On an unrelated note: what are some core building staples in 3rd ED/NwN that you like to uphold?
- Max out the Tumble skill for a big AC boost, ideally by multi-classing to a class that has it as a class skill (assuming your primary class does not), but as a cross-class skill if necessary.
- On a related note, Skill dump. Unlike some other implementations of 3E, NWN allows you to save any and all skill points gained on level up to spend on a later level-up, so multi-class characters should save up skill points until taking a level in a class that has crucial skills as class skills. E.g., a Rogue/Fighter/Wizard could take no new skills on Fighter levels, Concentration and Spellcraft only on Wizard levels, and spend all the additional saved skill points when taking Rogue levels.
- Crit bonuses are usually by far the most important weapon stat
- Multi-classes are almost always better than single classes, but dedicated casters usually need a high number of levels in their core class to be effective, so keep multi-classing to a minimum with them (generally only a rare off-level for skill-dumping purposes or a special feat).
- Uncanny dodge is a must for melee fighters (for flat-footed)
Always a good feat to have, but I would not say it is essential unless a significant chunk of your AC comes from Dexterity. Evasion is also a nice feat to pick up if you can, protecting against spells, traps and possibly other effects.
- Low saving throws are VERY bad!! ....
This depends on the environment. In many high magic modules you can get items making you immune to just about anything you would save against, making boosts to saving throws redundant. Also, with Auto-fail on 1, boosts to saves will eventually reach a point of diminishing returns. Though obviously having good saves never hurts.