WEAPON MASTER CHARACTER CREATION GUIDE for NEVERWINTER NIGHTS + HORDES OF THE UNDERDARK (c)2004 Barry Scott Will Author's Web site: This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.0/ or send a letter to Creative Commons 559 Nathan Abbott Way Stanford, California 94305, USA. ________________________________________________________________________ | | | TABLE OF CONTENTS | |________________________________________________________________________| [1] Version History [2] Definitions [3] Weapon Master Class Description [3.1] Description [3.2] Stats [3.3] Bonus feats [3.3.1] Weapon of Choice (WM level 1) [3.3.2] Ki Damage (WM level 1) [3.3.3] Increased Multiplier (WM level 5) [3.3.4] Superior Weapon Focus (WM level 5) [3.3.5] Ki Critical (WM level 7) [3.3.6] Epic Superior Weapon Focus (WM level 13) [3.3.7] Epic Bonus Feats (WM level 11+) [4] Requirements [5] Class Combinations [5.1] Arcane Archer [5.2] Assassin [5.3] Barbarian [5.4] Bard [5.5] Blackguard [5.6] Champion of Torm [5.7] Cleric [5.8] Druid [5.9] Dwarven Defender [5.10] Fighter [5.11] Harper Scout [5.12] Monk [5.13] Paladin [5.14] Pale Master [5.15] Ranger [5.16] Red Dragon Disciple [5.17] Rogue [5.18] Shadowdancer [5.19] Shifter [5.20] Sorcerer [5.21] Wizard [6] Race Choices [6.1] Dwarf [6.2] Elf [6.3] Gnome [6.4] Half-elf [6.5] Half-orc [6.6] Halfling [6.7] Human [7] Ability Scores [8] Weapon Choices [8.1] Weapon Comparison Table [8.2] Two-handed Weapons [8.3] One-handed Weapons (single-wield) [8.4] Two Weapon Fighting [8.5] Weapons for Small Races [9] Skills and Feats [9.1] Skills [9.2] Feats [10] Sample Characters [11] Credits ________________________________________________________________________ | | | [1] VERSION HISTORY | |________________________________________________________________________| 1.00 (2004-08-06) - First Release 1.10 (2004-09-11) - Corrected information regarding feats .Added Epic Superior Weapon Focus .Added information about taking additional Weapons of Choice - Re-wrote Section [8] Weapon Choices with a new weapons table - Clarified information throughout the document - Added sample character at Section [10.2] ________________________________________________________________________ | | | [2] DEFINITIONS | |________________________________________________________________________| If you don't understand these terms, you should probably read the d20 core rules and/or the NWN/HotU manuals first; but, I'll try to cover some of the basics here. [2.1] Weapon master or WM ------------------------- A prestige class available in Neverwinter Nights (NWN) when the Hordes of the Underdark (HotU) expansion set is also installed. [2.2] Prestige class -------------------- A special class that cannot be selected until a player character has met certain requirements. [2.3] Attack bonus or AB ------------------------ The amount added to an attacker's roll of a 20-sided die (d20) to determine if a hit is made. [2.4] Base attack bonus or BAB ------------------------------ The attack bonus of a character when only class levels are considered without counting ability score bonuses or magic enhancements. [2.4] Armor class or AC ----------------------- A score that represents how hard it is to hit a character. An attacker must equal or exceed a defender's AC with the attack roll in order to score a hit. [2.5] Critical hit or strike ---------------------------- A hit that does more damage than normal; also referred to as a "crit". In order to score a crit, a character must first "threaten" by rolling a natural roll on a 20-sided die (d20) that falls within the critical threat range of the weapon and is also a hit. A second roll is then made. If the second roll is a hit, a crit is scored and damage is multiplied by the weapon's critical multiplier. If the second roll is a miss, normal damage is still rolled. Example: Barney is fighting Fred. Barney is using a dagger, which has a crit range of 19-20 and a multiplier of x2. Barney's AB is +5 and Fred's AC is 22. On his first attack, Barney rolls a natural 19. This is good enough for a hit (19 + 5 = 24, which is greater than Fred's AC of 22) and the roll falls within the dagger's threat range. Barney makes a second roll. If his second roll is 17 or higher, which would be good for a hit, Barney rolls twice for damage instead of once. If the second roll is 16 or lower, Barney rolls once for damage as normal. [2.6] Critical threat range --------------------------- The range in which a natural roll on a d20 must fall in order to threaten a critical hit. Expressed both as a range of numbers found on a d20 (such as 20 or 19-20 or 15-20) or as a whole number representing how many chances out of 20 a character has of threatening. For example, a crit range of 19- 20 might be referred to as 2. A crit range of 12-20 might be referred to as 9. In some documentation, a critical threat range of 20 is not specifically listed; instead, the weapon is merely listed with the multiplier. E.g. if you see a weapon with crit information listed as x2, it means the weapon has a threat range of 20 and a multiplier of 2. [2.7] Critical damage multiplier -------------------------------- The number of times to roll for damage if a critical hit is scored. Normally, damage is only rolled once. A critical hit means damage is rolled two or more times. For example, Fred scores a critical hit against Barney using a spear (crit multiplier x3). Fred rolls an eight-sided die (d8) *three* times instead of once to determine how much damage is inflicted upon Barney. Note the damage is rolled separately three times, not rolled once and multiplied by three. Magic enhancements, ability score bonuses and other damage bonuses are added to each extra roll. So, in the preceding example, if Fred's Strength modifier is +2 he would score 3d8 + 9 (STR modifier x 1.5 for using two- handed weapon x 3) damage against Barney. If the spear also had a 1d4 fire damage bonus, the final tally would be 3d8 + 3d4 + 9. You can see how critical hits stack up to big damage very quickly. The game engine handles all these calculations for you. You can see a log of what is happening in the feedback window in the lower left of your screen; however, all you really need to concern yourself with is understanding how crits work--you don't have to actually execute all these rolls. [2.8] Improved Critical ----------------------- A feat that doubles the base critical threat range of the chosen weapon. A longsword normally has a crit range of 2 (19-20). In the hands of a character with Imp Crit: Longsword, the threat range would be 4 (17-20). [2.9] Keen ---------- A magic property added to a weapon that doubles the base critical threat range of the weapon. A longsword normally has a crit range of 2 (19-20). A Keen longsword has a crit range of 4 (17-20). Note that Imp Crit and Keen can work together, but they do not double each other. A Keen longsword in the hands of a character with Imp Crit: Longsword would have a crit range of 6 (15-20)--not 8. Imp Crit doubles the base 2 and adds it to make the crit range 4. Keen doubles the base 2 and adds it to the 4 range to give the final range of 6. Or, another way of calculating the enhanced range is to know that Imp Crit and Keen together triple the base crit range. [2.10] Weapon Finesse --------------------- Normally, all melee attacks use the Strength bonus as a modifier for attack. With Weapon Finesse, a character can apply his Dexterity bonus instead (if it is higher). In order to do this, the weapon must qualify as "light". See the NWN manual description of this feat for a list of weapons that qualify. In general, if the weapon is one size or more smaller than the character (i.e. a small or tiny weapon in the hand of a medium character), it will work with Weapon Finesse. [2.11] Fighter-class -------------------- Any of the melee-oriented core classes: barbarian, fighter, monk, paladin and ranger. [2.12] Tank ----------- Generic term for a character that is a high-AC, high-damage melee fighter. ________________________________________________________________________ | | | [3] WEAPON MASTER CLASS DESCRIPTION | |________________________________________________________________________| [3.1] Description ----------------- The weapon master is one of the prestige classes introduced in the Neverwinter Nights: Hordes of the Underdark (HotU) expansion set. The manual describes the class: "For a weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with the body, to make them one and to use the weapon as naturally and without thought as any other limb." In practice, in the game, taking levels as a weapon master gives you some attack and damage (mostly damage) bonuses with a melee weapon. (I.e. you can't be a weapon master with a longbow or throwing axe.) You can also choose more than one weapon to master (though you must take epic weapon master levels to do so). Weapon masters are really all about critical hits and critical damage. They have extremely stringent requirements, and limited usefulness past seven levels. Creating a weapon master requires planning from the start, even though you might be 16th level before you can take your first level of WM. If you don't plan your WM character from the beginning, you're likely to never be able to qualify. [3.2] Stats ----------- Hit die: d10 Skill points: 2 + Intelligence modifier/level Class skills: Discipline, Heal, Intimidate, Listen, Lore, Spot Base Attack Bonus: uses Fighter table Saving throws: Reflex high, Fortitude and Will low Additional proficiencies: None [3.3] Bonus feats ----------------- [3.3.1] Weapon of Choice (WM level 1) This feat defines your weapon (or weapons) for all the other WM feats. Only melee weapons qualify; i.e. no ranged or throwing weapons. Also, unarmed attack is not considered a melee weapon for this choice. You must have the Weapon Focus feat for the weapon before you may choose it as a WoC. Weapon masters receive one WoC at first level and may choose additional weapons once epic levels are achieved (provided you first have Weapon Focus in the weapon). [3.3.2] Ki Damage (WM level 1) Once per day, you may make an attack with a WoC that, if it hits, does maximum damage. This feat is most useful for a high-Strength, two-handed weapon fighter. [3.3.3] Increased Multiplier (WM level 5) When using a WoC, the critical damage is increased by one multiplier. E.g. if your weapon's critical damage is x2, it will be x3 once you have 5 levels of WM. [3.3.4] Superior Weapon Focus (WM level 5) This feat adds +1 to your attack bonus when using a WoC. [3.3.5] Ki Critical (WM level 7) This feat increases the critical threat range of a WoC by +2. E.g. if you have a longsword as a WoC, your normal critical threat range is 19-20. At WM level 7, your critical threat range will be 17-20. If your WoC is a greataxe, your normal crit range is 20; after you obtain this feat it will be 18-20. This is a hard +2 to the threat range and not a multiplier of the threat range (as the Improved Critical feat and Keen magic property are). [3.3.6] Epic Superior Weapon Focus (WM level 13) Beginning at WM level 13, weapon masters receive +1 attack bonus for each weapon of choice. This bonus increases by +1 every three WM levels (16, 19, 22, 25, 28). [3.3.7] Epic Bonus Feats (WM level 11+) Once you have achieved epic level, your weapon master receives a bonus feat every three WM levels. You may choose from Armor Skin, Devastating Critical, Epic Prowess, Epic Weapon Focus, Overwhelming Critical and Weapon of Choice. ________________________________________________________________________ | | | [4] REQUIREMENTS | |________________________________________________________________________| The requirements for becoming a weapon master are: [4.1] Dexterity 13+, Intelligence 13+ ------------------------------------- While not listed with the official requirements, the feats you must take to become a weapon master require these minimum ability scores. The stereotypical stupid or clumsy fighter cannot become a weapon master. Note that these must be your actual, base ability scores. Magic enhancements don't count. [4.2] Base attack bonus +5 -------------------------- You don't even need to worry about this one. No matter how you start, by the time you get all the necessary feats, you'll have a high enough BAB. [4.3] Dodge feat ---------------- This will probably be the first feat you take; it grants a +1 armor class (AC) bonus against most attacks. It requires a Dexterity of 13 or higher. [4.4] Weapon Focus in a melee weapon ------------------------------------ Unless you start as a fighter-type character, you won't be able to take this feat at character creation, since it requires a BAB of +1. Weapon selection is "critical" to building a WM, and is covered in section [8]. Also note that even though unarmed attack is considered melee, it is not a melee *weapon*; so, you cannot use Weapon Focus: Unarmed Attack as a pre- requisite for WM. (You also cannot choose Unarmed Attack as your Weapon of Choice.) [4.5] Mobility feat ------------------- This feat grants a +4 AC bonus against attacks of opportunity; requires Dodge be taken first. [4.6] Spring Attack feat ------------------------ Nullifies attacks of opportunity as long as you keep moving during combat. Requires Dodge and Mobility be taken first. [4.7] Expertise feat -------------------- When used, you gain +5 to AC at the expense of -5 to attack. Requires an Intelligence of 13 or higher. [4.8] Whirlwind Attack feat --------------------------- Allows you to make one attack against every enemy within five feet. Requires Dodge, Mobility, Spring Attack and Expertise be taken first. [4.9] Intimidate skill: 4 ranks ------------------------------- You must have 4 base points (i.e. purchased at level-up) in Intimidate. Bonuses from Charisma or magic are not counted. This is actually one of the harder requirements, since most classes do not have Intimidate as a class skill; thus, you will most likely find yourself spending eight skill points to get your 4 ranks in Intimidate. ________________________________________________________________________ | | | [5] CLASS COMBINATIONS | |________________________________________________________________________| Since weapon master is a prestige class, you will have at least one other class. Any class, or two-class combination, that emphasizes melee combat can gain additional usefulness from weapon master levels. Here I present an alphabetical list of all 21 other classes in the game, and how weapon master levels might fit with that class. Multiclass combinations are covered where appropriate. Some important assumptions to keep in mind. First, these class comments assume the class mentioned is the only other major class (besides WM). If you build a fighter (10)/rogue (5), you should consider yourself a fighter and take those comments under consideration. However, if you are a pure rogue (15), you will want to consider the comments under rogue. Second, these comments assume the character is meant to be playable from first level. Under cleric, I mention you need a positive Charisma in order to turn undead effectively. Obviously, if you are only interested in building a 40th level super-character for PvP servers, you don't need to worry about this. On the other hand, if you are going to actually play this character from first level, you will want your cleric to be effective until you start taking weapon master levels. Third, all comments assume you will take only seven or so levels of weapon master. If you prefer weapon master be your primary class (e.g. you want to take the maximum of 30 levels in WM), you should strongly consider starting as a fighter for the bonus feats and quick progression to WM qualification. [5.1] Arcane Archer ------------------- The only way to make this combination would be to take all your pre-AA levels in an arcane class. I suppose a bard/AA/WM would be viable; but, it really doesn't make any sense. The AA is the "weapon master" class for ranged fighters; so, why combine it with the melee-oriented WM? [5.2] Assassin -------------- Like the rogue and blackguard, the assassin gets bonus damage from sneak attacks (although they are "death attacks" for an assassin). This damage is actually superior to the extra damage from WM levels. Seven levels of WM (to fully take advantage of the bonus feats) will cost you 4d6 of bonus death attack damage. That is more than the bonuses you can get from being a weapon master. I say take the death attack damage and don't mix WM with assassin. [5.3] Barbarian --------------- Like the weapon master, the barbarian's special abilities are designed to dispense devastation. Weapon master and barbarian make an excellent match. It will take some time to start getting WM levels, since barbarians have no bonus feat slots like the fighter. You'll want to build a high-STR character and use a large weapon to take full advantage of both the barbarian and WM special abilities. [5.4] Bard ---------- Bards are arcane spellcasters; yet, they are more suited to melee combat than sorcerers and wizards. Weapon master levels can be a great benefit to a melee-oriented bard, especially if you combine your bard/WM with fighter or red dragon disciple levels. One nice feature of a bard/WM is the third- level spell Keen Edge (also available to sorcerers and wizards). In a low- magic module, this spell will be very handy to the weapon master. [5.5] Blackguard ---------------- While the blackguard has sneak attack damage, it is not as great as a rogue or assassin. Taking seven levels of WM instead of blackguard will only cost you 2d6 sneak attack damage. The bonuses from WM will more than compensate; you will have a much better chance of landing crits than sneak attacks. [5.6] Champion of Torm ---------------------- This is an excellent match. Not only does CoT receive bonus feats like the fighter--making it easier to meet the requirements of WM--there are special abilities that are designed to increase damage. Combine paladin, champion of Torm and weapon master and you can dish out unbelievable amounts of damage. [5.7] Cleric ------------ Cleric and weapon master match up in much the same way as bard and weapon master. Clerics are more melee-oriented than bards; and they have the ability to cast spells in full armor. WM levels added to a cleric will start bringing them up to the level of a fighter-class in combat; but, it won't make them a substitute for a pure tank. The big problem with combining cleric and weapon master is the cleric's requirement for high wisdom. Combine that with the DEX and INT requirement for WM and the need for decent STR and CON to be an effective melee fighter (not to mention clerics need at least a positive CHA to turn undead effectively) and you've got a character that has to be above normal in all *six* ability scores. Not an easy task. One possibility is to use only a few levels of cleric for the buffing spells and take the remaining levels in Champion of Torm and weapon master. You will need ten levels in cleric to qualify for CoT, and you will have up to fifth level spells. Give your cleric the Strength (Divine Strength, Divine Power, Stoneskin) domain to emphasize the combat-oriented nature of your character. [5.8] Druid ----------- Druids have a very limited default weapon selection, and only the scimitar is decent for weapon masters. (See the Weapons section below.) There's not a lot of point in taking WM levels; you would be better served by taking ranger, fighter or barbarian levels if you want more melee ability. [5.9] Dwarven Defender ---------------------- Combine the defensive abilities of a DD with the offensive abilities of a WM and you have created an extremely scary character. Like CoT, this is a great combo. You will probably want to use fighter as your base class due to the large number of feats you will need to qualify for both prestige classes. [5.10] Fighter -------------- The fighter is the basic tank. He gets plenty of bonus feats; but, there's nothing special to make him stand out. Give him some levels in WM and give him a little personality. With all the bonus feats, fighters can get the WM bonuses earlier than any other class; a fighter/WM combo will be very deadly in the early teens while other combinations will have to wait until epic levels before achieving true weapon mastery. [5.11] Harper Scout ------------------- The Harper Scout is a pure role-playing class. There's certainly nothing to prevent you adding HS to a WM build. There's no particular advantage in doing so either. [5.12] Monk ----------- You might have a WM build in which you take a few levels of monk for some of their early special abilities (Evasion, for example); however, since you cannot be a weapon master of unarmed strikes and monks are all about unarmed strikes, this is not a good combination if monk is the primary class. You could make a kama-using monk/WM, but kamas are very weak. [5.13] Paladin -------------- A paladin/WM combination is much like a fighter/WM, though it will take much longer to get the requirements for WM. The one big difference is Divine Might. Being able to add your Charisma bonus to damage on top of the improved damage meted by a weapon master is a deadly combination. Combine this with Champion of Torm to get Divine Wrath and also get some bonus feats for filling out that req list. A great multiclass character. [5.14] Pale Master ------------------ Pale master is an enhancement for arcane spellcasters; but not a melee- oriented one. There's little sense in adding WM to a pale master character. [5.15] Ranger ------------- Ranger/weapon master is just like fighter/weapon master except it will take longer to get there (no bonus feats). The advantage to using ranger as your base class is the free dual-wield feat. If you are planning on dual- wielding, you save three feat slots you would have to spend with any other class (on Ambidexterity, Two-Weapon Fighting and Improved Two-Weapon Fighting). [5.16] Red Dragon Disciple -------------------------- Red dragon disciple is a melee-enhancement for sorcerers and bards; as such, it is a good candidate for WM levels. A bard/RDD/WM combo can be a fearsome fighter. The permanent STR increases of an RDD can be devastating when combined with a WM's increased chances of a critical and increased damage from every crit. [5.17] Rogue ------------ Taking seven levels of WM instead of seven levels of rogue costs you 4d6 in sneak attack damage. Is the trade-off worth it? Maybe, but I doubt it. [5.18] Shadowdancer ------------------- Adding WM to a shadowdancer build really depends on your core class. A fighter/shadowdancer could probably benefit from WM bonuses. A rogue/shadowdancer is depending on sneak attacks and would do better to take seven more levels of rogue than seven levels of WM. [5.19] Shifter -------------- The shifter is all about changing form (and weapon) as needed. The weapon master is all about focusing on a single form/weapon. No point to it and no usefulness from such a combo. [5.20] Sorcerer --------------- Unless you're building a sorcerer/red dragon disciple or sorcerer is just a few levels added on to a fighting-class, don't bother with WM. [5.21] Wizard ------------- See [5.20] Sorcerer above, but you can't make a wizard/RDD. ________________________________________________________________________ | | | [6] RACE CHOICES | |________________________________________________________________________| There really isn't a race that won't benefit from additional melee abilities. [6.1] Dwarf ----------- There's nothing bad here. Dwarves excel at fighting and their special prestige class--the dwarven defender--is a great match for weapon master. Their Constitution bonus (+2) is good for a melee fighter, and their Charisma penalty (-2) is a non-issue as far as the weapon master class is concerned. [6.2] Elf --------- If you intend to make a finesse (high-Dexterity) fighter, elf is a pretty good race. The Dexterity bonus (+2) is helpful to push your attack and AC up in the early levels. The Constitution penalty (-2) hurts a bit for a melee fighter, unless you can get your AC so high nothing can hit you. [6.3] Gnome ----------- The gnome suffers from two setbacks: small stature prevents the use of large weapons and medium weapons have to be wielded two-handed; and, they begin with a -2 penalty to Strength. Both can be overcome, but you're going to work for it. The Constitution bonus (+2) is almost a non-issue as you will quickly spend the ability buy points you save on Strength. [6.4] Half-elf -------------- There are no racial ability adjustments for the half-elf, and the special abilities are not particularly useful for a melee combatant. Overall, the half-elf is just a slightly weaker human (no bonus feat, no bonus skill points). [6.5] Half-orc -------------- The Intelligence penalty (-2) hurts, because you have to get that score up to 13 to qualify for weapon master levels. However, you can leave your Charisma low (also -2 penalty) and concentrate on maximizing your Strength bonus (+2) and start with STR of 18 and still have enough buy points to push INT to 12 (buy another point at fourth level) and get DEX to 13 and CON to 14. Forget about WIS and CHA. [6.6] Halfling -------------- The halfling is actually a bit better as a small-race weapon master than the gnome. The STR penalty (-2) is still hurtful; but, you can utilize the DEX bonus (+2) to build a finesse fighter for whom STR is not such an issue. You'll still want to get STR to at least 10 to avoid any penalties on damage. [6.7] Human ----------- Considering the human-centric nature of D&D, it is no surprise human is the best race for building a weapon master. The bonus feat at first level will help you fill your WM req list faster. The bonus skill point every level will help you buy those Intimidate ranks while not neglecting other important skills (such as Discipline and Heal). There are no racial bonuses or penalties, allowing more flexibility in building the character. In order of preference, I would list the races like so: 1) Human 2) Dwarf 3) Half-elf 4) Half-orc 5) Elf 6) Halfling 7) Gnome ________________________________________________________________________ | | | [7] ABILITY SCORES | |________________________________________________________________________| For a pure melee specialist that is designed to do as much damage as possible, I recommend concentrating on Strength and Constitution. You'll also need the required 13 or higher in both Dexterity and Intelligence. If you are going to dual-wield and you aren't using ranger as one of your classes, you'll need a Dexterity of *15* to qualify for Ambidexterity (a very important feat for dual-wielders). That doesn't leave much for Wisdom or Charisma at character creation, making certain class combinations difficult. Still, you can go "average" (all scores in about the 13 to 14 range) and work on increasing key stats with magic. Here are some sample initial ability scores based on certain class and race combinations. All these builds are designed to eventually add weapon master levels: [7.1] Human fighter ------------------- STR 16, DEX 13, CON 16, INT 13, WIS 8, CHA 8 High-STR, high-CON (for hit points) fighter. Wisdom and Charisma have been left alone (as they are not important) and DEX and INT are upped only to the minimums needed for WM. Level-up ability points can be thrown into STR for a monster-damage dealing tank. If you want to dual-wield, start with a CON of 14 and DEX of 15. [7.2] Human paladin ------------------- STR 14, DEX 13, CON 12, INT 13, WIS 12, CHA 14 This character will take a lot of champion of Torm levels as well as weapon master levels, so WIS is left at 12 (for 2nd-level paladin spells). If third or fourth-level spells are needed, use level-up ability points to increase WIS. STR and CON are lower than the pure fighter in order to boost both WIS and CHA; however, paladin and CoT abilities allow the CHA bonus to be used for damage (covering up for the lower STR) and AC (preventing more hits and thus negating the need for a high CON). [7.3] Elf ranger ---------------- STR 10, DEX 17 (15 + 2 race bonus), CON 10 (12 - 2 race penalty), INT 13, WIS 14, CHA 10 Classic dual-wielder using Weapon Finesse, which you will want to take early to offset the low STR. You'll be relying exclusively on crits and the extra attacks from dual wielding. Add some of your level-up points to STR to help beef up your damage a bit. [7.4] Dwarf fighter ------------------- STR 16, DEX 13, CON 18 (16 + 2 race bonus), INT 13, WIS 8, CHA 6 (8 - 2 race penalty) This is the same as the human fighter, but you'll get more hit points from the dwarf racial bonus. This character can multiclass to a dwarven defender in addition to weapon master. [7.5] Half-orc barbarian ------------------------ STR 18 (16 + 2 race bonus), DEX 15, CON 14, INT 12 (14 - 2 race penalty), WIS 8, CHA 6 (8 - 2 race penalty) I've set this up to allow for dual-wielding (DEX of 15 is required for the Ambidexterity feat). If you're not interested in dual-wielding, take DEX down to 13 and start with another point in STR (19 total). You'll need to spend a level-up ability point on INT before you can take Expertise, one of the requirements for WM. [7.6] Halfling bard ------------------- STR 10 (12 - 2 race penalty), DEX 18 (16 + 2 race bonus), CON 10, INT 14, WIS 10, CHA 14 This character is meant to eventually multiclass to red dragon disciple, which will make up for the starting low STR and CON. I've spent an extra point on INT at the start as bards have a lot of useful skills and that will get you one extra skill point per level. You don't necessarily need to raise CHA--bard spells only go to 6th level and you'll get +2 CHA at 10th RDD level, which will qualify you for the higher level bard spells. ________________________________________________________________________ | | | [8] WEAPON CHOICES | |________________________________________________________________________| The weapon master is all about visiting maximum carnage upon her enemies. For that reason, weapon selection is very important. First, let's look at a statistical comparison of all the base weapons in the game. [8.1] Weapon Comparison Table ----------------------------- |---------------------------------------------------------------------| | | |Crit | | Dmg w | Dmg w | Dmg w | Dmg w | | | |Range| Avg | IC or | IC & | STR | STR | |Weapon-Size | Dmg |&Mult| Dmg* | Keen | Keen | of 20 | of 30 | |---------------------------------------------------------------------| |Greatsword-L | 2d6 | 2| 3| 11.2 | 13.3 | 15.4 | 26.5 | 39.0 | |Greataxe-L | 1d12| 1| 4| 10.4 | 11.7 | 13.0 | 24.25 | 35.5 | |Bastard sword-M | 1d10| 2| 3| 8.8 | 10.45 | 12.1 | 18.0 | 25.0 | |Dwarven waraxe-M | 1d10| 1| 4| 8.8 | 9.9 | 11.0 | 17.25 | 23.5 | |Halberd-L | 1d10| 1| 4| 8.8 | 9.9 | 11.0 | 22.25 | 33.5 | |Heavy flail-M | 1d10| 2| 3| 8.8 | 10.45 | 12.1 | 18.0 | 25.0 | |Katana-M | 1d10| 2| 3| 8.8 | 10.45 | 12.1 | 18.0 | 25.0 | |Scythe-L | 2d4 | 1| 5| 8.75 | 10.0 | 11.25 | 21.875| 33.75 | |Battleaxe-M | 1d8 | 1| 4| 7.2 | 8.1 | 9.0 | 15.25 | 21.5 | |Double axe-L* | 1d8 | 1| 4| 7.2 | 8.1 | 9.0 | 15.25 | 21.5 | |Longsword-M | 1d8 | 2| 3| 7.2 | 8.55 | 9.9 | 16.0 | 23.0 | |Spear-L | 1d8 | 1| 4| 7.2 | 8.1 | 9.0 | 20.25 | 31.5 | |2-bladed sword-L*| 1d8 | 2| 3| 7.2 | 8.55 | 9.9 | 16.0 | 23.0 | |Warhammer-M | 1d8 | 1| 4| 7.2 | 8.1 | 9.0 | 15.25 | 21.5 | |Dire mace-L* | 1d8 | 1| 3| 6.525| 7.2 | 7.875| 15.25 | 21.5 | |Light flail-M | 1d8 | 1| 3| 6.525| 7.2 | 7.875| 15.25 | 21.5 | |Morningstar-M | 1d8 | 1| 3| 6.525| 7.2 | 7.875| 15.25 | 21.5 | |Rapier-M | 1d6 | 3| 3| 6.125| 7.7 | 9.275| 14.75 | 22.5 | |Scimitar-M | 1d6 | 3| 3| 6.125| 7.7 | 9.275| 14.75 | 22.5 | |Hand axe-S | 1d6 | 1| 4| 5.6 | 6.3 | 7.0 | 13.25 | 19.5 | |Short sword-S | 1d6 | 2| 3| 5.6 | 6.65 | 7.7 | 14.0 | 21.0 | |Club-M | 1d6 | 1| 3| 5.075| 5.6 | 6.125| 13.25 | 19.5 | |Kama-S | 1d6 | 1| 3| 5.075| 5.6 | 6.125| 13.25 | 19.5 | |Mace-S | 1d6 | 1| 3| 5.075| 5.6 | 6.125| 13.25 | 19.5 | |Quarterstaff-L | 1d6 | 1| 3| 5.075| 5.6 | 6.125| 17.625| 28.25 | |Sickle-S | 1d6 | 1| 3| 5.075| 5.6 | 6.125| 13.25 | 19.5 | |Kukri-T | 1d4 | 3| 3| 4.375| 5.5 | 6.625| 12.75 | 20.5 | |Dagger-T | 1d4 | 2| 3| 4.0 | 4.75 | 5.5 | 12.0 | 19.0 | |Light hammer-S | 1d4 | 1| 3| 3.625| 4.0 | 4.375| 11.25 | 17.5 | |Whip-S | 1d2 | 1| 3| 2.175| 2.4 | 2.625| 9.25 | 15.5 | |---------------------------------------------------------------------| COLUMNS ------- Weapon-Size: Each base melee weapon type is listed, along with its size. L for large, M for medium, S for small and T for tiny. The asterisk (*) indicates a double weapon. A double weapon is size large (must be wielded two-handed by a medium race); but, it is used as though the wielder is using two weapons and it requires the dual wielding feats to use effectively. Dmg: This is the base die (or dice) used to determine damage when a character hits with this weapon. Crit Range & Mult: This is the critical threat range of the weapon and the critical damage multiplier using the Increased Critical feat granted weapon masters at fifth level; i.e. +1 more than normal for the weapon. Avg Dmg: This is the average amount of damage done by this weapon per hit by a weapon master who has the Ki Critical feat (i.e. has reached seventh level). No Strength bonuses or other enhancements (such as Weapon Specialization) are taken into account. The percentage chance of scoring a critical and the extra damage of a crit is part of this figure. *The table is sorted by this column. Dmg w IC or Keen: This is the average damage of a seventh or higher level WM with either the Improved Critical feat or a Keen weapon. Dmg w IC & Keen: This is the average damage of a seventh or higher level WM who has both the Improved Critical feat and a Keen weapon. Dmg w STR of 20: This is the average damage of a seventh or higher level WM who has both the Improved Critical feat, a Keen weapon and a Strength of 20 (STR bonus of +5). Dmg w STR of 30: This is the average damage of a seventh or higher level WM who has both the Improved Critical feat, a Keen weapon and a Strength of 30 (STR bonus of +10). ************************************************************************** PLEASE NOTE The "average damage" numbers in these columns are just methods of comparison. I make no claim that these are actual average damages you will inflict during the course of an encounter. These are just numbers that help represent the differences between weapons. ************************************************************************** This table leads to two conclusions. First, a higher threat range is better than a high critical, especially if Keen weapons are available. E.g., the scimitar and rapier, with both Imp Crit and Keen, outperform many other weapons that have a higher base damage. Second, the Strength bonus is a great equalizer. At higher STR levels, many weapons close the gap on weapons higher in the chart. [8.2] Two-handed Weapons ------------------------ All large weapons must be wielded two-handed by medium race characters (i.e. humans, half-elves, half-orcs, elves and dwarves). When wielding a weapon with both hands, a character receives an additional 50% of the Strength modifier as a bonus to damage (with the exception of the three double weapons, which provide extra attacks, see Section [8.4]). In other words, instead of receiving 1 x STR modifier as a damage bonus, the character receives 1.5 x STR modifier as a damage bonus. (Small characters, halflings and gnomes, wield medium weapons two-handed and receive the same 1.5 x STR modifier bonus when using medium weapons. See Section [8.5] below.) Looking at the chart above, we see the greatsword and greataxe are the class of this field. We can also see, as STR increases, the percentage falloff in using one of the other two-handed weapons decreases. Without taking STR into account, the quarterstaff does 40% of the damage of a greatsword. At a STR of 30, the quarterstaff does 72% of the damage of a greatsword. The upshot is, only high-STR characters should consider using a two-handed weapon other than, possibly, the greatsword or greataxe, which outpace all weapons, regardless of STR. The tradeoff for all this damage is a large reduction in armor class as the character cannot use a shield. Typically, a WM that relies primarily on a two-handed weapon will want a backup one-handed weapon and shield in case he is being hit unmercifully by an opponent. Most of the time, the WM will defeat his foe before receiving much damage. For a weapon master, any of the large weapons are a viable option. [8.3] One-handed Weapons (single-wield) --------------------------------------- A weapon master who primarily fights with a single one-handed weapon is trading the potential to do great damage for the increased protection of a shield. At epic levels, some of the tower shields provide as much as an additional nine points of AC (3 base for the shield +6 magic enhancement). In this class, the 1d10 weapons (bastard sword, katana, dwarven waraxe and heavy flail) are the most damaging through all categories. The downside is these weapons are none too common in most campaigns (even the official ones). More common weapons that one should consider seriously here are the longsword, scimitar and rapier. The battle axe, light flail, morning star and war hammer trail just behind. For a finesse fighter, the rapier and short sword are the top of the line in light weapons; but, you probably won't have high Strength, so compare weapons using the 20 STR column. The weapons you probably don't want to be using by themselves are the really low-damage weapons, such as a dagger or kukri. These weapons can be far more devastating when fighting with two weapons. [8.4] Two Weapon Fighting ------------------------- Dual-wielding is very popular among gamers, mainly from the "coolness" aspect. It is debatable whether the additional attack (or two) from dual wielding makes up for the extra damage done by a large weapon. In both cases, you give up the protection of a shield to gain the extra damage potential. In order to dual-wield effectively, you must have three additional feats: Ambidexterity, Two-Weapon Fighting and Improved Two-Weapon Fighting. Also, using any weapon in your off hand that is the same size class as the character results in additional penalties. I.e. a medium character using a medium weapon in the off hand. (In this case, a rapier is considered as a medium weapon and causes the penalty, even though it is considered "light" when using Weapon Finesse.) You can wield a same-size weapon in the main hand without penalty. A small character (halfling or gnome), must use a tiny weapon in the off hand to avoid penalty. This means that: 1) you must either take WM to epic levels and have two weapons of choice; or 2) you must use two small or tiny weapons (limiting damage potential); or 3) you should use a double weapon, which gives the effect of dual-wielding two medium weapons while avoiding the penalty. If you want to dual wield and are only going to have one Weapon of Choice, your best bet is a double weapon. Another possibility is a high-STR character dual-wielding kukris, which are very dangerous due to their high threat range. If you take two (or more) Weapons of Choice, see section [8.3] above for a discussion on the best one-handed weapons. [8.5] Weapons for Small Races ----------------------------- By far the best weapon for your average gnome or halfling is the kukri. It's high threat range gives it a lot of extra punch; and, it can be dual- wielding properly (since it is a tiny weapon). It does require the Exotic Weapon feat, however, so characters that do not want to use up that extra feat slot should stick with a basic short sword + shield, or move up to on of the medium weapons, which will be used two-handed and have the additional 50% STR bonus applied to damage. ________________________________________________________________________ | | | [9] SKILLS AND FEATS | |________________________________________________________________________| ============ [9.1] Skills ============ [9.1.1] Discipline ------------------ The most important skill for a weapon master is Discipline. This skill helps resist combat feats such as Knockdown, Disarm and Called Shot. Since, as a WM, you will frequently find yourself in the midst of a fracas, you definitely need this skill. [9.1.2] Heal ------------ Heal is also a good skill, as it increases the effectiveness of healing kits. If the world in which you are playing has a generous supply of these handy items, you should definitely take some ranks in Heal. If you are playing on a low magic world with a dearth (or complete absence) of healing kits, ignore this skill. [9.1.3] Intimidate ------------------ Intimidate is an iffy skill. You need at least four ranks just to become a WM; but, whether or not you continue taking ranks in that skill is dependent on the world designer. Intimidate is really only useful if conversation options have been built around it (like Persuade). I would suggest getting the four ranks you need, and then waiting to see if it shows as an option in dialogue before taking any more ranks. [9.1.4] Listen -------------- Listen is another skill that depends largely on the author of the adventure you are playing. If the hostile NPCs in the adventure have been modified to make use of stealth skills (Hide and Move Silently), then the counter skills (Spot and Listen, respectively) are very useful. They are also useful on PvP (player vs. player) servers. Take ranks in this only if you know you are going to need it to detect stealthy creatures. [9.1.5] Lore ------------ Lore can save you money getting items identified, and allow you to use newfound items immediately (a big boon on a low magic world). In a high magic world or world where money is readily available, you may not want to put much into this skill. [9.1.6] Spot ------------ See [9.1.4] Listen above. [9.1.7] Cross-class skills -------------------------- Whether you take any of the other skills available depends on your other classes and the design of your player. There are no other skills that specifically help a WM. A ranger/WM might want Hide, Move Silently and Set Trap skills. A paladin/WM might want some ranks in Persuade. A rogue/WM would probably want Tumble, Use Magic Device, Search, Disarm Trap, etc. =========== [9.2] Feats =========== Six of your feat slots are already taken, just filling the requirements for weapon master. In the first twenty levels, a player character receives only seven feat slots. That does not allow for a lot of other choices. Of course, you can augment that by playing human (bonus feat at character creation) or taking levels in fighter or Champion of Torm (bonus combat feat every even-numbered level). So, what else should you be looking for to augment your WM abilities? [9.2.1] Improved Critical ------------------------- If you haven't seen the need for this by examining the weapons table in Section [8.1], go back and look at it again. The WM depends on getting lots of criticals, and doubling the range of your weapon is a big help. This feat is especially useful on low magic worlds where you may never be able to obtain a Keen weapon. [9.2.2] Toughness ----------------- One extra hit point per level is nothing to sneeze at for any character that makes her living in hand-to-hand combat. [9.2.3] Weapon Proficiency: Exotic ---------------------------------- Some of the nicer weapons are only useable by a character with this feat. None of the character classes grant this feat automatically, so you will have to spend a feat slot on it if you want to wield a scythe, katana, double axe, two-bladed sword or kukri. [9.2.4] Weapon Finesse ---------------------- When using a dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle or unarmed strike, the character's DEX bonus, if higher than the STR bonus, is applied to the attack roll. (The STR bonus is still used for damage.) High-DEX fighters should take this feat and use one of the melee weapons listed here. [9.2.5] Ambidexterity, TWF, Improved TWF ---------------------------------------- The necessary group of three feats for any character that wants to dual- wield (including using a double weapon). You can take one level of ranger and wear no or only light armor (padded, leather, studded leather or hide) to get the Dual-Wield feat, which duplicates Ambidexterity and Two-Weapon Fighting, free. Take nine levels of ranger and wear no or only light armor to get Improved TWF free. [9.2.6] Blind Fight ------------------- Very useful to any character that has to melee in the same area as casters. After getting blinded several times in the original NWN campaign, I make sure to always take this feat for my tanks (if I can afford it). [9.2.7] Power Attack/Improved Power Attack ------------------------------------------ In-and-of itself, PA is not that useful. It can be handy for overcoming the damage reduction of doors, etc.; but, generally speaking, the -5 penalty to your attack rolls far outweighs the benefit of +5 damage. However, PA is a requisite for Cleave, which is a good feat. There is no reason in the world to take Imp PA on top of all the other feats you must have. [9.2.8] Cleave/Great Cleave --------------------------- If you've got the necessary feat slot available, take Cleave (remember, it requires Power Attack). Great Cleave is not quite as handy unless you will be fighting hordes of low-level enemies; however, it is a prerequisite for Overwhelming Critical, which you might want to get. [9.2.9] Divine Might -------------------- Requires Power Attack and the ability to Turn Undead. This feat is only available to paladins of third level or higher or clerics. Since this represents two feat slots (one for PA and one for DM) on top of the six needed for WM, you will probably want to throw in some Champion of Torm or fighter levels for the bonus feat slots. If you do build a paladin or cleric/CoT/WM combo, this is a must-have feat as it adds your CHA bonus to attack damage. [9.2.10] Divine Shield --------------------- Like Divine Might, above, DS requires Power Attack and the ability to turn Undead. It adds your CHA bonus to armor class, which is very nice but not quite as useful as Divine Might. If you're building a paladin or cleric/CoT/WM that specializes in a two-handed weapon, get this to make up for the lack of a shield. [9.2.11] Combat Casting ----------------------- If one of your classes is a spellcaster *and* you feel you might find yourself casting spells while in combat, this can be a useful feat. However, spellcaster/WM combinations should probably concentrate on buffing spells used before battle and stick to straight hand-to-hand once the enemy is engaged. [9.2.12] Knockdown/Improved Knockdown ------------------------------------- If you've got the available feat slots, these two feats are especially useful against spellcasters. They can't unload on you when they're flat on their back. [9.2.13] Weapon Specialization/Epic Weap Spec --------------------------------------------- Weapon Specialization adds +2 to damage for the chosen weapon. Epic Weapon Specialization adds +4 damage. Only fighters have access to Weapon Specialization; and only fighters and champions of Torm have access to Epic Weapon Specialization. They are very useful for a weapon master, especially one that is lower in STR. [9.2.13] Armor Skin (epic feat) ------------------------------- This feat adds +2 to your natural AC. Very useful to any melee fighter, especially if you use a two-handed weapon. [9.2.14] Damage Reduction (epic feat) ------------------------------------- This feat gives the character the ability to ignore the first three points of damage taken (3/- damage reduction). It can be taken multiple times, increasing the damage ignored by three each time to 6/- and then 9/-. The more you get hit (i.e. the lower your AC), the more you need something to ameliorate the damage. [9.2.15] Overwhelming Critical (epic feat) ------------------------------------------ This feat adds an additional 1d6 damage to critical hits by weapons with an x2 critical multiplier. The extra damage is 2d6 for x3 weapons and 3d6 for x4 weapons. A great feat for weapon masters--if you can afford all the prerequisites. [9.2.16] Devastating Critical (epic feat) ----------------------------------------- If you score a critical hit against a foe, the foe must make a saving throw or die instantly. This feat may not be quite as useful as it seems, especially considering the prerequisites (essentially Overwhelming Critical and a natural Strength of 25). If you score a crit against any creature that is likely to fail the saving throw, the creature is probably dead anyway from the massive damage you've just done. Higher-level creatures are either immune to crits (thus, immune to Dev Crit) or can more easily make the saving throw. This is especially true for the tough boss creatures you typically find, who are almost always immune to crits. If you've been able to acquire all the feats needed for weapon master and gone through the above list and you *still* have unused feat slots...Knock yourself out. Get whatever feats tickle your fancy. Just avoid those feats that do you no good: such as Point Blank Shot, Rapid Shot, Improved Unarmed Strike, Zen Archery, etc. ________________________________________________________________________ | | | [10] SAMPLE CHARACTERS | |________________________________________________________________________| [10.1] Grim Reaper ------------------ Grim is an implacable sort of guy. He began his adult life in service to a just deity; but...Well, you know, sometimes justice can be taken too far. Now well into middle age, Grim has forgotten about things such as mercy and compassion. He stalks the land, seeking out any who break the law and dispensing quick "justice" with his massive scythe. [10.1.1] Classes ---------------- Lawful neutral human cleric (12)/champion of Torm (21)/weapon master (7) [10.1.2] Ability Scores ----------------------- First level: STR 14, DEX 13, CON 10, INT 13, WIS 15, CHA 12 Fortieth level: STR 24, DEX 13, CON 10, INT 13, WIS 16, CHA 12 [10.1.3] Build Chart -------------------- |-------------------------------------------------------------------------| | Character | | | Ability | | | Level(s) | Class | Feats | Scores | Skills | |-------------------------------------------------------------------------| | |cleric | Dodge, Mobility | | | | |domains | Weap Prof (exotic) | | Intimidate +4 | | |Strength| Weap Focus (scythe)| | Heal, Lore | | 1 - 10 |Death | Expertise | STR +2 | Save points for CoT | |-------------------------------------------------------------------------| | | | Spring Attack | | | | | | Whirlwind Attack | | Heal, Lore | | 11 - 14 | CoT | Power Attack | WIS +1 | Max Discipline | |-------------------------------------------------------------------------| | 15 | cleric | Divine Might | | Heal, Lore | |-------------------------------------------------------------------------| | | | | | Heal, Lore | | 16, 17 | CoT | Cleave | STR +1 | Discipline | |-------------------------------------------------------------------------| | 18 | cleric | Divine Shield | | Heal, Lore | |-------------------------------------------------------------------------| | | | Weap of Choice | | | | | | Imp Crit (scythe) | | | | | | Epic Weap Focus | | Intimidate | | | | Epic Prowess | | Heal, Lore | | 19 - 25 | WM | Great Cleave | STR +2 | Discipline | |-------------------------------------------------------------------------| | | | Great Strength I | | | | | | Overwhelming Crit | | Heal, Lore | | 26 - 40 | CoT | Toughness* | STR +4 | Discipline | |-------------------------------------------------------------------------| *Plus whatever else floats your boat. [10.1.4] Notes -------------- Grim is a combat specialist who also happens to know a few spells. Since he's a divine spellcaster, he can cast in full armor and should wear heavy armor and whatever other protective equipment he can find. He'll need CHA- boosting items, as well as the second-level cleric spell Eagle's Splendor, to get the most use from Divine Might, Divine Shield and Divine Wrath. I've emphasized STR in this build in order to get the Overwhelming Critical feat (requires STR 23+). You'll have up to sixth level cleric spells, choose the kind that offer buffs or defensive capabilities: Bull's Strength, Stoneskin, etc.; and, can be cast before combat as you won't be much for casting while in the fray. [10.1.5] Alternatives --------------------- For a spellcaster who happens to be OK in combat, give up ten levels of CoT for ten levels of cleric. You'll have to boost your WIS to 19 to get full access to your spell list; which means you won't be able to get STR to 23 and get Overwhelming Critical. In fact, you'll get a lot less feats overall. You'll also need to buy ranks in Concentration and probably take the Combat Casting feat. [10.2] Pippin Dragonstocking ---------------------------- Everyone always knew there was something different about Pip. It wasn't just that he liked singing and decided to become a traveling minstrel, it was that reddish skin and...are those wings under his shirt? [10.2.1] Classes ---------------- Chaotic good halfling bard (20)/red dragon disciple (10)/weapon master (10) [10.2.2] Ability Scores ----------------------- First level: STR 10, DEX 18, CON 12, INT 14, WIS 8, CHA 14 Fortieth level: STR 18, DEX 28, CON 14, INT 16, WIS 8, CHA 16 [10.2.3] Build Chart -------------------- |-------------------------------------------------------------------------| | Character | | | Ability | | | Level(s) | Class | Feats | Scores | Skills | |-------------------------------------------------------------------------| | | | | | UMD, Tumble, Lore | | 1 - 5 | bard | Dodge, Mobility | DEX +1 | Intimidate, Perform | |-------------------------------------------------------------------------| | | | Expertise | | | | | | Spring Attack | | | | | | Whirlwind Attack | | | | 6 - 15 | RDD | Weapon Focus | DEX +2 | Discipline, Lore | |-------------------------------------------------------------------------| | | | | | Tumble, Perform | | 16 - 20 | bard | Any | DEX +2 | Discipline, UMD | |-------------------------------------------------------------------------| | | | Weap of Choice | | | | | | Imp Crit | | | | | | Armor Skin | | Heal, Lore | | 21 - 30 | WM | Any | DEX +2 | Discipline | |-------------------------------------------------------------------------| | | | | | UMD, Tumble | | 31 - 40 | bard | Any | DEX +3 | Discipline, Perform | |-------------------------------------------------------------------------| [10.2.4] Notes -------------- A lot of your ability bonuses come from RDD levels (+8 STR, +2 CON, +2 INT, +2 CHA). Maximize DEX for AC, and possibly attack bonuses if you go with a finesse fighter. I would go either with a dual-wield character, or take Martial Weapon Proficiency and use a medium weapon (two-handed). I built this character with the battleaxe as the weapon of choice. Ten levels of weapon master are taken for the extra hit points, since an additional three levels of bard don't provide any special bonus. You'll probably want to take some bard-specific feats such as Curse Song, Extend Song, etc. Concentrate on buffing/protection spells. The high UMD will allow you to wear nice mage or monk robes and use other class-specific items. [10.2.5] Alternatives --------------------- If you want to go more melee, give up some bard levels for more WM levels and take one or more additional Weapons of Choice. [10.3] Additional Sample Characters ----------------------------------- Bioware, the developers of Neverwinter Nights, have posted a number of epic characters on their Web site at: At least four of these epic characters (as of this writing) rely on weapon master levels, including: - Versatile Kensai - Kukri Master - Damage Adept - Whirling Death ________________________________________________________________________ | | | [11] CREDITS | |________________________________________________________________________| Written and (c)2004 by Barry Scott Will This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.0/ or send a letter to Creative Commons 559 Nathan Abbott Way Stanford, California 94305, USA