WELCOME TO RANDY MURTHA'S
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ULTIMATE GAMERS GUIDE FOR THE PC GAME
Version 2.5
August 2008
E-Mail: randym1375@yahoo.com
=======================================================================
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 and Terms
- 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) Character Classes............................................... #6
7) Multiclass Characters........................................... #7
- Character vs. Class Level
- Multiclass Experience
- Multiclass Restrictions
- Alignment Shifts
8) Skills........................................................... #8
9) Feats............................................................ #9
10) Combat......................................................... #10
- Real-Time Decisions
- NPC Reactions
- Factions
- Targeting an Opponent
- The Attack Roll
- Movement
- Flat-Footed
- Attacks of Opportunity
- Saving Throws
- Injury and Death
11) Associates..................................................... #11
12) Experience and Gaining Levels.................................. #12
13) Spells......................................................... #13
- Introduction
- Spell Schools
- Domains
- Effect Descriptions
- Spell Tactics
- Spell Descriptions
- Spell Summaries:
- Bard Spells............................................. #13A
- Cleric Spells........................................... #13B
- Druid Spells............................................ #13C
- Paladin Spells.......................................... #13D
- Ranger Spells........................................... #13E
- Sorcerer Spells......................................... #13F
- Wizard Spells........................................... #13G
14) Items.......................................................... #14
- Potions
- Books
- Reagents
- Gems
- Miscellaneous
15) Weapons........................................................ #15
- Simple
- Martial
- Exotic
- Found Weapons
- Wands and Rods
16) Clothing and Armor............................................. #16
- Clothing
- Armor
- Shields
- Cloaks
- Boots
- Belts
- Braces, Gloves and Gauntlets
- Rings
- Amulets
17) Enemies........................................................ #17
18) Multiplayer.................................................... #18
- 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
19) Hints and Stratagies........................................... #19
20) Neverwinter Nights Game Walkthrough............................ #20
- Prelude.................................................... #20A
- Chapter One................................................ #20B
- Chapter Two................................................ #20C
- Chapter Three.............................................. #20D
- Chapter Four............................................... #20E
21) Credits, E-Mail Rules and Legal Stuff.......................... #21
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: #20) 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.
=======================================================================
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* LEGAL NOTICE *
----------------
The only websites this walkthrough 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 for the PC. This game is without a doubt, in my opinion, the best
RPG video game ever made. It took Bio Ware over four years to make this
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 60+ hours for your roleplaying enjoyment.
================================================================= #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: Shadows of Undrentide
4) Neverwinter Nights: Hordes of the Underdark
5) Neverwinter Nights Gold Edition
6) Neverwinter Nights Platinum 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
nine months of an hour here and an hour there to compile, format, and
write so I hope at least someone out there can appreciate it. 95% of
the instruction manual is also in this guide, 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 some more weapons I found and readers sent me.
Version 2.5
August 2008
Fixed some typos and added in some more weapons that I found.
================================================================= #3 ==
----------------------
* 3) GAMEPLAY BASICS *
----------------------
>>> ABBREVIATIONS AND TERMS USED THROUGHOUT THIS GUIDE AND GAME:
- D&D: Dungeons and Dragons
- NWN: Neverwinter Nights
- 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
- PvP: Player vs. Player
- 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 like a high Con).
-----------------------------------------------------------------------
>>> 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 sigleplayer 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 <playername>"
(tell) or "/W <playername>" (whisper) sends a private message to the
player you have specified with <playername>.
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 on 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,
you may 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) 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 nonlawful
- 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
-----------------------------------------------------------------------
>>> 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.
-----------------------------------------------------------------------
>>> 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.
-----------------------------------------------------------------------
>>> 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
-----------------------------------------------------------------------
>>> 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.
-----------------------------------------------------------------------
>>> 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
-----------------------------------------------------------------------
>>> 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 himself or his companions
- Gained: 3rd level
- Use: Once per day
- Bonuses: As the Cleric spell Remove Disease
-----------------------------------------------------------------------
>>> 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
-----------------------------------------------------------------------
>>> 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.
-----------------------------------------------------------------------
>>> 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
-----------------------------------------------------------------------
>>> 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.
================================================================= #7 ==
----------------------------
* 7) 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 and a 5th-level Rogue/5th-level Wizard both have 10
character levels.
Character level is used to determine when feats and ability score
bonuses are gained, and it is the character level that sets the XP cost
for gaining a level. For example, a 10th-level Fighter/2nd-level
Cleric requires the same amount of XP to raise his Fighter class to
level 11 as he would to raise his Cleric class to level 3.
A multiclass character gains Hit Die from each class as he gains
levels, and the individual bonuses of each class for base attack and
saving throws are cumulative. Also the character retains and can
access skills from all his classes. When a multiclass gains a level in
a class, he spends that level's skill points as a member of that class.
Feats are received evey three character levels, regardless of
individual class level, while ability increases are received every
four.
NOTE: Some class features don't work well with skills or class
features of other classes. For example, although Rogues are proficient
with light armor, a Rogue/Wizard still suffers spell failure chances if
wearing armor.
-----------------------------------------------------------------------
>>> MULTICLASS EXPERIENCE <<<
If your multiclass character's classes are nearly the same level
(all within 1 level of eachother), then he can balance the needs of his
classes. Your multiclass character suffers a -20% XP penalty for each
class that is not within 1 level of his most experienced class. These
penalties apply from the moment the character adds a class or raises a
class's level too high. For instance, a 4th-level Wizard/3rd-level
Rogue gets no penalty, but if that character raises his Wizard level to
5th then he receives the -20% XP penalty from that point on until his
levels are nearly even again.
RACE AND MULTICLASS XP: A racially favored class does not count
against the character for purpose of the -20% XP penalty. For example,
an 11th-level Gnome character (a 9th-level Rogue/2nd-level Illusionist)
suffers no XP penalty because he has only one non-favored class (Wizard
is favored for Gnomes). Suppose then he achieves 12th-level and adds a
level of Fighter to his classes, becoming a 9th-level Rogue/2nd-level
Illusionist/1st-level Fighter. He suffers a -20% XP penalty on future
XP he earns because his Fighter class is so much lower than his Rogue
level.
A Dwarven 7th-level Fighter/2nd-level Cleric suffers no penalty,
nor does he when he adds 1st-level Rogue to his classes since his
Cleric and Rogue classes are only one level apart, and Fighter is a
favored class for Dwarves.
A Human or Half-Elf's highest-level class is always considered his
or her favored class for purposes of the multiclass penalty.
-----------------------------------------------------------------------
>>> MULTICLASS RESTRICTIONS <<<
A character cannot multiclass if doing so would present an
alignment conflict. For example, a character cannot be a
Druid/Paladin, as a Druid must remain neutral and a Paladin must be
lawful good.
Likewise, a character cannot continue to gain levels in a class
that he no longer has the appropriate alignment for. For example, a
Barbarian whose alignment becomes lawful neutral can no longer gain
levels as a Barbarian until his alignment becomes nonlawful again.
-----------------------------------------------------------------------
>>> ALIGNMENT SHIFT <<<
If your character acts outside of what would be appropriate for
his or her alignment those actions can cause a shift in alignment, from
good to evil, lawful to chaotic, and so on. The severity of the shift
varies with the deed and can sometimes have extreme consequences. For
example, if a Paladin performs an overtly evil or chaotic act which
changes his or her alignment from lawful good, he or she will no longer
be a Paladin.
Most out-of-character actions only create slight shifts in
alignment. A good character can have a bad day and threaten to rough
up a shopkeeper with little consequence (don't make a habit of it and
threaten all people you talk to or your alignment WILL shift to
chaotic). If, however, that good character acts on the threat and
kills the clerk then a significant shift toward evil will occur. Good-
aligned characters will take a bigger alignment hit from performing an
evil act than a neutral character. Likewise, for evil-aligned
characters who perform good deeds.
================================================================ #8 ==
-------------
* 8) SKILLS *
-------------
Skills represent the individual areas of practical knowledge
possessed by a character. These are in addition to the base abilities
of the character's class and race, and serves to further customize and
differntciate one character from others of the same class or race.
>>> SKILL CHECHS<<<
A skill check is made when your character applies a skill to a
task. This roll is made with a d20, plus any skill ranks and ability
modifiers. The skill check is successful if it equals or exceeds the
Difficulty Class (DC) of the task. DC can either be the static
property of an object, such as a trap, or it may be determined by the
skill check result of another character. This last type of skill check
is also called an opposed test, since you are opposing another
character's skill check.
Several miscellaneous modifiers can also apply to a skill check,
including racial abilities, feats, armor check penalties, and spell
effects. In every case these modifiers are grouped together and added
to a d20 roll, as shown here: Skill Check = d20 + skill ranks +
miscellaneous modifiers.
NOTE: Because of DC and skill rank modifiers, a natural "1" is not
always a failure, and a natural "20" is not always a success. For
example, a moderately skilled Rogue might have 6 ranks in Pick Pocket
and a Dexterity bonus of +3, for a total Pick Pocket modifier of +9.
Given that a plain container only has a DC of 10, if there were no
extenuating circumstances it would be immpossible for the character to
fail such a simple task, as the lowest he could roll would be 1 + 9=10
(success). However, picking the pocket of a hostile creature has a DC
of 30, and the highest he could roll with no additional modifiers woul
be 20 + 9=29 (failure).
>>> RANKS <<<
Skill ranks are purchased with skill points, which are awarded
both at Character Creation and with each new class level. Every skill
has a rank, from 0 (no training) to 23 (maximum ranks for a 20th level
character). Ranks are added into every check made with the skill, so
the more ranks a character has, the better his skill checks will be.
>>> CLASS SKILLS <<<
Class skills represent skills that fall within the expertise and
training of a given class. Each skill point spent on a class skill
adds 1 rank in the skill. The maximum rank in any class skill is
character level +3.
>>> CROSS-CLASS SKILLS <<<
Cross-class skills represent skills that a given class has little
experience with or that fall outside their expertise. Each skill point
spent on a cross-class skill adds a half rank in that skill. The
maximum rank in any cross-class skill is equal to (character level
+3)/2, or half that of his class skill. Half ranks do not improve a
skill check, but two half ranks add up to one full rank.
>>> EXCLUSIVE SKILLS <<<
Some skills are exclusive to a given class, and represent skills
that can only be learned by members of the given class. For the
purpose of skill points and maximum ranks, exclusive skills are treated
as class skills.
>>> SKILL SYNERGY <<<
Some skills work well togrther. In general, having five or more
ranks in one of these skills grants a +2 Synergy bonus on skill checks
with the corresponding skill, as noted in the skill description.
Disable Traps and Set Traps have a synergistic relationship.
>>> TYPES OF SKILL CHECKS <<<
UNTRAINED CHECKS: Some skills allow a character to attempt skill
checks with 0 ranks in the skill. If a skill allows untrained checks,
this will be indicated in the skill description.
OPPOSED CHECKS: Opposed checks are made against the skill check
result of another character. For example, to sneak up behind a guard,
a character needs to beat the guard's Listen check result with his Move
Silently check result. As he approaches, the game makes a Move
Silently check for the sneaking character, and a Listen check for the
guard. Whichever character's skill check is higherwins the contest.
In the case of a tie, both checks are re-rolled until a winner is
determined.
DIFFICULTY CLASS: Many checks are made against a task's DC. The
DC is a target for character skill checks. These are set by Bio Ware,
or in some cases by a module designer. For example, a certain type of
trap kit may have a DC of 15. To set the trap, the character must get
a result of 15 or better on a Set Traps skill check. Note that certain
circumstances may modify a character's skill modifier (armor penalties
and the like), while others may modify the DC of the task (the trap may
be faulty).
TAKING 20: Outside of combat, all skill checks are made as if the
character had "Taken 20," or rolled a natural 20 on his skill check.
This means that no roll is made; the skill modifier is simply added to
20 to determine the check result, In combat rolls are made as normal.
>>> SKILLS LIST <<<
There are a wide array of skills in Neverwinter Nights, far too
many for any one character to master. With that in mind, you should
focus your character on skills that best accent his capabilities and
role.
DETECT MODE
-----------
The Listen, Spot, and Search skills are part of the Detect modal action
and, when active, it reduces the normal movement rates and makes the
character perform active Search, Spot and Listen checks.
STEALTH MODE
------------
The Hide and Move Silently skills are part of the Stealth modal action.
Select the "Stealth" option from the "Special Abilities" heading in the
Radial Menu. Characters automatically enter Stealth mode when they
become invisible. Characters in Stealth mode move more slowly than
others.
ANIMAL EMPATHY
--------------
A successful check allows a character to charm or dominate certain
creatures.
- Ability: Charisma
- Classes: Druid or Ranger
- Untrained: No
- Check: Animals and dire animals have a DC of 20 + the creature's HD.
For beasts and magical beasts, the DC is 24 + the creature's HD. If
the check succeeds, the creature is charmed, or, if the check exceeds
the DC by 6 or greater, the creature is dominated. Dominated creatures
can be commanded as henchmen.
- Special: If the character fails his or her check by five or more, the
creature will become hostile
- Use: Select this skill and then select the target creature. The
creature will remain charmed or dominated for one round per level of
the character using the skill.
CONCENTRATION
-------------
Concentration checks are made whenever a character is distracted during
the act of casting a spell. It is also used to avoid the effects of a
Taunt skill.
- Ability: Constitution
- Classes: All
- Untrained: Yes
- Check: The DC is equal to 10 plus the damage received plus the level
of the spell you're trying to cast. The caster receives a -4 penalty
to the check if casting within three meters of the enemy.
- Use: Automatic
DISABLE TRAP
------------
This skill allows the character to perform a variety of actions on a
trap.
- Ability: Intelligence
- Classes: All
- Untrained: No
- Check: There are four progressively difficult actions that a
character may perform on a trap; the base DC is determined by the
difficulty rating of the trap and the difficulty of the action.
Disable Trap can be used to: examine the trap to determine the
difficulty is disarming it (base DC -7), flag the trap so that other
party members know to avoid the trap (base DC -5), recover the trap
(base DC +10), or disarm it (base DC).
- Special: Only Rogues may disarm traps with a DC of 35 or greater.
With 5 or more ranks in Set Traps a character gains a +2 synergy bonus
on Disable Trap checks.
- Uses: Assess, Flag, Disarm, and Recover are Radial Menu options off
of a detected trap.
DISCIPLINE
----------
A successful check allows the character to resist the effects of any
combat feats (Disarm, Called Shot or Knockdown).
- Ability: Strength
- Classes: All
- Untrained: Yes
- Check: The DC is equal to the attacker's attack roll
- Use: Automatic
HEAL
----
With this skill a character can heal HP and cure poisons and diseases
with a healing kit.
- Ability: Wisdom
- Classes: All
- Untrained: Yes
- Check: Must beat the poison or disease DC. If successful, the target
is cured, and is healed with a number of HP equal to the skill roll
plus all modifiers. If the target suffers from no poisons or diseases,
it is still healed of damage.
- Use: Use healing kit on wounded character.
HIDE
----
Allows a character to hide from enemies.
- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: When hidden, a roll is made against an opposing creature's
Spot check, applying any penalties your character might receive from
wearing armor. Success means that the opposing creature remains
unaware as he passes or your character approaches. Characters may not
attempt a Hide check if they are within the line of sight on any
intelligent non-party member.
- Special: Hide and Move Silently are combined into a singal modal
Stealth action. Movement in Stealth mode is slower than the normal
rate. Wearing armor or using a torch inhibits this ability, but low
light can provide a bonus. A character is harder to spot if standing
still and or/if small.
- Use: Stealth Mode
LISTEN
------
Alerts a charatcer to nearby hidden creatures.
- Ability: Wisdom
- Classes: All
- Untrained: Yes
- Check: Listen detects hidden creatures by opposing their Move
Silently check. A successful check renders the hidden creature visible
and able to be targeted by the listener.
- Special: Standing still provides a +5 bonus to a Listen check. A
character with the Alertness Feat gains a +2 synergy bonus on Listen
checks. Rangers gain a bonus when listening against a favored enemy.
Elves, Gnomes and Halflings gain a +2 racial bonus to Listen checks.
Half-elves receive a +1 racial bonus.
- Use: Detect Mode
LORE
----
Allows a character to identify unknown magic items.
- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: A roll against the unidentified item's value to determine
magical properties that the item may possess.
- Special: Bard's are able to identify items easier than other classes.
Various spells and items can also give a character a bonus to their
Lore skill.
- Use: Automatic every time the player examines an item.
MOVE SILENTLY
-------------
The character may sneak quietly past an enemy.
- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: The DC is the opposing creature's Listen check. If you are
successful the opposing creature remains unaware as your character
moves.
- Special: Hide and Move Silently are combined into a single modal
Stealth action. Movement in Stealth mode is slower than the normal
rate. Wearing armor inhibits this ability, but low light can provide a
bonus.
- Use: Stealth Mode
OPEN LOCK
---------
Allows the character to open locked doors and containers.
- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the lock's difficulty rating. A
successful check will open the lock.
- Special: Thieves' Tools, if used, provide various bonuses to a
character's Open Lock attempt, but are destroyed in the attempt whether
successful or not.
- Use: Target a locked object and select "Unlock" from the Radial Menu.
PARRY
-----
Parry blocks incoming attacks and ocassionally allows for impressive
counterattacks. The skill allows the character the oppurtunity to opt
for total defense during melee combat.
- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: The DC is the modified attack roll of the incoming blow. A
succussful parry means that the attack does not damage the parrying
character. A character may only parry a number of attacks equal to the
number of attacks available to the character.
- Special: If the Parry is succesful and the difference between the
roll and the DC is ten points or greater, a counterattack occurs, which
is a bonus attack made by the character parrying against the parried
opponent.
- Use: Select the Parry mode. The character will remained in Parry
mode until the mode is exited.
PERFORM
-------
A Bard using Perform can perform the Bardsong, which improves their
alliy's ability to fight in combat and withstand mind-affecting
enemies. Perform is essential for any Bard who wants to use Bardsong.
- Ability: Charisma
- Classes: Bard
- Untrained: Yes
- Check: None. The higher the rank in this skill, the better the
Bardsong.
- Use: Select the skill and it will affect a 30 foot radius of allies
around the singer
PERSUADE
--------
The character has the option to persuade others to reveal additional
information about plots or to give bonus treasure.
- Ability: Charisma
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the NPC being spoken to.
- Special: The diplomacy skill wasbroken in two skills, Persuade and
Taunt
- Use: Used in conversation
PICK POCKET
-----------
The character can steal items from another's backpack.
- Ability: Dexterity
- Classes: All
- Untrained: No
- Check: There are two steps to picking pockets. First the item must
be aquired and then the targeted creature must not notice the theft.
To steal the item, the base DC from a neutral or tolerant creature is
20, and a hostile creature is 30. This roll is affected by armor check
penalties. The targeted creature makes an opposed Spot check vs. the
Pick Pocket check of your character. Hostile creatures gain a +10
bonus to their Spot checks against Pick Pocket. If the opposed roll
succeeds, they have detected your character's attempt to steal. An NPC
who detects the attempt will become hostile, whereas a PC will be
informed that you have attempted to Pick Pocket from them. If,
however, both checks succeed for your character, then he or she
successfully managed to steal the item without being detected.
- Use: Select skill, then select valid target
SEARCH
------
Gives characters the ability to spot traps.
- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: Detecting a trap requires a roll against a DC comprised of the
setter's Set Trap skill, plus the strength of the trap. Only Rogues
may detect traps with a DC greater than 35.
- Special: The search range is 5 ft. if passively searching, 10 ft. if
actively searching. Elves and Dwarves receive a +2 racial bonus to
their Search checks. Half-elves receive a +1 racial bonus.
SET TRAP
--------
The character may place Trap Kits.
- Ability: Dexterity
- Classes: All
- Untrained: No
- Check: A roll is made for success when a Trap Kit is used from your
inventory. The DC of the task is determined by the power of the trap.
- Special: Five or more ranks in Disable Traps grants a +2 synergy
bonus to Set Trap checks. Any party members will be able to see traps
that your character has set.
- Spectacular Failure: If you fail by 10 or more, it triggers the trap
in the attempt to set it. This can only occur if you are in combat
when trying to set a trap.
- Use: Use a Trap Kit from your inventory. An icon visible to you and
your party will appear on the ground to represent the trap.
SPELLCRAFT
----------
The character can identify spells and perform counterspells.
- Ability: Intelligence
- Classes: All
- Untrained: No
- Check: A successful Spellcraft check means that your character has
identified a spell being cast by an opponent. The DC of this check is
equal to 15 plus the level of the spell. The character also gains a +1
bonus for every 5 ranks in this skill to all saving throws against
spells.
- Special: A specialist Wizard gets a +2 bonus when dealing with a
spell from his specialized school. As well, a successful Spellcraft
check is required before your character can attempt to counterspell.
The specialist Wizard suffers a -5 penalty when dealing with a spell or
effect from a prohibited school.
- Use: Spellcraft checks are made automatically anytime a spell is cast
nearby
SPOT
----
The character can reveal hidden creatures.
- Ability: Wisdom
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the Hide check of the hidden creature.
- Special: The Alertness feat grants a +2 synergy bonus on Spot checks.
Rangers receive a bonus on Spot checks against their favored enemy.
Elves receive a +2 racial bonus on Spot checks, and Half-elves receive
a +1 racial bonus.
- Use: Detect Mode
TAUNT
-----
The character can provoke an enemy into dropping his guard for a short
time.
- Ability: Charisma
- Classes: All
- Untrained: Yes
- Check: The DC is a Concentration check made by the target against the
character's Taunt skill roll. It is considered an attack. If the
Taunt is successful, the opponent suffers an AC penalty equal to the
difference between the Taunt roll and the defender's roll (to a maximum
of a -6 penalty) for five rounds. The target will also suffer a 30%
chance of spell failure, if they don't resist the Taunt.
- Special: Taunt penalties are not cumulative. The Diplomacy skill was
broken in two skills, Persuade and Taunt.
- Use: Select skill and then target creature
USE MAGIC DEVICE
----------------
The character can use the abilities of a magic item as if he had the
requisite class, race, or alignment to do so,
- Ability: Charisma
- Classes: Bard and Rogue
- Untrained: No
- Check: The DC of the task is determined by the value of the item, if
the character is trying to use an item restricted to a specific class.
If the character is trying to emulate a specific race, the DC is
increased by 5. If trying to emulate a specific alignment then the DC
is increased by 10.
- Use: Automatically applied whenever a character attempts to use or
equip a magic item that they would normally could not use or equip.
================================================================= #9 ==
-------------
* 9) FEATS *
-------------
A feat is a special feature that either gives your character a new
capability or improves one he or she already has. Feats are more like
innate abilities than skills and, as such, have no ranks or
progression. A character either has the feat or he does not.
Feats are chosen as they become available, beginning with one at
character creation. A new feat is gained with every three character
levels thereafter (3rd, 6th, 9th, 12th, 15th, 18th). Fighters and
Wizards gain extra class-related feats. Human characters receive a
bonus feat at 1st level.
Some feats have prequisites, and your character must have the
listed ability score, feat, skill or base attack bonus in order to
select or use them. There are also different kinds of Feats. General
Feats have no special rules governing them as a group. Metamagic Feats
allow a spellcaster to prepare and cast a spell with greater effect,
but at a higher level than it actually is. Class-specific feats are
only available of the specified class - Clerics or Paladins in the case
of Extra Turning, or Fighters in the case of Weapon Specialization.
>>> NOTE ON METAMAGIC FEATS <<<
It is during preperation that a Wizard or Divine spellcaster
chooses which spells to prepare with a Metamagic Feat (and thus at a
higher level than normal). In terms of the screen, this means that the
"Known Spells" pane of the spellbook actually has a number of tabs
indicating which spells can be prepared at this level with one of the
given Metamagic Feats. Aside from the "Known Spells" tab, there is one
tab for each Metamagic Feat the caster has aquired.
Sorcerers and Bards choose when they cast their spells and whether
to use a Metamagic Feat to improve them. As with other spellcasters,
the improved spell is cast as if it were higher level. Sorcerers and
Bards will be presented with a "Metamagic Feat" option off of their
"Spellcasting" Radial Menu and will cast any spells enhanced with
metamagic through that method. Metamagic enhanced spells can still be
placed in the quickbar.
In all ways, a metamagic spell operates at its origional level,
even though it is prepared and cast as a higher-level spell. Saving
throw modifications are not changed (unless stated otherwise in the
feats description). The modifications made by these feats only apply
to spells cast directly by the Feat user. A spellcaster can't use a
Metamagic Feat to alter a spell being cast from a Wand, Scroll or other
device.
Metamagic Feats cannot be used for all spells. See the specific
Feat descriptions for the spells that a particular Feat can't modify.
Metamagic Feats cannot be stacked, meaning that only one type of
metamagic alteration can be active on a single spell, though different
spells could be prepared with different Metamagic Feats.
There are many Feats in Neverwinter Nights and no character can
possibly choose to learn them all. With that in mind, you should focus
your character on Feats that enhance his abilities and role. Here's a
chart of Feats by type:
----------------------------------------------------------------
|COMBAT | ACTIVE | DEFENSIVE | MAGICAL | |
|FEATS | COMBAT FEATS | FEATS | FEATS | OTHER |
|------------|--------------|---------------|----------|---------|
| Ambi- | Called Shot | Armor (heavy) | Combat |Alertness|
| Dexterity | | Proficiency | Casting | |
|------------|--------------|---------------|----------|---------|
| Cleave | Disarm | Armor (light) | Empower | Extra |
| | | Proficiency | Spell | Turning |
|------------|--------------|--------------------------|---------|
| Improved | Improved | Armor (medium)| Extend | Skill |
| Critical | Disarm | Proficiency | Spell | Focus |
|------------|--------------|---------------|----------|---------|
| Improved | Improved | Deflect | Maximize | |
| Parry | Knockdown | Arrows | Spell | |
|------------|--------------|---------------|----------|---------|
| Improved 2 |Improved Power| Dodge | Quicken | |
|Weapon Fighting| Attack | | Spell | |
|------------|--------------|---------------|----------|---------|
|Improved un-| Knockdown | Great | Silent | |
|armed strike| | Fortitude | Spell | |
|------------|--------------|---------------|----------|---------|
| Point Blank| Power | Iron Will | Spell | |
| Shot | Attack | | Focus | |
|------------|--------------|---------------|----------|---------|
| Two-Weapon | Rapid Shot | Lightning | Spell | |
| Fighting | | Reflexes | Penetration |
---------------------------|---------------|----------|---------|
| Weapon | | | Still | |
| Finesse | | Mobility | Spell | |
------------|--------------|---------------|----------|---------|
| Weapon | | | | |
| Specialization | | | |
|------------|--------------|---------------|----------|---------|
| All Weapon | | | | |
| Proficiencies | | | |
----------------------------------------------------------------
>>> Note: I copied the feats list out of the instruction manual for
Neverwinter Nights Gold Edition (which includes Shadows of Underntide)
and you may find a couple of feats in this list not available in the
origional Neverwinter Nights *IF* you don't have any expansion packs
installed for it. I tried my best not to let this happen, if you do
happen to browse a feat not in the origional game, please e-mail me and
let me know so I can take it off of this list. I know a couple of the
special class feats aren't in this list either, they will be ASAP.
ALERTNESS
---------
+2 bonus to Spot and Listen checks due to finely tuned senses.
- Type of Feat: General
- Prerequisite: None
- Use: Automatic
AMBIDEXTERITY
-------------
When two-weapon fighting, this feat reduces the penalty of the off-hand
weapon by 4.
- Type of Feat: General
- Prerequisite: Dex 15+
- Required For: Improved Two-Weapon Fighting feat
- Use: Used automatically when two-weapon fighting. Rangers
automatically receive this feat at level 1
ARCANE DEFENSE
--------------
Character gains a +2 bonus to saving throws versus the chosen school of
magic.
- Type of Feat: General
- Prerequisite: Spell focus in the chosen school
- Use: Automatic
ARMOR PROFICIENCY HEAVY
-----------------------
Character is able to make effective use of heavy armor.
- Type of Feat: General
- Prerequisites: Armor Proficiency (Light) and Armor Proficiency
(Medium).
- Use: Automatic. Fighters, Paladins, and Clerics automatically receive
this feat
ARMOR PROFICIENCY MEDIUM
------------------------
Character is able to make effective use of medium armor.
- Type of Feat: General
- Prerequisite: Armor Proficiency (Light)
- Required for: Armor Proficiency (Heavy)
- Use: Automatic. All classes except Monks, Rogues, Sorcerers and
Wizards receive feat automatically.
ARMOR PROFICIENCY LIGHT
-----------------------
Character is able to make effective use of light armor.
- Type of Feat: General
- Required for: Armor Proficiency (Medium)
- Use: Automatic. All classes except Monks, Sorcerers, and Wizards
receive this feat automatically.
BLIND FIGHT
-----------
This feat grants the character the ability to fight well if blinded or
against invisible creatures. The character gets to roll her miss
chance perecentile to see if her attack actually hits. As well,
invisible creatures get no bonus to hit the character in melee.
- Type of Feat: General
- Prerequisite: None
- Use: Automatic
BLOODED
-------
Character gains a +2 bonus to initiative and a +2 bonus to Spot checks.
- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic
BULLHEADED
----------
Character gains a +2 bonus to resist Taunts and a +1 bonus to Will
saving throws.
- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic
CALLED SHOT
-----------
Grants the ability to make a potentially disabling attack against an
opponent's arms or legs. Called shots are made at a -4 penalty.
Called shots must overcome the target's Discipline skill check, and, if
successful will damage the target based on the location of the called
shot. A called shot against the legs will reduce the opponent's
movement rate by 20% and give them a -2 cumulative penalty to their
Dexterity. A called shot against the arms will apply a cumulative -2
penalty to the creature's attack rolls. Successful called shots last
for four rounds.
- Type of Feat: General
- Prerequisite: Base attack bonus of +1 or higher
- Use: Automatic. Manks automatically receive this feat at 1st level.
CIRCLE KICK
-----------
If the character succeeds in hitting an opponent with an unarmed
attack, that character gets an additional free attack against another
nearby enemy. There is a maximum of one free attack per round.
- Type of Feat: General
- Prerequisite: Base attack bonus +3, Dexterity 15+, Improved Unarmed
Strike
- Use: Automatic
CLEAVE
------
If a character with this feat kills an opponent in melee combat, he
gets a free attack against any opponent who is within melee attack
range.
- Type of Feat: General
- Prerequisite: Str 13+, Power Attack feat
- Use: Automatic. Manks automatically receive this feat at 1st level.
COMBAT CASTING
--------------
Character is adept at casting spells in combat, removing the standard -
4 penalty to Concentration checks when within three meters of enemy.
- Type of Feat: General
- Prerequisite: Ability to cast 1st-level spells
- Use: Automatic
COURTEOUS MAGOCRACY
-------------------
Character gains a +2 bonus to Lore checks and Spellcraft checks.
- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic
DEFLECT ARROWS
--------------
Character can attempt to deflect one incoming missle attacks per round
(Reflex save made against DC 20).
- Type of Feat: General
- Prerequisite: Dex 13+, Improved Unarmed Strike
- Use: Automatic if not caught flat-footed. Manks automatically
receive this feat at level 2.
DIRTY FIGHTING
--------------
The character knows brutal and effective fighting tactics. By
sacrificing all other attacks during the round, the character can elect
to perform a Dirty Fighting move, which will deal an extra 1d4 points
of damage. This mode cannot be used with the Power Attack feat.
- Type of Feat: General
- Prerequisite: Base attack bonus +2
- Use: Automatic
DISARM
------
The character can attempt to disarm an opponent in melee combat.
Attempting a disarm applies a -6 penalty to the character's attack
roll, and the combatant with the larger weapon gains a +4 bonus per
size category of difference. A successful hit deals normal damage and,
if the opponent fails a Discipline check, then the weapon flies from
the opponent's hands.
- Type of Feat: General
- Prerequisite: Int 13+
- Required for: Improved Disarm
- Use: Selected. A disarm attempt provokes an attack of oppurtunity.
DIVINE MIGHT
------------
Up to three times per day, the character may add his Charisma bonus to
all weapon damage for a number of rounds equal to the Charisma bonus.
- Type of Feat: General
- Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack
- Use: Selected
DIVINE SHIELD
-------------
Up to three times per day, the character may add his Charisma bonus to
his Armor Class for a number of rounds equal to the Charisma bonus.
- Type of Feat: General
- Prerequisite: Turn Undead, Cha 13+, Str 13+
- Use: Selected
DODGE
-----
Increased agility grants a +1 dodge bonus to AC against attacks from a
character's current target (or last attacker).
- Type of Feat: General
- Prerequisite: Dex 13+
- Required for: Mobility
- Use: Automatic, though a condition that negates a Dexterity bonus to
AC also negates any Dodge bonuses. Multiple Dodge bonuses (different
feats, racial bonuses) are cumulative.
EMPOWER SPELL
-------------
Magical expertise allows certain spells to be cast with a 50% increase
in variable numeric effects (number of targets, damage, etc), excluding
duration.
- Type of Feat: Metamagic
- Prerequisite: Ability to cast 2nd-level spells.
- Use: Empowered spells occupy spell slots two levels higher than
normal. Saving throws and opposed rolls, such as those made when
dispel magic is cast, are not affected.
EXPERTISE
---------
A character with this feat can make defensive attacks, gaining a +5
bonus to AC but receiving a -5 penalty to attack rolls.
- Type of Feat: General
- Prerequisite: Int 13+
- Required for: Improved Expertise
- Use: Combat mode
EXTEND SPELL
------------
Magical expertise allows certain spells to be cast with a 100% increase
in duration.
- Type of Feat: Metamagic
- Prerequisite: Ability to cast 1st-level spells
- Use: Extended spells occupy spell slots one level higher than normal.
Spells with instantaneous or permanent duration are not affected.
EXTRA MUSIC
-----------
The character may use Bard Song four extra times per day.
- Type of Feat: General
- Prerequisite: Bardic Music
- Use: Automatic
EXTRA STUNNING ATTACKS
----------------------
The character gains three extra stunning attacks per day.
- Type pf Feat: General
- Prerequisite: Base attack bonus +2, Stunning Fist
- Use: Automatic
EXTRA TURNING
-------------
This divine ability allows the character to turn undead six additional
times per day.
- Type of Feat: Special
- Prerequisite: Exclusive to Paladin and Clerics
- Use: Automatic
GREAT CLEAVE
------------
Same as the Cleave feat, except that there is no limit to the number of
additional attacks that the character may make after killing an
opponent.
- Type of Feat: General
- Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus of +4
or higher
- Use: Automatic
GREAT FORTITUDE
---------------
A character with this feat is very hardy, gaining a +2 bonus to all
Fortitude saving throws.
- Type of Feat: General
- Prerequisite: None
- Use: Automatic
GREATER SPELL FOCUS
-------------------
A character becomes even more adept with spells of a particular school
of magic. The character gains a +4 bonus to the spell save DC for all
spells of the chosen school.
- Type of Feat: General
- Prerequisite: Spell Focus (of the appropriate school).
- Use: Automatic. This feat may be selected multiple times, but the
effects do not stack. It applies to a different school of magic in
each case. This overlaps (does not stack with) the bonus from Spell
Focus.
GREATER SPELL PENETRATION
-------------------------
A +4 bonus to caster level checks is granted to the character, when
trying to beat a creature's spell resistance.
- Type of Feat: General
- Prerequisite: Spell Penetration
- Use: Automatic. This overlaps (does not stack with) the bonus from
Spell Penetration.
IMPROVED CRITICAL
-----------------
Combat ability doubles the critical threat range with a given weapon.
A longsword that normally threatens a critical on a roll of 19-20 would
now threaten a critical on a roll of 17-20.
- Type of Feat: General
- Prerequisite: Proficiency with the chosen weapon, base attack bonus
of +8 or higher.
- Use: Automatic. The threat range of a Keen weapon is already
doubled, increasi