WELCOME TO RANDY MURTHA'S -------------------- ~ FORGOTTEN REALMS ~ -------------------- |\ |'---- '----'----' ---|\ |-----'----'----' | \ || \ /| | |\ / | | \ | | | | | | \ ||---- \ / |----'----' \ / | | \ | | |----'----' | \|| \ / | | \ \ / | | \| | | | \ '---- \/ '----| \ \/\/ --- '----| \ |\ | ------- '------ | | ------- '----- | \ | | | | | | | | \ | | | --' |----| | '----' | \ | | | | | | | | | \| ------- '-----' | | | ----' ___________________________ PLATINUM EDITION __________________________ ULTIMATE GAMERS GUIDE FOR THE PC GAMES Version 2.5 April 2008 E-Mail: randym1375@yahoo.com Walkthrough Includes the Following Campaigns: Neverwinter Nights Shadows of Undrentide Hordes of the Underdark ======================================================================= This document is Copyrighted by Randy Murtha January 2008 and may not be reproduced in part or in full without the written consent of the author. Nor shall this be posted on a website or printed in a magazine without my consent. This document shall in no way be used to make a profit. All Rights Reserved. ======================================================================= --------------------- * TABLE OF CONTENTS * --------------------- Legal Notice 1) Introduction to Walkthrough..................................... #1 2) More Walkthroughs by me, Version History........................ #2 3) Gameplay Basics................................................. #3 - Abbreviations - In-Game Screens - Main Gameplay Screen - Character Sheet - Inventory Panel - Conversation Panel - Map Panel - Journal Panel - Stores and Barter Panel - Options Panel - Common Interactions - Time and Resting 4) Character Creation.............................................. #4 - Gender - Race - Portrait - Class - Alignment - Ability Scores - Recommended Statistics - Packages - Spells, Domains and Familiars 5) Race............................................................ #5 6) Core Character Classes.......................................... #6 - Attaining Epic Status 7) Prestige Character Classes...................................... #7 8) Multiclass Characters........................................... #8 - Character vs. Class Level - Multiclass Experience - Multiclass Restrictions - Alignment Shifts 9) Skills........................................................... #9 10) Feats.......................................................... #10 - Epic Feats 11) Combat......................................................... #11 - Real-Time Decisions - NPC Reactions - Factions - Targeting an Opponent - The Attack Roll - Movement - Flat-Footed - Attacks of Opportunity - Saving Throws - Injury and Death 12) Associates..................................................... #12 13) Experience and Gaining Levels.................................. #13 14) Spells......................................................... #14 - Introduction - Spell Schools - Domains - Effect Descriptions - Spell Tactics - Spell Descriptions - Spell Summaries: - Bard Spells............................................. #14A - Cleric Spells........................................... #14B - Druid Spells............................................ #14C - Paladin Spells.......................................... #14D - Ranger Spells........................................... #14E - Sorcerer Spells......................................... #14F - Wizard Spells........................................... #14G 15) Items.......................................................... #15 - Potions - Books - Reagents and Components - Gems - Miscellaneous 16) Weapons........................................................ #16 - Simple - Martial - Exotic - Found Weapons - Wands and Rods 17) Clothing and Armor (including found)........................... #17 - Clothing - Armor - Shields - Cloaks - Boots - Belts - Braces, Gloves and Gauntlets - Rings - Amulets 18) Enemies........................................................ #18 19) Multiplayer.................................................... #19 - Journeying Online - Hosting a Game Server - Joining a Multiplayer Game - Picking a Character - Local and Server Characters - Moving Characters Between Games - Forming a Party - Player vs. Player - Liking or Disliking Other Players 20) Hints and Stratagies........................................... #20 21) Game Walkthrough: Neverwinter Nights........................... #21 - Prelude.................................................... #21A - Chapter One................................................ #21B - Chapter Two................................................ #21C - Chapter Three.............................................. #21D - Chapter Four............................................... #21E 22) Game Walkthrough: Shadows of Undrentide........................ #22 - Chapter One................................................ #22A - Interlude.................................................. #22B - Chapter Two................................................ #22C 23) Game Walkthrough: Hordes of the Underdark...................... #23 - Chapter One................................................ #23A - Chapter Two................................................ #23B - Chapter Three.............................................. #23C 24) Credits, E-Mail Rules and Legal Stuff.......................... #24 NOTE: If you've downloaded my guide, to navigate your way through it a little easier use the Control F feature. Press and hold "Ctrl" and "F" and a window will pop up, simply type in the number of the section located above you wish to jump to (e.g. #22) and click "Find Next" to jump to that section of the guide, you may have to click find next two times. This navigation process is really quick and it sure beats scrolling all the way down this insanely long document to get to the section you want to be in. This works on most of the walkthroughs out there so remember it and use it on all of the guides you download. ======================================================================= ---------------- * LEGAL NOTICE * ---------------- The only websites this is legally posted on are: Game FAQ's - www.gamefaqs.com Neoseeker - www.neoseeker.com Game Spot - www.gamespot.com Super Cheats - www.supercheats.com Honest Gamers - www.honestgamers.com Sorcerer's Place - www.sorcerers.net Game Radar - www.gamesradar.com Cheat Planet - www.cheatplanet.com ONLY THESE EIGHT SITES MAY POST MY GUIDE! If you have viewed this on any other site than the ones listed, or have seen this plagerised, please e-mail me and let me know which site you viewed this on, I will highly appreciate it. If you've seen this plagerised or on a website this isn't supposed to be on, there is a $CASH$ reward for informing me of who the violator is. ================================================================= #1 == ---------------------------------- * 1) INTRODUCTION TO WALKTHROUGH * ---------------------------------- Welcome to my very in-depth and extensive Walkthrough for Neverwinter Nights: Platinum Edition for the PC. In this guide I will include the origional Neverwinter Nights campaign and its first two expansions, Shadows of Undrentide and Hordes of the Underdark. This series is without a doubt, in my opinion, the best RPG video game series ever made. It took Bio Ware over six years to make this series for us and I'm sure you will agree with my above stated opinion once you play it. This game uses the 3rd Edition Dungeons and Dragons rules so if you play D&D in real life then you will have no problems understanding all of the rules, dice rolls, saving throws, skill checks, and all that technical stuff. If you've never played D&D in real life and are not familiar with it don't worry, this is a really simple game to learn so sit back, pop the game disc in, and get ready for the greatest RPG video gaming experience you've ever had the pleasure of playing. This epic saga is over 100+ hours for your roleplaying enjoyment and isn't a bad deal for twenty bucks at Best Buy. If you thought Baldur's Gate II and its expansion were good games wait until you get a dose of Neverwinter Nights Platinum Edition! ================================================================= #2 == ----------------------------------------------- * 2) MORE WALKTHROUGHS BY ME, VERSION HISTORY * ----------------------------------------------- >>> Other top-quality Game Guides I have written: 1) Armorines: Project S.W.A.R.M. 2) Fable: The Lost Chapters 3) Neverwinter Nights 4) Neverwinter Nights: Shadows of Undrentide 5) Neverwinter Nights: Hordes of the Underdark 6) Neverwinter Nights Gold Edition 7) Quake II 8) Shadow Man 9) Shadow Man 2econd Coming 10) The Suffering 11) The Suffering: Ties That Bind 12) Turok 2: Seeds of Evil You can ALWAYS find all of my guides and latest versions at: www.gamefaqs.com >>> VERSION HISTORY: Version 1.0 January 2008 This is the first complete version of my guide and it took me over one year of an hour here and an hour there to compile, format, and write so I hope at least someone out there can appreciate it. All three campaigns on the Platinum Edition of this game are finished and in my guide, along with 95% of the instruction manual, I will not be adding in the remaining 5%. Version 1.5 February 2008 Since I've upgraded to the 1.68 patch I'm finding all kinds of new equipment and added them in the appropriate sections. Added some weapons readers sent me, added a way for the Rolgan's Trial side quest to gain the most XP that a reader sent me, and added in the Druid's Circle side quest (the only quest in the game that wasn't complete in my guide) that another reader sent me. Since I'm now getting contributions for my guide(s), I also added a Contributor Credits section in the credits part of this guide. Version 2.0 April 2008 Added in more weapons and items that readers sent me, fixed some typos, added in what spell to cast on the Alchemist Apparatus in the Host Tower of the Arcane a reader sent me, and added in what spells to cast on that one orb in the Excavated Ruins another reader sent me for the SoU campaign. Version 2.5 April 2008 Added in a litlle more details about the final battle against Mephistopheles, I've gotten some complaints that I was too vague. ================================================================= #3 == ---------------------- * 3) GAMEPLAY BASICS * ---------------------- >>> ABBREVIATIONS USED THROUGHOUT THIS GUIDE AND GAME: - D&D: Dungeons and Dragons - NWN: Neverwinter Nights - SOU: Shadows of Undrentide - HOU: Hordes of the Underdark - STR: Strength - DEX: Dexterity - CON: Constitution - INT: Intelligence - WIS: Wisdom - CHA: Charisma - HP: Hit Points - XP: Experience Points - AC: Armor Class - DC: Difficulty Class - PC: Player Character - NPC: Non-player Character - HD: Hit Die, these are dice and look like d4, d6, d8, d10, etc. A weapon that causes 2d6 worth of damage will inflict the total of two randomly generated six sided dice rolls. If your character has d4 for their HD, then when you level up the computer rolls a 4 sided die and the randomly generated number is how many HP you'll gain, and you can gain no more than 4 HP per new character level (unless you have the Toughness feat or some other kind of bonus). ----------------------------------------------------------------------- >>> IN-GAME SCREENS <<< In Neverwinter Nights your character is always in the center of the screen. You interact with the world using the mouse to move a cursor around the screen, and the left and right mouse buttons to execute actions. When you move the mouse over an object or creature, the mouse icon changes to an action icon indicating the default action for that object. To perform the default action click the left mouse button. To perform another action right-click on the target to bring up the Radial Menu. Left-click on the screen to move your character around the game world. Attack a hostile creature by moving your cursor over the creature; the icon will change to the combat icon. Left-click to begin your attack. RADIAL MENU ----------- The Radial Menu is your primary tool for interacting with the world of Neverwinter Nights. Bring up the Radial Menu by moving the mouse over the object you wish to interact with, and then press the right mouse button. A Radial Menu will pop up with the object in the center. The Radial Menu contains a ring of possible actions that you can perform on the object, from casting a spell to attacking the target. Left-click to perform the selected action. Some actions may have a small arrow beside them indicating another level of actions, which you can access by left-clicking. A small ring is visible around the action with an arrow beside it. The ring is actually a preview of the next level of the menu allowing you to see at a glance what the next level will hold. You can also click the and hold the right mouse button and navigate the Radial Menu by moving the mouse. You can also control the Radial Menu with the numeric keypad: Each number key corresponds to a location in the Radial Menu (i.e. 8 is to the top, 2 is down, 7 is to the top- left). ----------------------------------------------------------------------- >>> MAIN GAMEPLAY SCREEN <<< The main screen has nine distinct sections, which give you valuable information about the game and offer you control over your character in the game. THE CHARACTER PORTRAIT ---------------------- In the top right corner of the main screen is your character portrait, this is the portrait you choose for your character and is what other players see when they examine your character in the game. Beside the portrait is a narrow red bar that shows your character's current health. If the health bar turns green it indicates your character is poisoned. If the bar turns brown your character is diseased. THE OPTIONS BOX --------------- Underneath your character portrait is a light tan box with eight different options in it. Here you can click buttons to bring up the various screens needed to manipulate your character, such as the in- game map, the Inventory screen, the Journal, the Character Sheet, the Options Menu, Spellbook, and the Player vs. Player Options panel. THE PARTY BAR ------------- This is where other members of your party appear and is underneath the Options Box, in singleplayer and multiplayer. You can add other players to your party through the "Socialize" Radial Menu option (for multiplayer only). Under the "Socialize" menu you can invite another player to join your party by selecting the "Invite" Radial Menu option. The invited player can then go under the "Socailize" option and select "Join Party" (again, only for multiplayer). The rest of the information in this paragraph is for both multi and singleplayer gameplay. If you summon a creature, the creature is added in to your Party Bar while it is present. You can use the party bar to get quick information on your party members or to perform actions on them by right-clicking and bringing up a Radial Menu. The small bar on the left side of the portrait shown the current health of the character. In the top slot on the right side there is an arrow icon. The arrow points the direction that character is from your character. An icon showing the current action the character is undertaking, whether it is combat, spell casting, or resting. A skull will appear if the character is dead. THE CHAT WINDOW --------------- This is located at the bottom of the gameplay screen, above your Quickbar and Chat Entry bars. The Chat Window displays messages from other players, both NPC's and PC's. In this window also appears how much XP points you gain by killing enemies and for completeing quests, how much damage you inflict on a hostile and take in return, lets you know when your Journal gets updated, and so on. You can drag the Chat Window up for a longer window by dragging up the black tab at the top of the window. You can also right-click on the tab to set the various filters for chat messages in each window. To filter a window for only combat messages (for multiplayer only), open the Raidial Menu on the Chat Window tab and toggle all the other chat displays off. For a quick reply to someone who just has chatted with you, click the portrait of the speaker. THE CHAT ENTRY BAR ------------------ This bar is only used in multiplayer and is located directly beneath the Chat Window, above the Quickbar slot. This is where you type in messages to other players. Hit the Enter key or click in the bar to type a chat message. You can use various slash commands to control the type of message you are sending. An "/S" (shout) before your text sends the message as a shout which goes out area wide. A "/P" sends your message to the other members of your party. A "/T " (tell) or "/W " (whisper) sends a private message to the player you have specified with . THE QUICKBAR ------------ This is located on the bottom of the gameplay screen. The Quickbar provides quick and easy access to common game actions. Each "cell" in the bar corresponds to a function key on the keyboard. When you press the associated key, the command placed in the cell is executed. You can drag items from your inventory to the Quickbar and hit the key or click the cell to use or equip the item, depending on what it is. You can also place spells into the Quickbar by dragging the icons from your prepared spells or by right-clicking on the Quickbar to to open the Radial Menu and select the spell. There are also two more Quickbars in addition to the one one the game screen, to access these you must press and hold "Shift" or "Ctrl." THE COMPASS ----------- The Compass is located in the bottom-right of the game screen, above the Quickbar and Chat Entry bars. This Compass is a simple directional pointer. The "N" in the Compass always points north, so if you walk your character in the same direction the "N" indicator is pointing, you will be moving directly north. THE ACTION QUEUE ---------------- This is located on the top-left carner of the game screen. The Action Queue shows the actions your character is currently performing and any actions you have set up to be performed. In the heat of combat you may find yourself issuing commands faster than your character can execute them. These commands are issued to the Action Queue and they will be performed in order. If you desire to remove an action from the queue, right-click the action. THE STATUS BAR -------------- This is located to the left of your Character Portrait. Then Status Bar shows any special effects currently active on your character. Beneficial spells and effects, such as ability bonuses, and negative effects, such as poisons and diseases, appear in the Status Bar. Hold the mouse over any of the icons to get a text definition of the effect. When an icon in the Status Bar blinks, it signals the effects are about to expire. ----------------------------------------------------------------------- >>> CHARACTER SHEET <<< To access your Character Sheet simply left-click on your Character Portrait or clicking the Character Sheet in the Options Box. The Character Sheet panel shows all of the vital statistics and abilities of your character. Along the top of the Character Sheet panel are tabs for accessing other information about your character. SKILLS PANEL ------------ The Skills panel displays all of your character's skills and his modifier in each. The Skill Modifier that is listed here equals total ranks in the skill plus Ability Score Modifiers. Select any skill to get more information about it, including its key ability and what is costs to upgrade. FEATS PANEL ----------- The Feats panel dispalys all of your character's Feats, as well as racial and class abilities. SPELLS PANEL ------------ You may also access your Spell panel by clicking on the appropriate button in the Options Box or by opening up the Radial Menu. The Spells panel is composed of two panels: Spellbook and Spell Preparation. Wizards, Clerics, Druids, Paladins, and Rangers are required to prepare their spells before casting them, while Bards and Sorceres do not. To prepare a spell first select the spellcasting class and spell level within the Spellbook screen. A tree of all available spells is shown below the selected level. If your character has any Metamagic Feats he can enhance prepared spells by selecting the small arrow icon on the left. This icon opens to display those spells that can be enhanced. Get information on any spell by clicking the Inspect button to the right of the spell name. Once you have selected the spell you wish to prepare, either click on the small arrow on the right or drag the spell icon into a prepared slot. Multiclass spellcasters may need to repeat this process for each of their spellcasting classes. When all slots are filled, press "Rest" from the Radial Menu or from the Options Box. Once your character is rested he can cast his prepared spells. ----------------------------------------------------------------------- >>> INVENTORY PANEL <<< The Inventory panel displays all of your character's equipment. The area at the top of the screen shows those items that are currently equipped, and the grid at the bottom of the screen displays your character's total inventory. Select an item by left-clicking on it, or click and hold the left mouse button and drag the item between inventory slots. On the lower-right side of the inventory are a number of small tabs that allow you to access all the panes of your inventory. The weight your character is carrying is displayed above the maximum weight he can carry along the bottom of the panel. If your character exceeds this maximum weight, he or she will be encumbered and will not be able to run. Your current gold and current item points are displayed on the right side. Each magic item has an item point value, which is added to your item point total when you have the item equipped or in your inventory. When you reach your maximum item point total, you cannot pick up any more magic items. Your character's maximum item points rise each time he gains a level (this shouldn't be a really big factor in the game for you, I never ran into this problem but it can happen, especially if you're playing on Hardcore Difficulty). EQUIPPING ITEMS --------------- To equip an item drag it over an appropriate equip slot and drop it. You can also equip items using the Radial Menu. Right-click the item and select the Radial Menu "Equip" option to assign the item to a default equip slot. ----------------------------------------------------------------------- >>> CONVERSATION PANEL <<< The Conversation panel is your primary tool for interacting with other characters in Neverwinter Nights. A portrait of the character you are speaking with is displayed in the top-left of the window, and this character's dialogue is displayed to the right of the portrait. Underneath the portrait are your character's response options. The first response shown has a red comment, indicating a skill or special ability that this conversation allows, such as Persuade or Insight for example. In this case, the player character's Intelligence score has given him some insight into the NPC's dialogue. The player could left-click this response to cause his character to reply with the line, or choose any other. Intelligence and Charisma are the two main abilities that grant special conversation options, but in a few cases a high Strength can aid in threatening a reluctant informer or a high Wisdom can open a new conversation path. You can stop a conversation at any time by pressing the "Esc" key, walking away, or performing a hostile action. ----------------------------------------------------------------------- >>> MAP PANEL <<< The Map panel displays a top-down map of your current area. The map expands as you explore, allowing you to see new areas and track where you have been. The small icons on the map are map pins. Each map pin has a label associated with the pin, which appears at the top of the map window. You can place your own map pins by clicking in the pin box on the top-left and then clicking on the map where you wish to place the pin. Once the pin is placed a dialogue window pops up and you can enter the text you wish to associate with that pin. ----------------------------------------------------------------------- >>> JOURNAL PANEL <<< The Journal panel displays the status of the adventure and the status of various quests you have undertaken. The tabs at the top of the screen toggle between three specific journals. The first tab on the left displays your character's personal journal. The personal journal tracks information about quests you have accepted and characters you have spoken with. The personal journal is very important, be sure to read it often to check your progress on quests. The next tab displays your completed quests. Any quests from your personal journal that are completed will be automatically moved to this tab. The third tab is empty; this is provided for you to jot down notes and impressions during the game. ----------------------------------------------------------------------- >>> STORES AND BARTER PANEL <<< STORES PANEL ------------ Buying items from a store is very similar to using a container. The store appears on the left side and your inventory is on the right. To buy an item, drag in into your inventory. A dialogue box will pop up asking if you wish to purchase the item. If you agree and have enough money, the exchange is made and the item is placed into your inventory. BARTER PANEL ------------ This panel is available for multiplayer only. The Barter panel functions in a manner similar to the container panel. On the left side are the other player's offered items and the right side holds any items you wish to offer for trade. When you are happy with the items on both sides, click the Offer button. When an offer is made the other player has two choices, he can accept or refuse - either by changing the items in his slots or clicking the Cancel button. This system requires that both players agree to a trade before it can happen. ----------------------------------------------------------------------- >>> OPTIONS PANEL <<< Neverwinter Nights has a large number of options available for customizing the game to suit your playing style. To change any option in the game open the Options panel by pressing the "Esc" or "O" keys, or by clicking the appropriate button in the Options Box. To load a game click on the Load button and then pick the game you wish to load. To save a game click on the Save button and then select the game slot you wish to save in and type in a name for the game. The Save Character button allows you to save your character out of your current game so you can use that character in another adventure. If you advance your character outside of your existing save game, the next time you load the game you will be asked if you wish to update your character. If you answer "Yes" your most recent version of the character is brought into your previous save game. VIDEO OPTIONS ------------- This option contains the settings that apply to your video display. You can set texture detail, screen resolution and various graphical options. As a rule of thumb, the more features you disable the faster the game will run. If the game is running poorly on your computer, try disabling features until performance improves. SOUND OPTIONS ------------- This option allows you to customize the game sound and to enable or disable various sound options. CONTROLS -------- This option allows you to change your camera mode and cycle through various control options. You can, for example, enable driving mode and control your character with the keyboard. CHANGE KEY SETTINGS ------------------- This option allows you to customize the Neverwinter Nights hotkeys. At the top of the key-mapping panel are tabs for the various headings of hotkeys. To change a key, click the control you wish to change and press the key you want to map to that control. You cannot map the same key to multiple controls so be aware of what keys you have already mapped. GAME OPTIONS ------------ This option will allow you to tweak the game difficulty and change other gameplay options. It is recommended most people play the game on the default settings since the game is evenly balanced at these settings. If you are an experienced D&D player you might consider selecting the "Hardcore D&D" option, which implicates some of the more complex aspects of the rules system. HIT POINTS: At Normal difficulty or easier these are granted via the following procedure: The character gains a maxium HP from from level 1- 3. For levels 4 and above they will roll their HP but will only accept a minimum roll of 1/2 of their possible HP, rounded up. For example, a Wizard who normally rolls d4 for HP will get at least 3 HP every level. ----------------------------------------------------------------------- >>> COMMON INTERACTIONS <<< CREATURES --------- Hostile creatures turn red when you mouse over them and the mouse cursor will change to the Attack icon. You can gauge the difficulty of a creature by examining it. Right-click to bring up the Radial Menu and select the "Examine" option in the top-center. Non-hostile creatures appear blue (or green if they are in your party) when you mouse over them, and the mouse cursor changes to the talk cursor. ITEMS ----- Right-click to open the Radial Menu and select the "Examine" option to get more information about an item. If an item is unidentified it may be magic; use the Lore skill or the Identify spell to identify magic items (or bring it to a shopkeeper who can identify the item for a price). Items and weapons can be equipped directly from the ground using the Radial Menu. Items and weapons can also be assigned to the Quickbar, where they would be used normally when selected. Right-click on a Quickbar item with multiple uses and select "Assign Special Use" to define the default use of the item. Some items (such as gems and arrows) can be stacked. To stack items just drag like items onto eachother, most of the time the game will stack these items for you if you have a like item in your inventory. Different item types have various maximum stack sizes. Also, you can seperate stacks by right-clicking on the item to open the Radial Menu, select the "Split" option and then type in how many items you want in the second stack. CONTAINERS ---------- Containers are handled in much the same way as ordinary inventory. The bottom of the panel contains inventory and the top represents the contents of the container. You can drag items back and forth, click on the item, or use the Radial Menu to pick them up. Open containers by left-clicking them, or select the "Use" option from the Radial Menu. Locked containers can be picked, bashed open, or opened with a spell. Select "Lockpick" and "Bash" from the Radial Menu on the container, or cast a spell such as Knock, on the container. You can activate levers and other special-use devices by left-clicking them, or by selecting "Use" option from the Radial Menu. DOORS ----- If you have the right key you can unlock a door. Otherwise, you can pick, bash open, or open most doors with a spell. If you have the key, left-click on the door or select "Use" from the Radial Menu. Select "Lockpick" and "Bash" from the Radial Menu on any locked door. Cast the Knock spell on a locked door to try and open it without damaging the door. You can lock some doors by select "Lock" from the Radial Menu. If the "Lock" radial option does not appear then the door cannot be locked. DISARMING TRAPS --------------- Traps must be found before they can be disarmed. To search for traps select "Active Search" from the "Use Skill" selection in the Radial Menu. In Active Search mode your character moves at a walk and makes Search rolls with his full Skill Modifier. When not in Active Search mode, Search checks to detect traps are made at half your character's Skill Modifier. When a trap is detected on an area on the ground, door, or container, it will turn red - this area is the active trap. You can mouse over a detected trap and right-click to bring up the Radial Menu, which will display options including disarming the trap and recovering the trap. It is more difficult to recover a trap than to disarm it, but you can use a recovered trap later against enemies. ----------------------------------------------------------------------- >>> TIME AND RESTING <<< ROUNDS AND TURNS ---------------- A round in game time is approximately six seconds in length. A turn is ten rounds over sixty seconds. GAME TIME AND REAL TIME ----------------------- Every two minutes of real time is equal to an hour of Neverwinter Nights game time. That means that 48 minutes of real time is equal to 24-hour Neverwinter Nights game time. RESTING ------- Some spells and effects have durations equal to one game day. These effects disappear after 48 minutes of real time OR after the character rests. Resting only takes 30 seconds of real time, but has all the game effects of a full 24-hours of rest. Spells are prepared, effects disappear, items with charges per day are recharged, your HP get fully recovered, and so on. ================================================================= #4 == ------------------------- * 4) CHARACTER CREATION * ------------------------- Before you can play Neverwinter Nights you first have to decide what type of character you want to play. There is a great deal of room for customization, so this may seem a little intimidating at first. It is best to remember that there are no good or bad characters and different people appreciate different aspects of the game. You can create any number of characters so feel free to experiment. One way to navigate the Character Creation process is to start with a character concept. Many roleplayers enjoy mimicking figures from history, myth, or pop culture. Those who enjoy a challenge sometimes construct a flawed character, perhaps one who is sickly or a bit of a buffoon. Perhaps they might take a classical sterotype and play it in a new and refreshing manner, like a Dwarven Barbarian who is scholarly or prefers a sling to an axe. Regardless of where the inspiration comes from, once you have a concept the process of character creation is much easier. Neverwinter Nights has a very flexible system for character modification, so don't worry much about the decisions you make early on. For example, you might create a Gnome Barbarian to prove to other players that Gnomes make the best warriors, but after awhile realize that you are spending more time glorifying him with tales and poems than actually fighting. At that point he could become a Bard, a class better suited to that style of play. He would still have his Barbarian roots but could freely advance as a Bard thereafter. Remember, much of the fun of Dungeons & Dragons is in watching your character grow and change. Creating a character is exciting but it can be a daunting process. If you are ever unsure of how to proceed past a screen, or if you aren't sure how to make the best decision, press the Recommended button and the program will make a good choice for you. You can also return to the beginning of the process and select a "Package," which is a set of Feats and Skills chosen around a particular theme. Here's a list of all the things you must decide on to create a character: GENDER ------ The first step in creating your character is to choose a gender. Select either male or female. RACE ---- There are many races in Neverwinter Nights, each with its own strengths and weaknesses. See the Races section below to learn more on race. PORTRAIT -------- Select a portrait for you character. CLASS ----- A class is the profession or vocation of your character. It determines what he or she is able to do, including combat training, magical ability, and skills. In selecting the right class for a character keep in mind your core concept for that character. The eleven basic selections can approximate most any character concept and often and you will have several options available. For example, both Rangers and Fighters make excellent archer characters, and Paladins and Clerics are both excellent in hunting down undead monsters. For class-specific information, look in the section below titled Classes. ALIGNMENT --------- Alignment reflects how your character relates to the concepts of good and evil, law and chaos. It can affect how NPC's react within the game and will occasionally determine whether an item can be used or not (some items have alignments of their own and will not allow a conflict with its user). The main purpose of alignment is to act as a guideline for consistent roleplaying, though it is not cast in stone. The alignment of a character can change to match the style in which they are played, if deviation is consistent and serious. All of the nine alignments listed are viable choices for adventurers, though the "evil" variants are more often the domain of villians and monsters. ALIGNMENT GRID: 100 ---------------------------------------------------- | Chaotic Good | Neutral Good | Lawful Good | Law/ 70 -----------------|-----------------|----------------| Chaos | Chaotic Neutral | Neutral Neutral | Lawful Neutral | Axis 30 -----------------|-----------------|----------------| | Chaotic Evil | Neutral Evil | Lawful Evil | 0 ---------------------------------------------------- 100 70 30 0 Good/Evil Axis Note: Neutral Neutral is commonly refered to as True Neutral. ABILITY SCORES -------------- The bascis characteristics that define your character are divided among six ability scores. Each of these represents a particular aspect of your character, and skills that draw from these traits are modified depending on your score in them. Certain classes also favor certain abilities over others, and derive much of their effectiveness from a high score in these areas. STRENGTH: Strength measures muscle and physical power. This ability is especially important for Fighters, Barbarians, Paladins, Rangers and Monks, because it helps them prevail in combat. DEXTERITY: Dexterity measures agility, reflexes and balance. This ability is most important for Rogues, but also for characters who typically wear light or medium armor (Barbarians and Rangers) or none at all (Monks, Wizrads and Sorcerers), or for any character who wants to be a skilled archer. CONSTITUTION: Constitution represents health and stamina. High Constitution increases the number of HP a character has (affecting how much damage the character can take), which makes it important for all classes, but especially Fighters. If Constitution ever increases a character's HP increase retroactively. Spellcasters need a strong Constitution to keep their spells from being interrupted during combat. INTELLIGENCE: Intelligence determines how well your character learns and reasons. Intelligence is important for Wizards because it affects how many spells they can cast, how hard their spells are to resist, and the power of these spells. Intelligence is also important for any character who wants to have a strong assortment of skills, however, increasing your Intelligence will not grant bonus Skill Points retroactively. NOTE: Sorcerers do not use Intelligence for casting spells - they use Charisma instead. Warning: An Intelligence score lower than 9 means that your character is unable to speak properly. WISDOM: Wisdom describes a character's willpower, common sense, perception, and intuition, where Intelligence represents the ability to analyze information. An "absent-minded professor" has low Wisdom and high Intelligence. A simpleton with low Intelligence might nevertheless have great insight (high Wisdom). Wisdom is important for Clerics and Druids, as it affects the strength and number of their spells. Wisdom is also significant for Paladins and Rangers. CHARISMA: Charisma measures force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for Paladins, Sorcerers, and Bards. It is also important for Clerics, as it affects their ability to Turn Undead. ----------------------------------------------------------------------- >>> RECOMMENDED STATISTICS <<< Generally, a character should have at least ten points in any given statistic, as this will prevent that character from receiving any penalties. This is not manditory however, and the most interesting characters are sometimes the most flawed. Every character should have a high ability score in at least one of his core class abilities. For example, a Paladin should have a Charisma of 12 or higher to gain the most benefit from his class abilities, and a Wizard should have high Intelligence if he wants to cast high-level spells. Certain classes may have multiple core abilities - for example both Charisma and Dexterity are important to Bards. In this case the player must decide whether to split his focus between these abilities or concentrate on one to the detriment of the other. Each Ability Score has a modifier, form -5 to +15 and even higher. Most Player Characters have ability modifiers between -1 and +4, but some extraordinary characters begin the game with modifiers as high as +5 or as low as -2. ABILITY SCORES SPELL CHART: ----------------------- BONUS SPELLS (by Spell Level) ---- | SCORE | MODIFIER | 0 1 2 3 4 5 6 7 8 9 | |-------|----------|---------------------------------------| | 1 | -5 | Can't cast spells tied to this ability| |-------|----------|---------------------------------------| | 2-3 | -4 | Can't cast spells tied to this ability| |-------|----------|---------------------------------------| | 4-5 | -3 | Can't cast spells tied to this ability| |-------|----------|---------------------------------------| | 6-7 | -2 | Can't cast spells tied to this ability| |-------|----------|---------------------------------------| | 8-9 | -1 | Can't cast spells tied to this ability| |-------|----------|---------------------------------------| | 10-11 | 0 | - | - | - | - | - | - | - | - | - | - | |-------|----------|---|---|---|---|---|---|---|---|---|---| | 12-13 | +1 | - | 1 | - | - | - | - | - | - | - | - | |-------|----------|---|---|---|---|---|---|---|---|---|---| | 14-15 | +2 | - | 1 | 1 | - | - | - | - | - | - | - | |-------|----------|---|---|---|---|---|---|---|---|---|---| | 16-17 | +3 | - | 1 | 1 | 1 | - | - | - | - | - | - | |-------|----------|---|---|---|---|---|---|---|---|---|---| | 18-19 | +4 | - | 1 | 1 | 1 | 1 | - | - | - | - | - | |------------------|---|---|---|---|---|---|---|---|---|---| | 20-21 | +5 | - | 2 | 1 | 1 | 1 | 1 | - | - | - | - | |------------------|---|---|---|---|---|---|---|---|---|---| | 22-23 | +6 | - | 2 | 2 | 1 | 1 | 1 | 1 | - | - | - | |------------------|---|---|---|---|---|---|---|---|---|---| | 24-25 | +7 | - | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - | - | |------------------|---|---|---|---|---|---|---|---|---|---| | 26-27 | +8 | - | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - | |------------------|---|---|---|---|---|---|---|---|---|---| | 28-29 | +9 | - | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | |------------------|---|---|---|---|---|---|---|---|---|---| | 30-31 | +10 | - | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | |------------------|---|---|---|---|---|---|---|---|---|---| | 32-33 | +11 | - | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | |------------------|---|---|---|---|---|---|---|---|---|---| | 34-35 | +12 | - | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | |------------------|---|---|---|---|---|---|---|---|---|---| | 36-37 | +13 | - | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | |------------------|---|---|---|---|---|---|---|---|---|---| | 38-39 | +14 | - | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | |------------------|---|---|---|---|---|---|---|---|---|---| | 40-41 | +15 | - | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | ---------------------------------------------------------- ----------------------------------------------------------------------- >>> POINT BUY SYSTEM <<< Neverwinter Nights determines ability scores with a system based on points rather than random dice rolls. A player starts with an ability score of 8 in each of his six abilities and then draws from a pool of 30 points to raise these abilities. As an ability score is raised to exceptional levels it becomes more expensive to raise further, as per the following chart. Raising an Ability Score from 8 to 16 costs ten points, so be careful not to neglect the rest of your character's abilities while making one or two exceptional. ABILITY SCORE COST: --------------------------------------- |BASE ABILITY SCORE | COST | TOTAL COST | |-------------------|------|------------| | 8 | 0 | 0 | |-------------------|------|------------| | 9 | 1 | 1 | |-------------------|------|------------| | 10 | 1 | 2 | |-------------------|------|------------| | 11 | 1 | 3 | |-------------------|------|------------| | 12 | 1 | 4 | |-------------------|------|------------| | 13 | 1 | 5 | |-------------------|------|------------| | 14 | 1 | 6 | |-------------------|------|------------| | 15 | 2 | 8 | |-------------------|------|------------| | 16 | 2 | 10 | |-------------------|------|------------| | 17 | 3 | 13 | |-------------------|------|------------| | 18 | 3 | 16 | --------------------------------------- ----------------------------------------------------------------------- >>> PACKAGES <<< Packages are for players who wish to jump in and play the game without going through the customization required to build a character from scratch. A package automatically selects skills, feats and spells tailored for the character of the class and race you have chosen, and assigns basic equipment so that you can begin playing immediately. Each class has a default package which is automatically selected when you click on the Recommended button. To customize your character with specific Skills, Feats, and spells, click on a package and then click on the Configure Packages button. This will take you through the following screens: SKILLS ------ Each character will receive points with which to buy starting skills. Look in the section below titled Skills for more specific Skill information. FEATS ----- Your character can choose a number of starting Feats depending on his or her class. Look in the section below titled Feats for more specific Feats information. ----------------------------------------------------------------------- >>> SPELLS, DOMAINS AND FAMILIARS <<< If you choose a spellcasting character you will need to choose your starting spells. Clerics will need to pick a Domain. See the section below titled Spells for more information on Domains. Wizards and Sorcerers will have to choose a Spell School and a Familiar. See the section below titled Associates for more information on Familiars. See the section below titled Spells for more information on Spell Schools. ----------------------------------------------------------------------- >>> APPEARANCE <<< Select from a variety of heads, body types, clothing, and tattoos for your character. You may also change skin, hair, and tattoo color. >>> CHARACTER INFORMATION <<< To finish Character Creation enter a name or choose a random one and fill in a short character description that other players will see when they examine your character. Finally, choose your character's voice which they will use in response to certain actions in the game and when giving Quickchat commands. Congratulations on creating your character, it is a daunting task and now you are ready to begin you adventures. ================================================================= #5 == ----------- * 5) RACE * ----------- >>> HUMAN <<< Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them very physically diverse as well. Skin shades range nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. - Favored Class: Any. When determining whether a multiclass human suffers an XP penalty his highest-level class does not count. - Quick to Master: One extra feat at first level. - Skilled: Four extra skill points at first level, plus one additional skill point at each level up. ----------------------------------------------------------------------- >>> DWARF <<< Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just four to four and a half feet tall but are broad and and compactly built, almost as wide as they are tall. Dwarven skin varies from tan to light brown, and dwarven hair hair is black, gray, or brown. Dwarven men value their beards highly. - Ability Adjustments: +2 Con, -2 Cha - Favored Class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. - Special Abilities: Stonecunning, Darkvision, Hardiness vs. Poisons, Hardiness vs. Spells, Offensive Training vs. Orcs, Offensive Training vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity (Lore). ----------------------------------------------------------------------- >>> ELF <<< Elves are known for their poetry, song and magical arts, but when danger threatens they show great skill with weapons and stratagy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand four and a half to five and a half feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful. - Ability Adjustments: +2 Dex, -2 Con - Favored Class: Wizard. A multiclass elf's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. - Special Abilities: Immunity to Sleep, Hardiness vs. Enhancements, Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow), Skill Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen Senses, Low-light Vision. ----------------------------------------------------------------------- >>> GNOME <<< Gnomes are in wide demand as alchemists, inventors and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems and jokes, especially pranks. They love to learn by personal experience and are always trying new ways to build things. Gnomes stand three to three and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair and their eyes are often some shade of blue. Gnomes generally wear earth tones but decorate their clothes intricately. Males favor carefully trimmed beards. Gnomes live 350 to 500 years. - Ability Adjustments: +2 Con, -2 Str - Favored Class: Wizard. A multiclass gnome's wizard class does not count when determining whether he suffers an XP penalty for multiclassing. - Special Abilities: Small Stature, Hardiness vs. Illusions, Offensive Training vs. Reptilians, Offensive Training vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity (Listen), Skill Affinity (Concentration), Spell Focus (Illusion), Low-light Vision. ----------------------------------------------------------------------- >>> HALF-ELF <<< Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, although they are outsiders among both cultures. To humans half-elves look like elves. To elves they look like humans. Half-elves are paler, fairer and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green elven eyes and they live to be about 180. - Favored Class: Any. When determining whether a multiclass half-elf suffers an XP penalty his highest-level class does not count. - Special Abilities: Immunity to Sleep, Hardiness vs. Enhancements, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light Vision. ----------------------------------------------------------------------- >>> HALF-ORC <<< Half-orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting and wild dancing. They are an asset at the right sort of party, but not at the dutchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years old. - Ability Adjustments: +2 Str, -2 Int, -2 Cha - Favored Class: Barbarian. A multiclass half-orcs barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. - Special Abilities: Darkvision ----------------------------------------------------------------------- >>> HALFLING <<< Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow lond sideburns but rarely beards or moustaches. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about three feet tall and commonly live to see 150. - Ability Adjustments: +2 Dex, -2 Str - Favored Class: Rogue. A multiclass halflings rogue class does not count when determining whether he suffers an XP penalty for multiclassing. - Special Abilities: Small Stature, Skill Affinity (Move Silently), Skill Affinity (Listen), Lucky, Fearless, Good Aim. ================================================================= #6 == ----------------------------- * 6) CORE CHARACTER CLASSES * ----------------------------- >>> BARBARIAN <<< Barbarians are brave, even reckless, and their warrior skills make them well suited for adventure. Barbarians have a powerful rage that makes them stronger and better able to withstand attacks. They only have the energy for a few such displays per day but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of sixth sense, the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary. - Alignment: Any non-lawful - Hit Die: d12 - Proficiencies: All simple and martial weapons, light armor, medium armor, and shields - Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier each additional level - Ex-Barbarians: Barbarians are unable to progress in levels if their alignment ever becomes lawful - Prestiage Class Tips: Barbarians make powerful Blackguards, Dwarven Defenders, or Weapon Masters ----- BARBARIAN SPECIAL ABILITIES: RAGE: Barbarians can catapult themselves into a murderous fury. - Gained: 1st level - Use: Selected. 1st level = once a day; 4th level = twice a day; 8th level = three times a day; 12th level = four times a day; 16th level = five times a day; 20th level = six times a day - Bonuses: +4 to Str; +4 to Con; +2 morale bonus to will saving throws - Penalties: -2 to AC - Notes: Lasts for 3 rounds + Adjusted Constitution modifier. At 15th level the Rage ability becomes Greater Rage, giving the Barbarian +6 to Str and Con and a +3 bonus to will saves (the -2 penalty to AC still applies). BARBARIAN FAST MOVEMENT: Barbarians gain a 10% bonus to their movement speed. - Gained: 1st level - Use: Automatic UNCANNY DODGE: Barbarians are quick on their feet and can react more quickly to danger than others. This ability improves as the Barbarian gains levels. - Gained: Level 2: Retain Dex bonus to AC, even if flat-footed Level 5: +1 to reflex saves made to avoid traps Level 10: +2 to reflex saves made to avoid traps Level 13: +3 to reflex saves made to avoid traps Level 16: +4 to reflex saves made to avoid traps Level 19: +5 to reflex saves made to avoid traps - Use: Automatic DAMAGE REDUCTION: The Barbarian gains the ability to shrug off some ammount of injury from each blow or attack. - Gained: 11th level - Use: Automatic - Bonuses: 11th level = damage reduced by one point; 14th level = damage reduced by two; 17th level = damage reduced by three, 20th level = damage reduced by four ----- EPIC BARBARIAN: The Epic Barbarian is a furious warrior who can cut his opponents to ribbons with awe-inspiring ease. He is the very incarnation of rage. - Hit Die: d12 - Skill Points at Each Additional Level: 4 + Int Modifier - Bonus Feats: The Epic Barbarian gains a bonus feat every four levels after 20th - Epic Barbarian Bonus Feats: Armor Skin, Epic Damage Reduction, Devestating Critical, Epic Toughness, Epic Prowess, Mighty Rage, Epic Weapon Focus, Overwhelming Critical, Superior Initiative, Terrifying Rage, Thundering Rage ----------------------------------------------------------------------- >>> BARD <<< Bards often serve as negotiators, messangers, scouts and spies. They love to accompany heroes (and villians) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A Bard casts arcane spells without any advance preperation, much like a Sorcerer. Bards also share some specialized skills with Rouges and their knowledge of item lore is nearly unmatched. A high Charisma score allows a Bard to cast high-level spells. - Alignment: Any nonlawful - Hit Die: d6 - Proficiencies: Simple weapons, light armor, medium armor, shields - Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier each additional level - Spellcasting: Arcane (Charisma-based, no spell preperation, spell failure from armor is a factor). Bards begin the game knowing all cantrips - Ex-Bards: Bards cannot gain levels of experience while they are of any lawful alignment - Prestiage Class Tips: Bards are best suited to become Shadowdancers or Harper Scouts. Combat-oriented Bards may enjoy becoming a Dragon Disciple. ----- BARD SPECIAL ABILITIES: BARDIC KNOWLEDGE: The Bard is able to identify items more easily than other classes. - Gained: 1st level - Use: Automatic - Bonuses: Apply Bard levels as a bonus to any Lore skill checks BARDIC MUSIC: Bards are able to sing songs to bolster their allies. - Gained: 1st level - Use: Selected - Bonuses: Deafened creatures are not affected by the Bards singing. The Bardsong may be sung once per day per class level. The song affests all aliies within 30 feet and lasts for 10 rounds. The higher the bards Perform skill the better the Bardsong. Bard song bonuses do not stack. Perform 3 and Bard level 1: +1 to attack and damage rolls Perform 6 and Bard level 2: +1 to Will Saves Perform 9 and Bard level 3: +1 to damage rolls, +1 to fortitude saves Perform 12 and Bard level 6: +1 to reflex saves, +1 to skills Perform 15 and Bard level 8: +1 to attack rolls, +8 temporary hit points Perform 21 and Bard level 12: +2 to dodge armor class, +1 to skills Perform 24 and Bard level 15: +1 will saves, +1 reflex saves, +1 fortitude saves, +1 dodge armor class, +1 to skills Perform 25 and Bard level 16: +1 will saves, +4 temporary hit points, +1 dodge armor class, +1 to skills An additional +2 temporary hit points and +1 to skills is granted for each additional 5 Perform and 1 Bard level. At Perform 45 and Bard level 20 Bardsong grants +6 temporary hit points and +3 to skills. ----- EPIC BARD: The Epic Bard's music is beyond inspiring, beyond heartening, beyond perfection. With just a song the Bard can weaken the crulest creature or inspire allies to the heights of power and bravery. - Hit Die: d6 - Skill Points at Each Additional Level: 4 + Int Modifier - Bonus Feats: The Epic Bard gains a bonus feat every three levels past 20th - Epic Bard Bonus Feats: Curse Song, Epic Skill Focus, Epic Will, Great Charisma, Great Dexterity, Improved Combat Casting, Lasting Inspiration, Epic Spell Focus ----------------------------------------------------------------------- >>> CLERIC <<< Clerics act as intermediaries between the earthly and the Divine (or Infernal) worlds. A good Cleric helps those in need, while an evil Cleric seek to spread his patron's vision of evil across the world. All Clerics can heal wounds and bring people back from the brink of death and powerful Clerics can even raise the dead. Likewise, all Clerics have authority over undead creatures and they can turn away or even destroy these creatures. Clerics can use simple weapons and all forms of weapons and shields without penalty, since armor does not interfere with the casting of Divine Spells. In addition to his normal complement of spells, every Cleric chooses to focus on two of his deity's domains. These domains grants the Cleric special powers and give him access to spells that he might otherwise never learn. A Cleric's Wisdom score should be high since this determines the maximum spell level that he can cast. - Alignment: Any - Hit Die: d8 - Profifiencies: All simple weapons, all armor and shields - Skill Points: Int Modifier x 4 at 1st level; 2 + Int Modifier each additional level - Spellcasting: Divine (Wisdom based, armor related chance of spell failure is ignored) - Prestige Class Tips: Militant Clerics should consider becoming a Champion of Torm. Evil Clerics make powerful Blackguards. ----- CLERIC SPECIAL ABILITIES: SPONTANEOUS CAST: Able to replace any spell and cast a Healing variety of the same spell instead. - Gained: 1st level - Use: Automatic - Bonus: If an "S" appears in the upper left-hand corner of the spell icon, a Cleric can cast that spell spontaneously. This will use up another spell of the same level as the spell cast. TURN UNDEAD: The Cleric can cause undead to flee - Gained: 1st level - Use: Three times per day, plus the Cleric's Charisma Modifier - Bonuses: The Cleric's level and Charisma are used to determine how many Hit Die of undead are turned. If the Cleric has twice as many level as the undead have Hit Die, the undead are instantly destroyed. ----- EPIC CLERIC: The Epic Cleric is among the most elite of his deity's servants, spreading the word and acting as emissary for the church. The Epic Cleric commands great power and respect. - Hit Die: d8 - Skill Points at Each Additional Level: 2 + Int Modifier - Bonus Feats: The Epic Cleric gains a bonus feat every three level after 20th. - Epic Cleric Bonus Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Greater Wisdom, Improved Combat Casting, Planar Turning ----------------------------------------------------------------------- >>> DRUID <<< Druids gain power not by ruling nature but by being one with it. Druids hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive Divine Spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. A Druid is often accompanied by an animal companion. The weapons and armor of a Druid are restricted by their traditional oaths, not simply training. A Druid's Wisdom score should be high as this determines the maximum spell level that they can cast. - Alignment: Must be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil - Hit Die: d8 - Proficiencies: Club, Dagger, Dart, Sickle, Scimitar, Spear, Sling, Quarterstaff, shields, light and medium armor - Skill Points: Int Modifer x 4 at 1st level, 4 + Int Modifier each additional level - Spellcasting: Divine (Wisdom based, armor related chance of spell failure is ignored) - Ex-Druids: A Druid that is no longe neutral cannot gain levels - Prestige Class Tips: The most effective prestige class that expands the Druid's abilities is the Shifter ----- DRUID SPECIAL ABILITIES: NATURE SENSE: The Druid gains a +2 bonus to all attacks made while fighting in wilderness areas. - Gained: 1st level - Use: Automatic ANIMAL COMPANION: Druids may summon a stalwart animal companion. - Gained: 1st level - Use: Once per day, until killed or summoned - Bonuses: Animal companions are chosen at Character Creation and can be changed with each new Druid class level WOODLAND STRIDE: Druids may walk with ease through magical and non- magical impediments to movement. - Gained: 2nd level - Use: Automatic - Bonuses: Grants +4 Competence bonus to Hide and Move Silently checks when in wilderness areas RESIST NATURES LURE: Due to their inherent understanding of nature, Druids can avoid the most common dangers that the natural world presents - Gained: 4th level - Use: Automatic - Bonuses: Grants +2 Insight bonus to Saving Throws against all Fear spells and effects WILD SHAPE: The Druid gains the ability to shape shift into various animal forms - Gained: 5th level - Use: Once per day at 5th level, twice per day at 6th level, three times per day at 7th level, four times per day at 10th level, five times per day at 14th level, and six times per day at 18th level. This ability lasts for one hour per level. - Bonuses: The Druid may choose among several animal forms (these forms improve as the Druid gains levels) VENOM IMMUNITY: The Druid is able to resist the effects of most poisons. - Gained: 9th level - Use: Automatic - Bonuses: Immune to poison ELEMENTAL SHAPE: The Druid gains the ability to shape shift into various elemental forms - Gained: 16th level - Use: Once per day at 16th level, twice per day at 17th level, and three times per day at 19th level. This ability lasts for one hour per level. - Bonuses: Huge elements at 16th level and elder elements at 20th level ----- EPIC DRUID: Powerful primal forces dominate nature and the Epic Druid is a mighty symbol of the natural world and the balance demands that he use his great powers responsibly. - Hit Die: d8 - Skill Points at Each Additional Level: 4 + Int Modifier - Bonus Feats: A Druid gains a bonus feat every four levels after 20th - Epic Druid Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Dragon Form, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Greater Wisdom, Improved Combat Casting ----------------------------------------------------------------------- >>> FIGHTER <<< Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes and they are trained to use all standard weapons and armor. A Fighter's rigorous martial training grants him many bonus feats as he progresses. High-level Fighters have access to special melee maneuvers and exotic weapons not available to any other character. - Alignment: Any - Hit Die: d10 - Proficiencies: All simple and martial weapons, all armor and shields - Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifier each additional level. - Prestige Class Tips: Fighters have many options available to them but Blackguard, Dwarven Defender, or Weapons Master are among the best choices. Elf and Half-elf Fighters who use bows may want to consider becoming Arcane Archers. ----- FIGHTER SPECIAL ABILITIES: BONUS FEATS: The Fighter gains a bonus feat at first level and every two levels thereafter, chosen from a subset of the entire feat list. This bonus feat is in addition to the feats every character gains for advancing in character level. ----- EPIC FIGHTER: Having advanced from the ranks of seasoned warriors, the Epic Fighter knows how to defeat his opponents in any arena. Though his journey to achieve this goal has been long and hard, the Epic Fighter is just starting out on another path - a fledging in the realm of gods and other powerful beings. - Hit Die: d10 - Skill Points at Each Additional Level: 2 + Int Modifier - Bonus Feats: The Epic Fighter gains a bonus feat every two levels after 20th - Epic Fighter Bonus Feats: Armor Skin, Damage Reduction, Devestating Critical, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Overwhelming Critical, Superior Initiative ----------------------------------------------------------------------- >>> MONK <<< Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned Monks serve as protectors of the people, while evil Monks make ideal spies and Assassins. Although they don't cast spells, Monks channel a subtle energy called Ki. This energy allows a Monk to perform amazing Feats, such as healing himself, cathing arrows in filght, and dodging blows with lightning speed. A Monk's mundane and Ki-based abilities grow with experience granting him more power over himself and his enviornment. Monks suffer unique penalties if they wear armor, as doing so violates their rigid oath. A Monk wearing armor loses his Wisdom and level based Armor Class bonuses, movement speed, and additional unaremed attacks per round. - Alignment: Any lawful - Hit Die: d8 - Proficiencies: Club, Dagger, Handaxe, Light Crossbow, Heavy Crossbow, Kama, Quarterstaff, Shuriken, Sling -Skill Points: Int Modifier x 4 at 1st level, 4 + Int Modifier each additional level - Prestige Class Tips: Shadowdancer is a good choice for a stealthy Monk. Pious Monks may want to consider becoming the Champion of Torm. ----- MONK SPECIAL ABILITIES: BONUS FEATS: The Monk receives several bonus feats from the standard feat list, including Cleave, Improved Unarmed Strike and Stunning Fist at 1st level, Deflect Arrows at 2nd level, and Knockdown and Improved Knockdown at 6th level. SPECIALTY WEAPON: The Monk retains his unarmed attack bonus when fighting with a Kama MONK ARMOR CLASS BONUS: Monks add both their Wisdom Modifier and their Dexterity Modifier to their Armor Class. FLURRY OF BLOWS: The Monk receives an extra attack per round when fighting unarmed or with a Kama. - Gained: 1st level - Use: Selected - Penalties: The Monk suffers a -2 penalty to all attack rolls made as part of a Flurry of Blows EVASION: Monks are able to escape petentionally deadly situations - Gained: 1st level - Use: Automatic - Bonuses: In situations where a successful Reflex saving throw would allow others to take half damage, the Monk escapes unscathed MONK SPEED: Manks gain the ability to move quickly - Gained: 3rd level - Use: Automatic - Bonuses: Monks move faster than other classes and this ability improves with experience STILL MIND: Monks gain a +2 competence bonus on saving throws vs. mind- affecting spells - Gined: 3rd level - Use: Automatic PURITY OF BODY: Monks are immune to common diseases - Gained: 5th level - Use: Automatic - Bonuses: Immune to disease WHOLENESS OF BODY: The Monk is capable of healing his wounds - Gained: 7th level - Use: Selected, once per day - Bonuses: Restores a number of Hit Points equal to twice the number of levels the character has in his Monk class IMPROVED EVASION: The Monk gains a superhuman ability to avoid danger - Gained: 9th level - Use: Automatic - Bonuses: In situations where a successful Reflex saving throw would allow others to take half damage, the character escapes unscathed on a successful save and takes only half damage even if saving throw fails KI STRIKE: When attacking creatures with the damage reduction ability, the character's unarmed attack is treated as a weapon with an enhancement bonus - Gained: 10th level - Use: Automatic - Bonuses: Equivilant to a +1 Enhancement bonus at 10th level, a +2 bonus at 13th level, a +3 bonus at 16th level DIAMOND BODY: Through meditation and control over his body. the disciplined Monk becomes immune to all natural and most magical poisons - Gained: 11th level - Use: Automatic - Bonuses: Immunity to poison DIAMOND SOUL: Ki, the spiritual energy that power the Monk, develops into a force that is capable of repelling all but the most determined magic attacks - Gained: 12th level - Use: Automatic - Bonuses: Spell resistance equal to the number of level the character has in the Monk class +10 QUIVERING PALM: Harnessing his Ki, the Monk is able to deliver quick death with an unarmed strike - Gained: 15th level - Use: Once per day - Bonuses: If the attack succeeds and does damage, the target must make a Fortitude save (DC 10 + 1/2 the Monk's level + the Monk's Wisdom Modifier). Failure results in the targets immedite death EMPTY BODY: Mastering his Ki can allow the Monk to fade from sight - Gained: 18th level - Use: Twice per day - Bonuses: The Monk gains a 50% concealment bonus PERFECT SELF: So complete is the Monk's mastery over his body and spirit that he becomes a supernatural being, able to shrug off ordinary weapons and many spells - Gained: 20th level - Use: Automatic - Bonuses: Immune to all mind-affecting spells; gains damage reduction 20/+1 ----- EPIC MONK: An Epic Monks speed, power, grace, and force of will are unmatched by mortal beings. His powers continue to multiply as he steps away from the mortal shell and accepts an inner tranquility that lesser characters cannot even dream of. - Hit Die: d8 - Skill Points at Each Additional Level: +4 Int Modifier - Bonus Feats: The Epic Monk gains a bonus feat every five levels after 20th - Special: Every three levels, the Monk's movement speed will increase by an additional 10% - Bonus Feats: Armor Skin, Damage Reduction, Enegy Resistance, Epic Toughness, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Self-Concealment ----------------------------------------------------------------------- >>> PALADIN <<< Paladins take their adventures seriously, and even a mundane mission is, in the heart of the Paladin, a personal test - an oppurtunity to demonstrate bravery,, to learn tactics and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing and guarding against fear. The Paladin can also direct this power to help others, healing wounds or curing diseases and also use it to destroy evil. Experienced Paladins can smite evil foes and turn away undead. A Paladin's Wisdom score should be high, as this determines the maximum spell level that he can cast. Many of the Paladin's special abilities also benefit from a high Charisma score. - Alignment: Lawful good only - Hit Die: d10 - Proficiencies: All simple and martial weapons, all armor and shields - Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifier each additional level - Spellcasting: Paladin Spells. Divine (Wisdom based, armor related chance of spell failure is ignored) - Ex-Paladins: A Paladin that is no longer lawful good cannot gain levels until he becomes lawful good again ----- PALADIN SPECIAL ABILITIES: DIVINE GRACE: Bleesed by her deity, the Paladin gains bonuses to resist various forms of attack - Gained: 1st level - Use: Automatic - Bonuses: The Paladin adds her positive Charisma bonus, if any, to all saving throws DIVINE HEALTH: Most diseases are naturally repelled by the holy power of the Paladin - Gained: 1st level - Use: Automatic - Bonuses: Immune to disease LAY ON HANDS: The holy might of the Paladin can be used to heal wounds - Gained: 1st level - Use: Once per day - Bonuses: If the Paladin has a positive Charisma Modifier, then she can cure a number of Hit Points equal to her Charisma Modifier x Paladin level AURA OF COURAGE: The Paladin is immune to all fear spells and effects - Gained: 2nd level - Use: Automatic - Bonuses: Immune to fear SMITE EVIL: Gathering the might of his patron deity, the Paldin can unleash a holy attack that devestates evil enemies - Gained: 2nd level - Use: Once per day - Bonuses: The Paladin applies his Charisma Modifier (if positive) to his next melee attack roll, and adds a damage bonus equal to his Paladin level. If the target of this attack is not evil, Smite Evil has no effect TURN UNDEAD: When Paladins reach 3rd level, she can channel the might of her patron deity to scateer or destroy undead - Gained: 3rd level - Use: Three times per day, plus the Paladins Charisma Modifier - Bonuses: The Paladins level and Charisma are used to determine how many Hit Die of undead are turned. If the Paladin has twice as many levels as the undead have Hit Die, the undead are instantly destroyed REMOVE DISEASE: Her access to the divine allows the Paladin to remove disease from herself or her companions - Gained: 3rd level - Use: Once per day - Bonuses: As the Cleric spell Remove Disease ----- EPIC PALADIN: Standing at the forefront of the battle against chaos and evil in the world, the Epic Paladin shines as the beacon of hope to all who fight the good fight. - Hit Die: d10 - Skill Points at Each Additional Level: 2 + Int Modifier - Bonus Feats: The Epic Paladin gains a bonus feat every three levels after 20th - Epic Paladin Bonus Feats: Armor Skin, Devestating Critical, Epic Toughness, Epic Weapon Focus, Epis Prowess, Epic Reputation, Great Smiting, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning ---------------------------------------------------------------------- >>> RANGER <<< Rangers are skilled stalkers and hunters who make their home in the woods. A Ranger's martial skill is nearly the equal the fighter's, but angers lack the latter's dedication to the craft of fighting. Instead, the Ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced Ranger has such a tie to nature that he can actually draw on natural power to cast Divine spells, much as a Druid does. Like a Druid, a Ranger is often accompanied by animal companions. A Ranger's Wisdom should be high, as this determines the maximum spell level that he can cast. - Alignment: Any - Hit Die: d10 - Proficiencies: All simple and martial weapons, light armor, medium armor, shields - Skill Points: Int Modifier x 4 at 1st level, 4 + Int Modifier each additional level - Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored) - Prestige Class Tips: Combined with Wizard or Sorcerer levels, the Ranger makes the perfect Arcane Archer ----- RANGER SPECIAL ABILITIES: TRACKLESS STEP: Rangers move stealthily through wooded areas. - Gained: 1st level - Use: Automatic - Bonuses: The Ranger gains a +4 competence bonus to Hide and Move Silently checks when in outdoor areas FAVORED ENEMY: Rangers study their enemies and develop a keen understanding of the weaknesses of various creatures. - Gained: 1st level and every 5 levels thereafter - Use: Automatic - Bonuses: Rangers gain a +1 bonus to Listen, Spot and Taunt checks against their favored enemy, as well as a +1 bonus to any physical damage dealt to the enemy. These bonuses improve by +1 every five levels. DUAL WIELD: Rangers can fight using two weapons while wearing light armor or less. - Gained: 1st level - Use: Selected - Bonuses: Dual Wield simulates the Ambidexterity and Two-Weapon Fighting feats - Note: Dual Wield does not count as Ambidexterity and Two-Weapon Fighting when used to qualify for Improved Two-Weapon fighting. In other words, you can't be a Ranger for just one level and then qualify for Improved Two-Weapon Fighting once your base attack bonus reaches +9. BONUS FEATS: Rangers automatically gain the Improved-Two Weapon Fighting feat at 9th level. ANIMAL COMPANION: Rangers may summon a stalwart animal companion. - Gained: 6th level - Use: Once per day, until killed or unsummoned - Bonuses: Animal companions may be changed with each new Ranger class level ----- EPIC RANGER: The Epic Ranger moves through the natural world with a deadly grace and a keen mind. The Epic Ranger is both a protector and a hunter, and his power reflects this. - Hit Die: d10 - Skill Points at Each Additional Level: 4 _ Int Modifier - Bonus Feats: The Epic Ranger gains a bonus feat every three levels after 20th - Epic Ranger Bonus Feats: Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic Weapon Focus, Favored Enemy, Improved Combat Casting ----------------------------------------------------------------------- >>> ROGUE <<< Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, dimplomats or simple thugs. Rogues are versatile, adaptable, and skilled at getting what other's don't want them to get. While not equal to a Fighter, a Rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced Rogues develop nearly magical powers and skills as they master the arts of stealth, evasion and sneak attacks. In addition, while not capable of casting spells, a Rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands and use just about any other magic item. - Alignment: Any - Hit Die: d6 - Proficiencies: Club, Dagger, Dart, Light Crossbow, Handaxe, Heavy Crossbow, Mace, Morningstar, Rapier, Shortbow, Short Sword, Sling, Quarterstaff, Light Armor - Skill Points: Int Modifer x 4 at 1st level, 8 + Int Modifier each additional level - Prestige Class Tips: Rogues make effective Assassins and Shadowdancers ----- ROGUE SPECIAL ABILITIES: SNEAK ATTACK: Rogues study the weaknesses of their opponents and are capable of capitalizing on this knowledge with their deadly sneak attacks. - Gained: 1st level - Use: Automatic - Bonuses: Whenever the Rogue makes a successful melee or ranged attack against an opponent that is flat-footed OR cannot see the character (i.e., character is in Stealth Mode, or invisible), OR has its back facing the character AND the target is in combat against another opponent, the Rogue's blow deals extra damage (+1d6 at 1st level, and an additional +1d6 every two levels thereafter). This extra damage is not multiplied in the case of a critical hit. - Special: The construct and undead monster types are immune to sneak attacks, as are any creatures that are immune to critical hits EVASION: Rogues are able to escape potentially dangerous situations - Gained: 2nd level - Use: Automatic - Bonuses: In situations where a successful Reflex saving throw would allow others to take only half damage, a Rogue escapes unscathed UNCANNY DODGE: Rogues are quick on their feet and can react more quickly to danger than others. This ability improves as the Rogue gains levels. - Gained: Level 3: Retain Dex bonus to AC, even if flat-footed Level 6: +1 to Reflex saving throws made to avoid traps Level 11: +2 to Reflex saving throws made to avoid traps Level 14: +3 to Reflex saving throws made to avoid traps Level 17: +4 to Reflex saving throws made to avoid traps Level 20: +5 to Reflex saving throws made to avoid traps - Use: Automatic ROGUE SPECIAL FEATS: On achieving 10th-level and every three levels thereafter, the Rogue can choose a special feat from the following list: - CRIPPLING STRIKE: Any successful sneak attack automatically deals two points of Strength ability damage to the target. - OPPORTUNIST: The Rogue automatically gains a +4 Competence bonus to attack rolls when making an attack of oppurtunity. - SKILL MASTERY: The Rogue can take 20 whenever using the Disable Trap, Open Lock, or Set Traps skills, even if in combat. - SLIPPERY MIND: If the Rogue fails his save against a mind-affecting spell, he makes an automatic reroll. - IMPROVED EVASION: In situations where a success ful Reflex saving throw would allow others to take only half damage, the Rogue escapes unscathed on a successful roll and takes only half damage even if the saving throw fails. - DEFENSIVE ROLL: Once per day, if the Rogue is struck by a potentially lethal blow (damage that would normally drop him below 1 HP), he can make a Reflex saving throw (DC = damage dealt). If successful, he takes only half damage from the blow (which may still be enough to kill him). If caught flat-footed, the Rogue may not make a Defensive Roll. ----- EPIC ROGUE: The ultimate thief with legendary skills and many a tale of daring-do, the Epic Rogue is the master of cunning, deceit and stealth. - Hit Die: d6 - Skill Points at Each Additional Level: 8 + Int Modifier - Bonus Feats: The Epic Rogue gains a bonus feat every four levels after 20th - Epic Rogue Bonus Feats: Blinding Speed, Crippling Strike, Defensive Roll, Epic Dodge, Epic Reputation, Epic Skill Focus, Improved Evasion, Improved Sneak Attack, Oppurtunist, Self-Concealment, Skill Mastery, Slippery Mind, Superior Initiative ----------------------------------------------------------------------- >>> SORCERER <<< Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they dirct at will. Sorcerers know fewer spells than Wizards, and aquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike Wizards, Sorcerers cannot specialize in a school of magic. Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. A sorcerer can call a Familiar, a small, magical, animal companion that serves him. Charisma is very important for Sorcerers, the higher the value in this ability, the higher the spell level he can cast. - Alignment: Any - Hit Die: d4 - Proficiencies: All simple weapons, no armor or shields - Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifer each additional level - Spellcasting: Arcane (Charisma-based, no need for preparation, armor- related chance of spell failure is a factor) - Prestige Class Tips: Sorcerers are ideally suited to becoming Dragon Disciples and Pale Masters ----- SORCERER SPECIAL ABILITIES: SUMMON FAMILIAR: Able to summon a small creature to assist in combat or scouting. - Gained: 1st level - Use: Once per day - Bonuses: If the Familiar dies, the Sorcerer loses 1d6 HP, but can summon the Familiar again the next day ----- EPIC SORCERER: The Epic Sorcerer is a near mythic being. But still need for ever-greater power never ceases and the Sorcerer pushes on, exploring and mastering the magical. - Hit Die: d4 - Skill Points at Each Additional Level: 4 + Int Modifier - Bonus Feats: The Epic Sorcerer gain a bonus feat every three levels after 20th - Epic Sorcerer Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting ----------------------------------------------------------------------- >>> WIZARD <<< Wizards are arcane spellcasters who depend on intensive study to create their magic. To Wizards, magic is not a talen but a difficult, rewarding art. When they are prepared for battle, Wizards can use their spells to devestating effect. When caught by surprise, they are vulnerable. The Wizard's strength is his spells; everything else is secondary. He learns new spells as he experiments and grown is experience and he can also learn from other Wizards. In addition, over time a Wizard learns to manipulate their spells so they go farther, work better, or are improved is some other way. A Wizard can call a Familiar, a small, magical, animal companion that serves him. With high Intelligence, Wizards are capable of casting very high-level spells. - Alignment: Any - Hit Die: d4 - Proficiencies: Club, Dagger, Light Crossbow, Heavy Crossbow, Quarterstaff, no armor or shields - Skill Points: 4 x Int Modifier at 1st level; 2 + Int Modifier each additional level - Spellcasting: Arcane (Intelligence-based, requires preparation, armor-related chance of spell failure is a factor); Wizards begin the game knowing all Cantrips and four 1st-level spells - Prestige Class Tips: The Pale Master is a strong prestige class that builds upon the Wizard's magical abilities ----- WIZARD SPECIAL ABILITIES: SUMMON FAMILIAR: Able to summon a small creature to assist in combat or scouting. - Gained: 1st level - Use: Once per day - Bonuses: If the Familiar dies, the Sorcerer loses 1d6 HP, but can summon the Familiar again the next day WIZARD BONUS FEATS: Every five levels, the Wizard may select a bonus feat from the Metamagic Feat list. This bonus feat is in addition to the feats every character gains for advancing in character level. ----- EPIC WIZARD: Knowledge is the power and the quest for knowledge never ends. There is an everlasting supply of arcane lore for the Epic Wizard to discover. - Hit Die: d4 - Skill Points at Each Additional Level: 2 + Int Modifier - Bonus Feats: The Epic Wizard gains a bonus feat every three levels after 20th - Epic Wizard Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting ----------------------------------------------------------------------- >>> ATTAINING EPIC STATUS <<< For your character to be able to reach Epic Status he or she must be at level 21, that's a total of 21 character levels. So, if you're playing a multi-classed character such as a Rogue 11/Wizard 10 you'll have a total of 21 character levels and BOTH of those classes will attain the "Epic" status, this is a big advantage for multi-classed characters. If you're playing the game with a character that has three classes such as a Rogue 3/Fighter 8/Sorcerer 10 you'll attain the "Epic" status in those three classes. Along with the new title comes new spells, feats, and some other nice bonuses. ================================================================= #7 == --------------------------------- * 7) PRESTIGE CHARACTER CLASSES * --------------------------------- Prestige classes are like regular classes, except that they have requirements that must be met before one can attain the class. These powerful classes grant characters unique new abilities unavailable to the base classes. Some classes may require a certain number of ranks in one or more skills, others may require the ability to cast Arcane or Divine spells. Each class has a range of abilities that make it substantially different from the other classes. These abilities are an integral part of your character's class, and mastering them will aid you. Unlike Core Class characters where they have to be level 21 to attain Epic status, these Prestige Class characters will attain Epic status once they reach level 11. Note that you can become one of these Prestige Classes during the origional NWN campaign, if you can meet the requirements for them. >>> ARCANE ARCHER <<< Master of the Elven war bands, the Arcane Archer is a warrior skilled in using magic to supplement his combat prowess. Fighters, Rangers, Paladins and Barbarians become Arcane Archers to add a little magic to their combat abilities. Conversely, Wizards and Sorcerers may adopt this prestige class to add combat capabilities to their repertoires. - Hit Die: d8 - Proficiencies: All simple and martial weapons, light and medium armors, and shields. - Skill Points: 4 + Int Modifier ----- REQUIREMENTS: To qualify as an Arcane Archer, a character must fulfill all of the following criteria: - Alignment: Any - Race: Elf or Half-Elf - Base Attack Bonus: +6 - Feats: Weapon Focus in Longbow or Weapon Focus in Shortbow, Point Blank Shot - Spellcasting: Ability to cast Arcane spells ----- ARCANE ARCHER SPECIAL ABILITIES: - ENCHANT ARROW: The Arcane Archer is able to shoot arrows with increased precision and damage. This ability is automatically applied to all arrows fired and increases with experience: +1 at 1st level; +2 at 3rd level; +3 at 5th level; +4 at 7th level; +5 at 9th level. - IMBUE ARROW: Beginning at 2nd level, the Arcane Archer is able to shoot a Fireball Arrow 3 times per day. - SEEKER ARROW: At 4th level the Arcane Archer can fire one arrow per day that cannot miss. At 6th level he can fire two Seeker Arrows per day. - HAIL OF ARROWS: At 8th level and beyond, the Arcane Archer is able to fire an arrow at each and every target within range. - ARROW OF DEATH: This ability, gained at the 10th level, allows the Arcane Archer to, once per day, fire an arrow that can instantly kill an opponent. ----- EPIC ARCANE ARCHER: The Epic Arcane Archer is the living extension of her bow. Lesser beings can only gape in awe at the wonders she can achieve. - Hit Die: d8 - Skill Points at Each Additional Level: 4 + Int Modifier - Bonus Feats: The Epic Arcane Archer gains a bonus feat every four levels - Epic Arcane Archer Bonus Feats: Devastating Critical(Shortbow, Longbow), Epic Prowess, Epic Reflexes, Epic Toughness, Epic Weapon Focus (Shortbow, Longbow), Great Dexterity, Improved Combat Casting, Overwhelming Critical (Shortbow, Longbow). SPECIAL: - ENCHANT ARROW: For every two levels beyond 9th, the potency of the arrows fired by the Arcane Archer increases by +1 ----------------------------------------------------------------------- >>> ASSASSIN <<< The Assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. The Assassin's skill in a variety of dark arts allows him to carry out missions of death with shocking, terrifying precision. Rogues, Monks and Bards are ideal candidates for training as Assassins. Unlike the Blackguard, the Assassin is not evil due to devotion to an evil power, but rather due to a complete lack of morals or ethics. These ruthless and avaricious killers have but one requirement other than a predisposition for evil and a penchant for stealth. They must kill another intelligent being for no other reason but pay. - Hit Die: d6 - Proficiencies: Simple Weapons, Light Armor - Skill Points: 4 + Int Modifier ----- REQUIREMENTS: To qualify as an Assassin, a character must fulfill all of the following criteria: - Alignment: Any Evil - Skills: Hide 8 ranks, Move Silently 8 ranks ----- ASSASSIN SPECIAL ABILITIES: - DEATH ATTACK: This special sneak attack has a chance of paralyzing the opponent. Death Attack damage increases with experience: +1d6 at 1st level; +2d6 at 3rd level; +3d6 at 5th level; +4d6 at 7th level; and +5d6 at 9th level. - UNCANNY DODGE: The Assassin is able to avoid and deflect incoming attacks. At 2nd level, the Assassin retains his or her Dexterity Bonus to Armor Class, even if flat-footed. At 5th level, the Assassin gains a +1 to Reflex saving throws. At 10th level, the Assassin gains a +2 to Reflex saving throws. - SPELLS: At 2nd level, the Assassin gains the ability to cast Ghostly Visage once per day. At 5th level, the Assassin gains the ability to cast Darkness once per day. At 6th level, the Assassin gains the ability to cast Invisibility once per day. At 9th level, the Assassin gains the ability to cast Improved Invisibility once per day. - POISON RESIST: The Assassin's expertise with deadly toxins gives the Assassin an unnatural resistance to poisons of all types. This ability improves with experience: +1 Fortitude save vs. poison at 2nd level; +2 at 4th level; +3 at 6th level; +4 at 8th level; and +5 at 10th level. ----- EPIC ASSASSIN: The Epic Assassin is capable of sliding from shadow to shadow; lying in wait until his target is vulnerable, then striking like a Cobra, leaving only a cold corpse behind. - Hit Die: d6 - Skill Points at Each Additional Level: 4 + Int Modifier - Bonus Feats: The Epic Assassin gains a bonus feat every four levels - Epic Assassin Bonus Feats: Epic Reflexes, Epic Skill Focus (Hide), Epic Skill Focus (Move Silently), Great Dexterity, Improved Combat Casting, Improved Sneak Attack, Self Concealment, Superior Initiative SPECIAL: - SNEAK ATTACK: Improves by +1d6 every two levels after 9th - POISON SAVING THROWS: An additional +1 for every two levels after 10th on the Assassin's saving throws against poison ----------------------------------------------------------------------- >>> BLACKGUARD <<< A Blackguard epitomizes evil. He is nothing short of a mortal fiend, a black knight with the foulest sort of reputation. A Blackguard is an evil villain of the first order, equivalent in power to the righteous Paladin, but devoted to the powers of darkness. No one class makes the best Blackguard - all that is required is a willingness to serve the forces of darkness. - Hit Die: d10 - Proficiencies: All Simple and Martial Weapons, all types of Armor and Shields - Skill Points: 2 + Int Modifier ----- REQUIREMENTS: To qualify as a Blackguard, a character must fulfill all of the following criteria: - Alignment: Any Evil - Feat: Cleave - Skills: Hide 5 ranks - Base Attack Bonus: +6 or higher ----- BLACKGUARD SPECIAL ABILITIES: - SMITE GOOD: Beginning at 2nd level, the Blackguard adds his Charisma Modifier to attack roll vs. good - DARK BLESSING: Beginning at 2nd level, the Blackguard adds his Charisma Modifier to all saving throws - TURN UNDEAD: Beginning at 3rd level, the Blackguard can mak Undead flee - SUMMON FIEND: Beginning at 5th level, the Blackguard can summon a fiendish ally - SNEAK ATTACK: The Blackguard gets a damage bonus that increases with experience: +1d6 at 4th level; +2d6 at 7th level; and +3d6 at 10th level. - SPELLS: At 2nd level, the Blackguard gains the ability to cast Bull's Strength once per day. At 6th level, the Blackguard gains the ability to cast Inflict Serious Wounds once per day. At 7th level, the Blackguard gains the ability to cast Contagion once per day. At 8th level, the Blackguard gains the ability to cast Inflict Critical Wounds once per day. ----- EPIC BLACKGUARD: The Epic Blackguard is a twisted reflection of the Epic Paladin, radiating evil powers from every pore in his or her body. - Hit Die: d10 - Skill Points at Each Additional Level: 4 + Int Modifier - Bonus Feats: The Epic Blackguard gains a bonus feat every three levels - Epic Blackguard Bonus Feats: Armor Skin, Devastating Critical, Epic Toughness, Epic Fiend, Epic Prowess, Epic Reputation, Epic Weapon Focus, Great Smiting, Improved Combat Casting, Improved Sneak Attack, Overwhelming Critical, Perfect Health, Planar Turning. SPECIAL: - SNEAK ATTACK: Increases by +1d6 every three levels after 10th - SUMMON FIEND: For every five Blackguard levels above 10th, the summoned fiend gains +2 bonus Hit Dice, its natural armor increases by +2, and its Strength and Intelligence each increase by +1 ----------------------------------------------------------------------- >>> CHAMPION OF TORM <<< Champions of Torm are mighty warriors who dedicate themselves to Torm's cause, defending holy ground, destroying enemies of the church and slaying mythical beasts. - Hit Die: d10 - Proficiencies: All Simple and Martial Weapons, Light and Medium Armor and Shields - Skill Points: 2 + Int Modifier ----- REQUIREMENTS: To qualify as a Champion of Torm, a character must fulfill all of the following criteria: - Alignment: Non-evil - Base Attack Bonus: +7 - Feat: Weapon Focus in in a melee weapon ----- TIPS ON BECOMING A CHAMPION OF TORM: Paladins gain some of the Fighter's combat abilities by choosing to become a Champion of Torm. Conversely, Fighters gain Paladin like abilities by playing this prestige class. ----- CHAMPION OF TORM SPECIAL ABILITIES: - BONUS FEAT: Every two level (2, 4, 6, etc.) the Champion of Torm gets a bonus feat like Fighters, with the exception of the Weapon Specialization feat - LAY ON HANDS: Beginning at 1st level a Champion of Torm can heal damage equal to class level multiplied to their Charisma Modifier; this can also deal out damage to Undead creatures. This ability stacks with the Paladin's Lay on Hands ability. - SACRED DEFENSE: Beginning at 2nd level, a Champion of Torm will gain +1 to all saving throws, this increases by an additional +1 every 2 levels. - SMITE EVEL: Beginning at 3rd level the Champion of Torm, once per day, can add their Charisma bonus to the Attack Roll and do +1 point of damage per level of the Champion of Torm - DIVINE WRATH: Beginning at 5th level, once per day, a Champion of Torm can add +3 to attack, damage and saving throws, and gain damage reduction +1/5 for a number of rounds equal to their Charisma bonis ----- EPIC CHAMPION OF TORM: Torm guides the Epic Champion of Torm on her life journey. She has ascended through the ranks of holy warriors to become a symbol of Torm's might. - Hit Die: d10 - Skill Points at Each Additional Level: 2 + Int Modifier - Bonus Feats: The Epic Champion of Torm gains a bonus feat everu three levels - Epic Champion of Torm Bonus Feats: Automatic Quicken, Automatic Silence Spell, Automatic Still Spell, Armor Skin, Damage Reduction, Devestating Critical, Epic Toughness, Epic Prowess, Epic Spell Penetration, Epic Weapon Focus, Great Wisdom, Improved Combat Casting, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Planar Turning, Spell Focus, Superior Initiative SPECIAL: - SACRED DEFENSE: Saving throws continue to improve by +1 for every 2 levels - DIVINE WRATH: Every 5 levels the attack, damage and saving throw bonuses increase by a further +2 ----------------------------------------------------------------------- >>> DWARVEN DEFENDER <<< The Dwarven Defender is a sponsored champion of a dwarven cause, a dwarven deity, a dwarven aristocrat or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of Dwarven Defenders is a far better defense than a 10-foot thick wall of stone and much more dangerous. - Hit Die: d12 - Proficiencies: Simple and Martial Weapons, Light, Medium and Heavy Armor and Shields - Skill Points: 2 + Int Modifier ----- REQUIREMENTS: To qualify as a Dwarven Defender, a character must fulfill all of the following criteria: - Alignment: Any lawful - Base Attack Bonus: +7 - Feats: Dodge and Toughness ----- TIP ON BECOMING A DWARVEN DEFENDER: A dwarven Fighter can become a very powerful Dwarven Defender. To gain the Dodge prerequisite that the Dwarven Defender requires, your character will need a Dexterity of 13 or higher. ----- DWARVEN DEFENDER SPECIAL ABILITIES: - DEFENSIVE STANCE: Beginning at 1st level, a Dwarven Defender gain a +4 Strength and Constitution, +2 on all saving throws and a +4 Dodge bonus on AC. This can be used once per day and gains an additional use every 2 levels - DEFENSIVE AWARENESS: Beginning at 1st level, the Dwarven Defender can retain their Dexterity bonus to AC even when flat-footed. At level 6 they can no longer be flanked and at level 10 they gain a +1 bonus saving throw bonus vs. traps - DAMAGE REDUCTION: Beginning at 6th level the Dwarven Defender ignores 3 points of damage whenever they are hit in combat. At level 10 they are able to shrug off 6 points of damage ----- EPIC DWARVEN DEFENDER: The Epic Dwarven Defender has become the very definition of immoveable object. He is a stalwart warrior that can stand against virtually any foe imaginable. - Hit Die: d12 - Skill Points at Each Additional Level: 2 + Int Modifier - Bonus Feats: The Epic Dwarven Defender gain a bonus feat every 4 level - Epic Dwarven Defender Bonus Feats: Armor Skin, Damage Reduction, Devestating Critical, Energy Resistance, Epic Toughness, Epic Prowess, Epic Weapon Focus, Overwhelming Critical, Perfect Health SPECIAL: - DEFENSIVE STANCE: An additional use per day is gained for every two levels past 9th - DAMAGE REDUCTION: The damage reduction increases by 3 points for every four levels past 10th ----------------------------------------------------------------------- >>> HARPER SCOUT <<< Harpers are members of a secret society dedicated to holding back evil, preserving knowledge, and maintaining the balance between civilization and the wild. Harpers learn Arcane spells and many skills to help them in their duties of espionage, stealth, and reporting information. Many Harpers are Bards, but by no means all. Ranger, Rogue, Sorcerer and Wizard are common vocations for Harpers, as these classes tend to have versatility and mobility. All have some skill at manipulating others, a resistance to outside mental influences, acute abilities of perception, and a talent for solving problems. Not all Harpers are members of the Harper Scout prestige class, and rank within the organization does not depend upon a character's level in this or any other class. However, most of the higher-ranked Harpers have at least one level in the Harper Scout prestige class. The highest-ranked Harpers are called the High Harpers, and they are responsible for most of the long-term planning for the organization. The High Harpers are voted into their positin by a secret ballot among the other High Harpers, with the criteria being experience, exceptional service, and discretion in implementing the Harpers' plans. - Hit Die: d6 - Proficiencies: Simple Weapons, Light Armor - Skill Points: 4 + Int Modifier ----- REQUIREMENTS: To qualify to become a Harper Scout, a character must fulfill all of the following criteria: - Alignment: Any Non-Evil - Feats: Alertness, Iron Will - Skills: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline 4 ranks ----- HARPER SCOUT SPECIAL ABILITIES: - HARPER KNOWLEDGE: Like a Bard, a Harper Scout has a knack for picking up odds and ends of knowledge. This ability works exactly like the Bardic Knowledge ability of the Bard class. If a Harper Scout has Bard levels, the character's Harper Scout levels and Bard levels stack for Bardic Knowledge. - FAVORED ENEMY: A Harper Scout selects a favored enemy just as a Ranger does. Upon reaching 4th level as a Harper Scout, the bonus against the Harper Scout's first favored enemy increases to a +2, and he or she gains a new favored enemy at +1. - DENEIR'S EYE: At 2nd level, the Harper Scout gains a +2 holy bonus to saving throws against traps. This is a supernatural ability. - TYMORA'S SMILE: At 3rd level, once per day, the Harper Scout or a target receives a +2 saving throw bonus on all saving throws for 5 turns. This is a supernatural ability. - LLIIRA'S HEART: At 4th level, the Harper Scout gains a +2 holy bonus to saving throws against mind-affecting spells. This is a supernatural ability. - SPELLS: These spells are cast as Arcane spells, so they are subject to Arcane spell failure if the Harper Scout is wearing armor. At 2nd level, the Harper Scout gains the ability to cast the spell Sleep once per day. At 3rd level, the Harper Scout gains the ability to cast the spell Cat's Grace once per day. At 4th level, the Harper Scout gains the ability to cast Eagle's Splendor once per day. At 5th level, the Harper Scout gains the ability to cast the spell Invisibility once per day. - CRAFT HARPER ITEM: At 5th level, the Harper Scout gains the ability to create two types of potions. The Harper Scout can create one potion per day, either a Cat's Grace potion or Eagle's Splendor. To create either potion, the Harper Scout must spend 60 gold and 5 Experience Points. These potions allow a Harper Scout to better support her agents and allies. ----- EPIC HARPER SCOUT: Harper Scouts are only able to attain five levels and may never become "epic" in the Harper Scout class. They can, of course, gain epic levels in other classes. ----------------------------------------------------------------------- >>> PALE MASTER <<< Necromancy is usually a poor choice for Arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over the Undead, without losing too much of their Arcane power. Enter the Pale Master, who draws on a font of special lore that provides a macabre power all its own. - Hit Die: d6 - Proficiencies: No additional proficiencies are gained - Skill Points: 2 + Int Modifier ----- REQUIREMENTS: To qualify to become a Pale Master, a character must fulfill all of the following criteria: - Alignment: Any Non-good - Arcane Spellcasting: Level 3 or higher ----- TIP ON BECOMING A PALE MASTER: Sorcerers and Wizards make powerful Pale Masters. Additional spellcasting ability is sacrificed for a stronger melee presence. ----- PALE MASTER SPECIAL ABILITIES: - BONE SKIN: At 1st level the Pale Master gains a +2 to Natural AC. Every four levels this increases by +2 - ANIMATE DEAD: Beginning at 2nd level, a Pale Master may, once per day, summon an Undead Servant - DARKVISION: Beginning at 3rd level the Pale Master is able to see better in dark areas - SUMMON UNDEAD: Beginning at 4th level a Pale Master can summon more powerful Undead creatures - DEATHLESS VIGOR: When a Pale Master reaches level 5 they gain 3 additional Hit Points per level - UNDEAD GRAFT: At level 6 the Pale Master replaces their arm with an Undead version that twice per day can paralyze opponents. At level 8 an additional use per day is gained - TOUGH AS BONE: At level 7 the Pale Master becomes immune to Hold, Paralyze and Stun speel effects - SUMMON GREATER UNDEAD: Beginning at level 9 the Pale Master can summon a very powerful Undead creature once per day - DEATHLESS MASTERY: At level 10 the Pale Master becomes immune to Critical hits - DEATHLESS MASTER TOUCH: When the mighty Pale Master reaches level 10, the Undead Graft arm can kill with just a touch. This ability can be used 3 times per day - Every 2 levels the Pale Master gains additional spells per day, as if they had leveled in their previous spell caster class. This gain only applies to spell per day and not caster level. ----- EPIC PALE MASTER: The Pale Master's bond with the Undead continues to grow, as he becomes the Epic Pale Master. - Hit Die: d6 - Skill Points at Each Additional Level: 2 + Int Modifier - Bonus Feats: The Epic Pale Master gains a bonus feat every three levels - Epic Pale Master Bonus Feats: Automatic Quicken Spell, Automatic Silence Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting SPECIAL: - BONE SKIN: Improves by +2 for every four levels past 8 - UNDEAD GRAFT: Can use this supernatural attack an additional time per day for every three levels gained - DEATHLESS VIGOR: Every five levels an additional +5 permanent Hit Points are gained ----------------------------------------------------------------------- >>> RED DRAGON DISCIPLE <<< It is rumored that the magical powers of Sorcerers and Bards are somehow connected to the prescence of dragon blood in their family tree. Red Dragon Disciples are Sorcerers, and sometimes Bards, who use thier magical power as a catalyst to ignite their red dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons. - Hit Die: d6, special (see below) - Proficiencies: No additional proficiencies are gained - Skill Points: 2 + Int Modifier ----- REQUIREMENTS: To qualify as a Red Dragon Disciple, a character must fulfill the following criteria: - Alignment: Any - Class: *ONLY* Sorcerer or Bard - Skill: 8 ranks in Lore ----- RED DRAGON DISCIPLE SPECIAL ABILITIES: - DRACONIC ARMOR: At 1st level the Red Dragon Disciple gains a +1 to Natural AC. At levels 5, 8 and 10 this increases by an additional +1 - DRACONIC ABILITY SCORES: When a Disciple reaches level 2 they gain a +2 to Strength, another +2 to Strength is gained at level 4. Constitution increases by +2 at level 7 and Intelligence increases by +2 at level 9. At level 10 Strength is increased by a further +4 and Charisma by +2 - BREATH WEAPON: At 3rd level the Red Dragon Disciple can use the breath weapon of a Red Dragon, doing 2d10 points of damage. At level 7 the damage increases to 4d10 and finally 6d10 at level 10 - HIT DICE D8: At leve 4 the Red Dragon Disciple will gain d8 Hit Points per level - HIT DIE D10: At level 6 the Disciple will gain d10 Hit Points per level - WINGS: At 9th level the Red Dragon Disciple gains wings - HALF-DRAGON: At level 10 the Red Dragon Disciple gains the ability to become a Half-Dragon. The Half-Dragon is immune to Sleep, Paralysis and Fire and gains Darkvision ----- EPIC RED DRAGON DISCIPLE: Embracing his draconic heritage is but one stop on the Disciple's life journey. His quest to understand, command and harness his draconic energies has taken him into the realm of Epic. - Hit Die: d12 - Skill Points at Each Additional Level: 2 + Int Modifier - Bonus Feats: The Epic Red Dragon Disciple gains a bonus feat every four levels - Epic Red Dragon Disciple Bonus Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Damage Reduction, Epic Reputation, Epic Spell Focus, Epic Prowess, Epic Spell Penetration, Epic Toughness, Improved Combat Casting SPECIAL: - BREATH WEAPON: Damage potential increases by 1d10 for every three levels past 10th - The save DC creatures must perform against the Breath Weapon increases by +1 every four levels past 10th ----------------------------------------------------------------------- >>> SHIFTER <<< A Shifter has no form that they call their own. Instead, they clothe themselves in whatever shape is most expidient at the time. While others base their identities largely on their external forms, the Shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within. - Hit Die: d8 - Proficiencies: No additional proficiencies are gained. - Skill Points: 4 + Int Modifier ----- REQUIREMENTS: To qualify as a Shifter, a character must fulfill the following criteria: - Alignment: Any - Class: *ONLY* Druid - Feat: Alertness - Spellcasting: Level 3 or higher - Alternate Form: Must have a natural alternate form such as Wildshape. ----- SHIFTER SPECIAL ABILITIES: - GREATER WILDSHAPE I: At 1st level a Shifter can change into either a red, gree, black, white or blue Wyrmling - GREATER WILDSHAPE II: At level 3 the Shifter gains the ability to change into a Minotaur, a Harpy or a Gargoyle - GREATER WILDSHAPE III: At 5th level the Shifter may change themself into a Manticor, a Basilisk or a Drider -HUMANOID SHAPE: At level 7 the Shifter can polymorph into a variety of humanoid forms - GREATER WILDSHAPE IV: At level 10 the Shifter can change themselves into either a Medusa, a Huge Dire Tiger or a Mind Flayer - Several of these forms grant the Shifter the ability to use the form's inner powers. For example, a Shifter changing into a White Wyrmling can breath a Cone of Cold as often as they want. These special powers are located on the Radial Menu under "Spell." Some of these powers can be used an infinite number of times per day, while some other forms are restricted. ----- EPIC SHIFTER: The Epic Shifter is a true master of shapeshifting and is able to become virtually any creature imaginable by choosing epic bonus feats. - Hit Die: d8 - Skill Points at Each Additional Level: 4 + Int Modifier - Bonus Feats: The Epic Shifter gain a bonus feat every three levels. - Epic Shifter Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Construct Form, Dragon Form, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting, Great Wisdom, Outsider Shape, Undead Shape ----------------------------------------------------------------------- >>> SHADOWDANCER <<< Operating in the border between light and darkness, Shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Rogues, Bards and Monks make excellent Shadowdancers, but Fighters, Barbarians, Rangers and Paladins also find that Shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, Sorcerer, Cleric and Druid Shadowdancers employ the defensive capabilities inherint in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, Shadowdancers are as often good as evil. They may use their incredible abilities as they wish. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All Shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them. - Hit Die: d8 - Proficiencies: Simple Weapons, Light Armor - Skill Points: 6 + Int Modifier ----- REQUIREMENTS: To qualify to become a Shadowdancer, a character must fulfill all of the following criteria: - Alignment: Any - Feats: Dodge, Mobility - Skills: Move Silently 8 ranks, Hide 10 ranks, Tumble 5 ranks ----- SHADOWDANCER SPECIAL ABILITIES: - HIDE IN PLAIN SIGHT: The Shadowdancer is able to use the Hide skill even while being observed. - SHADOW DAZE: Once per day, the Shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds. - SUMMON SHADOW: Once per day, the Shadowdancer can summon a Shadow. This Shadow is extremely difficult to turn and becomes more powerful as the Shadowdancer gains levels. - SHADOW EVADE: Three times per day, the Shadowdancer can call upon the shadows in the area to help conceal her. The Shadowdancer gains a concealment bonus, damage reduction and an AC bonus that improves with experience. ----- EPIC SHADOWDANCER: The Epic Shadowdancer is almost indistinguishable from the darkness that cloaks her. - Hit Die: d8 - Skill Points at Each Additional Level: 6 + Int Modifier - Bonus Feats: The Epic Shadowdancer gains a bonus feat every three levels - Epic Shadowdancer Bonus Feats: Epic Blinding Speed, Epic Skill Focus, Epic Dodge, Epic Reflexes, Epic Shadow Lord, Improved Whirlwing Attack, Self-Concealment, Superior Initiative. SPECIAL: - SUMMON SHADOW: The summoned creature will gain an additional +2 Hit Dice for every three levels after 9th that the Shadowdancer earns - SHADOW EVADE: Gains an additional +2 to its damage reduction amount and an additional +1 to its ability to resist magical weapons for every five levels (i.e., a 15th level Shadowdancer has a 12/+4 damage reduction). ----------------------------------------------------------------------- >>> WEAPON MASTER <<< 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. - Hit Die: d10 - Proficiencies: No additional proficiencies are gained - Skill Points: 2 + Int Modifier ----- REQUIREMENTS: To qualify to become a Weapon Master, a character must fulfill all of the following criteria: - Alignment: Any - Base Attack Bonus: +5 - Feats: Weapon Focus in melee weapon, Dodge, Mobility - Skills: Intimidate 4 ranks ----- TIP ON BECOMING A WEAPON MASTER: A Fighter makes a very strong candidate for becoming a Weapon Master. The Weapon Master requires access to several feats, so make certain that your character has at least a Dexterity of 13 and an Intelligence of 13. ----- WEAPON MASTER SPECIAL ABILITIES: - WEAPON OF CHOICE: At 1st level the Weapon Master forms a powerful bond with one type of melee weapon. Whenever wielding this weapon type, he will get many additional benefits, which improve as he gains experience - KI DAMAGE: At 1st level the Weapon Master, once per day, can deal out the maximum damage allowed by the Ki Strike - INCREASED MULTIPLIER: At 5th level the Weapon Master's weapon of choice gains an additional 1x to its critical damage multiplier - SUPERIOR WEAPON FOCUS: At level 5 the Weapon Master gains an additional +1 bonus to all attack rolls made while wielding their weapon of choice - KI CRITICAL: When the Weapon Master reaches level 7, a +2 bonus will be added to the weapon of choices threat range ----- EPIC WEAPON MASTER: The Weapon Master's bond with his weapon of choice becomes stronger and devastatingly effective as he becomes the Epic Weapon Master. - Hit Die: d10 - Skill Points at Each Additional Level: 2 + Int Modifier - Bonus Feats: The Epic Weapon Master gains a bonus feat every three levels - Epic Weapon Master Bonus Feats: Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Epic Prowess, Epic Toughness, Epic Weapon Focus, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative SPECAIL: - SUPERIOR WEAPON FOCUS: For every 5 levels gained an additional +1 to attack is grated to the Epic Weapon Master's weapon of choice ================================================================= #8 == ---------------------------- * 8) MULTICLASS CHARACTERS * ---------------------------- >>> MULTICLASS CHARACTERS <<< Characters begin with one class but as they gain experience you may choose to take on a second or even third class. This is called multiclassing and makes the Neverwinter Nights game system extremely flexible. A Wizard, for example, might study as a Fighter for several levels and become a Wizard/Fighter. Adding the Fighter class grants proficiency in simple and martial weapons, better Fortitude saving throws and so on, but it also means that as a Wizard the character would not be quite as advanced, having spent his experience to buy a new class instead. In Neverwinter Nights a character can add a new class after he has reached 2nd level in his first class. Characters can be a maximum of three classes. ----------------------------------------------------------------------- >>> CHARACTER LEVEL VS. CLASS LEVEL <<< The cost of raising a level is based on the overall "character level," not individual "class levels." Character level is the total level of the character, the sum of all of his class levels. A 10th- level Fighter