&AC - however much you end up with. APR: 6/7 Haste

Spell casting? Lame. Animal companion? Henchmen. Mundane Ranger demolisher.

This build will have you the 13-20 critical range the earliest possible (13). Uthgardt Ceremonial Blade is one of the few... or... TWO blades in the original game with Keen on it.

Enough skill-points for Hide and Move Silently, can fit trap setting.
Human 5|10|25
Strength: 16
Dexterity: 13
Constitution: 16
Intelligence: 13
Wisdom: 8
Charisma: 8

6 Favored enemy types: 25 Ranger, so +6 damage straight and +2d6 off Bane vs that enemy on x3... with a tower shield and a plate, with no casting or dual wielding. A city ranger Nigel Stonks.
Human 16|16|8
Strength: 16
Dexterity: 13
Constitution: 16
Intelligence: 13
Wisdom: 8
Charisma: 8

HP: 792, Skill-points: enough, AB&AC - however much you end up with. APR: 4/5 Haste
Human 19|11|X
Strength: 16
Dexterity: 8
Constitution: 14
Intelligence: 12
Wisdom: 8
Charisma: 16

HP: 712 - AB: 61 - AC: 86 - APR: 4/5 Haste

Fighting this instead of Mephistopheles on very difficult would be... very difficult.
Human (bonus)
Strength: 14
Dexterity: 8
Constitution: 16
Intelligence: 12
Wisdom: 8
Charisma: 16

HP: 708 - AC: 78

Skill-points: enough for Concentration, Tumble (20CC), Discipline and Spellcraft.