Forgotten Realms
Neverwinter Nights: Hordes of the Underdark
Expansion Pack
(i'm not good at those fancy designs)
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Table of Contents
(use ctrl+f to find what section you want
i.e ctrl+f then type [i] for version
history. i probably sorted my Table of
conents in the weirdest way, i.e.
[vi ii.9]? lol.)
[i] ........... Version History
[ii] .......... Legal Stuff
[iii] ......... General Stuff
[iv] .......... Notes, Tips & Hints
[v] ........... Walkthrough
[va] .......... ---- My Character
[vb] .......... ---- Chapter 1
[vb i] ........ ** The Yawning Portal
[vb ii] ....... ** Descent into Undermountain
[vb iii] ...... ** Level 2 of Undermountain
[vb iv] ....... ** Level 3 of Undermountain
[vc] .......... ---- Chapter 2
[vc i] ........ ** A strange island
[vc ii] ....... ** The golem maker
[vc iii] ...... ** Beholder Army of Valsharess
[vc iv] ....... ** Illithid Army of Valsharess
[vc v] ........ ** Undead Army of Valsharess
(thanks [Iced]vampyre)
(thanks to G Admiral Thrawn)
[vc vi] ....... ** Seige on the rebel camp
(i forgot the journal name)
[vd] .......... ---- Chapter 3
[vd i] ........ ** Realm of Cania
[vd ii] ....... ** The Mimic
[vd iii] ...... ** Puzzler's Sepulcher
[vd iv] ....... ** Blood war
[vd v] ........ ** The knower of names &
Big Meph
[vi] .......... Appendix
[vi i] ........ ---- Races
[vi ii] ....... ---- Base Classes
[vi ii.1] ..... ** Barbarian
[vi ii.2] ..... ** Bard
[vi ii.3] ..... ** Cleric
[vi ii.4] ..... ** Druid
[vi ii.5] ..... ** Fighter
[vi ii.6] ..... ** Monk
[vi ii.7] ..... ** Paladin
[vi ii.8] ..... ** Ranger
[vi ii.9] ..... ** Rogue
[vi ii.10] .... ** Sorcerer
[vi ii.11] .... ** Wizard
[vi iii] ...... ---- Prestige Classes
[vi iii.1] .... ** Arcane Archer - SoU
[vi iii.2] .... ** Assassin - SoU
[vi iii.3] .... ** Blackguard - SoU
[vi iii.4] .... ** Champion of Torm - HotU
[vi iii.5] .... ** Dwarven Defender - HotU
[vi iii.6] .... ** Harper Scout - SoU
[vi iii.7] .... ** Pale Master - HotU
[vi iii.8] .... ** Red Dragon Disciple - HotU
[vi iii.9] .... ** Shifter - HotU
[vi iii.10] ... ** Shadowdancer - SoU
[vi iii.11] ... ** Weapon Master - HotU
[vi iv] ....... ---- The Rarer Fare
[vi iv.1] ..... ---- Chapter One Items
[vi iv.2] ..... ** Waterdeep and Undermountain level 1 items
[vi iv.3] ..... ** Undermountain level 2 items
[vi iv.4] ..... ** Undermountain level 3 items
[vi iv.5] ..... ---- Chapter Two Items
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[i] . VERSION HISTORY --- V1.06
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**
January 27, 2004
Started this FAQ.
V.01
**
**
January 28, 2004
Finished chapter one
V.02
**
**
January 29, 2004
Starting chapter two
Finished a strange island
V.03
**
**
January 31, 2004
Finishing chapter two on this
FAQ. Starting chapter 3 soon.
V.04
**
**
Febuary 1, 2004
Added some info
V.05
**
**
Febuary 1, 2004
Added Undead part
courtesy of [Iced]Vampyre and
G Admiral Thrawn
V.06
**
**
Febuary 1, 2004
Added some more stuff
V.07
**
**
Febuary 3, 2004
Added more stuff
and started some of chapter 3
V.08
**
**
Febuary 5, 2004
Added more stuff and did
more stuff on chapter 3
V.09
**
**
Febuary 8, 2004
Finishing this FAQ up
Will organize it soon
V1.00
**
**
Febuary 9, 2004
Added more info
organized FAQ
V1.01
**
**
Febuary 10, 2004
Added appendix section
V1.02
**
**
Febuary 11, 2004
finished base classes
added more info V1.03
**
**
Febuary 16, 2004
finished prestige classes
v1.04
**
**
Febuary 25, 2004
Added some "unique" items
v1.05
**
**
Febuary 28, 2004
Finished Undermountain level 1 items
V1.06
**
**
March 10, 2004
Finished Chapter 1 items, I'm going to make
a separate section for the items the Djinn
sells
V1.07
**
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[ii] . Legal Stuff
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This FAQ was written by hellmut1 (on Gamefaqs) aka HellMuT or Jef
Lister, and this FAQ may not be used anywhere else without his
permission. If you wish to use his FAQ you may EMAIL him at
[email protected], but you may use this FAQ for personal uses, i.e.
printing out and reading it. But you may not post anywhere else,
ign.com, cheatplanet.com or whatever, unless of course you have his
permission. ©2004 (sorry for reffering myself in a 3rd person way)
Thanks to these people for helping with the FAQ:
G Admiral Thrawn
[Iced]vampyre
Mark Willman
Richard Gaddy
Corwin Revis
Cinos
Xenobius
GI Jay
Blackstone
f.zamboni
Darko Perovic
Felipe Barbirato
Claude Kenni
EspAlex
John Longino
Sites that have been authorized (you can find the most recent at
gamefaqs.com):
http://www.gamefaqs.com
http://www.neoseeker.com
http://www.cheatcc.com
http://www.wogaming.com
http://www.ign.com (faqs.ign.com)
http://avault.com
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[iii] . General Stuff
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You should know how to play by now, if you don't, play NWN: Prelude.
Everything you need to know should be in the manual(s). Just to let
you know this is my first attempt at making a FAQ, ever. This FAQ will
hopefully help you finish the HotU campaign. There most likely be some
important stuff I'll be missing, so if you want to contribute you can,
by emailing me at
[email protected]. Of course, I'll give you credit
for helping me out in making this FAQ.
Used GWD Text Editor (shareware) to retouch this FAQ
29$ for Registered version
http://www.gwdsoft.com/
Got idea from Dsimpson's FAQ in BG2
I will update this FAQ little by little now, since the whole
walkthrough is complete. I will just be adding more info for the
appendix and info from emails. I just recently got really addicted too
Gunbound, I barely do anything now! Now my GPA has dropped by 1 point,
haha, I must stop and procrastinate on my homework.
Adding section called "The Rarer Fare", basically i'll add the
"unique" items you can find throughout the walkthrough, i.e. Enserric
the Long/Great/Shortsword. Mostly its stuff with unique names, like
Adamantite Breastplate, not stuff like Kukri +8 or anything. I won't
add miscellaneous items either, like those bard items, like Lyrics of
the Lich and such. Just Armor, Helms, Shields, Amulets, Rings,
Bracers/Gloves, Boot, and Cloaks
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[iv] . Notes, Tips & Hints
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**This is the Notes section for misc. stuff, like
advices on completing the walkthrough or for PW
servers and such. If you have any advice you want
to share or any character builds please send them
to me, and i'll post them up here. If you do post
any character buils please make them as detailed
as possible.**
IN-GAME TIPS
------------
I'll post some in-game tips that show when you are loading, saving and
etc. Too bad it doesn't show in the chat box like in BG2. But if you
remember any in-game tips please share some.
HENCHMAN
--------
"Ok, don't forget you can have 3 henchman, but the more people you
have following you, the less experience you'll recieve." - Mark
Willman
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MERCHANTS
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"before you leave the temple of the Sleeping Man for the first time,
make sure you've sold EVERYTHING you don't need to the Quarry Boss -
he gives a max of 50 000 for an item, and the Djinie in the bottle you
carry from the Undermountain only gives a max of 15 000. Why sell the
stuff? Well, you'll need about 2 000 000 GP (maybe a little less) when
you reach the Knower of Names, for you need to purchase some True
Names from her (aside from knowing the Reaper's name, which is a
must), and their cost varies from 100 000 to 500 000... I recommend
you buy the names of your party members, for me it was Aribeth and
Valen, because if your Persuasion skill isn't sky high, they'll turn
against you very soon... And, if you have the money, you can buy the
Mephisto's true name for 500 000, in that case you won't even have to
fight him. Poor archdevil..." - Xenobius
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PUZZLE RING
-----------
"the Puzzle Ring... The item is very useful, because when equipped, it
allows you to see hidden treasure chests which are invisible without
the ring. Sometimes it also confuses you, because some chests can only
be seen when the ring is NOT equipped. This concerns mostly the
Mimic's cave, but there are other chests. First, when you just get the
ring, DO NOT go into the astral door right away! Visit the quarry
boss. In the corner of the room where the quarry boss is, there's a
chest(Ring is ON), with a Skeleton Armor (You don't want to miss it.)
Then, go to the tavern. Near the weaponsmith ghost (the one from the
Underdark) there are three barrels. The middle one (Ring is ON)
contains a VERY powerful (and valuable) bow." - Xenobius
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SCRIVENER QUEST
---------------
"when you try to do the scrivener quest, I didn't know this but if you
have the two NPCs from the last chapter in your party...the drow
female and the tiefling...then the scrivener for some reason would not
join my party. If he doesn't join your party he won't follow you
around and you can't complete the quest for Lady Aribeth. I had a
really difficult time trying to figure this out and I wound up just
restarting the entire 3rd chapter eventually because I thought it was
a bug. When I restarted chapter 3 the reaper didn't give me the option
of letting me bring my previous allies to my party this time so I had
to go solo, and this is how I found out he can join my party now and
finish the quest. I also had my golem in my party as well when I first
tried so it's possible that with the 2 NPCs and the golem in my group
the scrivener just could not fit into my party. I had no idea he was
supposed to join my party in the first place though to complete the
quest because the game doesn't tell you anything about him having to
join you to do the quest. Anyway it was really irritating for me so I
thought other people might be having the same problem." Gi Jay
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SPELLCASTER TIPS
----------------
"A couple of useful hints for spellcasters:
I have found a number of the battles in this game to be very difficult
for a spellcaster including the mithril golems, the demi-lich, a few
of the path guardians, the grimgnaw encounter, and of course the final
battle with Mephistopheles was very hard. Time and time again I have
found one spell extremely useful for helping me get past nearly all of
my tough battles and that was Black Blade of Disaster. The sword
created by this spell is truely powerful. It takes zero physical
damage and is immune to almost all spells. It makes a fantastic tank
for a tough battle and actually deals a decent amount of damage. It
also has some type of instant death attack (vorpal I believe). When I
fought Meph, he was actually killed by my Black Blade's instant death
attack...Meph failed his save against it and died instantly. Honestly
there is no other way I would have beaten him I don't think. He was
immune to almost all of my spells and when I had Aribeth tanking him
he was cleaving through her 700 hp in a few rounds.
Also some of those big battles like the drow seige are a piece of cake
if you have access to wail of the banshee and chain lightning. I made
short work of that army in just a few minutes without much help at all
from the NPCs. I just ran out with my character, wail of banshee like
4 times and half that drow army was already dead. The rest of them
were finished off quite quickly with chain lightning flying around the
screen.
I think the Grimgnaw fight was one of the toughest in the game for me
as well. I had to buff myself up with ALL of my top defense spells and
have my Black Blade of Disaster tank Blapheron immediately. Then I had
would use Bigby's imposing hand on all of the melee characters to
lower their attack by 10. I left Aribeth to run around and basically
annoy whomever she could but I would periodically have to run over to
her and use a heal potion on her to keep her alive. Grimgnaw of course
follows you around wherever you go and I had a fire shield up to
damage him as he hit me while I concentrated on nuking Maugrim. Once
my Black Blade was able to drop Blapheron it would go after the
closest target which is hopefully Maugrim because he is really damn
annoying with his nukes and heal spells. My Blade made short work of
him and then came after Grimgnaw who was still kicking my butt.
Another really irritating character is that archer. Her arrows have a
dispel effect and when they him me, dispelled most of my buffs. She
was giving me a fit of problems and I had to go after her as soon as
the spellcasters went down. It took me about 15 tries but I finally
got past that battle." - Gi Jay
"I have a tip for wizards and sorcerors facing this battle. Use wail
of the banshee and you will probably take out the Minotaur, Belpheron,
and Maugrim all at once. Thats what happened for me anyway. " -
Richard Gaddy
"As a sorceror most of the battles i faced were easy, even ones
supposed to be difficult. When i am facing a tough enemy such as the
demi-lich or the mythral golems or such i use isaac's greater missle
storm a few times and they go down fast. It is even easy to take on
the dracolich all four times just using that lovely spell in its
original, empowered, and maximized form. If spell resistance is a
problem use Morkendainens Disjunction to lower spell resistance and
there shouldnt be much trouble. The only thing i had lots of trouble
with was the rakshasas and Big M. As for henchmen you can make valen
and aribeth (once you get them) into walking slaughterhouses with one
piece of armor. Chainmail of Speed. I got the first one from SoU and
kept it for HotU and got a second one in the room with the stolen
goods on one of the drow's bodies. Valen just by himself can cut
through most monsters in chapter 2 like a hot knife through warm
butter. With aribeth added to your party the only thing that can give
you trouble is maybe grimnaw and crew and definitely Big M. " -
Richard Gaddy
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HALASTAR'S MAGNIFYING LENS
--------------------------
"if you use the Halaster magnifying lens that you find at this level
on a formian, it strike them with some kind of slaying light... :-)" -
f.zamboni
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THE BRIDGE TO THE BEHOLDER CAVES
--------------------------------
I found some weird stuff on Hordes Of The Underdark that wasn't
mentioned in any of your faqs it's about the bridge control at the
entrace of the beholder caves.If you character has the pearl of
tongues or the pearl of bashing you'll get other choices and some
weird easter bunnies I think. I'm sending images of the stuff but go
ahead and check for yourselves.
here's what the items do:
when you insert the pearl of bashing a strange message will appear
[email protected]:/games/nwn# its like an email or something tell
me if you find out anything about it
when you insert the pearl of tongues (can be purchased with the
djinny)
you will be able to choose the language of the panel (in case you dont
have a high lore).
thanks
-Felipe Barbirato
----
Ok, about this.. neverwinter has said something about this easter egg,
it can be found right here:
http://nwn.bioware.com/underdark/game_secrets.html
If you are too lazy to go to that site, here is a definative
explanation by John Longino:
"Somebody at Bioware has an odd sense of humor.
[email protected]
refers to, in order - The dungeon master (in UNIX systems, root is
superuser, or 'God' if you will), the world, and the Prime Material
plane. Here's the joke - it's in BASH shell format, which is the
text-based interface that a lot of UNIX and Linux systems use. I don't
know if it's a double joke, but if it is, then maybe the 'pearl' part
is a reference to PERL scripts, which are very common for running
simple command-line interface programs (AKA daemons, so why didn't
they go for a triple entendre?)" - John Longino
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[iv] . Walkthrough
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[va] . My character
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Well I will updae this FAQ as I progress through
the game with my character. I had a
druid/shifter/dwarven defender but he wasn't
working to well with me. So I'm gonna make a new
character.
Note: You don't start off with any money if you
make a new character, unless you load your old
one.
Race: Dwarf: Sub-race: Deurgar (yes, i spelled
it wrong, its suppose to be Duergar)
Name: Gemli Kestriegen (randomized)
Class: Fighter (7)/ Dwarven Defender (8)
Alignment: Lawful Neutral
(all stats at level 15)
STR: 17
DEX: 16
CON: 14
WIS: 10
INT: 13
CHA: 9
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[vb] . Chapter 1
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[vb i] . The Yawning Portal
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Note: If you are not level 12-15 you have an
option of going to level 15
You have a dream about Valsharres, and one of her male mages summons
an image of you, the one whose going to defeat her. So she kills him,
because she gets angry, and tells the other drow to kill you.
Journal: Relic of the reaper -- It's an item much like the rings that
Drogan gave you. Except it uses Rogue Stones. It teleports you to the
realm of the reaper, you can ask the reaper to open a door to where
you last died. You can also bind points, so you can teleport to each
bind point, using the relic. Making a bind point costs 1 Rogue Stone,
while teleporting to one is free.
So then you wake up and find a theif in your room, and you kill her
right away, of course. Tamsil comes in, because she heard something.
Journal: Rude awakening -- Just go downstairs and
talk to Durnan
So you talk to Tamsil a bit, you tell her about the theif, and your
lost EQ. She tells you to go to the armory.
Journal: Armory -- Just go to the east room, grab some
EQ. It shows on your map.
So after you're done talking to Tamsil, head to the armory, then head
downstairs. Talk with the Henchman from NWN: OC. After you are done
talking with them, go to the next room, where you will meet Durnan.
After talking with Durnan abit, the Drow come. The sorceress casts
some paralyzing spell and kills a couple of people. So after the spell
wears off, kill the Drow, then follow Durnan and the others to the
well. Another Drow fight in the well room. Then you guys talk a bit
after the fight, all of a sudden a beholder attacks from behind, and
everybody is knocked to the ground. The 4 Henchman fight him off and
chase him down the well. While you get up and talk to Durnan.
Journal: Descent into Undermountain
So now you gotta,rescue them Henchmen. Find your old buddy, Deekin,
and ask him to join you if you want. Then talk to White, she gives you
a rod of resurrection to revive the 4 Henchman. You should also buy
some potions of cure critical wounds from her. You can go upstairs and
talk to Grayban, and tell him that Durnan let you go outside, so you
can visit the armory and magic shop to buy some wares. In the armor
talk to the smith and you can ask about crafting, the smith also sells
coloring dye for your armor, so does the magic shop, but its only for
cloth. The armory clerk sells some nice weapons, if you have the
money, unfortunately i didn't because i started a character from
scratch.
So now when you are done, go back to the Yawning Portal and pull the
lever to go open the dome, and enter the well.
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[vb ii] . Descent into Undermountain
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Note: Get at least an AC of 30, or you'll die easily, even
the loading screens tell you that.
When you finally get down, a goblin named Grovel will come and talk to
you. You can ask him about what happened down in undermountain. You'll
find out that Halastar has disappeared. When you are done talking to
him, you have the option of letting him live and bringing him up the
well, or killing him ( i think killing him makes you more evil). If
you let him up, you can go up the well, and tell Durnan if he is
harmless or not. If you say he is harmless your points toward lawful
will increase, if not, im guessing your points will go towards evil.
Go back to the well, and finally head to the exit to Undermountain.
You will come across Shawryn, one of the dead henchman, if you
resurrect her you will gain 500 xp. You can also ask her what happens.
She tells you that the other 3 have rushed off to kill the beholder.
I'm pretty sure she died from a trap of somesort or by some drows.
After resurrecting her, you can ask her to join up with you, but im
sticking with good ol' Deekin.
Journal: Sharwyn -- Resurrected Shawryn
As you go further, you will find 4 levers, and a bridge blocked by 12
blocks. You will have to find color rods to solve this puzzle. So that
means you'll have to explore the first level of undermountain. Around
level one of undermountain, there are these portals, that teleport you
all around of the first floor. Make sure to check some corpses they
usually contain some rods. So, for now, you can go south and you'll
find a room with some drows, kill them and loot the treasure chests.
(the mage can be kind of annoying since all effortless creatures
around level 10) Then you enter a room called Grim Statue. There is a
statue of a blue dragon, his challenge rating should be challenging.
Anyways, there is alot of traps there, and the traps wakes him up. You
can sneak around the traps to get the treasure if you want, but i
fought him. There seems to be a bug, the first time i fought him, he
attacked me. The second time, he just stood there taking hits. Well,
he gives aroud 2000 XP, good stuff. Then go to the other room, in the
north to grab some more goodies. Then leave and head south to the SE
exit. There will be some harpies. Then go south more fighting more
baddies. You will find 3 Guardian statues. You have to click on them
to aim at the door, then press the lever to make them stay. When the
bomb skeleton blows up, the guardians will rotate unless you have the
lever pulled down. Once all 3 guardians are aiming at the door, it
will open for some more goodies. There is a Bombermakers Sanctum to
the NE, if anyone knows how to get there, any help would be
appreciated. So after you are done with the 3 guardian puzzle, go back
north to the exit then enter the SW exit. There will be 3 faeries,
called something grig, or some- thing. Well they will go to a
sarcophagus, and raise a zombie lord. Then they will cast major buffs
on the zombie lord. Killing the faerie look-alikes will get you around
1000 xp each. There is nothing to loot in the sarcophaguses. So keep
heading south, and you'll find some more harpies, but now they are
fighting Ogres, kill them all. As you keep navigating through the
southern chamber, you'll find some cocoons, spiders will drop from the
sky, then after killing the weak spiders, the queen spider will drop
down, nice exp also.
So now, you will soon find the Queen faery. You fight her, and there
seems to be a cockatrice with her. When she gets to near death, you'll
get 2000xp. Question her if you want, then do what you want with her.
Letting her live gets you 500xp, killing her, i dunno. I'm to much of
a good guy. Go from her room, and you'll find some goodies, and an
alchemist's keg (the keg is damn heavy also). Don't forget to check
one of the vines, you'll get a magical vine, useable by druids and
rangers only. So exit the southern chambers.
"There are two ways to get to the bombmaker's sanctum. First you can
use the teleporters in the central area until you land on one with a
circle of writing or symbols or whatever around it. Use that one and
it should take you there. (worked for me anyway). Or you can look for
the secret doors that lead to it. I dont know exactly where they are
but i have gone through them before so i know they are there." -
Richard Gaddy
"I wanted to let you know there are 2 secret doors to get into the
area next to it, and at least one secret door from there. I found that
staying in detect mode and moving slowly, pausing near most areas
seems to locate them. True seeing and / or familiar that can detect
well, will definately help. If you enter the area from the eastern
exit, there is a trap door direct to the east, on the east wall near
the norhern wall. After entering that secret door, there is another
door to the east in the new area just south of the one you came
through. This will get you to where u want" - Blackstone
By now you should have at least 4 different rods, we can do the puzzle
later, but for now lets explore. Exploring west, will get you to the
hall of mirrors. Where you will find Daelen. Resurrect him and ask him
question about what happened. He mentions his reflection coming to
life and killing him. 500 xp for resurrecting him. You can ask him to
join up with you if you want. But of course I kept good ol' Deekin.
Journal: Daelen -- resurrected Daelen
I also looked in the mirrors and i found some goodies, i didn't check
all of them though. So heading NW exit will end you up in a trap maze.
Triggering the traps will have the pillars shooting magic missles at
you. The traps don't go away also, unless you cross the maze and pull
the levers. On top of that there are Drow marksman sniping at you. I
was encumbered, and just walked straight through the maze and pulled
the levers and killed off the snipers. Wasn't much of a problem. I
don't suggest you doing that if you have any sort of protection or
very low life. I had around 180 life. Going east, you'll find a
corpse, and a harpy fighting an ogre. There should be a rod in that
corpse, get it if you don't have any. So continuing, you should find
some more dead bodies, they are trapped, around here you'll find a
secret door, in there you'll fight some spiders that drop down from
the ceiling, and a queen spider. Then you'll come across a statue, its
trapped also, it will cast chain lightning on you. Heading NE you'll
find a small encampment, and a Sarcophagus. Open the Sarcophagus and
find an amulet of death, and a Mummy! Exit, and head W and take the
first door you see north. There's a little encampment there, after you
kill all the monsters off, continue moving to the next door, where
you'll find an ogre mage. Fight him to near death and you'll gain 2000
xp, same goes with the queen faerie, ask questions and stuff. Let him
live or die, i let him live but i didnt get 500 xp. There's a
barricaded door there, and i dont know how to get passed it.
Ok, two tipsters told me how to get passed it: G Admiral Thrawn &
Corwin Revis. You can use the Powder keg to blow up the barricades.
This will get you 2000xp, and you cant do the puzzle for more exp.
"the first level of the Undermountain-Central contains a room with a
bunch of undead kings sitting on the thrones, and in particular, one
holding a living longsword which will speak to you (!) when you
approach. Plus the whole first level (North, South, and Central) are
stuffed with secret passages, leading to very nice treasures, so it's
worth going through the whole level with search mode on.
The longsword, although, is very intersting. First, DON'T sell it!
You'll get ripped like hell, for it costs 170000+ to buy it back.
Plus, it can (later in game) at will use up some of your Constitution
to boost it's power up to +7 or maybe more, (temporarily), already
considerable when you first get him. (+4 enchancement, life stealing,
etc, plus it's upgradeable.) And lastly, for the Island of the Maker
place." - Xenobius
Leave and continue west,here you'll find some drows. Now exit the
north part of undermountain,and head back to the puzzle bridge. This
puzzle is easy, on the first lever to the south, insert any color rod
that matches the pillar on the first row of the bridge. Second lever
is for second row, third lever is for the third row, and fourth lever
is for the fourth row. You should get 2000 exp for completing this
puzzle. Head back to the yawning portal and restock if you want.
=================================================
[vb iii] . Level 2 of Undermountain
=================================================
There's a small cinematic of a flesh golem running into a room and
locking the doors. Continue and open the door, and you'll see a goblin
running and getting shot. Loot his corpse and get the yellow chain for
the upcoming puzzle. Kill the drow in there also. First head to the
south room, there are Duergars and drows here. It's a pretty straight
foward path. Once you get to the final room, you'll find a
sub-commander, kill him and get the chain. Open the drow chest to find
a djinni bottle. Rub it and a Djinn will pop out. He'll give you a
power stone, and let you buy some items from him, they are pretty nice
items also. Go and find Tomi in the same room and resurrect him. He'll
talk about Linu, that she's with some peasants trying to help them.
You also get 500xp for resurrecting Tomi
Journal: Tomi -- Resurrected Tomi
Now leave the sout portion of level 2 and enter the west, there are a
bunch of rakasha here, pretty weak, but the first-born can be
annoying. This is another straight foward path, loot the corpses and
find a key and enter to the next room. There are peasants here, or are
they? Talk to Shareesh, and he'll ask for your help for the power
stone, just say you are in the mood for killing and stuff. He
transforms into a Rakasha, and so do the other Rakashen. Kill them
all, loot Shareesh's corpse for the chain. Go to the next room and
open up the sarcophagus, and resurrect Linu. She'll talk about how she
was tricked by the peasants. 500 xp for resurrecting her ass.
Journal: Linu -- Resurrected Linu
Now leave and head up north to the last room, there are alot of
goblins here. The archers have greendye so they can hit you easier.
There is an appearence bug that the dye will stay permanent on you,
until you reload. Take the first left door, and fight a hill giant for
some goodies. Then leave that place and head right, its another
straight foward path. Kill goblins and stuff. There's this bridge
partm where you'll get sniped by a goblin cannon, arrow cannon. Bash
open the locked doors on the bridge or pick them, then kill all the
goblins. Continuing the passage, you'll come across some levers and a
stronger goblin. The levers do nothing as far as i know. Kill the
goblin, and loot his corpse for the last chain.
"Hello. I've noted that your faq and the other two don't seem to know
what the 3 levers in the Undermountain, Level 2 - North goblin area
do. I've opened the toolset and looked at the script for these. Going
from left to right assuming the entrance to the lever room is at the
top of the screen:
When flipped, Floor Lever 1 should
apply a Slow effect to any PCs that have been
hit by the goblin 'marker' arrow
When flipped, Floor Lever 4 should apply
a Lightning bolt effect to any pc hit by a goblin
'marker' arrow
When flipped, Floor Lever 2 should apply
a Bane effect to any pc hit by a goblin
'marker' arrow" - Claude Kenni
Now for the puzzle, leave the goblin area and head back to the center,
where you saw the flesh golem run. Put the colored chains on the corr-
esponding pillars. Now talk to the center pool, and a light sequence
will show up. Now heres the tricky part, WAIT, WAIT, till the light
sequence is finished, then talk to the pillars in the order the pool
gave you. When you talk to the pillar it will do nothing, it wont say
anything. If it says something like "nothing happened" you'll have to
talk to the pool again. If you get the seqeunce wrong, a dragon
wyrmling will come. After you get the sequence done, the door will
open. Talk to the flesh golem, Berger, and he tells you about his
master, Halastar. Now exit to level 3
=================================================
[vb iv] . Level 3 of Undermountain
=================================================
There are some Drow here, kill them all, and head south where you'll
get interrupted by a rebel Drow named, Nathyrra. She tells you about
the Formians, and that you should help them. So open the door and a
small cinematic opens. You'll have a smallbig fight with the Drow and
there's 1 Minotaur Brute. Go SE and find the Formian queen being held,
kill the drow gaurding her, then pull the lever. She says she'll repay
you when the time comes, so let her leave and head to the NE door.
Once you get there the Formian queen comes and tells you about the
Drow encampent, she says her people can help you avoid it by taking a
tunnel they made. So agree if you want. If you do, head NE of the room
and you'll find another Formian. He'll take you across to the other
side, where you can exit.
So now you are in the northern part of level 3. Walk north and
Nathyrra comes to you again. She tells you about the Drow camp and
their ballista, that its suicide charging in there head on. She says
you can sneak up around and take the Ballista for yourself and use it
on the Drows. So just stick on the East side walls and run north, till
you find the secret passage. Just click on the pile of rocks, and
you'll be teleported on the hill with the ballista. Kill the guy
guarding the ballista, then talk to the ballista to activate it. It
needs to recharge so you cant use it constantly. After all the drow
are dead, continue to the exit.
"Actually the room where you find your stolen goods is in the big room
with the ballistae and the beholder and all of those nasty drow in
that big encampent. Look for a dark chest amongst the tents. After
that room is where Halaster is imprisoned" - Richard Gaddy
Now you are in the western part, i believe. Nathyrra talks to you
again, that Halaster is being held in the next room. She offers to
help, so you, her and your henchman can go and save him. When you open
the door, theres another cinematic, of a handmaiden questiong
Halaster. Someone tells her about your appearence, and she tells him
to deal with you, easy. Now here's the tough part: after you kill that
commando, you'll have to fight all the other drows. There's two hills
with 3 archers on each one. So it would be hard to rush in. All i did,
was run in the run back, so the archers can't snipe me, and every drow
on the ground will follow you. After you kill all the drows on the
ground, loot the handmaidens corpse, then destroy the 3 stones around
Halaster, ignoring the archers if you can. Once broken, Halaster will
cast one of those mass magic missle spells, and kill every drow.
Saving him gets you 7500 xp. Once you talk to him, he starts talking
in rhyme, and says how you ruined his plan. Then his clone comes, and
they talk alot. After they are done talking, they put you on a Geas,
so now you are his property. If you want the geas off, you'll have to
kill Valsharess. Then he teleports you to underdark with Nathyrra,
ending chapter 1. (You can recieve your stolen goods by looting the
chests after saving Halastar. Mark Willman)
=================================================
[vc] . Chapter 2
=================================================
After beating Chapter 1, it shows a dialoug scene, with those still
pictures and stuff. You know, it happens everytime you beat a chapter.
Anyways, you get teleported to the seer of the rebel drow base. You
guys exchange dialouge some, then after you are done talking to her,
talk to Nathyrra and Valen (they both can be offered to be your
henchmen). Talking to Nathyrra will let you know about Valsharess'
allies: beholder, illithid and undead. Talking to Valen will let you
know about possible allies: some golems, and people on a strange
island. Talk to them for more information on what to do, like how to
defeat the undead army. Valen asks you to talk to Cavallas for more
information on the islands, he is by the docks.
Journal: Defeat Valsharess -- Defeat Valsharess
Golems on an island -- Get the golems to help fight against
Valsharess
A strange town -- find allies on this strange island
Undead Army of Valsharess -- Find and destroy this army of
the undead,to
weaken Valsharess' army
Illithid Army of Valsharess -- Negotiate with the overmind
to have the
illithids leave Valsharess' army.
Destroying the overmind is useless.
Beholder Army of Valsharess -- Destroy the Eye Tyrant of the
beholders,
to weaken Valsharess' army.
Ok once you exit, you can visit the shops for some goodies. There is a
weapon smith up north who can add magical properties to your equipment
for a hefty price.
=================================================
[vc i] . A strange island
=================================================
Head to the docks, its located on your map, and talk to Cavallar, the
hooded figure. Ask him to take you to the strange island.
Once you get there, enter the cave, and follow the path. It will lead
you to a Drow encampment, the battle is not that hard. There is this
Drow named Sabal, after damaging her enough, she will cast time stop
and flee. Keep following the path and you will come across some winged
elves. They tell you about their city and such. Head up and talk to
the merchant, ask him to give you the mirror shard, i had to
intimidate him. He'll give you a compass to find the mirror shard he
has hidden.
Journal: The merchant -- Find the mirror shard using the compass.
Head to the library, and go behind it. Use the compass there and it
should reveal some garbage. Loot the garbage to find the mirror shard.
1500xp for the quest and 1000xp for the shard.
"For the Winged Elf merchant, you said you have to Intimidate him,
that's not exactly true. If you have enough Persuade skill, you can
convince him to give it up. If you can't, if you have Nathyrra (or
you're a Rogue, Ranger, or other class with Spot -or Search, not sure
which) look near the Library. You might be able to find it, without
the compass. If all else fails, you can get the Burned Book from the
Library, and give it to him.That's worth less than nothing." G Admiral
Thrawn
Journal: The merchant -- found the shard.
Now enter the library, talk to the guy guarding the door, Ulither. He
tells you about his wifed, who's been turned into a medusa. Open the
door he guards, and head south, don't kill the medusa. Grab the potion
in the chest, and drink it, then you'll be able to talk to the medusa.
She'll ask you a riddle for the mirror shard. The first answer is Mud,
if you get it wrong the second answer, is lava. Don't ask me why, it
just is. Same exp as the merchant.
"Remember this town is OPPISITE of normal, so rather than being the
right answer, it's the exact oppisite" – G Admiral Thrawn
Journal: The library -- found the shard.
Leave the library and head south to the queens cave, there you'll see
a bunch of drow coming out, ambush them. You'll find Sabal again, and
again damaging her enough will make her use time stop and leave. Enter
the cave to find out that the queen gave the shard away.
Journal: Shoria's Cave -- couldn't get the shard
Now exit, and head to the temple. You'll get ambushed by drow near the
castle on the two hills. And again you'll fight Sabal, and of course
she'll flee when she's hurt badly. So continue to the temple, and
you'll find another winged elf. Talk to him and he poisons/diseases
you. He tells you, that you have to go through 5 challenges to be
worthy for his god. So pull one of the chains for the first challenge,
its easy don't worry. After the first challenge, your disease gets
worse. And it will get even more worse before every new challenge. And
there are 5 challenges. Which are one on one battles with weak
monsters. You can pull the same chain over and over if you want. You
can also use restoration spells and items to cure the diseases if you
want. Then after 5 battles, you get the shard, and you don't get
cured. Get the same exp as the merchant.
"With the Temple, I've found it EASIER to just kill him. Your
alignment doesn't take a hit, and he's pretty simple. Or if you want
max XP, do the challenges, THEN kill him. You also say that if you win
all 5 battles, you don't get cured. You do get cured." - G Admiral
Thrawn
"If you are a sorceror or a wizard it is better to take the challenge
for more experience. Even though spell failure is increase it has NO
effect (at least i never experienced one) on things such as epic
spells and summon familiar. So even though your familiar gets left
behind when you enter the battle if you have rested previously just
summon him again and he will appear inside with you. After the first
challenge rest and do the same thing until you are done. I recommend
just doing the zombie challenge because it is easier on your familiar"
- Richard Gaddy
Journal: The temple -- found the shard
Now head to the wizard's tower, and you'll find the former archmage.
He says he gave his mirror shard to his apprentice. So enter the tower
to find his apprentice. On the first floor, you'll find demons
fighting drows. Kill them all. Don't bother exploring the first level,
nothing really good. Head to the second floor, and head south to find
more Vrocks and a Balor lord. Kill the lord to find a talisman of
evil. Nothing else on this floor, so head to the third floor. There
are a bunch of slaads here. Kill them all, and head north. Northwest
has Jansil in it, the former archmage's apprentice. Get him to near
death, then he'll surrender and give the shard away. Explore all the
other rooms for the nice loot. Then leave. Same exp as the merchant.
Journal: The wizards tower -- found the shard
Now head to the castle. In the main room you'll get ambushed by
driders. Kill them all and the chieftan for his nice bow. Explore the
first area if you want. The east side has some nice items, but nothing
too great. A drow assassin on the east side has some nice daggers in
his corpse. Head to the throne room to find Elicid, the fool. (if you
went here before doing all the other quests, he'll tell you about
them). You'll meet up with Sabal there, for the last time. Tell him
that you want to fight her now. He'll explain about the magical
pillars that you can use with the mirror stones. So once the fight
starts, you can use the unique power of the shard on the pillar. To
use the shard on the pillar is just like using an ordinary item. Right
click and click on use unique power, then click on the pillar you
want. Each pillar has a unique power, one of them i find nice is the
pillar on the east. I think it was called the pillar of entrapment.
What it does is sets up a cage around the middle and swords come up
and down from the ground damaging people inside. Use this pillar when
Sabals drows are in the middle. After killing Sabal, you'll get the
full mirror back. The winged elves won't help you fight, but they say
that the mirror would be useful. You get 5000 xp for doing this.
"The entire tower is a "Wild Magic Zone", meaning any spells you cast
could be something DRASTICALLY different. I've been polymorphed in to</pre><pre id="faqspan-2">
a squirl, cast cone of cold (when I casted a different spell), even
Time Stop once." - G Admiral Thrawn
Head back to the seer, don't give her the mirror, you'll need it later
on. You should get 1000xp for doing this journal.
Journal: a strange island -- recovered a powerful artifcat, mirror.
should prove useful
against the drow.
=================================================
[vc ii] . The golem maker
=================================================
Go back to cavaller and ask him to take you to the island of the
golems. When you get there you'll see some Duergars. You can ask there
leader any questions you might have about the island. Go continue and
find the dungeon, and enter. You'll fight quite alot of golems here.
There's a thing about this place, there is this Scavenger golem that
brings the golems you killed back to life. So what you should do is
lure the golems that you fight into a room or something then kill them
there, make sure they aren't close to the door. When you are done
looting that room close the door. The scavenger golem just follows one
path and wont enter the door. Loot the library in the middle of the
dungeon or the library in the SW, and get some books that will help
you. One of the books has ingredients on making tools for controlling
golem. You can find the ingredients all around the first floor of the
dungeon. Beware though, while going around the dungeon there are two
things you should really know about. There is this one room with a
golden armor statue, its trapped, but how to get it is explained
below. And another room, this one even has a warning sign. When you
enter your weapon will be stolen, and you'll be fighting your weapon
or some invisible guy weilding it. This room should be around NE area.
The other book has some translation for numbers, i have no idea what
to do with it, but it has something to do with the control room.
Anyways, go north and you'll find a guardian golem, the items you've
created probably will help. I think this is a bug but the guardian
golem, did not attack my henchmen at all. Anyways after killing the
guardian golem head towards to the next level.
"Notice it keeps saying "Sinth Thesti"? Translate this by the book you
found, it's 54 or something like that. Go to control room, press first
button 5 times and the second 4 times, then press the center button.
Scavvie will blow up and you get 1500 exp. You can also kill the
Guardian, which says "Laz Zandi" this way. Just change the numbers to
79 (I think) and you'll get past that powerful foe with no trouble." -
Cinos
find the word translation buy checking the book in the library
When you enter you'll see two different golems having conflicts with
each other. Kill them all, and head either south or north. Either way,
as you progress there will be an unhostile golem that will take you to
their leader, Aghaaz (flehsgolems) or Ferron (bronze golems).
Negotiate with the leader and tell them about your problem with
Valsharess. The leader should ask for you to do something. Aghaaz will
ask for Ferron's head, and Ferron will ask for the power source. I
sided with Ferron, but either way will work. But siding with Ferron, i
think you'll have to do a lil extra work. You'll have to kill Aghaaz
who is way more powerful than Ferron, (in terms of challenge rating, i
never actually fought Ferron). And to get the power source, youll have
to kill 4 greater minogon who are pretty decent of a foe. Either way,
once you are done doing their tasks, you'll have their gaurantee of
their alliance.
Going east, will get you to this locked door, i don't know how to open
it, and in Ferrons camp there is a door also leading to the third
level, i do not know how to get passed the puzzle inside. Anyways, so
leave the dungeon and youll find the duergars waiting outside, their
leader has a complaint about you going into 'their' dungeon. You can
either pay them, intimidate them, or bluff them to stop from attacking
you. I just attacked them head on, nothing too hard. The leader has
some nice gear you can use or sell.
" there is a door you can't open. If you're a druid or a ranger, you
can talk to the rat and It'll open the door for you. Also, you can
pick the lock on the door if you happen to be a thief." - Cinos
on the third floor:
"There's a pile of remains on the floor inside the trap puzzle,
containing a sling and some bullets. What you need to do, is bash the
four mirrors with a sling bullet(arrows, bolts or spells will do
nicely too) BEFORE they release the charge, and you're done. It gets
worse, though. Just beyound is a guardian spirit, which needs a
password, and if you don't know it you're in BIG trouble - those
golems nearby will most likely shred you to bits. The password can be
obtained from a ghost behind that locked door on the second floor, but
I could only get there by utilising a game bug: if you stand right in
front of a door, and detonate the Power Source, it will be placed so
close to you, that you will be pushed through a closed door, and will
be able to open it from the inside with a lever. Anyway, when you
either tell the password, or kill the golems (clerical Harm spell
works nicely, if you can bypass the spell resistance) you finally meet
the master, who's actually a Demi-lich, a little, but powerfull flying
skull. It's not that hard to beat, well, not as hard as it's Baldur's
Gate cousins, anyway so go right ahead... You'll get a lot of
treasures, including 9th level spell scrolls.
"Actually the armor in the center is real. And the trap CAN be
removed. Either use the merchants compass (if you kept it) and use the
disable traps spell in it OR look for the lever near the northern wall
that disarms the trap" - Richard Gaddy
"And here goes the most interesting part: Wizards (and only them, it
seems) could have found some spare golem parts on previous levels, and
now, they can create an over- powered golem for themselves! This tank
is VERY hard to kill, plus, it will follow you anywhere - even across
the planes. But what keeps bugging me, that living longsword you found
earlier, if spoken to, tells you that he could be tranferred to a new
body, "preferrably a well-made golem"... I don't know how to
accomplish that, though, but this sounds interesting - both the sword
and the golem are very powerful as is, and if combined somehow, they
would possibly make a truly ustoppable killing machine... " - Xenobius
"If you are good with ranged weapons OR have ranged spells that are
good go and get those mythral golems to come at you (if you dont knw
the password) and run all the way back to the stairs leading up. Dont
go up the stairs of course. Anyway, the funny part is when they reach
the bridge before the stairs and try to get past the end of it they
will be teleported ALL the way back to where they started. So stay
where you are and keep attacking them with ranged weapons or spells
until they die. Issac's Greater Missile Storm anyone? Oh btw, a
sorceror can create a golem too not just wizards" -Richard Gaddy
Go back to the seers camp and tell her about the golems.
Journal: The golem maker -- Got the golems to help you fight against
Valsharess
=================================================
[vc iii] . Beholder Army of Valsharess
=================================================
Leave the seer camp, by going SW, and you'll find yourself at the
gates of the camp. Exit there also, and head to the other exit on the
other side, going NW. Head more west, and you'll find a bridge with a
barrier. There should be a control panel, you are suppose to match up
the exclamation marks in 1 row. If you don't have a high lore skill
and can't translate it, it will show some weird langauge. Here is the
translation here:
Oring = Right
Vikik = left
Galoon = First row
Snirk = Second Row
Puckin = third row
Zapp = Fourth row
or you could use the pearl of tounges to read it.
After you have all the exclamation marks lined up, press the glowing
button and cross the bridge. Enter the dungeon, you'll find a drow
named Eldath i think. He can be a pain in the ass, but not really,
well not for my dwarven fighter, but he was a pain in the ass for my
shifter. He just attacks real fast, and does alot of called shots,
thats all. After killing him enter to the real beholder dungeon.
In the beholders dungeon find your way to the center (shouldn't be
hard, and god have mercy on your soul if you cant find your way to the
center). The beholder fights are gayishly annoying, they keep fleeing,
by flying upwards then landing down somewhere far away. Before you get
to the tyrants main chamber, you'll see a big hole. Climb down there.
In this lower level, MAGIC WILL NOT WORK, THAT MEANS NO POTIONS, NO
NOTHING, NO SCROLLS, NO RODS OF RESURRECTION, NOTHING!!! NOT EVEN YOUR
CLOTHES WILL WORK CORRECTLY.
Anyways going through this dunegeon, you'll find a magic device, i had
no spellcraft or lore to identify what the buttons are on the magic
device, and i just pressed random buttons. It probably opens that
locked door, leading to the obelisk. Anyways, once you reach this big
area in the north, you'll find a big spider. über hard man! Mages have
no hell of a chance against this spiderwith no magic. Fighters will
have a terrible time also. The spider strips away your armor as you
fight also, and uses knockdown often. Using my dwarven power, i ran
passed the spider into the obelisk room. There are four pannels on
each side. There is 4 pannels that you cant press. the 3 pannels next
to theone that cant be touched, you'll have to match them. So lets
say, there is the pannel that you cant touch and it looks like a
number one (it actually does) press the next 3 pannels next to it to
all looklike a number 1. Then there will be lightning confirming that
you didnt it correctly. Do this for all 12pannels. After that magic
will be available! Grab this orb from inside the obelisk before you
leave. Now you can kill the giant spider because magic is avaiable. Oh
boy, i so kicked that spiders ass.
"You dont really have to face the spider first or even run by it. If
you go to that locked door and have a high enough lore or spellcraft
skill you can use the device nearby to cast the knock spell. Dont use
anything other than that and healing circle though. If you cant
decipher the symbols the other way to get by the door is to look for
the secret door above the device and a little to the left." - Richard
Gaddy
Now head back up to the beholders main dungeon and continue to the Eye
tyrant. There should be a beholder ambush when you crawl out of the
hole. Kill them all and enter the next room to find the eye tyrant.
This is where you should use the orb you found in the obelisk,
unfortunately, i got the orb after i killed the eye tyrant. Focus on
killing the eye tyrant first, because when you kill the other
beholders, more will pop out of the hole.
After killing the eye tyrant, there is a room behind and theres some
treasures there. After you are done leave and go back to the seer to
tell her the good news.
Journal: Beholder Army of Valsharess -- owned them good
=================================================
[vc iv] . Illithid Army of Valsharess
=================================================
(if you gave your mirror to the seer, get it back you'll need it for
this quest) Leave the seer camp and head out the gates again, this
time enter this cave on the north, it will send you to a bridge thats
right infront of the entrance to the illithid place. When you enter,
you'll find some Duergars, they say something about having a helmet to
protect you from illithid mind reading. Kill them for the helmet, and
wear it. You only need it for yourself, your henchmen wont need it.
Wearing this helmet allows the illithid to not attack you on sight
also, because they think you are a slave trader, and that your
henchmen are your slaves. Pass through the waterfall, its illusionary,
and head to the inner ring. There will be this illithid that asks you
to take off your helm, say no, he'll still let you pass. Go to the
sleeping chamber (theres a nav point on your map, go find it yourself)
and loot the chest in there, some illithids will come out and attack
you, kill them all for exp and some loot from the illithid with a
name. Get out and head SE, request to see the elder brain, this time
youll have to take your helm off. Step onto the circle and youll be
sent to the elder brain. Don't attack him, you'll mess up your quest.
Talk to him and give him the mirror you got from the strange island.
He tells you to tell the seer that he will withdraw his army from
Valsharess.
Leave and go back to the seer camp, this is where Valsharess starts
her invasion. So i coudlnt do the undead part. it probably has
something to do with this small city of slaves to the south. If
anybody can be kindess enough to send me a small walkthrough of that
part.
“you get way more XP if you DON'T give the Shattered Mirror to the
Ithillid, and on top of that, the ending is better, I think.”
– G Admiral Thrawn
Journal: Illithid Army of Valsharess-- successfully got the illithid
army to not help Valsharess.
=================================================
[vc v] . Undead Army of Valsharess
=================================================
give thanks to [Iced]vampyre for doing this walkthrough of the undead
part. G Admiral Thrawn did another one also, his is after
[iced]vampire’s
First, the are five things to do in chapter to : the golem maker, the
strange island, the illithid, the beholders and the undeads. I believe
that once you complete four of these, if you return to the main camp,
the Valsharess will start her invasion, so you must not return there
if you want to complete all five quests. The undead army is indead in
the small city of slaves to the south. Once there, touch the gong and
someone will come out of the temple. You can do whatever you want with
them. Enter the temple and go up (after getting all the treasures of
course). You'll see an altar with two stone dragons. If you find a
black pearl (there is one near), you can use the altar to add an
ability to your weapon. Continue un, you will have to fight someone to
get a key. Go back down to the first floor and continue down (using
the key you just got to open the door). Fight the golems, there is a
rope in a chest, use it to continu further down. You will have to
fight vampires. Once you kill them, they return to their coffin and
come out to fight you again after a while. To avoid that, you have to
get a wooden stake (you can bash wooden chest, crates, tables, etc. to
get some), go examine the coffin and use the wooden stake. Once you
kill the first vampire, you get an energy orb. In the next room, there
are three doors and you have to use your energy orb to open them. One
of the door has only one pillar where you can place your orb. Do so
and the door will open. Kill the vampires, get another orb and return
to the central room. Get back the first orb you used to open the first
door, go to the door with two pillars in front of it and place an orb
on each pillar. the door opens, kill the golems and the vampire. You
will also meet a girl prisonner of the vampires. If you free her,
using a rod you find nearby, you can convince her to help you fight
the Valsharess. When you get the third orb, return to the central
room, take back the first two orbs, go to the door with three pillars
in front of it and place an orb on each of them. Prepare yourself
before going down. In the room down, you will have to fight an undead
dragon. Before killing it, you should go all the way to the back of
the room and destroy the dragon statue, otherwise, the dragon will
come back after you kill him, and you probably won't want to fight him
again! There are a lot of traps on the way to the back, but there is a
secret door nearby to avoid them. Once the dragon statue is destroyed
and the dragon is dead, get the treasures and get out.
Here is the one from G Admiral Thrawn:
For the Undead Quest, first you enter the village of Drearing's Deep
(south entrance on the " area west of Lith My'athar). You will be
stopped by the "Unofficial Leader of Drearing's Deep". He has some
good info aboiut the town, so ask him about everything you can. One of
the Human Slaves on the southeast side also offers information, this
time about the cult runniong the place. Thing to note is the Ceremony
is always iniatied by the ringing of the gong in the center of town.
Well, ring the gong. Soladalis will come out, and ask who will
volenteer to be a sacrifice. Volenteer. If you don't, an innocent will
be chosen, your alignment takes a hit (5 points toward evil), AND to
complete the quest, you have to kill the Cult Knights guarding the
door to the Temple, AND disarm a very difficult trap. If you set the
trap off (it's a sonic trap, with a long stun time), you will face all
the enemies AT ONCE on this floor. A bunch of Skeletal Devours and a
Cult Knight, all the while your stunned, making yourself just a huge
target. After winning the fight, take the right door. On the next
level, kill the Cult Knights and the Shadow Fiends that show up. In
the South room, one of the chests has 2 Black Pearls. They are used on
the Altar in the main room to add Strength Drain (DC 24). Very
helpful. After that, head up to the third floor. After facing off
against an "Elite" Cult Knight, you face off against Soldaris. Watch
out, he's a high level mage, who likes to use Time Stops, Bigby
Spells, and summons. after killing him, loot his corpse, and the rest
of the floor, being wary of traps. On his body is a key, amoung other
things. Now that you have that, head to the first floor, and take the
west door. in the next room (a floor down, you face off against 3 Bone
Golems. ill them, but watch out, they ise a Lighting bolt attack, in
addition to a physical attack. Take the Rope from the chest in the
center, then tie the rope on to the bar next to the chest. Climb down
the rope. You face off against Vampire Monks. When you kill one, find
it's coffin, and drive a wooden stake through it's heart. You get them
by bashing the Chests/Crates/Chairs/Desks/ect littered around here. On
the first monk's body, take the energy orb, and stake his corspe.
Next, head through the door, and left. Put the orb on the Pedestal,
watch the lightining destroy the door, then take it back. kill the
monks (remember to stake them) in the next room, then head to the
north. Kill the Elder monk, and stake her. Get a second energy orb off
her corspe. Now head accross the center room, probably getting by
lighting a couple of times, and put one orb in each pedestal. Follow
the Corridor aroung, till you get to a place with 3 bone Golems and a
Shadow Master. Kill the Golems, and the Shadow Master. You will
probably have to chase him down for a while. Also beware his bolts-
They inflict Negeative Energy on you. kill him, stake him, and
loot his corpse. After you stake him, search the chests in the room
for a cool mace, ands the "Nullifier Rod", which will allow you to
free the Celestial trapped in the room where you first "met" the
Shadow Master. Free her, then ask her to help you against the
Valsheress. Now, head back to the Center room, (wiht the lightning
bolts), and head through the North door. Kill Soldaris once more, and
stake him. Since you already looted him on the third floor, he has
nothing here. Now prepare for a challenge. Vix'tra is not a dragon,
not a lich, but a Dracolich. He combines the physical power of a
dragon, with the magical talent of a Lich, although I never saw him
cast spells. There are three ways you can kill him. The first is just
hard. Kill him 4 times. The second is painful, if you survive. Cross
the traps in the north corridor. The third way is find the secret
passage past the traps. Ways 2 and 3 lead you to Vix'thra's
Phylactary. Destroy it, and kill him just once more, and he's gone.
"One thing to be aware of is that you can be level drained while
fighting in that temple. If you dont have access to any restoration
scrolls or spells you're screwed if you did this place last. But you
can use the relic of the reaper to get to the seeress without
triggering the siege and you can have her heal you. If you want to
return to the temple though (unless you finished your business there)
be sure to place a binding before teleporting" - Richard Gaddy
=================================================
[vc vi] . Seige on the Rebel camp (i forgot the journal name)
=================================================
The seer will tell you that Valsharess has already started her
invasion, or just begun it. So she asks you to lead the army in
defense of the invasion. So you rest up before the big battle. During
your rest you have a chat with Valsharess' projection. Talk whatever
you want with her, then after the small chat you'll wake up by the
camp's gates. You are suppose to organize the camps defense. I'm not
sure if it really matters, but i got overran by Valsharess' army. But
set it up anyway you like by talking to each squadron's leader.
”The Easiest way to defend the city is to station the Marksmen in the
inner towers, one squad of swordsmen in the Courtyard, and the
other squad of swordsmen near the outer gater. Send the Golems and
Lavora (or you could keep her in the Courtyard to help against any of
the "Summoned monsters) to defend the Seer (she needs them- she's
physically weak, so she needs defense). Meanwhile, if your a
spellcaster, take one of the outer towers- after you tell Imloth that
your ready for the onslout (the door is on the far end). If your a
tank, defend the Outer Gates. this allows you to keep the Duegar
bottled up in the outer doors, and the squads of Marksmen and
Swordsmen can deal with any summoned monsters.” – G Admiral Thrawn
"There is a way to avoid being betrayed by the house that Myrune
controls. (The house that the seeress is allied with)Go to the
southern public drinking house and look for a noble standing around.
She will identify herself as Myrune's daughter and ask you to kill her
mother so that she can take over. In return you will get 5000 exp,
20000 gold, and the daughter's promise not to betray you. She will
make good on her promise." - Richard Gaddy
Anyways, when i got overran, i was forced back to the seer camp, and
it shows the seer getting betrayed by one of the houses. You have to
save her quickly before she gets killed. After you successfully save
her, you guys go outside and prepare for the final assault. You'll
have to protect the seer during this, so she can do something. The
first assault will come from the exit to the city gates. Then the
second comes from the docks. Protecting the seer from these assaults
shouldnt be to hard. After you are done you'll end up infront of
Valsharess' fortress. You are suppose to charge in with the other
drows, but you end up getting teleported by the devil guy.
More talking, then out of nowhere the devil guy kills all the
redsisters and releases you to kill Valsharess. She isn't hard at all.
So after killing her, the devil guy is released. He said he had this
planned all along. It has something to do with the relic. Anyways, he
takes it and kills you. Now you are dead. This should begin Chapter 3.
=================================================
[vd] . Chapter 3
=================================================
Ok so you wake up in the realm of the reaper, ask him to take you back
and he says he cannot. You can ask him why and stuff, and it ends up
that Mephistopheles has killed you, and took your relic, and he knows
the reapers true name, and tells him what to do. Something like that,
anyways you have to find the reapers true name so you can command him
to send you back to Toril. You should be able to get him to get your
henchman back, if not try later. So now exit through the misty door.
Journal: Escape frome hell -- find the reapers true name to get back
to Toril.
=================================================
[vd i] . Realm of Cania
=================================================
In this place its very cold, its so cold that you take 1 damage every
round! Later on it gets worse, you can get near a fire to keep you
warm for awhile. When you enter you'll see someone disappear, well its
a spirit.
Journal: a spirit devoured
So talk to a spirit, any spirit, and ask them some questions, you'll
find out what you need to know. You'll learn of a woman whose in a
cave and a scrivener. After you talk to the spirit for awhile they get
devoured.
Journal: A lost leader
The scrivener
Now head to the cave in the middle and you'll find what looks like a
intellect devourer, but its the scrivener. talk to it and you'll see
that it wants you to take it to some pillars. It gives you images for
hints for what kind of pillars it wants you to take to it. Pillars are
the big stone slabs on the ground. Each pillar has their own nav point
also, so it can be easier to find. The first pillar the scrivener
wants you to take it is to Treason. Upon reaching the pillar treason,
the scrivener will teleport to it, then talk to it to confirm its
right. The next pillars are Dimension and Infinity. After you are done
the Scrivener will show you a picture of the lady in the cave, Lady
Aribeth.
Journal: The Scrivener -- the scrivener wanted you
to take it to three pillars
and you have succeeded.
Before going into the cave, collect 3 velox nettles, they are plants
which you can find on the cracks on the ground, or you can buy them
from the tavernkeeper, for 500 a piece. These velox nettles are used
to light up campfires, which is useful for later on, letting you rest
without getting hurt by the cold. After getting 3 velox nettles go to
the cave an put 3 velox nettles in the campfire infront of Aribeth.
She will thaw out and attack you. Get her to neardeath and she'll
surrender. Talk to her till you get her to join you, i fergot the
dialogue. It shouldn't be hard to convince her though.
Journal: A lost leader -- completed
Now head to the quarry office, should be in the SE, and there is this
demon named Gru'ul. He won't let you buy from him unless his grinder
#5 is fixed.
Journal: A devil's Quarry -- Grinder #5 is broken
and Gru'ul wants it
fixed.
So head down to the quarry, and find this red imp by a grinder, he'll
be sleeping. You'll see that his hand is stuck, you can attempt to use
your dexterity to free his hand, or feed him to the grinder (your
alignment should shift towards evil). If you do free him, you'll have
to fix the generator yourself using your intelligence, or repay
Gru'ul. Anyways he sells some nice items, and he sells a torch that
ignites Velox nettles, you can carry the torch around and you wont get
hurt by the cold. You can kill Gru'ul if you want, you'll get around
4k gold and a hammer that adds +15 to craft armor and weapon and +10
to lore. but it can only be used by harper scouts.
Journal: A devil's quarry -- grinder #5 has been fixed.
Now head to the tavern, and you'll find a guy named Arden Swift,
apparently he has a way to wake up the sleeping man in the temple.
Using his horn, he'll blow it and the sound will be real loud, loud
enough to wake up the sleeping man.
"The card game in the tavern requires a lot of wisdom, 18+
preferrably, to guess whether the tiefling is lying or not. (He lies
most of the time). The game is simple enough, but may take a couple of
save/load procedures to begin the way you want it. And you want him to
begin with a face card, because the line of questions is VERY simple
in that case. So, let's say the tiefling has a face card (1st
question). The, you ask if it's black (2nd) then - guess the suit
(pick according to previous answer) (3rd). Then, you simply ask him if
it is a Jack, (4th). If it's not - ask if it is a Quenn. (5th). Now,
if it's not a Jack and not a Queen, you can be sure it's a King of
/whatever suit it was/. Game beaten." - Xenobius
Journal: Arden Swift -- Get the horn from him to wake
up the sleeping man.
Kill Arden Swift for the horn, your alignment wont shift towards evil,
and alot of people want him dead. Plus you won't like how he swindles
you out of your money. I'm pretty sure you can avoid that by playing
his game, but i haven't tried.
Journal: Arden Swift -- got the horn from him, now use it
to wake the sleeping man.
Also, in the tavern there is your old buddy, the weaponsmith from the
rebel camp, he still can imbue your item with magical properties if
you want.
Now leave and head to the temple, there is this sensei and she wants
you to find out the 5 secrets or answers of the sleeping man, in order
for you to see him. Kill her instead, and get the amulet from her
corpse, then go see the sleeping man (she'll attack you when you wake
up the sleeping man also, so it would just be easier to finish her off
now, plus your alignment doesn't shift toward evil) If you want you
can find out the 5-fold mystery of the sleeping man if you wish, but
you'll have to talk to some people around the town. I'll add who to
talk to later. Anyways, go to the sleeping man and you can use your
wisdom to channel your energy onto the amulet and find out some maybe
interesting stuff. After that attempt to wake up the sleeping man by
using the horn. He'll talk about his true love and stuff, you can ask
him some question also. He'll tell you to find the knower of places so
you can find the knower of names to find the reapers true name.
For the five-fold mystery, these are the 5 people i talked to for it:
1st: Sensei
2nd: Slaad slave
3rd: Sullen Pilgrim
4th: Tome in the temple
5th: The Reaper
"It's me, again. Just wanted to add a couple of things. First, the
people who have an answer to the each of the question of the mystery
are: 1) the Sensei of Gru'ul. 2) the Scriviner or a Weary Quarry
worker. 3) Gith Berry Picker, the Sullen Gith Pilgrim, or a Worried
Spirit. 4) Arden Swift or the Sensei's book (whic also reveals the
Guardians left by Mephostopheles to stop you from getting to the
Knower of Names). 5) The Reaper of Aribeth (if you already freed her,
you have to accecpt her into your party to find out about it.
Second, if you have a high Wisdom score (around 16+, maybe 18), you
can sucessfully focus on the amulet, there by not having to kill the
Sensei. Oh, if you kill her, there might be ramifications, but not for
a while. The Gith Sensei could be the Sleeping Man's One True Love,
and if that's the case, and you killed her, you will have to kill
him." - G Admiral Thrawn
Enter the Astral door, and you'll fight 5 skeletons at a time and then
a giant skeleton. You'll have to do this 5 times, after that go to the
pedestals and get the ring pieces. Use the rings power to put them
together. The order to put the ring is 'HFL'. After that leave that
place and you'll end up back at the temple. Equip the ring and you'll
see arrows, follow those arrows to the next Astral Door.
When you enter the next Astral door you'll start polymorphing alot,
and you'll find the Path guardian, kill him. After that, there will be
a bunch of ice blocking your path, so transform into an earth
elemental using your amulet. After turning into an earth elemental
just click on the ice to break it.
You know should be in the deep or deeper wastes of cania, anyways
follow the arrow again to another astral door. to the west of the
astral door there is a worg den. Transform into a wolf to get passed
the small door.
=================================================
[vd ii] . The Mimic
=================================================
Anyways, enter the Astral door, and you'll see a mimic steal your
armor. You can flirt with Aribeth here, but i heard there's a bug that
won't make her your true love if you do, or something like that.
Anyways, as you progress you'll see some blue bars blocking your way,
you'll have to equip your ring on and off to get rid of those blue
bars. You'll find two levers, and two missing, pull the two levers,
then put your ring on (or take it off if you already have it on) to
see the other two levers. After you pull all 4 levers, the door will
open, and you'll see the mimic run away again. Follow the mimic to the
next area.
In this area there are 4 gem generators, go around and collect the gem
they drop. After you have collected at least 4 or 5, go to the center,
and drop them down the isle leading to the center. There is a lever
there, that when you pull it, it shoots out fire down on the middle.
So wait till the mimic finds them gems and walks toward the middle
eating the gems. Once the mimic is in the middle pull the lever to
kill him. Some rats may wander buy and try to steal the gems you
dropped. When you kill the mimic a grappling hand will shoot out into
your backpack and Gargamesh a demon will come out and attack you,
because you have his hand. Kill him and he'll have a katana for weapon
masters. After he is dead another door will appear. Enter it and
you'll end up back outside. Use your new found grappling hand, to
grapple onto the torch on the other side.
Follow the arrows yet once again to another astral door. Quicksave
before entering, because you'll fight a pretty tough battle. In the
astral door you'll find Grimgnaw, and that badguy from the NWN: OC,
Maugrim i think, and some other people. Whatever you say to Grimgnaw
he'll still think you are a threat and needs to be handled with. I
started by walking all the way to Blapheron, the lich, during the
dialogue because he was annoying for me. But handle it whatever way
you want to. After you kill them, loot their bodies for some nice
goodies. Use the djinni bottle so you can identify yourstuff (if you
have low lore and dont have Deekin on your team, but who wouldn't have
Deekin on their team?!) and sell. Get the key from Grimgnaws corpse
and enter through the locked door. Transform into a pixie and enter
the small door, then transform back to normal form to pull the lever
and back to pixie form to get back through the small hole.
=================================================
[vd iii] . Puzzler's Sepulcher
=================================================
Now exit out, and you'll end up in the Puzzler's Sepulcher. There are
these arrows and levers here. Pull the lever and whatever the
direction the arrow is pointing it will send you that way. The arrows
on the platforms shift around, so itll be harder to navigate to the
otherside. Before going to the other side, go all around the platforms
looking for places with two levers. Make all the other levers the
blue, by pulling them. Then head on to the other side and aim all
three gargoyles at the lightning door. And pull the lever to open the
door. There is another arrow, that rotates around, and there are two
locked chests and a locked door. Wherever the arrow is pointing at, it
will unlock the object its poitning at. So you'll have to wait till
the arrow is pointing at the chest to open it and find whats inside.
After that you'll across some dead ends, use your grappling hand to
grab the chains, so you can cross. Eventually you'll find the guardian
of the path. Kill him and enter the portal, to the knower of places.
Ask her some questions and whatnot, then she should make your ring
point you in the direction to the knower of names. So enter the Astral
door behind her and follow the arrows again.
=================================================
[vd iv] . The Blood War
=================================================
There's a cave to the west with some trolls in it and some treasure
chests. Follow the arrows to the giant fortress, and you'll see a
demon and a devil bust in and the demon killing the devil. Go kill the
demon and enter the hole he made. You'll enter the windswept battle
field, kill all the demons and devil and follow the arrows. Use the
grappling hand to get across to the ice prisons. You will have to
fight a devil army. They keep coming after you kill a certain amount.
After you have destroyed the devil army the path guardian will come.
So kill him also. After he is dead, follow the arrows again and use
the grappling hand to get across. You'll find a catapul that you can
use to break the knower of names prison. Turn into an earth elemental
form and throw the catapult across the lava. Get back to the ice
prison, and aim the catapult at the north prison, and fire it. The
knower of names will appear.
"In the cave with the trolls, there's another chest which can only be
seen with a Puzzle ring equipped, and it contains perhaps the most
powerful item the game! (I didn't find anything better, anyway). It is
a belt, which can only be worn by chaotic people, and among it's truly
numerous powers is an epic spell, HellBall, once per day! Aside from
that, it can cast a bunch of other, very damaging spells, plus it sets
your cold immunity to 90%, while increasing fire damage you receive
(or vice versa). " - Xenobius
=================================================
[vd v] . The Knower of Names and Big Meph
=================================================
After you have released the knower of names you can ask for the true
names of your henchman (so they wont turn on you when you fight Meph),
the sleeping man and his true love, your true love, the knower of
names, Gru'ul, the reaper, Arden swift and Mephs. In order to get
Meph's true name you need 600000 gold, 100000 gold to find the knower
of names true name so you can command her to get Meph's true name
which is 500000 gold. After getting the reapers true name you can
return to the city of lost souls.
"You dont have to end up with the sensei being the sleeping man's true
love. When you get to the Knower of Names SAVE first THEN talk to her
and ask what the name of the sleeping man's true love is. If it is the
sensei then escape the conversation and reload. Eventually (it only
took me two tries) you will get a different person as his true love."
- Richard Gaddy
You can talk to the sleeping man and tell him to stop his quest for
his true love, and he'll die. Tell him his true love (it was the
sensei in my case, and i killed her) he may attack, if his true love
is dead. You can talk to Gru'ul and have him give you his bracer, be
nice, and give the workers a holiday. Then he disappears.
"when you free the Knower of Names, return to City of Lost Souls, go
to the temple, then through the astral door where you first went to
get a ring. On the map, you can see a tiny island far off in lava. If
you target well enough, the grapple will get you there, and you can
grab the treasure chest, containing a powerful cloak - +5 AC, 100%
cold immunity, -2 to Charisma and +2 on every other attribute."
- Xenobius
Go back to the reaper, you know his true name now so you can return
home. You can also do some other stuff, like let the Giths return
home, let the dead haunt the living and stuff (this affects the ending
i think) . So now the reaper has opened the door back to your world.
Enter it and you'll return to Waterdeep, and you'll see some ghosts
and people fighting. Tell Durnan that you'll handle Meph and he'll
come and kill everybody. Durnan escapes and so do you.
So now you fight Meph, you can use his true name to not fight him, or
you can just kill him. He'll try to persuade your henchman to fight
you, if you can't persuade them use their true names. But tell Deekin
that he can go but you'll miss him. You'll need a high + enhancement
on your weapon to hurt him, i don't know the minimun you'll need.
After you do enough damage to him, he'll retreat and some ice beasts
will come. The next time you do enough damage to him, lava will be on
the ground doing damage to you and you'll have to fight some lava
beasts. After you get him to low hp, he'll surrender, there are alot
of options to choose from, but i killed him. And that is the end.
Some tips on fighting Meph:
here are some tips on how to make final battle with Big M. really easy
if you're sorcerer/wizard. He's vulnerable to acid, so cast "Mestil's
Acid Sheath" and let him hit you. He will take lot of damage back
(depending on caster level). When you're low on HP, use Potion of Heal
(make sure you have lots of these) and just stand there getting a
beating until he surrenders. Painful, but it works.
For melee characters, it's useful to enchant your weapon with acid (at
drow weaponsmith in Chapters 2 & 3), so even if you do zero physical
damage, he will take damage from acid.
There is an interesting bug if you use knockdown on him in first two
"rounds" of battle. When he takes enough damage he's supposed to
summon some ice monsters and disappear, but when knocked down, he'll
stay there and when you kill Ice Beasts another Mephistopheles will
drop down on you so now you'll have to fight two! Not good! I guess
you can have three of them after you deal with Lava Beasts, but I
haven't tried that. - Darko Perovic
"In 'The Knower of Names and Big Meph' part,when you ask the Knower of
Names the Sleeping Man's true love,the answer you got is 'You',which
means my female character is his true love .-_- And,after you went
back and talked to the Sleeping Man,he decides to fight Meph at your
side. I didn't really fight Meph since I used his true name,but I
think if the battle starts,the Sleeping Man may appear to help." -
EspAlex
=================================================
[vi] . Appendix
=================================================
NOTE: If there is an
error in the book, please notify me and i will place the error
corrections here, credited to you.
*************************************************
=================================================
[vi i] . Races
=================================================
HUMAN:
-----
Humans are the most adaptable of the common races. Short generations
and a penchant for migration and conquset have made them very
physically diverse as well. Skin shades range nearly black to 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, tatoos and the like.
*FAVORED CLASS:
Any. When determining wheter a multiclass human suffers an XP penalty,
his highest-level class does not count.
*QUICK TO MASTER:
1 extra feat at 1st level
*SKILLLED:
5 extra skill points at 1st level, plus 1 additional skill point at
each level up
DWARF:
-----
Dwarves are known for their skills 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 4 to 4 1/2 feet tall, but are broad and compactly built,
almost as wides as they are tall. Dwarven skin varies from deep tan to
light brown, a dwarven hair is black, gray or brown. Dwarven men value
their beards highly.
*ABILITY ADJUSTMENTS:
+2 Con, -2 Cha
*FAVORED CLASS:
Fighter. A multieclass dwarf's fighter class does not count when
determining whether he suffers an XP penalty for multiclassing.
*SPECIAL ABILITIES:
Stonecunning, Darkvision, Hariness 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 strategy.
Elves can live to be over 700 yars old and, by human standards, are
slow to make friends and enemies, and even slower to forget them.
Elves are slim and stand 4 1/2 to 5 1/2 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 beatiful.
*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. Enchantments, Bonus Proficiencies
(Longsowrd, Rapier, Shortbow, Longbow), Skill Affinity (Spot), Keen
Senses, Low-light Vision
GNOME:
-----
Gnomes are in wide dmand as alchemists, inventors and techinicians,
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 3 to 3 1/2 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.
*GNOME 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 re fined senses and love of nature of their elven parent, although
they are outsiders among both cluters. 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. They live about 180.
*FAVORED CLASS:
Any. When determining wheter a multiclass half-elf suffers an XP
penalty, his highest-level class does not count.
*SPECIAL ABILITIES:
Immunity to Sleep, Hardiness vs. Enchantments, 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 duchess'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 in
age.
*ABILITY ADJUSTMENTS:
+2 Str, -2 Int, -2 Cha
*FAVORED CLASS:
Barbarian. A multiclass half-orc's barbarian class does not count when
determining whether he suffers an XP penalty for multiclassing.
*SPECIAL ABILITIES:
Darkvision
HALFING:
-------
Halfings 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. Halfings have ruddy skin, hair that is black and straigh, and</pre><pre id="faqspan-3">
brown or black eyes. Halfling men often grow long sideburns but rarely
beards or mustaches. They preefer practical clothing and would rather
waer a comfortable shirt than jewelry. Halfings stand about 3 feet
tall, and commonly live to see 150.
*HALFING ABILITY ADJUSTMENTS:
+2 Dex, -2 Str
*FAVORED CLASS:
Rogue. A multiclass halfing's 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.
=================================================
[vi ii] . Base Classes
=================================================
[vi ii.1] . BARBARIAN:
---------------------
Barbarians are brave, even reckless, and their warrior skills make
them well suited to adventure. Barbarians have a powerful rage that
makes them strong 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 the 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.
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 Strength; +4 to Constitution; +2 moral 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 Strength and Constitution and a +3 bonus to Will saves (the -2
penalty to Armor Class 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 Dexterity bonuys 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 amount 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
EPICNESS
--------
The eipc barbarian is a furious warrior who can cut his opponents to
ribbons with awe-insipiring ease. He is the very incarnation of rage.
HIT DIE: d12
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4 + Int Modifier
BONUS FEATS: The epic barbarian gains a bonus feat every four levels
after 20th
EPIC BARBARIAN BONUS FEATS: Armor Skin, Epic Damage Reduction,
Devastating Critical, Epic Toughness, Epic Prowess, Mighty Rage, Epic
Weapon Focus, Overwhelming Critical, Superior Initiative, Terrifying
Rage, Thundering Rage
[vi ii.2] . BARD
----------------
Bards often serve as negotiators, messengers, scouts and spies. They
love to accompany heroes (and villains_ to witness heroic (or
villainous) deeds firsthand (i.e. Deekin), since a bard who can tell a
story from personal experience earns renown among his fellows. A bard
casts arcane spells without any advanced preparation, much like a
sorceror. Bards also share some specialized skills with rogues 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 + Modifier each additional level
*SPELL CASTING:
Arcane (Charisma-based, no spell preparation, 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
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 that can bolster their allies
GAINED: 1st Level
USE: Selected
BONUSES: Defeaned creatures are not affected by the bard's singing.
The bardsong may be sung once per day per class level. The song
affects all allies within 30 feet and lasts for 10 rounds. The higher
the bard's 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 9: +1 to Reflex saves, +1 to Skills
Perform 15 and bard level 8: +1 to Attack rolls, +8 Temporary HP
Perform 18 and bard level 12: +2 to Dodge AC, +1 to skills
Perform 21 and bard level 14: +1 to Damage rolls, +8 to Temporary HP
and +1 Dodge AC
Perform 24 and bard level 15: +1 Will saves, +1 Reflex saves, +1
Fortitude saves, +1 Dodge AC, +1 to
skills
Perform 25 and bard level 16: +1 will saves, +4 Temporary HP, +1
Dodge armor class, +1 to skills.
An additional +2 Temporary HP and +1 to skills is granted for each
additional 5 Perform and 1 bard leve. At Perform 45 and bard level 20,
bardsong grants +6 temporary Hit Points and +3 to skills
EPICNESS
--------
The epic bard's music is beyond inspiring, beyond heartening, beyond
perfection. With just a song, the bard can weaken the cruelest
creature or inspire allies to the heights of power and bravery.
*HIT DIE:
d6
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
4 + Int Modifier
*BONUS FEATS:
The epic bard gains a bonus feat every three levels after 20th
*EPIC BARD BONUS FEATS:
Curse song, Epic Skill Focus, Epic will, Great Charisma, Great
Dexterity, Improved Combat Casting, Lasting Inspiriation, Epic Spell
Focus
[vi ii.3] . CLERIC
------------------
Clerics act as intermediaries between the earthly and the divine (or
infernal) wrolds. A good cleric helps those in need, while an evil
cleric seeks 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 cratures and they can turn away or
destroy these creatures. Clerics can use simple weapons and all forms
of armor and shields without penalty, since armor does not interfere
with the casting of divine spells. In addition to his 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.
*HIT DIE:
d8
*PROFICIENCIES:
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)
CLERIC SPECIAL ABILITIES:
------------------------
*SPONTANEOUS CAST:
Able to replace any spell and cast a 'healing' variety of the same
spell level 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 the 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 cleric's charisma modifier
BONUSES: The cleric's level and Charisma are used to determine how
many Hit Die of the undead are turned. If the cleric has twice as many
levels as the undead have Hit Die, the undead are instantly destroyed.
EPICNESS
--------
The epic cleric is among the most elite of her deity's servants,
spreading the word and acting as emissary for the church. The epic
cleric commands great power and respect.
*HIT DIE:
d8
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic cleric gains a bonus feat every three levels after 20th
*EPIC CLERIC BONUS FEATS:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic
Still Spell, Epic Spell Focus, Epic Spell Penetration, Greater Wisdom,
Improved Combat Casting, Planar turning.
[vi ii.4] . DRUID
-----------------
Druids gain power not by ruling nature but by being at 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 thei 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, lawfule neutral, true neutral, chaotic neutral
or neutral evil.
*HIT DIE:
d8
*PROFICIENCIES:
Club, dagger, dart, sickle, scimitar, spear, sling, and quarterstaff,
shields, light and medium armor.
*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)
*EX-DRUIDS:
A druid that is no longer neutral cannot gain levels.
DRUID SPECIAL ABILITIES:
-----------------------
*NATURE SENSE:
The druid gains a +2 bonus to all attacks made while fighting the
wilderness ares.
GAINED: 1st level
USE: Automatic
*ANIMAL COMPANION:
Druids may summon a stalwart animal companion.
GAINED: 1st level
USE: Once per day, until killed or unsummoned
BONUSES: Animal Companion are chosen at character creation and can
be changed with each new druid class level.
NOTE: Animal companion's are pretty useless at high levels, because
of their lack of AC.
*WOODLAND STRIDE:
Druids may walk with ease through magical and non-magical impediments
to movement.
GAINED: 2nd leve
USE: Automatic
BONUSES: Immune to grease, Web and Entangle spells and effects.
*TRACKLESS STEP:
Druid move stealthily through wilderness areas.
GAINED: 3rd level
USE: Automatic
BONUSES: Grants a +4 competence bonus to Hide and Move Silently
checks when in wilderness ares.
*RESIST NATURE'S 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 a +2 insight bonus to saving throws against all Fear
spells and effects.
*WILD SHAPE
The druid gains the abilty 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 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 aiblity 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 one hour
per level.
BONUSES: Huge elementals at 16th level and elder elementals at 20th
level.
EPICNESS
--------
Powerful, primal forces dominate nature and the epic druid is capable
of harnessing them. The epic druid is a mighty symbol of the natural
world and the balance demands that he use his great powers
responsibly.
*HIT DIE:
d8
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
4 + Int Modifier
*BONUS FEATS:
The epic druid gains a bonus feat every four levels after 20th
*EPIC DRUID BONUS FEATS:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still
Spell, Dragon Form, Energy Resistance, Epic Spell Focus, Epic Spell
Penetration, Greater Wisdom, Improved Combat Casting.
[vi ii.5] . 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.
*HIT DIE:
d10
*PROFICIENCIES:
All simple and martial weapons, all armor, and shields
*SKLILL POINTS:
Int Modifier x 4 at 1st level; 2 + Int Modifier each additional level
FIGHER SPECIAL ABILITIES:
------------------------
*BONUS FEATS:
The figher gains a bonus feat at first level and every two levels
thereafter, chosen from a subest of the entire feat list. This bonus
feat is in addition to the feats every character gains for advancing
in character level.
EPICNESS
--------
Having advanced from the ranks of seasoned warriors, the epic fighter
is the true master of warfare. More than a mere sword-swinger, the
epic fighter knows how to defeat his opponents in any arena. Though
his journey to achieve this goal ahs been long and hard, the epic
fighter is just startingout on another path -- a fledgling in the
realm of gods and other powerful beings.
*HIT DIE:
d10
*SKILL POINTS EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic fighter gains a bonus feat every two levels after 20th
*EPIC FIGHTER BONUS FEATS:
Armor Skin, Damage Reduction, Devastating Critical, Epic Prowess, Epic
Toughness, Epic Weapon Focus, Epic Weapon Specialization, Improved
Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical,
Superior Initiative.
[vi ii.6] MONK
--------------
Monks are versatile warriors skilled at fighting without weapons or
armor. Good-aligned moniks serve as protectors of 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, catching arrows in
flight and doging blows with lightning speed. A monk's mundane and
ki-based abilities grow with experience, granting him more power over
himself and his environment. Monks suffer unique penalites if they
wear armor, as doing so violates their rigid oath. A monk wearing
armor loses his Wisdom and levelbased AC bonuses, movement speed, and
additional unarmed attacks per round.
*ALIGNMENT:
Any lawful
*HIT DIE:
d8
*PROFICIENCIES:
Club, dagger, handaxe, light crossbow, heavy crossbow, kama, quarter
staff, shuriken, sling
*SKILL POINTS:
Int Modifier x 4 at 1st level; 4 + Int Modifier each additional level
MONK SPECIAL ABILITIES (ALOT):
-----------------------------
*BONUS FEATS:
The monk receives several bonus feats from the standard feat list,
including Cleave, Improved Unarmed Strike and Stunning Fist at 1st
level, Defect 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 AC BONUS:
Monks add both their wisdom modifier and their Dexterity modifier to
their AC
*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 potentially deadly situations
GAINED: 1st level
USE: Automatic
BONUSES: In situations where successful Reflex saving throw would
allow others to take half damage, the monk escapes unscathed.
*MONK SPEED:
Monk gains 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 throw vs. mind-affecting
spells.
GAINED: 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 HP equal to twice the number of levels
the character has in the 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 the saving
throw fails.
*KI STRIKES:
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: Equivalent to a +1 enhancement bonus at 10th level, +2
bonus at 13th level, +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 powers 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 the levels 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 fortitutde save (DC 10 + 1/2 the monk's level + the monk's
Wisdom modifier). Failure results in the target's immediate death.
*EMPTY BODY:
Mastering his ki can allow the monk to fade from sight.
GAINED: 18th level
USE: Selected. 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
EPICNESS
--------
An epic monk's speed, power, grace and force of will are unmatched by
mortal beings. Her powers continue to multiplpy as she steps away from
the mortal shell and accepts an inner tranquility that lesser
characters cannot even dream of.
*HIT DIE:
d8
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
4 + Int Modifier
*BONUS FEATS:
The epic monk gains a bonus feat every five levels
*SPECIAL:
Every 3 levels, the monk's movement speed will increas by an additionl
10%
*EPIC MONK BONUS FEATS:
Armor Skin, Damage Reduction, Energy Resistance, Epic Toughness,
Improved Ki Strike, Improved Spell REsistance, Improved Stunning Fist,
Self-Concealment.
[vi ii.7] . PALADIN
-------------------
Paladins take their adventures seriously, and even a mundane mission
is, in the heart of the paladin, a personal test -- an opportunity 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 she
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 an dmartial weapons, all armor, 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 longe rlawful good cannot gain
levels until she becomes lawful good.
PALADIN SPECIAL ABILITIES:
-------------------------
*DIVINE GRACE:
Blessed by her deity, the paladin gains bonuses to resist various
forms of attack.
GAINED: 1st level
USE: Automatic
BONUSES: The paladin adds her positive Charisman 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 HP equal to her 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 paladin can unleash a
holy attack that devastates evil enemies.
GAINED: 2nd level
USE: Once per day
BONUSES: The paladin applies her Charisma Modifier (if positive) to
her next melee attack roll, and adds a damage bonus equal to her
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 scatter or destroy undead.
GAINED: 3rd level
USE: Three times per day, plus the paladin's Charisma modifier.
BONUSES: The paladin's level and Charisma are used to determine how
many Hit Die of undead are turned. If the paladin has twice as
many levels as the undead have Hit Die, the undead are instantly
destroyed.
*REMOVE DISEASE:
Her access to the divine allows the paladin to remove disease from
herself or her companions.
GAINED: 3rd level
USE: Once per day
BONUSES: As the cleric spell Remove Disease
EPICNESS
--------
Standing at the forefront of the battle against chaos and evil in the
world, the epic paladin shines as a beacon of hope to all who fight
the good fight.
*HIT DIE:
d10
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic paladin gains a bonus feat every three levels after 20th
*EPIC PALADIN BONUS FEATS
Armor Skin, Devastating Critical, Epic Toughness, Epic Weapon Focus,
Epic Prowess, Epic Reputation, Great Smiting, Improved Combat Casting,
Overwhelming Critical, Perfect Health, Planar Turning
[vi ii.8] . 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
rangers 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 score should be high, as this determines
the maximum spell level that he can cast.
*HIT DIE:
d10
*PROFICIENCES:
All simple and martial weapons, light armor, medium armor, shields
*SKILL POINTS:
Int Modofier x 4 at 1st leve; 4 + Int Modifier each additional level
*SPELLCASTING:
Divine (Wisdom based, armor-related chance of spell failure is
ingored)
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
weakness of various creatures.
GAINED: 1st level
USE: Selected
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 5
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
EPICNESS
--------
The epic ranger moves through the natural world with deadly grace and
a keeen mind. The epic ranger is both a protector and a hunter, and
his powers reflect this
*HIT DIE:
d10
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
4 + Int Modifier
*BONUS FEATS:
The epic ranger gains a bonus feat every three levels after 20th
EPIC RANGER BONUS FEATS:
Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic
Weapon Focus, Favored Enemy, Improved Combat Casting
[iv ii.9] . ROGUE
-----------------
Rogues have little in common with each other. While some -- maybe even
the majority --are stealthy theives, many serve as scouts, spies,
investigators, diplomats or simple thugs. Rogues are versatile,
adaptable and skilled at getting what others don't want them to get.
While not equal to a fighter in combat, a rogue knows how to hit where
it hurts, and a sneak attack can dish out alot 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.
*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 Modifier x 4 at 1st level; 8 + Int Modifier each additional level.
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 melle 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 charater 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 therafter). 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 potential deadly situations.
GAINED: 2nd level
USE: Automatic
BONUSES: In situations where a succesful Relfex saving throw would
allow others to take only half damage, a rogue escapes unscathed
*UNCANNY DOdGE:
GAINED:
Level 3: Retain Dexterity bonus to AC, even if flat-footed
Level 6: +1 to reflex saves made to avoid traps
Level 11: +2 to reflex saves made to avoid traps
Level 14: +3 to reflex saves made to avoid traps
Level 17: +4 to reflex saves made to avoid traps
Level 20: +5 to Reflex saves made to avoid traps
USE: Automatic
*ROGUE SPECIAL FEATS:
On achieving 10th level and every three levels thereafter, the rogue
can choose a speical feat from the following list:
CRIPPLING STRIKE: Any successful sneak attack automatically deals
two points of Strength ability damage to the target.
OPPUORTUNIST: 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.
IMPROVED EVASION: In situations where a successful 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
hit point), he can make a Reflex savin 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.
EPICNESS
--------
The ultimate theif with legendary skills and many a tale of
derring-do, the epic rogue is the master of cunning, deceit and
stealth.
*HIT DIE:
d6
*SKILL POINTS EACH ADDITIONAL LEVEL:
8 + Int Modifier
*BONUS FEATS:
The epic rogue gains a bonus feat every four levels after 20th
*EPIC ROGUE BONUS FEATS:
Blinding Speed, Crippling Strike, Defensive Roll, Epic Dodge, Epic
Reuptation, Epic Skill Focus, Improved Evasion, Improved Sneak Attack,
Opportunist, Self-Concealment, Skill Master, Slippery Mind, Superior
Initiative.
SPECIAL:
-------
*SNEAK ATTACK:
This continues to improve by 1d6 at each odd-numbered level the epic
rogue gains.
[vi ii.10] . SORCEROR
---------------------
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 direct at
will. Sorcerers know fewer spells than wizards, and acquire them more
slowly, but they can cast individual spells more often and have no
need to prepare their incantaions 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 servers her. Charisma is very
important for sorcerers; the higher their value in this ability, the
higher the spell level she can cast.
*HIT DIE:
d4
PROFICIENCIES:
All simple weapons, no armor or shields
*SKILL POINTS:
Int Modifier x 4 1st level; 2 + Int Modifier each additional level
*SPELL CASTING:
Arcane (Charisma-based, no need for preparation, armor-related chance
of spell failure is a factor). Sorcerers begin the game knowing all
cantrips.
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.
EPICNESS
--------
The epic sorcerer is a near mythic being. But still the need for
ever-greater poewr never ceases and the sorcerer pushes on, exploring
and mastering the magical.
*HIT DIE:
d4
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The e pic sorcerer gains a bonus feat every three levels after 20th
*EPIC SORCERER BONUS FEATS:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still
Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration,
Improved Combat Casting
[iv ii.11] . WIZARD
-------------------
Wizards are arcane spell casters who depend on intensive study to
create their magic. To wizards, magic isnot a talent but a difficult,
rewarding art. When they are prepared for battle, wizards can use
their spells to devastating effect. When caught by surprise, they are
vulnerable. The wizard's strength is her spells; everything else is
secondary. She learns new spells as she experiments and grows in
experience and she can also learn them from other wizards. In
addition, over time a wizard learns to manipulate her spells so they
go farther, work better or are improved in some other way. A wizard
can call a familiar: a small, magical, animal companion that servers
her. With a high Intelligence. wizards are capable of casting very
high-level spells.
*HIT DIE:
d4
*PROFICIENCIES:
Club, dagger, light crossbow, heavy crossbow, quarterstaff, no armor
or shields
*SKILL POINTS:
Int Modifier x 4 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 being the game knowing all
cantrips and four 1st-level spells
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.
** NOTE: The book says sorcerer, but it most likely should be wizard
*WIZARD BONUS FEATS:
Every five levels, the wizard may select a bonus feat from the
Metamagic and Spell feat lists. This bonus feat is in addition tothe
feats every character gains for advancing in character level.
EPICNESS
--------
Knowledge is power and the quest for knowledge never ends. There is an
everlasting supply of arcane lore for the epic wizard to discover.
*HIT DIE:
d4
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic wizard gains a bonus feat every three levels after 20th
*EPIC WIZARD BONUS FEATS:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still
Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence,
Improved Combat Casting
=================================================
[vi iii] . Prestige Classes
=================================================
[vi iii.1] . ARCANE ARCHER
--------------------------
Master of the elven war bands, the arcane archer is a warrior skilled
in using magic to supplement his combat prowess. Fighters, rangers,
paladins and barbarians become arcane archers to add a little magic to
their combat abilities. Conversely, wizards and sorcerers may adopt
this prestige class to add combat capabilities to their repertoires.
*HIT DIE:
d8
*PROFICIENCIES:
All simple and martial weapons, light and medium armor, and shields
*SKILL POINTS:
4 + Int. Modifier
REQUIREMENTS
------------
To qualify as an arcane archer, a character must fulfill all of thef
following criteria:
*RACE: Elf or half-elf
*BAB (Base Attack Bonus: +6
*FEATS: Weapon Focus Longbow or Weapon Focus Shortbow, Point Blank
Shot
*SPELLCASTING: Ability to cast arcane spells
ARCANE ARCHER SPECIAL ABILITIES:
-------------------------------
*ENCHANT ARROW:
The arcane archer is able to shoot arrows with increased precision and
damage. This ability is automatically applied to all arrows fired and
increases with experience: +1 at 1st level; +2 at 3rd level; +3 at 5th
level; +4 at 7th level; and +5 at 9th level.
*IMBUE ARROW:
Beginning at 2dn level, the arcane archer is able to shoot a fireball
arrow three times a day.
*SEEKER ARROW:
At 4th level the arcane archer can fire one arrow per day that cannot
miss. At 6th level he can fire two Seeker Arrows per day.
*HAIL OF ARROWS:
At 8th level and beyond, the arcane archer is able to fire an arrow at
each and every target within range.
*ARROW OF DEATH:
This ability, gained at the 10th level, allows the arcane archer to,
once per day, fire an arrow that can instantly kill an opponent.
EPICNESS
--------
The epic arcane archer is the living extension of her bow. Lesser
beings can only gape in awe at the wonders she can achieve.
*HIT DIE:
d8
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
4 + Int Modifier
*BONUS FEATS:
The epic arcane archer gains a bonus feat every four levels
*EPIC ARCANE ARCHER BONUS FEATS:
Devastating Critical (shortbow, longbow, Epic Prowess, Epic Reflexes,
Epic Toughness, Epic Weapon Focus (shortbow, longbow), Great
Dexterity, Improved Combat Casting, Overwhelming Critical (shortbow,
longbow)
SPECIAL:
-------
*ENCHANT ARROW:
For every two levels beyond 9thn, the potency of the arrows fired by
the arcane archer increases by +1
[vi iii.2] . ASSASSIN
---------------------
The assassin is a master of dealing quick, lethal blows. Assassins
often function as spies, informants, killers for hire, or agents of
vengeance. The assassin's skill in a variety of dark arts allows him
to carry out missions of death with shocking, terrifying precision.
Rogues, monks and bards are ideal candidates for training as
assassins.
Unlike the blackguard, the assassin is not evil due to devotion to an
evil power, but rather due to a complete lack of morals or ethics.
These ruthless and avaricious killers have but one requirement other
than a predisposition for an evil and penchant for stealth. They must
kill another intelligent being for no other reason than pey.
*HIT DIE:
d6
*PROFICIENCIES:
Simple weapons, light armor
*SKILL POINTS:
4 + Int. Modifier
REQUIREMENTS
------------
To qualify as an assassin, a character must filfill all of the
following criteria:
*ALIGNMENT: Any evil
*SKILLS: Hide 8 ranks, Move Silently 8 ranks
ASSASSIN SPECIAL ABILITIES:
--------------------------
*DEATH ATTACK:
This special sneak attack has a chance of paralyzing the opponent.
Death Attack damage increases with experience: +1d6 at 1st level; +2d6
at 3rd level; +3d6 at 5th level; +4d6 at 7th level; and +5d6 at 9th
level.
*UNCANNY DODGE:
The assassin is able to avoid and deflect incoming attacks. At 2nd
level, the assassin ertains his or her dexterity bonus to armor class,
even if flat-footed. At 5th level, the assassin gains a +1 to Reflex
saving throws. At 10th level, the assassin gains a +2 to Reflex saving
throws.
*SPELLS:
At 2nd level, the assassin gains the ability to cast Ghostly Visage
once per day. At 5th leve, the assassin gains the ability to cast
darkness once per day. At 6th level, the assassin gains the ability to
cast Invisibility once per day. At 9th level, the assassin gains the
ability to cast Improved Invisibility once per day.
*POISON RESIST:
The assassin's expertise with deadly toxins gives the assassin an
unnatural resistance to poisons of all types. This ability improves
with experience: +1 Fortitude saves vs poison at 2nd level; +2 at 4th
level; +3 at 6th level; +4 at 8th level; and +5 at 10th level.
EPICNESS
--------
The epic assassin is capable of sliding from shadow to shadow; lying
in wait until his target is vulnerable, then striking like a cobra,
leaving only a cold corpse behind. hen
*HIT DIE:
d6
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
4 + Int Modifier
*BONUS FEATS:
The epic assassin gains a bonus feat every four levels
*EPIC ASSASSIN BONUS FEATS:
Epic Relfexes, Epic Skill Focus (hide_, Epic Skill Focus (move
silently), Great Dexterity, Improved Combat Casting, Improved Sneak
Attack, Self Concealment, Superior Initiative.
SPECIAL:
-------
*SNEAK ATTACK:
Improves by +1d6 every two levels after 9th.
*POISON SAVING THROWS:
An additional +1 for every two levels after 10th on the assassin's
saving throws against poison.
[vi iii.3] . BLACKGUARD
-----------------------
A blackguard epitomizes evil. He is nothing short of a mortal fiend, a
black knight with the foulest sort of reputation. A blackguard is an
evil villain of the first order, equivalent in power to the righteous
paladin, but devoted to the powers of darkness. No one class makes the
best blackguard -- all that is required is a willingness to serve the
forces of darkness.
*HIT DIE:
d10
*PROFICIENCIES:
All simple and martial weapons, all types of armor and shields
*SKILL POINTS:
2 + Int Modifier
REQUIREMENTS
------------
To qualify as a blackguard, a character must fulfill all of the
following criteria:
*FEATS: Hide 5 ranks
*SKILLS: Cleave
*ALIGNMENT: Any evil
*BAB: +6
BLACKGUARD SPECIAL ABILITIES:
----------------------------
*SMITE GOOD:
Beginning at 2nd level, the blackguard adds Charisma modifier to
attack roll vs. good
*DARK BLESSING:
Beginning at 2nd level, the blackguard adds Charisma modifier to
saving throws.
*TURN UNDEAD:
Beginning at 3rd level, the blackguard can make undead flee.
*CREATE UNDEAD:
Beginning at 3rd level, the blackguard can summon an undead ally.
*SUMMON FIEND:
Beginning at 5th level, the blackguard can summon a fiendish ally.
*SNEAK ATTACK:
The blackguard gets a damage bonus that increases with experience:
+1d6 at 4th level; +2d6 at 7th level; and +3d6 at 10th level.
*SPELLS:
At 2nd level, the blackguard gains the ability to cast Bull's Strength
once per day. At 6th level, the blackguard gains the ability to cast
Inflict Serious Wounds once per day. At 7th level, the blackguard
gains the ability to cast Contagion once per day. At 8th level, the
blackguard gains the ability to cast Inflict Critical Wounds once per
day.
EPICNESS
--------
The blackguard is a twisted reflection of the epic paladin, radiating
evil power from every pore of her body.
*HIT DIE:
d10
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic blackguard gains a bonus feat every three levels
*EPIC BLACKGUARD BONUS FEATS:
Armor Skin, Devestating Critical, Epic Toughness, Epic Fiend, Epic
Prowess, Epic Reputation, Epic Weapon Focus, Great Smiting, Improved
Combat Casting, Improved Sneak Attack, Overwhelming Critical, Perfect
Health, Planar Turning
SPECIAL:
-------
*SNEAK ATTACK:
increases by +1d6 every three levels after 10th
*SUMMON FIEND:
For every five blackguard levels above 10th, the summon fifend gains a
+2 bonus to Hit Dice, its natural armor increases by +2, and its STR
and INT each increase by +1
[vi iii.4] . CHAMPION OF TORM
-----------------------------
Champions of Torm are might warriors who dedicate themselves to Torm's
Cause, defending holy ground, destroying enemies of the church and
slaying mythical beasts.
*HIT DIE
d10
*PROFICIENCIES:
All simple and martial weapons, light and medium armor and shields
*SKILL POINTS:
2 + Int Modifier
REQUIREMENTS:
To qualify as a champion of Torm, a character must fulfill all of the
following criteria:
*BAB: +7
*FEATS: Weapon Focus in a melee weapon
*ALIGNMENT: Non-evil
ABILITIES:
---------
*LAY ON HANDS (level 1):
Can heal damage equal to class level multiplied by their Charisma
modifier, deals damage to undead creatures. This ability stacks with
the paladin's lay on hands ability.
*BONUS FEAT:
Every 2 levels (2, 4, 6, etc.) get a bonus feat like fighers (except
weapon specialization)
*SACRED DEFENSE (level 2):
+1 to all saving throws, this increases by an additional +1 every 2
levels
*SMITE EVIL (level 3):
Once per day can add Charisma bonus to attack roll and do +1 point of
damage per level of Champion of Torm
*DIVINE WRATH (level 5):
Once per day, can add +3 to attack, damage and saving throws and gain
damage reduction +1/5 for a number of rounds equal to charisma bonus
EPICNESS
--------
Torm guides the epic champion of Torm on her life journey. She has
ascended through the ranks of holy warriors to become a symbol of
Torm's might.
*HIT DIE:
d10
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic champion of Torm gains a bonus feat every three levels
*EPIC CHAMPION OF TORM BONUS FEATS:
Automatic Quicken, Automatic Silence Spell, Automatic Still Spell,
Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness,
Epic Prowess, Epic Spell Penetration, Epic Weapon Focus, Great Wisdom,
Improved Combat Casting, Improved Stunning Fist, Imporved Whirlwind
Attack, Overwhelming Critical, Planar turning, Spell Focus, Superior
Initiative
SPEICAL:
-------
*SACRED DEFENSE:
Saving throws continue to improve by +1 for every 2 levels
*DIVINE WRATH:
Every five levels the attack, damage and saving throw bonuses
increases by a further +2
[vi iii.5] . DWARVEN DEFENDER
-----------------------------
The defender is a sponsored champion of a dwarven cause, a dwarven
aristocrat, a dwarven deity or the dwarven way of life. As the name
might imply, this character is a skilled combatant trained in the arts
of defense. A line of dwarven defenders is a far better defens than a
10-foot-thick wall of stone and much more dangerous.
*HIT DIE:
d12
*PROFICIENCIES:
Simple and martial weapons, light, medium and heavy armor, shields
*SKILL POINTS:
2 + Int Modifier
REQUIREMENTS:
</pre><pre id="faqspan-4">
To qualify as a dwarven defender, a character must fulfill all of the
following criteria:
*RACE: Dwarf
*BAB: +7
*FEATS: Dodge, Toughness
*ALIGNMENT: Any lawful
ABILITIES:
---------
*DEFENSIVE STANCE (level 1):
Gain +4 STR and CON, +2 on all saving throws and +4 dodge bonus on AC.
This can be used once per day and gains an additional use every 2
levels.
*DEFENSIVE AWARENESS (level 1):
Retain your dexterity bonus to AC even when flat-footed. At level 6
you can no longer be flanked and at level 10 you gain a +1 saving
throw bonus vs. traps.
*DAMAGE REDUCTION (level 6):
3 points of damage are ignored whenever you are hit in combat. At
level 10 you are able to shrug off 6 points of damage.
EPICNESS
--------
The epic dwarven defender has become the very definition of immovable
object. He is a stalwart warrior that can stand against virtaully any
foe imaginable.
*HIT DIE
d12
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic dwarven defender gains a bonus feat every four levels
*EPIC DWARVEN DEFENDER BONUS FEATS:
Armor Skin, Damage Reduction, Devastating Critical, Energy Resistance,
Epic Toughness, Epic Prowess, Epic Weapon Focus, Overwhelming
Critical, Perfect Health
SPECIAL:
-------
*DEFENSIVE STANCE:
an additional use per day is gained for every two levels past 9th
*DAMAGE REDUCTION:
The damage reduction increase by 3 every four levels above 10th
[vi iii.6] . HARPER SCOUT
-------------------------
Harpers are members of a secret society dedicated to holding back
evil, preserving knowledge, and maintaing the balance between
civilization and the wild. Harpers learn arcane spells and many skills
to help them in their duties of espionage, stealth and reporting
information.
Many Harpers are bards, but by no means all. Ranger, rogue, sorcerer
and wizard are common vocations for Harpers, as these classes tend to
have versatility and mobility. All have some skills at minupulating
others, a resistance to outside mental influences, acute abilities of
perception, and a talent for solving problems.
Not all harpers are members of the Harper scout prestige class, and
rank within the organization does not depend on the character's level
in this or any other class. However, most of the higher-ranked Harpers
have at least one level in the Harper scout prestige class.
The highest-ranked Harpers are called the High Harpers, and they are
responsible for most of the long-term planning for the organization.
The High Harpers are voted into their position by a asecret ballot
among the other High Harpers, with the criteria being experience,
exceptional service, and discretion in implementing the Harpers'
plans.
*HIT DIE:
d6
*PROFICIENCIES:
Simple weapons, light armor
*SKILL POINTS:
4 + Int Modifier
REQUIREMENTS:
To qualify to become a Harper scout, a character must fulfill all of
the following criteria:
*FEATS: Alertness, Iron Will
*SKILLS: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline 4
ranks.
*ALIGNMENT: Any non-evil
HARPER SCOUT SPECIAL ABILITIES:
------------------------------
*HARPER KNOWLEDGE:
Like a bard, a Harper scout has a knack for picking up odds and ends
of knowledge ability of the bard class. If a Harper scout has bard
levels, the character's Harper scout levels and bard levels stack for
bardic knowledge.
*FAVORED ENEMY:
A Harper scouts selects a favored enemy just as a ranger does. Upon
reaching 4th level as a harper scout, the bonus gainst the Harper
scout's first favored enemy increases to +2, and she gains a new
favored enemy at +1.
*DENEIR'S EYE:
At 2nd level, the Harper scout gains a +2 holy bonus saving throws
against traps. This is a supernatural ability.
*TYMORA'S SMILE:
At 3rd level, once per day, the Harper scout or target receives a +2
saving throw bonus on all saving throws for 5 turns. This is a
supernatural ability.
*LLIIRA'S HEART:
At 4th level, the Harper scout gains a +2 holy bonus to saving throws
against mind-affecting spells. This is, also, a supernatural
ability...
*SPELLS:
These spells are cast as arcane spells, so they are subject to arcane
spell failure if the Harper scout is wearing armor: At 2nd level, the
harper scout gains the ability to cast the spell Sleep once per day.
At 3rd level, the Harper scout gains the ability to cast the spell
Cat's Grace once per day. At 4th level, the Harper scout gains the
ability to cast Eagle's Splendor once per day. At 5th level, the
Harper scout gains the ability to cast the spell Invisibility once per
day.
*CRAFT HARPER ITEM:
At 5th level, the Harper scout gains the ability to create two types
of potions. The Harper scout can create on potion per day, either a
Cat's Grace potion or Eagle's Splendor. To create either potion, the
Harper scout must spend 60 gold and 5 experience points. These potions
allow a harper scout to better support her agents and allies.
NOTE: Harper Scouts are only able to attain five levels and may never
become "epic" in the Harper scout class. They can, of course, gain
epic levels in their other classes.
[vi iii.7] . PALE MASTER
------------------------
Necromancy is usually a poor choice for arcane spellcasters. Those who
really want to master the deathless arts almost always pursue divine
means. However, an alternative exists for those who desire power over
undead, without losing too much of their arcane power. Enter the pale
master, who draws on a font of special lore that provides a macabre
power all its own.
*HIT DIE:
d6
*PROFICIENCIES:
No additional proficiencies are gained
*SKILL POINTS:
2 + Int Modifier
REQUIREMENTS:
------------
To qualify as a pale master, a character must fulfill all of the
following criteria:
*ARCANE SPELLCASTING: level 3 or higher
*ALIGNMENT: Any non-good.
ABILITIES
---------
*BONE SKIN level 1):
+2 to natural armor class. Every four levels this increases by an
additional +2
*ANIMATE DEAD (level 2):
Once per day can summon an undead servant
*DARKVISION (level 3):
Able to see in the dark
*SUMMON UNDEAD (level 4):
Can summon more powerful undead
*DEATHLESS VIGOR (level 5):
Gains three additional hit points per level
*UNDEAD GRAFT (level 6):
Replaces arm with an undead version that twice per day can paralyze
opponents. At level 8 an additional use per day is gained.
*TOUGH AS BONE (level 7):
Immune to hold, parazly, stun
*SUMMON GREATER UNDEAD (level 9):
Can summon a very powerful undead creature, once per day
*DEATHLESS MASTERY (level 10):
Immune to critical hits
*DEATHLESS MASTER TOUCH (level 10):
The undead arm graft can kill with just a touch. This ability may be
used 3x/day
Every 2 levels, the pale master gains additional spells per day, as if
they had leveled in their previous spell caster class. This gain only
applies to spells per day and not caster level.
EPICNESS
--------
The pale master's bond with the undead continues to grow, as she
becomes the epic pale master.
*HIT DIE:
d6
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic pale master gains a bonus feat every three levels
*EPIC PALE MASTER BONUS FEATS:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still
Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration,
Improved Combat Casting.
SPECIAL:
-------
*BONESKIN:
Improves by +2 for every four levels past level 8. Undead Graft: Can
use this supernatural attack an additional times per day for every 3
levels gained.
*Deathless Vigor:
Every five levens an additional +5 permanent hit points are gained
[vi iii.9] . RED DRAGON DISCIPLE
--------------------------------
It is rumored that the magical powers of sorcerers and bards are
somehow connected to the presence of dragon blood in their family
tree. Red Dragon Disciples are sorcerers, and sometimes bards, who use
their magical power as a catalyst to ignite their red dragon blood,
realizing its fullest potential. They prefer a life of exploration to
a cloistered existence. Already adept at magic, many pursue adventure,
especially if it thurthers their goal of finding out more about their
draconic heritage. They often feel drawn to areas known to harbor
dragons.
*HIT DIE:
d6. Special
*PROFICIENCIES:
No additional proficiencies are gained
*SKILL POINTS:
2 + Int Modifier
REQUIREMENTS
------------
*CLASS: Sorcerer or Bard
*SKILLS: 8 Ranks in Lore
ABILITIES
---------
*DRACONIC ARMOR (Level 1):
+1 to natural armor class. At levels 5,8, and 10 this increases by an
additional +1
*DRACONIC ABILITY SCORES (Level 2):
Gains +2 to STR. Anoter +2 to STR is gained at level 4, CON increases
by +2 at level 7 and INT increaes by +2 at level 9. At level 10 STR is
increases by a further +4 and CHA by +2
*BREATH WEAPON I (level 3):
Can use the breath weapon of a red dragon, doing d10 points of damage.
At level 7 the damage increases to 4d10 and finally 6d10 at level 10.
*HIT DICE d8 (level 4):
Now gains d8 hit points per level
*HIT DICE d10 (level 6):
Hit-points gained are d10 per level
*WINGS (level 9):
The dragon disciple gains wings
*HALF-DRAGON (level 10):
Becomes a half-dragon. Gains darkvision and immunity to sleep,
paralysis and fire.
EPICNESS
--------
Embracing his draconic heritage is but one stop on the disciple's life
journey. His quest to understand, command and harness his draconic
energies has taken him into the realm of the epic.
*HIT DIE:
d12
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic dragon disciple gains a bonus feat every four levels
*EPIC DRAGON DISCIPLE BONUS FEATS:
Armor Skin, Automatic Quicken Spell, Automatic Silen tSpell, Automatic
Still Spell, Damage Reduction, Epic Reputation, Epic Spell Focus, Epic
Prowess, Epic Spell Penetration, Epic Tougness, Improved Combat
Casting
SPECIAL:
Your breath needs Tic-Tacs and the damage without Tic-Tacs damage
potential increases by 1d10 for every 3 levels after 10th.
The save DC against your bad breath weapon increases by +1 every 4
levels after 10th.
[vi iii.10] . SHIFTER
---------------------
*HIT DIE:
d8
*PROFICIENCIES:
No additional proficiencies are gained
*SKILL POINTS:
4 + Int Modifier
REQUIREMENTS
------------
To qualify as a shifter, a character must fulfill all of the following
criteria:
*FEATS: Alertness
*SPELLCASTING: level 3 or higher
*ALTERNATE FORM: Must have a natural, alternate form (like druid
wildshape)
ABILITIES:
---------
*GREATER WILDSHAPE I (level 1):
Change into either a red, green, black, white or blue wyrmling
*GREATER WILDSHAPE II (level 3):
Change into a minotuar, a harpy or a gargoyle
*GREATER WILDSHAPE III (level 5):
Change into a manticore, a basilisk or a drider
*HUMANOID SHAPE (level 7):
Change into a variety of humanoid forms
*GREATER WILDHSPAE IV (level 10):
Change into either a medusa, huge dire tiger or a mind flayer
Several of these forms grant the shifter the ability to use the form's
innate powers. For example, a shifter chaning into a white wyrmling
can breath a cone of cold as often as they want. These powers are
located on the Radial Menu option "Spell." Some of these powers can be
used an infinite number of times per day, others are restricted.
EPICNESS
--------
The epic shifter is a true master of shapeshifting and is able to
become virtually any creature imaginable by choosing epic bonus feats.
*HIT DIE:
d8
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
4 + Int Modifier
*BONUS FEATS:
The epic shifter gains a bonus feat every three levels
*EPIC SHIFTER BONUS FEATS:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still
Spell, Construct Form, Dragon Form, Energy Resistance, Epic Spell
Focus, Epic Spell Penetration, Improved Combat Casting, Great Wisdome,
Outsider Shape, Undead Shape
[vi iii.11] . SHADOWDANCER
--------------------------
Operating int he border between light and darkness, shadowdancers are
nimble artists of deception. They are mysterious and unknown, never
completely trusted but always inducing wonder when met.
Rogues, bards and monks make excellent shadowdancers, but fighters,
barbarians, rangers and paladins also find that showdancer abilities
allow them to strike at their opponents with surprise and skill.
Wizard, sorcerer, cleric, and druid shadowdancers employ the defensive
capabilities inherent in the prestige class to allow them to cast
their spells from safety and move away quickly. Despite their link
with shadows and trickery, shadowdancers are as often good as evil.
They may use their incredible abilities as they wish.
Shadowdancers often work in troupes, never staying in one place too
long. Some use their abilities to entertain. Others operate as
thieves, using their abilities to infiltrate past defenses and dupe
others. All shadowdancer troupes maintain an aura of myster among the
populace, who never know whether to think well or ill of them.
*HIT DIE:
d8
*PROFICIENCIES:
Simple weapons, light armor
*SKILL POINTS:
6 + Int modifier
REQUIREMENTS
------------
To qualify as a shadowdancer, a character must fulfill all of the
following criteria:
*SKILLS: Move Silently 8 ranks, Hide 10 Ranks, Tumble 5 ranks
*FEATS: Dodge, Mobility
SHADOWDANCER SPECIAL ABILITIES:
------------------------------
*HIDE IN PLAIN SIGHT:
The shadowdancer is able to use the Hide skill even while being
observed.
*SHADOW DAZE:
Once per day, the shadowdancer may inflict an illusory daze upon a
target. This daze lasts for five rounds.
*SUMMON SHADOW:
Once per day, the shadowdancer can summon a shadow. This shadow is
extremely difficult to turn and becomes more powerful as the shadow
dancer gains levels.
*SHADOW EVEADE:
Three times per day, the shadowdancer can call upon the shadows in the
area to help conceal her. The shadowdancer gains a concealment bonus,
damage reduction and an AC bonus that improves with experience.
EPICNESS
--------
The epic shadowdancer is almost indistinguishable from the darkness
that cloaks her.
*HIT DIE:
d8
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
6 + Int Modifier
*BONUS FEATS:
The epic shadowdancer gains a bonus feat every three levels
*EPIC SHADOWDANCER BONUS FEATS:
Epic Blinding Speed, Epic Skill Focus, Epic Dodge, Epic Reflexes, Epic
Shadow Lord, Improved Whirlwind Attack, Self-Concealment, Superior
Initiative.
[vi iii.12] . WEAPON MASTER
---------------------------
For a weapon master, perfection is found int he mastery of a single
melee weapon. A weapon master seeks to unite this weapon of choice
with the body, to make them one and to use the weapon as naturally and
without thought as any other limb.
*HIT DIE:
d10
*PROFICIENCIES:
No additional proficiencies gained
*SKILL POINTS:
2 + Int Modifier
REQUIREMENTS
------------
To qualify as a weapon master, a character must fulfill all of the
following critera:
*BAB: +5
*FEATS: Weapon Focus in a melee weapon, Dodge, Mobility, Expertise,
Spring Attack and Whirlwind
*SKILLS: Intimidate 4 ranks
ABILITIES:
---------
*WEAPON OF CHOICE (level 1):
The weapon master forms a powerful bond with one type of weapon.
Whenever wielding this weapon type, he will get many additional
benefits, which improves as he gains experiences
*KI DAMAGE (level 1):
Once per day maximum damage can be dealt
*INCREASED MULTIPLIER (level 5):
The weapon of choice gains an additional 1x to its critical damage
multiplier. (i.e., 2x becomes 3x, etc.)
*SUPERIOR WEAPON FOCUS (level 5):
an additional +1 is granted to all attack rolls made while wielding
the weapon of choice
*KI CRITICAL (level 7):
Add +2 to weapon of choice threat rage
EPICNESS
--------
The weapon master's bond with his weapon of choice becomes stronger
and eveastatingly effective as he becomes the epic weapon master.
*HIT DIE:
d10
*SKILL POINTS AT EACH ADDITIONAL LEVEL:
2 + Int Modifier
*BONUS FEATS:
The epic weapon master gains a bonus feat every three levels
*EPIC WEAPON MASTER BONUS FEATS:
Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical,
Epic Toughness, Epic prowess, Epic Weapon Focus, Improved Whirlwind
Attack, Overwhelming Critical, Superior Intitiative.
SPECIAL:
-------
*SUPERIOR WEAPON FOCUS:
For every five levels gained an additional +1 attack is granted to the
Weapon of Choice
=================================================
[vi iv] . THE RARER FARE
=================================================
[vi iv.1] . CHAPTER ONE ITEMS
=================================================
[vi iv.2] . WATERDEEP AND UNDERMOUNTAIN LEVEL 1 ITEMS
-----------------------------------------------------
Yawning Portal Dagger
Found: You start with this dagger
Dagger
Damage Penalty -1
Enhancment bonus: +2
----------------------------------
Drow Dagger
Found: In the drow assassin's corpse
Dagger
Damage bonus 1d6
----------------------------------
Eyes of Petrification
Found: Bought from Argali
Helm
Use: Flesh to Stone (5) 1 use/day
----------------------------------
Watchman's Helm
Found: Bought from Argali
Helm
Lightlow (10m) Blue
Skill bonuses: Listen +8
Search +8
Spot +8
----------------------------------
Wooocutter's Axe
Found: Bought from Argali
Hand axe
Bonus vs Shapechanger +3
Enhancement bonus +2
----------------------------------
Breath of the Miaden
Found: Bought From Argali
Shortsword
Enhancement bonus +1
On hit: Poson DC-14 1d2 CON Damage
----------------------------------
Elven Court Bow
Found: Bought From Argali
Longbow
Attack Bonus +3
Mighty +5
----------------------------------
Kortan's Skullcrusher
Found: Bought from Argali
Diremace
Bonus vs Goblinoid 1d6 Damage Cold
Half-Orc 1d6 Damage Cold
Orc 1d6 Damage Cold
Enhancment Bonus: +1
----------------------------------
One of Many
Found: Bought from White Thesta
Morning Star
Damage Bonus 1 Electric Damage
Bonus +1
Skill: Discipline +3
----------------------------------
Hearth Shield
Found: Chest in Grim Statue
Small Shield
Armor Bonus: +3 (AC shield modifier)
Damage Resistance fire res 15/-
----------------------------------
Storm Armor
Found: Trapped Chest near Grim statue
Base Armor 3
Light Armor
Armor Bonus +3 (AC Armor Mod)
Damage Resistance Fire 10/-
Sonic 10/-
Spell Resistance 10
----------------------------------
Nameless Light
Found: Trapped chest near Grim Statue
Bastardsword
Damage bonus vs evil 1d6 Damage electric
Damage bonus vs evil +5
Enhancement bonus: +2
----------------------------------
Negastaff
Found: Bought from Sobrey
Quarterstaff
On hit: Blindess DC-14 25% /3 rounds
Enhancement bonus: +1
----------------------------------
Sequencer Robe
Found: Bought from Sobrey
Robe
Armor Bouns +3 (AC Armor MOD)
Use: Clear Sequencer Unlimited Uses/day
Use: Seqeuncer (1 spell) 1 use/day
----------------------------------
Robe of Blending
Found: Bought from Sobrey
Skill Bonus: Hide +15
----------------------------------
Robe of Energy
Found: Bought from Sobrey
Robe
Only useable by: Sorceress
Only useable by: Wizard
Skill Bonus: Concentration +7
Spell Immunity: Magic Missle
Use Magic Missle (9) 1 use/day
----------------------------------
Club of Smiting
Found: Fairy Queen's Corpse
Club
Enhancement Bonus: +1
On Hit: Slay Racial Group DC-14: Construct
----------------------------------
Copper Helmet
Found: Treasure In Three Guardians Room
Helm
Use: Haste (5) 2 uses/day
Dexterity +1
Damage Resistance: Fire resistance 10/-
----------------------------------
Feiry Power Quarterstaff
Found: Treasure In Three Guardians Room
Quarterstaff
Enhancement Bonus: +3
Use: Delayed Blast Fireball (13) 1 use/day
Meteor Swarm (17) 1 use/day
Summon Creatre IX (17) 1 use/day
Wall of Fire (9) 1 use/day
----------------------------------
Ichthia's Neck-Knife
Found: In a cocoon in north part
Shortsword
Enhancement Bonus: +2
Vampiric Regeneration +3
----------------------------------
Greenleaf
Found: Drow Camp in north part
Base Armor 2
Light Armor
Bonus +5 (AC Armor mod)
Skill Bonus: Hide +5
----------------------------------
Cowl of Warding
Found: Drow Camp in north part
Helm
Freedom
Immune: Mind-Affecting Spells
----------------------------------
Rapier of the Highroad
Found: Drow Camp in north part
Rapier
Damage Bonus: Acid 1d6 damage
Keen
Enhancement Bonus: +1
----------------------------------
Dragon Slippers
Found: Olgin's Corpse
Boots
Dexterity +2
Immunity: Fear
Immunity: Knockdown
----------------------------------
Crowwsbow of the Unicorn
Found: Olgin's Corpse
Attack bonus +5
Haste
----------------------------------
Crossbow of Affliction
Found: Olgin's Corpse
Bonus +4
Massive Critical 1d4
Might +5
----------------------------------
[iv vi.3] . UNDERMOUNTAIN LEVEL 2 ITEMS
---------------------------------------
----------------------------------
Icetalon
Found: Crate in south area
Dagger
Cold ad6
Enhancement Bonus: +2
----------------------------------
Mirrored Armor
Found: Drow Sub-Commander's Corpse
Base Armor 1
Light Armor
Armor Bonus +5 (AC Armor Mod)
Spell Resistance +4
----------------------------------
Commander's Ring
Found: Drow Sub-Commander's Corpse
Ring
Use Knock (3) 1 use/day
Improved Saving Throw: Universla +5
Armor Bonus +2 (AC Deflection Mod)
----------------------------------
Kumakawa
Found: First-Born's Corpse in east area
Base Armor 3
Light Armor
Armor Bonus +5 (AC Armor Mod)
Improved Evasion
----------------------------------
Honor & Death
Found: First-Born's Corpse in east area
Two-bladed sword
Attack bonus vs. chaotic +5
Enhancement Bonus +3
Damage bonus vs. chaotic 1d10 electric
only useable by: lawful
----------------------------------
Planr Mace
Found: Argo's Corpse North area
Mace
Bonus vs. Outsiders +4
Enhancement Bonus +2
----------------------------------
Boots of Speed
Found: Stoney's Corpse
Boots
Haste
----------------------------------
Stone Cold Club
Found: Stoney's Corpse
Enhancement bonus +3
Damage Bonus Cold 1d6 damage
On Hit Fear DC-14 50%/ 2 rounds
Only useable by: Giant
----------------------------------
[iv vi.4] . UNDERMOUNTAIN LEVEL 3 ITEMS
---------------------------------------
----------------------------------
Armor of Command
Found: Minotaur in mines
Base Armor 4
Medium Armor
Armor Bonuss +3 (AC armor Mod)
Charisma +2
Skill Bonus: Persuade
----------------------------------
The Sandstorm
Found: Minotaur in mines
Greate Axe
Decreased AC: AC Dodge Mod -1
Enhancement bonus +2
On Hit: Blindness DC-16 10%/ 4 rounds
----------------------------------
Red Dragon Armor
Found: Some corpse in mine near queen
Base Armor 8
Armor Bonus +5
Damage Reduction Fire Resistance 20/-
Weight reduction 80% of weight
----------------------------------
Laughing Blade
Found: Some corpse in mine near quene
Scimitar
Damage Bonus 1 cold
Enhancment Bonus +2
On Hit Confusion DC-14 50%/ 2 round
----------------------------------
Gargoyle Boots
Found: Some corpse in mine near queen
Boots
Armor Bonus +2 (AC Dodge Mod)
Use Stoneskin (7) 5 charges/use
Improved Saving throw: Fortitutde +3
----------------------------------
Chainmail of speed
Found: Corpse in North Drow Encampment
Medium Armor
Base Armor 5
Armor Bonus +2 (AC armor Mod)
Haste
----------------------------------
Mithril Shield
Found: Corpse in west area
Small Shield
Armor class +1
Armor Bonus +2 (ac armor mod)
Freedom
----------------------------------
Robe of Vena
Found: Corpse in west area
Bonus +1 AC
Spell Focus:
Spell Focus: Abjuration
Spell Focus: Conjuration
Spell Focus: Enchantment
Spell Focus: Illusion
Spell Focus: Necromancy
Only useable by: Wizard
Only useable by: Sorceror
Spell resistance 10
----------------------------------
=================================================
[vi iv.5] . CHAPTER TWO ITEMS
=================================================