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devent82: What does (cc) means by the skill points?
Cross-class skills. Looking at the documentation for bards, Intimidate is not among their class skills, so it will be counted as a cross-class skill, which costs 2 skill points instead of one and has a cap of (character level + 3)/2 instead of (character level + 3).
To be honest with you I always found a pure wizard (general, not a specialist) to be the easiest, and most fun for me, character to play the game with. Especially when you get companions to help you in the single player game.

With a high enough intelligence you can get the skill points to help you get the skills to pick locks and disarm traps, you get summons that can be your meat shield and you get a familiar to help you fight.

Get a few levels under your belt and you start to get spells that are just devastating if used correctly.
Polymorphing into a dragon and summoning a Balrog, or a celestial, to fight along side you while kicking but is very, very cool.



On player worlds a Cleric, Monk, Shadow dancer is pure cheese and, if built correctly, can not only handle the toughest challenges most builders come up with but can also pawn in PvP.

Even so I'd take the wizard. With the right combination of skills, feats and spell selection a wizard can handle any situation. PvE or PvP.

I've played with just about every combination of classes and builds you can think of and had a ton of fun with most of them.
The main thing is to come up with a character that you think is fun to play because even if you screw the character's build up NWN has enough magical items and weapons to let you adjust where you have to and be able to make it through the SP game.

And on a PW you can always hook up with a group and go adventuring together so you'll, most of the time, have someone covering your back anyway.
You don't even need to waste skill points on Pick Locks/Disarm Traps - most casters (especially general domain/school) get access to Knock & Detect Traps - in NWN these spells change everything. Knock is an AoE unlock spell that can unlock all but magic locked doors/chest within its radius. Detect Traps is an AoE spell that detects and disarms all traps within its radius.

With those 2 small spells you don't need a rogue (if you are willing to rest a bit) or any skill points in the relevant rogue skills.
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ChristopherRobin: With a high enough intelligence you can get the skill points to help you get the skills to pick locks and disarm traps, you get summons that can be your meat shield and you get a familiar to help you fight.
It all comes down to personnel preference doesn't it?
I say: Why waste valuable spell slots when you can use skills and familiars if you want to?

You would rather use those skill points for something else.

It just goes to show that a wizard is a versatile character as I stated in my previous post.

I've built stealth mages, nuke mages, shadow mages, controller mages and even a melee mage. (basing my build around Webshaman's melee build of course)

I'm not the best min maxer by any stretch of the imagination but a wiz takes the crown in my opinion.

Then again, I used a pure fighter as my main PC for well over two years on an RP PW. All classes can be fun. You get out of them what you're willing to put in.