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Tema: - Info de nwn - De todo un poco :)

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    Thumbs up - Info de nwn - De todo un poco :)

    Bueno en este tema pueden postear todo lo que sea preguntas y tambien info sobre nwn que quieran aportar .... aca les dejo un poco de info esta en ingles pero bueh




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    1)gender
    2)race
    3)class
    4)alignment
    6)abilities
    7)skills
    8)feats
    9)my characters
    10)arcane spells
    11)divine spells



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    1) Gender
    I've found that gender has some influence on the NPC dialogs and some game
    environment . But this part of the character creation is not important.

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    2) Race
    Here is all races and some my advices about this races. I will not cover the
    race characteristics because they are available in game manual.

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    1.Human
    Human is not a bad choice for all classes. Humans does not have real bonuses
    and no penalties and they are very smart than other races. A human rogue with
    high intelligence will gain a lot of skill points.
    Recommended classes: all, but for some classes other races more recommended.
    Not recommended classes: none.

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    2.Elf
    Elves are a good choice for wizard and rogue characters, especially ranged
    weapon fighters, but -2 CON penalty makes them bad melee fighters.
    Recommended classes: wizard, rogue, ranged weapon fighter classes.
    Not recommended classes: melee fighter classes.

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    3.Dwarf
    Dwarves are an excellent choice for fighters and barbarians, but for
    charismatic characters not recommended.
    Recommended classes:fighter,barbarian,ranger.
    Not recommended classes: bards, sorcerers, paladins.
    Other classes: you can experiment with other classes.

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    4.Halfing
    Halfing have some thieving bonuses.
    Recommended classes: rogue(highly recommended).
    Not recommended classes:fighter,barbarian,paladin,monk.
    Other classes: you can experiment with other classes.

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    5.Gnome
    Gnomes are a good choice for spellcasters.
    Recommended classes:wizard,sorcerer.
    Not Recommended classes:fighter, barbarian, paladin, monk, ranger.
    Other classes: you can experiment with other classes.

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    6.Half-elf
    Half-elves are not so smart as humans, but they gain some nice bonuses and no
    penalties
    Recommended classes: all.
    Not recommended classes: none.

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    7.Half-Orc

    I did not find in manual any information about this half-orc ability but when I
    create half-orc fighter character I receive one extra feat as humans receive.

    Half-Orcs are an excellent choice for stupid chaotic evil fighters who crush
    everything in this world. Low wisdom for this characters not recommended
    because mind-affecting spells will nerve
    you. My henchman was Daelon and Owl's Wosdom was one of my favourite spells
    because he ran from battle while fighting some evil mummies and other monsters
    with aura of fear, but his damage make him killing machine.
    Recommended classes:Barbarian,Fighter.
    Not recommended: wizard, sorcerer, bard, paladin.
    Other classes: you can experiment with other classes.

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    ================================================== ========

    3) Class
    Here is classes and my advices. Multiclass system I will not cover because I
    played with single class characters. I will not cover the characteristics which
    are covered in manual.

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    1.Barbarian
    This class gains a lot of hit points (HP) per level, more then other classes
    and with high constitution you can reach wonderful results in gaining HP. Use
    Rage ability in battles and take Power Attack feat.Good for offensive fighting
    and exotic weapons feat recommended.
    Defense is fair but for barbarians with low or medium dexterity armor
    proficiency (heavy) feat recommended to increase defense.

    Abilities:high strength(STR) and constitution(CON) recommended,low or medium
    dexterity(DEX), for human and half-orcs characters medium wisdom(WIS)
    recommended, you can increase your intelligence (INT) for more skill points but
    high INT is not recommended,low charisma(CHA). About skills and feats see in
    Feats and Skills section.

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    2.Bard
    The maximum bard's spell level is level 6 so bard need CHA 16 to cast level 6
    spells.
    Fair for offensive fighting and fair defense. Heavy armor not recommended
    because arcane spell failure will be very high in heavy armor.

    Advices:medium STR, medium or high CON,medium or high DEX,low or medium WIS,
    low or medium INT, medium or high CHA (I recommend CHA 14+ , at high levels CHA
    must be 16+).

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    3)Cleric
    To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+
    recommended in order to cast level 9 spells).
    Fair for offensive fighting and good defense (high DEX not recommended
    because heavy armor has some DEX penalties).
    Advices:medium STR,medium CON,high WIS (16+ ) (I recommend WIS 16),medium
    INT,low or medium DEX, medium or high CHA (cleric's Turn Undead ability based
    on CHA modifier and cleric's level ).

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    4)Druid
    To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+
    recommended in order to cast level 9 spells).
    Bad in offensive fighting and fair defense (armor proficiency(heavy armor)
    feat recommended)
    spells: Divine (druids cannot access some cleric's spells (such as
    Ressurection), but have some unique spells which cannot be accessed by
    clerics).

    Advices: medium STR, medium or high CON,high WIS (16+),low or medium INT,low or
    medium DEX,low or medium CHA.

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    5)Fighter
    Good in offensive fighting and good defense (high DEX not recommended)
    Recommended INT 13, because some useful fighter feats require INT 13.
    spells:none.
    Advices:high STR and CON,low or medium WIS,INT 13,low or medium DEX,low CHA.

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    6)Monk
    Monks are specialists in unarmed strike and during leveling up gain some
    useful attack and defense bonuses.
    Bad armor defense, but monk defence bonuses compensate this penalty.
    Advices:high STR,medium or high CON,medium or high WIS,medium or high DEX,low
    INT and CHA.

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    7)Paladin
    To cast spells must have WIS 10+spell's level (max spell level 4)
    Good in offensive fighting and good defense.
    Advices:high STR,medium or high CON,WIS 14+,low or medium DEX,low or medium
    INT,medium or high (very good) CHA.

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    8)Ranger
    To cast spells must have WIS 10+spell's level (max spell level 4)
    Good in offence and fair defense. Remember that ranger receive for free some
    useful two-weapon fighting feats.
    Advices:medium or high STR,medium or high CON,WIS 14,medium or high DEX,low or
    medium INT,low CHA.

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    9)rogue
    Fair offence(special assasin's weapons will be useful ,sneak attack is very
    good and not good armor defence (recommended high DEX).
    skill points per level:8+INT modifier(!!!) (VERY GOOD)
    Sneak Attack(extra damage (+1d6 damage at 1-st level and +1d6 damage every
    two levels), some creatures are immune to sneak attack)
    Advices:medium STR,medium or high CON,low or may be medium WIS,high DEX,low or
    medium INT(medium or high INT is not a bad idea),low or medium CHA. Human rogue
    will be smart one but halfing or elf is a good choice too.

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    10)sorcerer
    to cast spell must have CHA 10+spell's level (at the higher levels CHA 19
    recommended)
    Bad offence and bad armor defense (using armor feats not recommended because
    spell failure penalties)
    Light armor is not a bad idea.
    Few skill points.
    Special Abilities:
    does not need to prepare spells every day unlike wizard and can cast
    spells multiply times, but cannot memorize spells from scrolls to the spellbook
    and has lesser spell slots than wizard, gain new spells when leveling up and
    can get rid of useless spells when leveling up.

    Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,medium
    INT,high CHA16+.

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    11) wizard
    to cast spell must have INT 10+spell's level (at the higher level INT 19
    recommended)
    Very bad offense and bad armor defense. Spells and only spells.
    For this class high INT required to cast high level spell, first it seems
    that wizards gain few skill points, but high INT compensate this disadvantage
    (my character human wizard with INT 23 at level 20 gained 9 skill points).
    special abilities:
    wizard specialist(while creating new wizard character you can become
    specialist in some magic school, it has some advantages in chosen magic school
    and disadvantages because every magic school has prohibited school of magic).
    Wizard specialist gains one additional slot for each spell level but cannot
    cast the spells from prohibited school of magic.
    need to prepare spells every day and can cast each spell once per day,
    contain more spell slots than sorcerer, can memorize spells from scrolls and
    get rid of useless spells from memory at any time.
    Use some metamagic feats.
    Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,high
    INT(16+),low CHA.

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    4) alignment
    There are 9 alignments in Neverwinter Nights: lawful good, lawful
    neutral,lawful evil,neutral good,true neutral,neutral evil,chaotic good,chaotic
    neutral,chaotic evil. Remember that your actions in game can change your
    alignment and if you break your class alignment restriction you cannot gain new
    levels,for example nonlawful good paladin cannon gain levels until he would
    become lawful good again. Alignment influence on NPC's reaction and can be
    changed during the game with your actions. For example, if you have lawful(85)
    good(60) alignment and then some evil action decrease your good alignment
    towards 10 and your alignment will be lawful(85) neutral(50).
    I recommend you to choose alignment according to your future actions(good or
    evil,lawful or chaotic).

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    5) abilities

    1.Strength
    With higher strength you can do much damage in melee combat and can carry more
    items in inventory. High STR recommended for melee fighters.
    2.Dexterity
    DEX modifier adds to AC and Reflex saving throws,range weapon fighters need
    high DEX. High DEX is strongly recommended for rogues.Low DEX recommended for
    characters who wear heavy armor and don't use ranged weapons.
    3.Constitution
    High CON increase your number of hit point and hit point you gained per level.
    CON modifier adds to your fortitude saving throw (very useful) and spellcasters
    with low constitution can easily be interrupted while casting spells.Low CON
    not recommended for all classes.
    4.Intelligence
    Number of skill points you gain per level depends on INT modifier. INT is very
    important for wizard class: with high INT wizard can cast more spells, their
    spells are more powerful and it is very hard to resist this spells(INT is added
    to your spell DC when enemy attempts saving throw against spell). Strongly
    recommended for wizards.Low INT is not recommended for characters who gain few
    skill points per level.
    5.Wisdom
    WIS modifier adds to Will saving throw. WIS is very important for clerics and
    druids, and important for rangers and paladins. Low wisdom not recommended for
    halfings,humans,half-orcs(I recommend 10+). I've found that with high WIS some
    NPC dialogs appear with 'Insight' option which are not available for characters
    with lower WIS.
    6.Charisma
    CHA is very important for sorcerers and paladins,important for bards,clerics
    and monks. It influence cleric's and paladin's turn undead ability. I think
    that CHA is useless for other classes , especially for evil characters(not
    sorcerers).

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    6) Skills
    I will not describe each skill because you can read their description during
    the game. I describe only my opinion about all skills. You need only one skill
    point to increase your class skill else you need two skill points.
    1)Animal empathy
    Accesible only by druids and rangers.Recommended for druids and rangers.
    2)Concentration
    Strongly recommended for spellcasters (especially
    wizards,sorcerers,clerics,druids).
    3)Disable Trap
    Recommended for all characters because there are a LOT OF traps in the game
    and some traps damages you greatly and can kill you instantly.
    4)Discipline
    Not bad for melee fighters classes
    5)Heal
    Recommended for all characters exept clerics
    6)Hide
    Recommended for stealth characters especially rogues.
    7)Listen
    Useless skill
    8)Lore
    Useless, because you can identify items with traders.
    9)Move silently
    Recommended for stealth characters, especially rogues.
    10)Open lock
    Not recommended for wizards and sorcerers and characters with high
    STR,because lock can be opened with spells or bashed with weapon. Recommended
    for rogues and bards.
    11)Parry
    Recommended for melee fighter classes but this skill is not so important for
    them
    12)Perform
    Bard unique skill.Increase as high as possible.
    13)Persuade
    Very interesting skill. I recommend for all characters because it makes game
    more interesting. This skill works in conversation. With this skill you can
    purchase good items, more gold from NPC and access some NPC quests.
    14)Pick Pocket
    Recommended for bards and rogues.
    15)Search
    Recommended for all classes exept wizards,sorcerers and bards,because they
    have find traps spell.
    16)Set traps
    May be for rogues but I thing it is useless.
    17)Spellcraft
    Strongly recommended for spellcasters. It helps them to identify spell and
    perform counter spell.
    18)Spot
    Useless skill
    19)Taunt
    Useless.May be for evil characters.
    20)Use magic device
    Only for rogues and bards. Very useful.
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    7) Feats
    Some advices about feats.
    1.Alertness
    Useless
    2.Ambidexterity(requires DEX 15+)
    Good for two weapon fighters
    3.Armor Proficiency (light,medium,heavy)
    Some classes have this feat as default.
    4.Called shot (requires base attack bonus +1 or higher)
    Good for fighter classes
    5. Cleave (requires STR 13+ and Power Attack feat)
    Not bad for melee fighter classes
    6.Combat Casting
    Spellcasters must have
    7.Deflect arrows(require DEX 13+,Improve unarmed strike feat)
    Not bad for all characters.Monks receive this for free at level 2.
    8.Disarm (requires INT 13+)
    Not bad for melee fighters
    9.Dodge(requires DEX 13+)
    Not recommended for wearers heavy armor, but it is not bad.
    10.Empower spell (Metamagic)
    Good for spellcasters(FireBall or Chain Lighting spell with this feat very
    good)
    11.Extend Spell(Metamagic)
    Not bad for spellcasters
    12.Extra Turning(for clerics and paladins)
    Good.
    13.Great fortitude
    Usefull for all
    14.Improved critical(requires proficiency with chosen weapon and attack bonus
    8+)
    Very good for nonmagic characters
    15.Improved disarm(INT 13+,Disarm feat)
    good for fighter classes
    16.Improved knockdown(requires Knockdown feat and base attack bonus +7)
    very good for melee fighters
    17.Improved Parry(Int 13+)
    good for melee fighters
    18.Improved Power Attack(STR 13+,Power attack feat)
    very useful for fighters anf barbarians
    19.Improved Two-weapon fighting(requires two-weapon fighting and ambidexterity
    feats)
    for two-weapon fighters
    20.Improved unarmed strike
    for monks(they receive this feat for free)
    21.Iron will
    for characters with low WIS
    22.Knockdown
    fighters and barbarians must have, very useful for fighters classes.
    23.Lighting reflexes
    for characters with low DEX
    24.Maximize spell(metamagic)
    expensive pleasure
    25.Mobility (DEX 13+ ,Dodge feat)
    recommended for fighter and rogue classes.Not recommended for wearers heavy
    armor.
    26.Point Blank Shot
    range weapon fighters must have this feat
    27.Power Attack(STR 13+)
    Fighters,Barbarians and other fighter classes must have this feat)
    28.Quicken spell(metamagic, ability to cast 4-th level spells)
    Very expensive pleasure(for example with this feat you can cast maximum
    level 6 spells on level 9 spell slots)
    29.Rapid Shot(DEX 13+,Point Blank Shot)
    for range weapon fighters
    30.Sap(Base attack bonus +1,Called shot feat)
    not bad for fighter and rogue characters
    31.Shield
    not bad for rogues
    32.Silent spell
    useless (may be in Multiplayer)
    33.Skill focus
    for all characters who wants increase some skill but I don't recommend this
    feat
    34.Spell focus
    very good for wizards and sorcerers
    35.Spell penetration
    spellcasters must have
    36.Still spell
    very useful for wizards who wants wear some heavy or medium armor without
    spell penalties
    You can choose all three armor proficiency feats and this feat then wear
    some magical heavy or medium armor and prepare all spells with this feat. Only
    level 9 spells will suffer armor penalties.
    37.Stunning fist(DEX 13+,WIS 13+,Sap,Improved Unarmed Strike,base attack bonus
    8+)
    Monks receive this feat for free, for other characters it is very expensive
    38.Toughness
    very good at lower levels, bad at higher and medium levels. For all classes.
    if you choose this feat at level 1 then at level 20 you will have additional
    20 hit points
    (good for spellcasters and rogues)
    39. Two-Weapon Fighting
    for two-weapon fighters
    40. weapon finesse(base attack bonus 1+)
    very good for rogues and light weapon fighters with high DEX
    41.Weapon focus(proficiensy with chosen weapon, base attack bonus 1+)
    fighters must have for weapon specialization feat
    42.Weapon proficiency exotic
    good for monks
    43.Weapon proficiency martial
    all fighter classes exept monks receive this feat for free
    not bad for clerics
    44.Weapon proficiency simple
    all classes exept monks,druids,rogues and wizards receive this feat for free
    45.Weapon Specialization(fighters only,base attack 4+,weapon focus feat in
    chosen weapon)
    Fighters must have
    46.Rogue Special Feats( this feats accessible only by rogue class):
    a) crippling strike
    must have
    b) opportunist
    good
    c)skill mastery
    not bad
    d)slippery mind
    must have
    e)improved evasion
    very good
    f)defensive roll
    not bad
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    8) my characters
    Here is some characters which I created and walk through the game.
    I chose D&D Hardcore Rules difficulty level.

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    Character 1:
    gender:male
    Race:human
    Class:wizard(generalist)
    alignment:lawful good
    abilities:
    STR 8
    DEX 14
    CON 14
    WIS 10
    INT 18
    CHA 8
    skills:
    concentration +4
    disarm trap +2
    heal +4
    lore +4
    persuade +2
    search +2
    spellcraft +4
    feats:
    default race and class feats
    combat casting
    spell penetration
    familiar:
    panther

    While playing this character my henchman was Daelan Red Tiger(Half-Orc
    Barbarian). At the end of the game I killed Morag Queen with one reloading. My
    favoutite spells were chain lighting, Meteor Swarm (good against crowd of
    enemies),Premonition,Protections from spells,Greater Stone skin (good
    protection spells),Greater Planar Binding( celestian avenger is very good in
    battle),Finger of Death (good against nonundead strong enemies),mass haste(good
    in critical moments),Gate(EXELLENT , before using this spell it is strongly
    recommended to cast protection from evil),ShapeChange (good if all alies are
    dead),Tenser's Transformation (use it until you reach Shapechange
    spell),Animate dead (good in the middle of the game),Dismissal(good against
    summoned enemies),hold monster(use it on melee fighers who attacks you),Time
    Stop(VERY VERY GOOD),Improved Invisibility(use it always),Resist
    elements(useful at the beginning of the game),lighting bolt,flame
    arrow,fireball(use it always),find traps(good),magic missile(use it
    always),burning hands(effective at the beginning of the game against the crowd
    of enemies),owl's wisdom(increase wisdom).
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    Character 2:
    gender:female
    race:human
    class:cleric
    alignment:lawful evil
    abilities
    STR 14
    DEX 8
    CON 14
    WIS 16
    INT 12
    CHA 12
    skills:
    concentration +4
    disarm trap +2
    persuade +4
    spellcraft +4
    feats:
    default race and class feats
    extra turning
    toughness
    domains:
    air (turn undead ability works on elementals and I gain some useful offense
    Arcane spells)
    death (summoned avatar and some good death Arcane spells)

    Playing this character was not difficult.I killed queen Morag with no
    reloadings. My henchman was Tony (rogue), Grimgnow (monk) and other henchmans
    in some locations. My hero was equiped with powerful morning star and wearing
    heavy dragon scale armor. At the end of the game my AC was 39 so queen Morag
    can't hit me with melee weapon. At level 19 I've change my class to rogue. This
    helped me to gain sneak 1d6 damage attack and skill points bonus at level 20.
    I've also increase my DEX with rogue's ring.

    Character 3:
    gender:female
    race:elf
    class:rogue
    alignment:chaotic neutral
    abilities
    STR 12
    DEX 18
    CON 12
    WIS 12
    INT 14
    CHA 8
    skills:
    disarm trap +4
    hide +4
    move silently +4
    open lock +4
    persuade +4
    pick pocket +4
    search +4
    set trap +4
    spot +4
    use magic device +4
    feats:
    default race and class feats
    disarm

    When I achieved level 11 then I change my class to ranger. So at the end of
    the game my character was rogue(11)/ranger(9). At level 3 I chose weapon
    finesse feat and always used small weapons and long bow. My character was
    balanced melee and ranged warrior. When I chose improved disarm feat then I
    became a really good disarmer (I disarmed Loxar,Calik,Desther in chapter 1,
    Gorkan,Vardoc in chapter 2, high captains in Luskan and Aribeth in Chapter 4).
    When I became a ranger I used two-weapon tactics in melee and strong long bow
    with magical damage arrows as a ranged weapon. I created a fine dagger with
    Daze 75%/round effect in Chapter 1 and used it always. Few enemies can resist
    daze(undead, golems, immune to mind-affecting) so when the enemy became dazed I
    damaged the enemy with sneak attack (6d6 damage at level 11). In chapter 3 I
    created a powerful mace with the damage and attack bonus against undead . My AC
    was 33 at the end of the game. With rogue sneak attack and ranger's attack
    bonuses and two-weapon feats I had no problems when fighting melee fighters
    (exept undead and golems). I've killed queen Morag with no reloadings (first I
    killed two powerful Morag's lizards then I destroyed the trap and killed the
    Protector from Sword with Aribeth's Sword (my magic device skill was 16) and
    dagger with daze effect). I also used disarm and improved disarm feats with
    tough enemies. At level 10 I chose very useful crippling strike rogue feat. As
    a ranger I chose racial bonus feat against giants and lizardmen. My henchmans
    were Linu and Grimgnow.

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    10) Arcane spells
    In this section there is only my opinion and strategy in using all arcane
    magic spells. Bards also use Arcane magic but I will not cover some bard spells
    which are not accessible by wizard and sorcerer.

    Spells:
    Level 0 spells (cantrips):
    1. Daze (Enchantment)
    Useless
    2. Light (Evocation)
    Useless
    3. Ray of Frost(Conjuration)
    Use it to kill some weak enemy with "near death" hit points
    4. Resisatnce (Abjuration)
    Useless
    Level 1 spells:
    1. Burning Hands ( Transmutation )
    Use this spell at the beginning of the game against the crowd of enemies but
    watch your allies because they are also can be damaged by this spell (D&D
    Hardcore rules).
    2. Charm person (Enchantment)
    I found this spell useless but you can experiment with this spell on
    different NPCs.
    3. Color Spray (Illusion)
    Not bad against the crowd.
    4. Endure elements (Abjuration)
    Use it at the beginning of the game as a defensive spell until you reach
    higher defensive spells.
    5. Grease (Conjuration)
    Useless
    6. Identify (Divination)
    Useless. You can identify the items by traders. Use it if you develop your
    Lore skill and cannot identify the item by yourself.
    7. Mage Armor (Conjuration)
    Forget about AC and this spell
    8. Magic Missile (Evocation)
    Very useful offensive spell during the game. Use it always.
    9. Negative energy ray (Necromancy)
    Useless. You can use it at the beginning of the game but don't use it on
    undead.
    10. Protection from alignment (Abjuration)
    Use it on some figher allies. I recommend protection from evil because there
    are a lot of evil enemies. At the beginning of the game it has a short duration
    so wait until you will be more experienced.
    11. Ray of Enfeeblement (Necromancy)
    Use it against some powerful fighters. But for sorcerers it is a very
    expensive pleasure.
    12. Scare (Necromancy)
    Useful against weak enemies but you can kill this weak enemies with other
    more useful spells. Remember that some races has strong mind-affecting defence.
    Don't use it against undead.
    13. Sleep (Enchantment)
    Useless. May be against some humans and half-orcs.
    14. Summon creature (Conjuration)
    Use it until you reach more high summoning spells.
    Level 2 spells:
    1. Blindness/Deafness (Enchantment)
    Useless
    2. Bull's strength (Transmutation)
    Use it on your fighter allies and on yourself to increase your inventory
    weight.
    3. Cat's Grace (Transmutation)
    Use it on Tony henchman.
    4. Darkness (Evocation)
    Useless
    5. Eagle's splendor (Transmutation)
    If you have low CHA then this is your spell. You can also use this spell on
    Linu henchman when fighting some undead.
    6. Endurance (Transmutation)
    Use it on yourself
    7. Fox's cunning (Transmutation)
    If you are a wizard use it always on yourself.
    8. Ghostly visage (illusion)
    Use it as a defense spell when fighting some tough enemies until you reach
    more higher spells.
    9. Ghoul touch (Necromancy)
    Useless
    10.Invisibility (Illusion)
    You can use this spell to explore the area but I recommend to forget about
    this spell.
    11.Knock (Transmutation)
    Use it to unlock the locks. Very useful spell.
    12.Lesser dispel (Abjuration)
    Use it against some weak mages with defensive spell aura. But I recommend
    you to forget about spell at the beginning of the game.
    13.Melf's Acid arrow (Conjuration)
    Use it as a main level 2 offensive spell. At the end of the game this spell
    has a small effects on enemies.
    14.Owl's wisdom (Transmutation)
    Use it to compensate low mind saving throw.
    15.Resist elements (Abjuration)
    Use it as a main level 2 defense spell
    16.See Invisibility (Divination)
    Useless.
    17.Summon Creature 2 (Conjuration)
    Use it as main summoning level 2 spell
    18.Ultravision (Transmutation)
    Useless
    19.Web
    Sometimes useful against the crowd of enemies.
    Level 3 spells:
    1. Clairaudience/Clairvoyance (Divination)
    Forget
    2. Clarity (Necromancy)
    Forget
    3. Dispel magic (Abjuration)
    Use it to dispel enemy magic defense or for counterspelling
    4. Find traps (Divination)
    Use it to find and destroy traps.
    5. Fireball (Evocation)
    Use it always against the crowd of enemies. Very useful with Empower spell
    feat.
    6. Flame arrow (Conjuration)
    Use it as a main level 3 offensive spell during the game
    7. Haste (Transmutation)
    Very useful but has short duration. Use it in critical situation. At the
    end of the game the duration of this spell will be good.
    8. Hold person (Enchantment)
    Use it on powerful melee fighters
    9. Invisibility sphere (Illusion)
    For amateurs
    10.Lighting Bolt (Evocation)
    Useful spell. Use it always but watch for allies near target enemy.
    11.Magic circle against alignment (Abjuration)
    Good but has a very short duration
    12. Negative energy burst (Necromancy)
    Not bad but fireball, lighting bolt and flame arrow are more recommended.
    13. Protection from Elements (Abjuration)
    Use it as a main level 3 defense spell
    14. Slow (Transmutation)
    Useless
    15. Stinking cloud (Conjuration)
    Useless
    16. Summon creature 3 (Conjuration)
    Use it as a main level 3 summoning spell
    17. Vampiric Touch (Necromancy)
    Useless (this is not a Morrowind)
    Level 4 spells:
    1. Bestow curse (Transmutation)
    Forget
    2. Charm monster (Enchantment)
    Forget
    3. Confusion (Enchantment)
    Forget
    4. Contagion (Necromancy)
    Forget
    5. Elemental Shield (Evocation)
    Not bad and not good.
    6. Enervation (Necromancy)
    I found this spell useless but you can experiment on powerful enemies.
    7. Evard's black tentacles (Conjuration)
    Forget
    8. Fear (Necromancy)
    Sometimes is not bad but I recommend to forget about this spell.
    9. Ice Storm (Evocation)
    Extremely useful and dangerous offensive spell. Use it always but watch for
    allies.
    10.Improved invisibility (Illusion)
    Very useful. Use it with other defensive spells.
    11. Lesser spell breach (Abjuration)
    Forget
    12. Minor Globe of Invulnerability (Abjuration)
    Not bad. You can use it in some situations.
    13. Phantasmal Killer (Illusion)
    Interesting spell. I recommend you to leave one slot for this spell.
    Sometimes you can kill tough enemy instantly with this spell. I recommend to
    use this spell on rude creatures (such as Orcs,Minotaurs and others).
    14. Polymorph Self (Transmutation)
    Not bad but I recommend you to wait for some higher polymorph spells.
    15. Remove blindness/deafness (Divination)
    Forget. Useless spell.
    16. Remove curse (Abjuration)
    Useless
    17. Shadow Conjuration (Illusion)
    Not good
    18. Stone skin (Abjuration)
    Use it as a main level 4 defensive spell until you reach Greater Stone
    Skin spell
    19. Summon Creature 3 (Conjuration)
    Use it to summon a creature
    20. Wall of Fire (Evocation)
    Good spell but Ice Storm is more recommended
    Level 5 spells:
    1. Animate dead (Necromancy)
    Use it as a main summoning spell in the middle of the game until you reach
    Greater Planar Binding spell. Has a duration 24 hours (long duration).
    2. Cloudkill (Conjuration)
    Useful against weak enemies.
    3. Cone of Cold (Evocation)
    Good but I prefer Ice Storm spell (level 4)
    4. Dismissal (Abjuration)
    Use this spell against summoning creatures at the latest stages of the
    game.
    5. Dominate person (Enchantment)
    I found this spell useless. You can use this spell on some neutral NPC or
    some Orc.
    6. Energy Buffer (Abjuration)
    Combine this spell with Stone Skin spell.
    7. Feeblemind (Divination)
    Useless
    8. Greater Shadow Conjuration (Illusion)
    I prefer Animate Dead spell
    9. Hold monster (Enchantment)
    Forget
    10.Lesser Mind Blank (Abjuration)
    Not bad but short duration
    11.Lesser Planar Binding (Conjuration)
    You can use this spell as an alternative summoning spell
    12.Lesser spell mantle (Abjuration)
    not bad against spell but short duration
    13.Mind Fog (Enchantment)
    for amateur
    15.Summon creature 5 (Conjuration)
    Dire tiger has a very weak defense
    Level 6 spells:
    1. Acid Fog (Conjuration)
    not bad but Chain Lighting is more useful
    2. Chain Lighting (Evocation)
    Very strong offensive spell against the crowd of enemies. Use it always.
    Effective against dragons.
    3. Circle of Death (Necromancy)
    Try to use on some tough fighter
    4. Ethernal visage (Illusion)
    Not bad but I prefer Greater Stone skin
    5. Globe of Invulnerability (Abjuration)
    Sometimes it is very useful (especially against Ice Storm spell) but if you
    are a sorcerer then forget about this spell and concentrate on more useful
    6. Greater Dispelling (Abjuration)
    More powerful dispel magic spell. I prefer lower Dispel magic spel to save
    the slots for some other level 6 spells. You can use it to counterspell some
    powerful spell.
    7. Greater spell breach (Abjuration)
    Always use this on tough enemies to decrease their magic resistance
    8. Greater Stone Skin (Transmutation)
    Use this spell until Premonition spell
    9. Legend Lore (Divination)
    Forget
    10.Mass Haste (Enchantment)
    Use it when fighting a lot of strong enemies
    11.Planar Binding (Conjuration)
    I prefer Animate Dead spell because of spell duration
    12.Shades (Illusion)
    Not so useful
    13.Summon creature 6 (Conjuration)
    I prefer other summoning spells
    14.Tenser's Transformation (Transmutation)
    Use it to fight the enemies. You are a really tough guy.
    15.True Seeing (Divination)
    Useless
    Level 7 spells:
    1. Control Undead (Necromancy)
    I prefer summoning spells
    2. Delayed Blast Fireball (Evocation)
    Good offensive spell
    3. Finger of Death (Necromancy)
    Good but I prefer other spells
    4. Mordenkainen's Sword (Transmutation)
    Powerful summoning spell but has a very short duration
    5. Power Word, Stun (Divination)
    Useless
    6. Prismatic Spray (Evocation)
    Not bad but I prefer to use some metamagic feat slots for offensive spells
    on this level
    7. Protection from spells (Enchantment)
    Very useful. Use it always and combine with some damage defensive spells.
    8. Shadow shield (Illusion)
    Useful but has a very short duration
    9. Spell Mantle (Abjuration)
    Useful but has a very short duration
    10.Summon creature 7 (Conjuration)
    not bad but I prefer Animate dead spell
    Level 8 spells:
    1. Create Undead (Necromancy)
    good but I prefer Greater Planar Binding
    2. Greater Planar Binding (Conjuration)
    The most balanced summoning spell in the game. Medium duration and powerful
    creature.
    3. Horrid Wilting (Necromancy)
    Very useful against the crowd of enemies. Beware undead.
    4. Incendiary Cloud (Evocation)
    Very powerful offensive spell but watch for allies
    5. Mass Blindness/Deafness (Illusion)
    Useless
    6. Mass Charm (Enchantment)
    Useless
    7. Mind Blank (Abjuration)
    Useful in some situations but has a very short duration
    8. Premonition (Divination)
    The best defensive spell in the game against damage. Use it always. Combine
    this spell with Improved Invisibility spell and Protection from spells spell.
    9. Summon Creature 8 (Conjuration)
    Powerful spell but I prefer Greater Planar Binding spell
    Level 9 spells:
    1. Dominate monster (Enchantment)
    Don't lose your spell slot on this spell
    2. Energy drain (Necromancy)
    Useless
    3. Gate (Conjuration)
    The best summoning spell in the game. It has small duration. Before casting
    this spell cast Protection from Evil spell or you can't control your summoned
    creature. Use this spell when fighting very powerful enemies (dragons, Maugrim,
    queen Morag and others)
    4. Greater Spell Mantle (Abjuration)
    Very good but has a very small duration
    5. Meteor Swarm (Evocation)
    The best offensive spell in the game. Use it always to show the enemies who
    is a really powerful mage. Your allies are not damaged by this spell.
    6. Mordenkainen's Disjunction (Abjuration)
    I prefer lesser dispel magic spells. This spell can counterspell some very
    powerful spell.
    7. Power Word, Kill (Divination)
    Useless, most of the enemies at the end of the game has more then 100 HP.
    8. Shapechange (Transmutation)
    This spell will transform you to very powerful creature. I prefer to leave
    the slots for other spells.
    9. Summon Creature 9 (Conjuration)
    You can use it as an alternative to Greater Planar Binding spell
    10.Time Stop (Transmutation)
    Very useful spell. Use it with powerful enemies. Try to cast some offensive
    or defensive spells while the time is stopped.
    11.Wail of the Banshee (Necromancy)
    I prefer to leave slots for other spells
    12.Weird (Illusion)
    Not bad. You can experiment on enemies.

    Arcane spells conclusion:
    It seems that Evocation spell school is the best spell school for offensive
    spells (I recommend to choose Spell Focus (Evocation) feat). The Abjuration
    school is the best defensive school magic. Conjuration is the best for
    summoning spells. Necromancy contains some useful death spells but a lot of
    necromancy spells are useless. Illusion also has some useful and useless
    spells. Enchantment and Divination are the weakest spell schools but Divination
    contains powerful Premonition spell and Enchantment contains Protection from
    spells spell. Transmutation is the most universal spell school because it
    contains some good transformation, offensive, defensive and summoning spells
    and some very useful Level 2 spells.
    ************************************************** ***************
    11) Divine spells
    In this section I'll describe divine spells usefulness. Some divine spells
    that are available in Arcane magic school I will not describe here. For more
    info about such spells see arcane spells sections. Here we go!
    Level 0 spells:
    1. Cure minor wounds
    Not bad at the very beginning of the game
    2. Virtue
    Useless
    Level 1 spells:
    1. Bless (Cleric)
    Use it always in battles during the game.
    2. Cure Light wounds
    Good at the beginning of the game
    3. Doom (Cleric)
    Not bad. Use it on tough enemies.
    4. Entangle (Druid)
    Forget
    5. Remove fear (Cleric)
    Don't waste the slot
    6. Sanctuary (Cleric)
    Not bad but a very short duration
    Level 2 spells:
    1. Aid (Cleric)
    Not bad but useless at the latest stages of the game
    2. Barkskin (Druid)
    Good if you want to increase your AC
    3. Charm person or animal (Druid)
    Useless
    4. Cure Moderate wounds
    Use it at the beginning and at the middle of the game
    5. Flame lash (Druid)
    Good druidic offensive spell
    6. Lesser Restoration
    Useful spell. Use it to cancel some negative effects
    7. Remove paralysis (Cleric)
    Forget
    8. Silence (Cleric)
    Very useful against enemy spellcasters
    9. Sound burst (Cleric)
    Nice offensive spell
    Level 3 spells:
    1. Call lighting (Druid)
    Use it always
    2. Cure serious wounds (Cleric level 3 and druid level 4 spell)
    Use it always
    3. Dominate animal (Druid)
    forget
    4. Invisibility Purge (Cleric)
    Useless
    5. Negative energy protection (Cleric)
    Sometimes is useful
    6. Prayer (Cleric)
    very good but small duration
    7. Remove desease
    Use it to remove desease
    8. Searing light (Cleric)
    Useful against undead and golems
    Level 4 spells:
    1. Cure Critical wounds (Cleric level 4 and Druid level 5 spell)
    Use it always
    2. Death ward (Cleric) (Druid level 5)
    Useful against death spells but I recommend to skip this spell
    3. Divine power (Cleric)
    Very good but small duration. Use it with powerful enemies.
    4. Freedom of Movement
    Good against paralysis but there are some magic items with Freedom
    property in the game
    5. Hammer of the Gods (Cleric)
    Good offensive spell
    6. Neutralize poison (Cleric level 4 and druid level 3 spell)
    Very useful when fighting some enemies with poison damage
    7. Poison (Cleric)
    Not bad
    8. Restoration (Cleric)
    Very useful spell in the game. Use it always
    Level 5 spells:
    1. Awaken (Druid)
    use it on your animal companion
    1. Circle of doom (Cleric)
    Forget
    2. Flame strike (Cleric)(level 4 spell for Druid)
    Not bad
    3. Healing circle (Cleric) (Druid level 6 spell)
    Sometimes is useful
    4. Raise dead (Cleric)
    Useless in Single Player Campaign
    5. Slay living
    Nice death spell
    6. Spell resistance
    Has a very small effect in the game
    Level 6 spells:
    1. Blade Barrier (Cleric)
    Not bad against a lot of enemies. See you allies
    2. Harm (Cleric) (Level 7 druid spell)
    Useless
    3. Heal (Cleric) (Druid level 7)
    Keep one slot for this spell
    Level 7 spells:
    1. Aura of vitality (Druid)
    very useful
    2. Destruction (Cleric)
    Good against a single enemy
    3. Creeping doom (Druid)
    Experiment with this spell
    4. Greater restoration (Cleric)
    Use it when restoration spell failed
    5. Regenerate (Cleric) (Druid level 6 spell)
    Nice but I prefer cure wounds
    6. Ressurection (Cleric)
    Useless in Single Player
    7. Word of Faith (Cleric)
    Very useful spell against the crowd of enemies. Use it alaways.
    Level 8 spells:
    1. Aura versus alignment (Cleric)
    Useful but small duration
    2. Create Greater Undead (Cleric)
    Powerful summoning spell
    3. Fire Storm (Cleric) (Druid level 7 spell)
    Not bad
    4. Mass heal (Cleric) (Druid level 9 spell)
    The best healing spell. Keep one slot.
    5. Nature's Balance (Druid)
    Very good against tough enemies
    6. Sunbeam
    Useful
    Level 9 spells:
    1. Elemental Swarm (Druid)
    Use it against elementals
    1. Implosion (Cleric)
    Very good. Use it
    2. Storm of Vengeance
    Not bad. Use it
    Conclusion: It seems that cleric's spells are oriented to healing and
    blessing (increasing some characteristics). Some cleric's spells are against
    death magic and good against undead. Remember that healing spells damage
    undead. Druids have less healing and blessing spells but they receive some
    useful defensive and offensive spells. Paladins are more close to cleric's
    spells and rangers are more close to druidic spells.

    -----------------------------------------------------------------------
    ********************************************
    -----------------------------------------------------------------------

    My True Power Unleashes When Rages Take Over Me.Unebril

  2. #2

    Thumbs up Re: - Info de nwn - De todo un poco :)

    Para la gente que le gusta el rol ... un poco mas sobre aliniamientos.




    ----------------------Los 9 Alineamientos ----------------------------

    Legal Bueno (LB)
    El personaje que tiene este alineamiento es una persona en la que se puede confiar. Su palabra es como un contrato, aunque se ceñirá al espíritu más que a la letra. Suele preocuparse de los demás, y cree que todo el mundo debe tener un juicio justo, aunque puede que la liberación de un asesino o criminal por motivos meramente legales le cause conflicto. Pero la solución estriba en atrapar de nuevo al criminal, preocupándose de que esta vez se cumplan los requisitos legales.
    Un personaje LB confía en la fuerza del grupo, en el mando y en los individuos.
    Ejemplos de personajes LB:
    Luke Skywalker de Star Wars. Luke se preocupa del bien de la mayoría, enfrentándose a un gobierno déspota y malvado que subyuga a todo el mundo. Pero también se preocupa por sus amigos, incluso pone su vida en peligro por salvarles.


    Legal Neutral (LN)
    El personaje LN considera que el orden es necesario. Debe haber una jerarquía que diga lo que está bien y lo que está mal. No suele cuestionarse el efecto de sus acciones, sino simplemente si está cumpliendo su misión. Cree que la ley debe cumplirse, y si un criminal reconocido escapa de la justicia por un motivo legal, debe buscarse otro motivo legal para atraparle.
    El personaje LN confía en la fuerza del grupo, en el mando y en la sociedad. Cree que, si una persona no respeta la palabra dada, no vale nada. Procura ceñirse al espíritu de las reglas, más que a la propia palabra, pero no dobla las reglas más allá de lo razonable.
    Ejemplos de personajes LN:
    Un abogado que no se preocupa de si su cliente cometió o no el crimen, sino sólo de la manera de salvarlo, la manera de encontrar un resquicio legal para sacarle de la cárcel. Es muy posible que luego se arrepienta.
    Elliot Ness, de Los Intocables. Es Legal Neutral porque no le preocupa qué crímenes haya cometido Al Capone, sino simplemente sabe que es un criminal y que hay que encerrarlo. Consigue atraparlo por evasión de impuestos, lo que es una argucia legal. Lo que le importaba no era por qué atraparlo, sino simplemente mantenerlo fuera de las calles.


    Legal Malvado (LM)
    Este personaje considera que el fin justifica los medios. Persigue conseguir una sociedad limpia de criminales, ordenada y donde se cumplan las leyes, no importan los medios que se utilicen. Una ley que declare que la mendicidad es un delito, y que los mendigos deben ser expulsados de la sociedad es para él una ley justa.
    Si un criminal se escapa por motivos legales, buscará, como el Legal, la forma de atraparle por otros motivos. Por supuesto, un personaje LM puede ser un criminal, pero siempre explotará un hueco legal, de forma que no se pueda considerar que él sea un criminal.
    Ejemplos de personajes LM:
    Harry Callahan, de Harry el Sucio. Harry no se preocupa de las familias de los criminales, sólo de hacer justicia. Cree que lo importante es que el criminal pague por sus crímenes. Y si eso significa matarle, pues le mata. Por ello, Harry se encuentra cerca de un personaje que sea un vigilante, es decir, que castigue a los criminales. Sin embargo, Harry lo hace todo dentro de la legalidad.
    Darth Vader, de Star Wars. Lord Vader sabe dónde está la ley, en su lado, y no le importa cometer cualquier acto con tal de acabar con los rebeldes, que se oponen al poder establecido. Si eso significa torturar para conseguir información, pues lo hará sin remordimientos. Además, Darth Vader impone una disciplina férrea, y si alguien quebranta alguna norma, el castigo es la pena capital.


    Neutral Bueno (NB)
    El personaje NB se preocupa de los demás, de su bienestar y de las consecuencias de sus acciones. No le importa tanto el bienestar del grupo, ni el status quo, pero lo aceptará siempre que no haya personas que sufran. Considera que el bien de muchos es importante, pero aceptará con reticencia este bien si conlleva el sufrimiento de unos pocos.
    Un personaje NB procura siempre evaluar sus acciones, y busca aquella que no cause daño o malestar a otras personas. Puede que incumpla la ley, pero buscando siempre la justicia.
    Ejemplos de personajes NB:
    Batman es un claro ejemplo de personaje NB. Se preocupa de los resultados de sus acciones, de ayudar y de proteger a los inocentes. Sin embargo, no le preocupan los culpables, ni incumplir la ley para capturarles. Pero una vez que les captura, rara vez los mata, y suele entregarlos a la justicia, para que les juzguen y les encierre.


    Neutral Auténtico (NN)
    Los personajes Neutrales Auténticos ( o Neutral Neutral) son personajes que simplemente fluyen. Son personas que se limitan a vivir, sin cuestionarse sus actos. No tienen fuertes sentimientos ni convicciones, y cualquiera de ellos puede encajar en casi cualquier sitio.
    Sin embargo, su falta de convicciones hace que, aunque puedan realizar actos legales, también puedan realizar actos caóticos. Igual que pueden hacer actos malvados o buenos, según crean que es necesario.
    Por ejemplo, un Druida intenta vivir de acuerdo a la Naturaleza, con su parte buena y su parte mala, su orden y su caos, sus comunidades y su soledad.

    Neutral Malvado (NM)
    El personaje Neutral Malvado sólo se preocupa de sí mismo y de su avance y mejora. Su interés por los demás es prácticamente nulo, y sólo les importa en la medida en que puede conseguir algo de ellos.
    Ejemplos de personajes NM:
    Senador Palpatine, de La Amenaza Fantasma. El Senador es capaz de cualquier cosa por conseguir ser nombrado Canciller. Es capaz de causar la muerte de los Gungans, de la Princesa Amidala, y de los Caballeros Jedi. No le importa lo que suceda, mientras él consiga su objetivo. No le preocupa tampoco que muera su discípulo, excepto en lo que concierne a sus planes


    Caótico Bueno (CB)
    El personaje que tiene este alineamiento es muy individualista. No le importa la sociedad, ni el grupo, excepto en lo que tienen de bueno para él y para los demás. Les importa la justicia, no la ley. Mientras que un criminal puede que no sea atrapado nunca, un Caótico Bueno lo atrapará, y no le importará mentir o engañar con tal de atraparlo.
    Ejemplos de Personajes CB:
    Han Solo, de Star Wars. Han se preocupa sólo de su bienestar, de conseguir su recompensa, pero a la hora de la verdad se une a la Alianza Rebelde no porque crea en lo que hacen, sino por combatir al Imperio, y no abandonar a la gente a la que aprecia.


    Caótico Neutral (CN)
    Cuando alguien encuentra a un personaje CN, lo primero que se da cuenta es que es muy individualista. No le preocupan los resultados de sus acciones, ni la palabra dada, simplemente quiere seguir adelante. Pertenece a la sociedad mientras le interese, pero en el momento en que crea que no le interesa, prescindirá de normativas. Si alguien sale herido, no es problema suyo, sino de ellos, que apoyan a esa sociedad.
    El personaje CN puede realizar un robo para conseguir una joya que le gusta, de forma egoísta, y al día siguiente puede cometer otro robo para ayudar a una persona.
    Ejemplos de personajes CN:
    Conan, de Conan El Bárbaro. Conan se preocupa por la gente, pero lo que más le interesa es él mismo. Robará o matará por conseguir dinero u otros objetos para él, pero también robará y matará por combatir una injusticia. Tiene un sentido del deber suficientemente elevado como para ser capitán de barco, pero incluso entonces puede mantener parte del tesoro oculto. Y si la tripulación se amotina, no siente ningún tipo de remordimientos a la hora de combatir contra ellos.


    Caótico Malvado (CM)
    Los personajes que tienen este alineamiento consideran que el grupo, la sociedad e incluso los demás son inferiores a ellos, y que pueden ser utilizados como se desee para conseguir lo que quieren.
    Son fuertemente individualistas, y cuando se alían, es siempre una alianza temporal para oponerse a un enemigo común, no para cooperar entre ellos.
    Ejemplos de personajes CM:
    Drácula es un claro ejemplo de personaje CM. No le importan los demás, ni sus posibles aliados, a los que utiliza sólo cuando los necesita, y luego los desecha. Tampoco le preocupan los humanos, ni siquiera aquella de la que se supone está enamorado. Simplemente, considera que es suya y la toma, independientemente de la voluntad de ella.
    Unas últimas palabras.
    Jason, Freddy Krueger, Norman Bates, Michael Myers... la lista sería interminable. Hay una gran cantidad de psicópatas y asesinos en serie en las películas. Sin embargo, no he puesto a ninguno de ellos con un alineamiento. Creo que ellos son sólamente máquinas de matar, y serían exactamente iguales que un tiburón asesino o cualquier otra criatura. Sin embargo, aquellos que saben lo que hacen, normalmente se les puede dar un alineamiento CM.

    De todas formas, considero que los asesinos descerebrados, que no tienen vida privada y, en muchos casos, son sobrenaturales no puede decirse que tengan alineamiento, entendiendo como tal una serie de creencias y moral.
    ----------------------------------------------------------------------



    Pd:Gracias Bomf por la info.

    My True Power Unleashes When Rages Take Over Me.Unebril

  3. #3

    Thumbs up Re: - Info de nwn - De todo un poco :)

    Info sobre la expancion de SoU

    Prestige Class



    Arcame Archer

    Requirements
    To qualify to become an arcane archer, a character must fulfill all of the following criteria:

    Race: Elf of half-elf.
    Base Attack Bonus: +6
    Feats: Weapons Focus Longbow or Weapon Focus Shortbow, Point Blank Shot.
    Spell Casting: Able to cast 1st-level arcane spells.


    Arcane Archer Special and Spell-Like Abilities
    Each class has a range of abilities that make it substantially different from the other classes. These abilities are an integral part of your character’s class, and mastering them will aid you.

    The following are class features of the arcane archer prestige class.

    Hit Die: d6
    Skill Points at Each Level: 4 + Int modifier.
    Proficiencies: All simple and martial weapons, light and medium armor, and shields.


    Level 1:

    Enchant Arrow +1 - Every non-magical arrow an arcane archer nocks and lets fly becomes enchanted gaining a +1 enhancement bonus. The arrows will only function this way for the arcane archer.
    Level 2:

    Imbue Arrow - Allows the archer to fire an arrow that has the fireball spell cast upon it three times a day.
    Level 3:

    Enchant Arrow +2
    Level 4:

    Seeker Arrow - The archer can launch an arrow once per day at a target that is known and within range that cannot miss barring unavoidable obstacles.
    Level 5:

    Enchant Arrow +3

    Level 6:

    Seeker Arrow - Able to fire 2 seeker arrows a day.
    Level 7:

    Enchant Arrow +4
    Level 8:

    Hail of Arrows - In lieu of a regular attack the archer can fire an arrow at each and every target within range.
    Level 9:

    Enchant Arrow +5


    Level 10:

    Arrow of Death - Fire an arrow that can instantly kill an opponent.


    Class Skills

    Hide
    Listen
    Lore*
    Move Silently
    Spot



    Assassin



    Requirements
    To qualify to become an assassin, a character must fulfill all of the following criteria:

    Alignment: Any evil
    Skills: Hide 8 Ranks, Move Silently 8 Ranks

    Assassin Special and Spell-Like Abilities
    Each class has a range of abilities that make it substantially different from the other classes. These abilities are an integral part of your character’s class, and mastering them will aid you.

    The following are class features of the assassin prestige class.

    Hit Die: d6
    Skill Points at Each Level: 4 + Int modifier.
    Proficiencies: Simple weapons, Light Armor Proficiency.

    Level 1:

    Death Attack - +1d6 Special sneak attack that has a chance to paralyze an opponent.
    Level 2:

    Uncanny Dodge - Retain Dex bonus to armor class even if caught flatfooted.
    Ghostly Visage - as per spell.
    +1 Fortitude save vs poison.
    Level 3:

    Death Attack +2d6
    Level 4:

    +2 Fortitude save vs. poison
    Level 5:

    Uncanny Dodge 2 - +1 Reflex Save
    Darkness - as per spell.
    Death Attack +3d6

    Level 6:

    +3 Fortitude save vs. poison
    Level 7:

    Death attack +4d6
    Level 8:

    +4 Fortitude save vs. poison
    Level 9:

    Improved Invisibility - as per spell.
    Death Attack +5d6
    Level 10:

    Uncanny Dodge 3 - +2 Reflex Save
    +5 Fortitude save vs. poison.


    Class Skills

    Appraise
    Disable Trap
    Hide
    Listen
    Move Silently
    Open Lock
    Pick Pocket
    Search
    Set Traps
    Spot
    Tumble
    Use Magic Device




    Black Guard


    Requirements
    To qualify to become a blackguard, a character must fulfill all of the following criteria:

    Alignment: Any evil
    Base Attack: +6
    Skill: Hide 5 Ranks
    Feats: Cleave


    Blackguard Special and Spell-Like Abilities
    Each class has a range of abilities that make it substantially different from the other classes. These abilities are an integral part of your character’s class, and mastering them will aid you.

    The following are class features of the blackguard prestige class.

    Hit Die: d10
    Skill Points at Each Level: 2 + Int Bonus
    Proficiencies: All simple and martial weapons and all armor and shields.


    Level 2:

    Smite Good - Add Char modifier to attack roll.
    Dark Blessing - Add Char modifier to saving throws.
    Bull's Strength - The target creature's strength is increased by 1d4+1.
    Level 3:

    Turn Undead - make undead flee.
    Create Undead - summons an undead ally.
    Level 4:

    Sneak Attack - sneak attack +1d6
    Level 5:

    Summon Fiend - summons a fiendish ally.

    Level 6:

    Inflict Serious Wounds - If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level to a maximum of +15.
    Level 7:

    Contagion - The target creature is struck down with one of the following debilitating diseases, randomly chosen: Blinding Sickness, Cackle Fever, Mind Fire, Red Ache, Shakes, or Slimy Doom.
    Sneak Attack - sneak attack +2d6

    Level 8:

    Inflict Critical Wounds - If the caster succeeds in striking an opponent with a touch attack, the target suffers 4d8 points of damage, + 1 point per caster level to a maximum of +20.
    Level 10:

    Sneak Attack - sneak attack +3d6

    Class Skills

    Concentration
    Heal
    Persuade



    ShadowDancer


    Requirements
    To qualify to become a shadowdancer, a character must fulfill all of the following criteria:

    Move Silently: 8 Ranks
    Hide: 10 Ranks
    Tumble: 5 Ranks
    Feats: Dodge, Mobility

    Shadowdancer Special and Spell-Like Abilities
    Each class has a range of abilities that make it substantially different from the other classes. These abilities are an integral part of your character’s class, and mastering them will aid you.

    Hit Die: d8
    Skill Points at Each Level: 6 + Int modifier
    Proficiencies: Simple weapons and light armor

    Level 1

    Hide in Plain Sight: The shadowdancer is able to use the Hide skill even while being observed.
    Level 2:

    Evasion - No damage on a successful reflex save.
    Darkvision - Able to see in dim areas.
    Uncanny Dodge 1 - Retain dexterity bonus to armor class, even if flat-footed.
    Level 3:

    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 shadowdancer gains levels.
    Level 4:

    Shadow Evade: Three times per day, the shadowdancer can call upon the shadows in the area to help conceal her. She gains a 5 percent concealment bonus, damage reduction of 5/+1 and a +1 AC bonus. The effect lasts for 5 rounds. This improves to 10 percent concealment, 5/+2 damage reduction, and +2 AC bonus at level 6 and at level 8 it becomes 15 percent concealment, 10/+2 damage reduction and +3 AC. At level 10, Shadow Evade grants 20 percent concealment, 10/+3 damage reduction and a +4 AC bonus.
    Level 5:

    Defensive Roll - Avoid death with a reflex save.
    Uncanny Dodge 2 - +1 reflex saving throws.
    Level 7:

    Slippery Mind - Failed Will saving throw gets automatic reroll.
    Level 10:

    Improved Evasion - Failed reflex saving throws result in only half damage.
    Uncanny Dodge 3 - +2 reflex saving throws.

    Class Skills

    Hide
    Listen
    Move Silently
    Diplomacy: Persuade
    Pick Pocket
    Search
    Spot
    Tumble



    Harper Scout



    Requirements
    To qualify to become a Harper, 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 Special Abilities
    Each class has a range of abilities that make it substantially different from the other classes. These abilities are an integral part of your character’s class, and mastering them will aid you. The following are class features of the Harper prestige class:

    Hit Die: d6

    Skill Points at Each Level: 4 + Int modifier

    Harper Knowledge: Like a bard, a Harper has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper has bard levels, her Harper levels and bard levels stack for bardic knowledge.

    Favored Enemy: A Harper selects a favored enemy just as a ranger does. If a Harper with ranger levels chooses a favored enemy which she already has chosen as a ranger, the bonuses stack. Upon reaching 4th level as a Harper, the bonus against her first favored enemy increases to +2, and she gains a new favored enemy at +1.


    Deneir’s Eye: At 2nd level, the Harper gains a +2 holy bonus to saving throws against traps. This is a supernatural ability.

    Tymora’s Smile: At 3rd level, once per day, the Harper or a target receives a +2 saving throw bonus on all saving throws for 5 turns. This is a supernatural ability.

    Lliira’s Heart: At 4th level, the Harper gains a +2 holy bonus to saving throws against mind-affecting spells. This is a supernatural ability.

    Spells: These spells are cast as arcane spells, so they are subject to arcane spell failure if the Harper is wearing armor:

    At 2nd level, the Harper gains the ability to cast the spell Sleep once per day.
    At 3rd level, the Harper gains the ability to cast the spell Cat’s Grace once per day.
    At 4th level, the Harper gains the ability to cast Eagle’s Splendor once per day.
    At 5th level, the Harper gains the ability to cast the spell Invisibility once per day.


    Craft Harper Item: At 5th level, the Harper gains the ability to create two types of potions. The Harper can create one potion per day, either a Cat’s Grace potion or Eagle’s Splendor. To create either potion the Harper must spend 60 gold and 5 experience points. These potions allow a Harper to better support her agents and allies.

    Class Skills

    Appraise
    Hide
    Listen
    Lore*
    Move Silently
    Diplomacy: Persuade
    Pick Pocket
    Tumble






    My True Power Unleashes When Rages Take Over Me.Unebril

  4. #4

    Smile Re: - Info de nwn - De todo un poco :)

    Ahora las prestige class de Hou o HOtu como prefieran llamarlo



    Red Dragon Disciple


    Stats- Red Dragon Disciple
    Hit Die: d6. Special (see Abilities below)
    Proficiencies: No additional proficiencies are gained.
    Skill Points: 2 + Int Modifier



    Requirements
    To qualify as a red dragon disciple, a character must fulfill all of the following criteria:
    Class: Sorcerer or Bard
    Skills: 8 Ranks in Lore
    Tip: Only sorcerers or bards can become a dragon disciple -- either class is equally suited.



    Background
    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 furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons.


    Abilities
    Draconic Armor (Level 1): +1 to natural armor class
    Draconic Ability Scores (Level 2): gains +2 to Strength
    Breath Weapon I (Level 3): can use the breath weapon of a red dragon, doing 2d10 points of damage.
    Draconic Ability Scores (Level 4): gains +2 to Strength
    Hit Dice d8 (Level 4): now gains d8 hit-points per level.
    Draconic Armor (Level 5): +2 to natural armor class
    Hit Dice d10 (Level 6): now gains d10 hit-points per level.
    Draconic Ability Scores (Level 7): gains +2 to Constitution
    Breath Weapon II (Level 7): can use the breath weapon of a red dragon, doing 4d10 points of damage.
    Draconic Armor (Level 8): +3 to natural armor class
    Draconic Ability Scores (Level 9): gains +2 to Intelligence
    Wings (Level 9): the red dragon disciple gains wings.
    Half-Dragon (Level 10): becomes a half-dragon. Gains darkvision and immunity to sleep, paralysis and fire.
    Draconic Ability Scores (Level 10): gains +4 to Strength, +2 to Charisma
    Draconic Armor (Level 10): +4 to natural armor class
    Breath Weapon III (Level 10): can use the breath weapon of a red dragon, doing 6d10 points of damage.


    Red Dragon Disciple - Epic Levels (level 21+)
    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: 2 + Int Modifier every level
    Bonus Feats: 1 bonus feat every four levels
    Breath Weapon: Your breath weapon damage potential increases by 1d10 for every 3 levels after 10th. The save DC against your breath weapon increases by +1 every 4 levels after 10th.

    Epic Red Dragon Disciple Bonus Feats List
    Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Damage Reduction, Epic Reputation, Epic Spell Focus, Epic Prowess, Epic Spell Penetration, Epic Toughness, Improved Combat Casting.



    Drawven Defender



    Stats - Dwarven Defender
    Hit Die: d12
    Proficiencies: Simple and Martial Weapons; Light, Medium and Heavy Armor proficiency; Shields.
    Skill Points: 2 + Int Modifier



    Requirements
    To qualify as a dwarven defender, a character must fulfill all of the following criteria:
    Race: Dwarf
    Base Attack Bonus: +7
    Feats: Dodge, Toughness
    Alignment: Any lawful
    Tip: A dwarven fighter can become a very powerful dwarven defender. To gain the dodge prerequisite that the dwarven defender requires, your character will need a dexterity of 13 or higher.



    Background
    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 defense than a 10-foot-thick wall of stone, and much more dangerous


    Abilities
    Defensive Stance (Level 1): 1/day; Gain +2 Str, +4 Con, +2 on all saves, +4 Dodge Bonus on AC
    Defensive Awareness (Level 1): Dex bonus to AC even when flat-footed.
    Defensive Stance (Level 3): 2/day
    Defensive Stance (Level 5): 3/day
    Damage Reduction III (Level 6): 3 points of damage are ignored whenever you are hit in combat.
    Defensive Awareness (Level 6): the character cannot be flanked.
    Defensive Stance (Level 7): 4/day
    Defensive Stance (Level 9): 5/day
    Damage Reduction VI (Level 10): 6 points of damage are ignored whenever you are hit in combat.
    Defensive Awareness (Level 10): the character gains +1 saving throw bonus vs. traps


    Dwarven Defender - Epic Levels (level 21+)
    The epic dwarven defender has become the very definition of immovable object. He is a stalwart warrior that can stand against virtually any foe imaginable.
    Hit Die: d12
    Skill Points: 2 + Int Modifier every level
    Bonus Feats: 1 bonus feat every four levels
    Defensive Stance: an additional use per day is gained for every two levels past 9th.
    Damage Reduction: the damage reduction increases by 3 points for every four levels above 10th.


    Epic Dwarven Defender Bonus Feats List
    Armor Skin, Damage Reduction, Devastating Critical, Energy Resistance, Epic Toughness, Epic Prowess, Epic Weapon Focus, Overwhelming Critical, Perfect Health.

    Pale Master

    Stats - Pale Master
    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:
    Alignment: Any non-good
    Arcane Spellcasting: level 3 or higher
    Tip: Sorcerers and wizards make powerful pale masters. Additional spell-casting ability is sacrificed for a stronger melee presence.



    Background
    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.


    Abilities
    Boneskin (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 as per the feat Toughness.
    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, paralyze, 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 is replaced with this more deadly arm. It 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.


    Pale Master - Epic Levels (level 21+)
    The pale master's bond with the undead continues to grow, as she becomes the epic pale master.

    Hit Die: d6
    Skill Points: 2 + Int Modifier every level
    Bonus Feats: The epic pale master gains a bonus feat every three levels
    Boneskin: improves by +2 for every four levels past level 8.
    Undead Graft: can use this supernatural attack an additional time per day for every 3 levels gained.
    Deathless Vigor: every five levels an additional +5 permanent hit points are gained.




    Epic Pale Master Bonus Feats List
    Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting.


    Champion of Torm


    Stats - Champion of Torm
    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:
    Base Attack Bonus: +7
    Feats: Weapon Focus in a melee weapon
    Alignment: Non-evil



    Background
    Champions of Torm are mighty warriors who dedicate themselves to Torm's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts.


    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.
    Every 2 levels (2, 4, 6 et cetera) get a bonus feat like fighters (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.



    Tip - Becoming a champion of Torm
    Paladins gain some of the fighter's combat abilities by choosing to become a champion of Torm. Conversely, fighters gain paladin-like abilities by playing this prestige class.


    Champion of Torm - Epic Levels (level 21+)
    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: 2 + Int Modifier every level
    Bonus Feats: 1 bonus feat every three levels
    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.




    Epic Champion of Torm Bonus Feats List
    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, Improved Whirlwind Attack, Overwhelming Critical, Planar Turning, Spell Focus, Superior Initiative.


    Weapon Master



    Stats - Weapon Master
    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 criteria:

    Base Attack Bonus: +5
    Feats: Weapon Focus in a melee weapon, Dodge, Mobility, Expertise, Spring Attack and Whirlwind
    Skills: Intimidate 4 ranks
    Tip:A fighter makes a very strong candidate for becoming a weapon master. The weapon master requires access to several feats, so make certain that your character has at least a dexterity of 13 and an intelligence of 13.



    Background
    For a weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with the body, to make them one, and to use the weapon as naturally and without thought as any other limb.


    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 improve 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):Superior Weapon Focus (Level 5)
    Ki Critical (Level 7): Add +2 to weapon of choice threat range


    Weapon Master - Epic Levels (level 21+)
    The weapon master's bond with his weapon of choice becomes stronger and devastatingly effective as he becomes the epic weapon master.
    Hit Die: d10
    Skill Points: 2+ Int Modifier every level
    Bonus Feats: 1 bonus feat every three levels
    Superior Weapon Focus: For every five levels gained an additional +1 to attack is granted to the Weapon of Choice.



    Epic Weapon Master Bonus Feats List
    Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness, Epic Prowess, Epic Weapon Focus, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative.



    Shifter


    Stats - 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
    Other: must have a natural, alternate form (like Druid wildshape)
    Tip:Only druids can become shifters in Neverwinter Nights



    Background
    Shifters have no form to call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. Shifters actually come closer to their true self through transformation. Out of necessity, a Shifter's sense of self is based not on outward form, but on soul, which is the only constant about them. It is the inner strength of that soul which enables them to take on any shape and remain themselves within.


    Abilities
    Greater Wildshape I (Level 1): Change into a red, green, black, white or blue wyrmling
    Greater Wildshape II (Level 3): Change into a minotaur, 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 Wildshape IV (Level 10): Change into a medusa, huge dire tiger, or a mindflayer



    Several of these forms grant the shifter the ability to use the form's innate powers. For example, a shifter changing into a white wyrmling can breath a cone of cold as often as they want. These powers are located on the "spell" radial menu. Some of these powers can be used an infinite number of times per day, others are restricted.


    Shifter - Epic Levels (level 21+)
    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: 4 + Int Modifier every level
    Bonus Feats: 1 bonus feat every three levels



    Epic Shifter Bonus Feats List
    Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Construct Form, Dragon Form, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting, Great Wisdom, Outsider Shape, Undead Shape.




    My True Power Unleashes When Rages Take Over Me.Unebril

  5. #5

    Re: - Info de nwn - De todo un poco :)

    Feats SoU



    Arcane Defense
    You have spent a great deal of time and study to learn the secrets of a particular school of magic to better understand what forces can be used to oppose it. This knowledge is not wasted when confronted with opponents who are foolish to try to harm you with spells that you know so intimately.

    Type of Feat: General
    Prerequisite: Spell focus in the chosen school
    Specifics: Character gains a +2 bonus to saving throws versus the chosen school of magic.
    Use: Automatic
    Player Notes: Great for added and unexpected protection against opponents. Can be a deadly surprise for your enemies when all of there efforts are wasted.



    Artist
    Your background included training in the finer things of life whether by an instructor or by simply paying attention to those of privilege at play. You have a natural eye and ear for harmony not only among the notes but among your surroundings as well.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level
    Specifics: Character gains a +2 bonus on Perform and Spot checks
    Use: Automatic
    Player Notes: Bards are the natural choice to aid in their performance but also to help keep her one step ahead of enemies.



    Blind Fighting
    Your rigorous combat training has extended beyond using merely visual clues to gauge your opponent’s movement. This feat grants the character the ability to fight well, even if blinded or against invisible opponents. The character gets to re-roll her miss chance percentile one time for a second chance to hit when a miss is rolled due to darkness. In addition, invisible creatures do not get a bonus to hit a character with this feat.

    Type of Feat: General
    Prerequisite: None
    Use: Automatic
    Player Notes: Blind fighting might be a useful feat to have if you spend a great deal of time in the shadows anyway or wish to pursue the Monk ideal.



    Blooded
    Your background was filled with deceit and treachery everywhere you turned. Whether on the rough city alleys and scum covered sewers or the posh palace grounds there were always those who would seek to take what was yours. Your reflexes are quicker than most and your eye never misses the movement of an attack. Some call you unnatural in your awareness of your surroundings.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level
    Specifics: Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks.
    Use: Automatic
    Player Notes: Useful for making sure you get the first strike in combat which can decide a battle immediately.



    Bullheaded
    Ever since you can remember you possess great resolve on any matter of importance and your stubbornness and determination is legendary. You are exceptionally headstrong and difficult to sway from your intended course. The character gains a +2 bonus on resisting Taunts and a +1 bonus on Will saving throws.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level.
    Use: Automatic
    Player Notes: The fighter can always use a little extra help against those who would distract him from his work.



    Circle Kick
    Your master never allowed you to rest when perfecting your balance- even when attacking. Not a moment passes that you are not ready to strike again in the blink of eye…or even before you last attack is finished.

    Type of Feat: General
    Prerequisite: attack bonus +3, Dex 15+, Improved Unarmed Strike
    Specifics: If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another, nearby enemy. There is a maximum of one free attack per round.
    Use: Automatic
    Player Notes: An extra attack is never a frivolous thing to possess…



    Courteous Magocracy
    Through privilege or tenacity you have learned far more than others of your station in the delicate histories and magical ramblings of the old wizards. You have gained special insight in the mystical and mundane worlds that all scholars would envy.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level
    Specifics: Character gains a +2 bonus on Lore checks and Spellcraft checks.
    Use: Automatic
    Player Notes: That special item you have just recovered at the bottom of this miserable dungeon might come in handy against those marauding hordes... if you only knew what it was.



    Dirty Fighting
    Either through a rough upbringing battling larger or more numerous opponents or simply delight in trouncing those who would dare attack you, you have discovered painful tricks and unexpected maneuvers to bring you opponents to a swifter end.

    Type of Feat: General
    Prerequisite: Base attack bonus +2
    Specifics: The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d4 points of damage. This mode cannot be used with power attack.
    Use: Combat Mode
    Player Notes: An extra 1D4 of damage may not seem like much but keep in mind that it is the equivalent of +2 to +8 Str for free. A very good resource for those who prefer Dex over Str when fighting.



    Divine Might
    You have found that inspiration takes many forms when honoring your gods. Some use it for casting a spell over a captive audience of parishioners. Other use this inspiration to create works of art undreamt. You have a more practical use for such forces in this dangerous world.

    Type of Feat: General
    Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack
    Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus.
    Use: Selected
    Player Notes: A very effective way a paladin can make use of his natural charisma in battle.



    Divine Shield
    The light of your god shines through you and protects you. Even the foulest of creatures will flinch from your shining face as you wage war against the swarms in the shadows providing extra protection from foes than is possessed by non-believers.

    Type of Feat: General
    Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack
    Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to his armor class for a number of rounds equal to the Charisma bonus.
    Use: Selected
    Player Notes: This feat combined with heavy armor makes could be the recipe for a impervious cleric.



    Expertise
    Through painful experience and relentless training you have discovered that a good defense can be the best offence. You have begun to see the patterns of your opponents movements and predict their attacks rather than seek opportunities to strike. Staying alive always makes for better stories later.

    Type of Feat: General
    Prerequisite: Int 13+
    Required for: Improved Expertise
    Specifics: A character with this feat can make defensive attacks, gaining a +5 bonus to AC but receiving a -5 penalty to attack rolls.
    Use: Combat Mode
    Player Notes: A very handy feat for staying alive long enough in a desperate situation to receive aid from companions or a handy potion.



    Extra Music
    Through practice, patience and refinement of technique you can create your special brand of music more often. The character may use bard song four extra times per day.

    Type of Feat: General
    Prerequisite: Bard Song
    Use: Automatic
    Player Notes: No matter how much trouble the fighters get your party into by taunting the local critters you can be sure to support them when they are then fighting for their lives. This will give you plenty of opportunity to laugh at them later when they are collecting some of their more important body parts off the ground.



    Extra Stunning Attacks
    Your master always spoke of a life is never without hope and there can be no redemption, no renewed hope from death. He taught you that it is better not to kill but to incapacitate when your hand is forced.

    Type of Feat: General
    Prerequisite: Base attack bonus +2, Stunning Fist
    Specifics: The character gains 3 extra stunning attacks per day.
    Use: Automatic
    Player Notes: At lower levels the ability to quickly stun opponents may buy you a way out of danger.



    Great Cleave
    You have been trained to take advantage of the weakness of less experienced opponents in showing a moment's hesitation at the demise of their comrades. You use this moment to deadly effect to shut their gaping maws forever.

    Type of Feat: General
    Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher
    Specifics: As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent.
    Use: Automatic
    Player Notes: At the higher level a crowd of lesser opponents has the effect of delaying a skilled fighter from engaging the real opponents which may have adverse effects on your fellow party members.



    Greater Spell Focus
    There is something familiar about a particular school of magic; something that calls out to you. You have explored this strange attraction and found you have a natural affinity for a certain type of magic…to the woe of your opponents.

    Type of Feat: General
    Prerequisite: Spell Focus
    Specifics: A character becomes even more adept with spells of a particular school of magic. The character gains a +4 bonus to the spell save DC for all spells of the chosen school.
    Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case.
    Player Notes: A great feat for player who wish to focus on a certain group pf spells for their character or because they have a theme they are following.



    Greater Spell Penetration
    Certain uncanny defenses have come under your scrutiny to such a degree that they seem almost childish when you focus your great mind to their destruction.

    Type of Feat: General
    Prerequisite: Spell Penetration
    Specifics: A +4 bonus on caster level checks is granted to the character, when trying to beat a creature's spell resistance.
    Use: Automatic
    Player Notes: In addition to serving to help spell-caster's use their spells more effectively this feat can work very well together with a ranger's favored enemy ability.



    Improved Expertise
    You have faced enemies that ran thick with numbers so often you have learned that you cannot strike your hated enemy down if you bleed from grievous wounds and stumble when you step. Your whirling weapon permits no trespass when you set your mind to the task.

    Type of Feat: General
    Prerequisite: : Int 13+, Expertise
    Specifics: A character with this feat can make defensive attacks, gaining a +10 bonus to AC but receiving a -10 penalty to attack rolls.
    Use: Combat Mode
    Player Notes: If it is up to you to delay the hordes while your party escapes then this feat may save your life. Very handy as well when the cleric is attending to those less fortunates in your party cursed with lackluster constitutions and delicate frames and you are left to deal with the ever-insistent advancing monsters.



    Improved Initiative
    You have developed uncanny speed in reacting to perceived threats. This feat grants the character a +4 bonus to initiative checks.

    Type of Feat: General
    Prerequisite: None
    Use: Automatic
    Player Notes: The first strike may also be the last strike needed.



    Lingering Song
    Even the memory of your powerful music can sustain the weariest and most battle worn of companions. The effects of the bard's songs will last an additional 5 rounds.

    Type of Feat: General
    Prerequisite: Bard Song
    Use: Automatic
    Player Notes: Like the ringing in your ears after a concert for band like "BiLe SqeeZers" the effects of your bard's music will be felt even as you're cleaning the chunks of evil off your sword.



    Luck of Heros
    You are meant for great things. You hail from an area that has seen more than its fair share of heroes. Through pluck, determination and resilience your people survive when no one expects you to come through. A character gains a +1 bonus on all saving throws.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level.
    Use: Automatic
    Player Notes: An excellent step up for an adventurer who must face a variety of dangers alone.



    Rapid Reload
    Through constant practice and nimble fingers your moves are automatic and swift when reloading your crossbow. The character is able to reload so quickly that he gets the same number of attacks with any crossbow as he would if he was use a normal bow.

    Type of Feat: General
    Prerequisite: Base attack bonus of +2
    Use: Automatic
    Player Notes: The crossbow is a favored ranged weapon for those who wish to do more damage but somewhat clumsy in the hands of the unskilled. A crossbow expert can now match their swifter bow-using companions to devastating effect.



    Resist Disease
    Your body is known for casting off even the worst of maladies which would lay low the hardiest of warriors. Harsh weather, harsh living and a stubbornness of ignoring all afflictions have created in you a near-impervious immune system.

    Type of Feat: General
    Prerequisite: None
    Specifics: Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease.
    Use: Automatic
    Player Notes: If you live a somewhat less than pious life of a paladin this could be a nice way to augment your resistances.



    Resist Poison
    Something decidedly reptilian flows through your veins. As a result of an exotic birth or years of consuming small doses of poison your system welcomes even the deadliest of concoctions that would fell lesser creatures.

    Type of Feat: General
    Prerequisite: None
    Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.
    Use: Automatic
    Player Notes: Those who use poison should be amongst the most resistant.



    Resistant to Energy This feat is available in the following forms: Acid, Cold, Fire, Sonic, Electrical.

    You have always had an affiliation for certain natural forces in the world; fire, lightning, the crashing of thunder... they seemed to present less danger to you than to other who shrink from their chaotic power. You have learned to harness your natural inclinations into a resistance beyond most people. Friends come in many forms.

    Type of Feat: General
    Prerequisite: Base Fort save bonus +8
    Specifics: Character gains +5 resistance against the chosen type of energy (first 5 points of damage of this type of energy is ignored).
    Use: Automatic
    Player Notes: Knowing what adventures lie ahead can go a long way toward preparing you to deal with the hazards that may be present there.



    Silver Palm You grew up in close proximity to some of the shrewdest merchants, hagglers and shopkeepers in the land and have taken careful note of their skills. A character gains a +2 bonus on Appraise and Persuade checks.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level.
    Use: Automatic
    Player Notes: Very useful for the new adventurer looking for a good deal on the costly equipment of his risky trade or the character who feels most at home in the sprawling markets of the city or in a bustling merchant caravans.



    Snake Blood
    There is something decidedly…reptilian in your manner. The taint of the yuan-ti runs in your veins. No outward signs give away your heritage but you are something more-or less- than entirely human. A character gains a +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level.
    Use: Automatic
    Player Notes: The enormous amount of creatures that have poison as a special attack make this feat particularly valuable for anyone who travels the woods. The Rogue might also find some small use for the resistance to poison plus quicker reflexes…



    Spring Attack
    You have become so versed in close quarters combat that you can move through the chaos of war without allowing your opponents to strike. Moving during combat does not provoke an attack of opportunity. This feat cannot be used with heavy armor.

    Type of Feat: General
    Prerequisite: Dex 13+, Dodge, Mobility, Base attack bonus of +4 or higher
    Use: Automatic
    Player Notes: Facing groups becomes less of an issue if you are able to adjust your position in combat without risking multiple attacks when moving.



    Stealthy
    You have developed an unconscious way of threading through your world that marks you as not only careful but wise as well. The unseen always live to tell the tale.

    Type of Feat: General
    Prerequisite: None
    Specifics: Character gains a +2 bonus on Hide and Move Silently checks.
    Use: Automatic
    Player Notes: For those who wish to augment their stealth but also for those who wish to be less noisy when they need to be.



    Strong Soul
    There is something hard in your eyes that is unmistakable to even the most casual of observer. Something that dares the world to try and break. You have been born with a special kind of armor than few possess.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level
    Specifics: Character gains a +1 bonus to Fortitude and Will saving throws, as well as a +1 bonus to any saving throw versus Death magic.
    Use: Automatic
    Player Notes: Any extra defense against the deadliest form of attack can’t be all bad now can it?



    Thug
    Growing up on the unforgiving streets you had to prove your mettle in a variety of circumstances that could turn deadly in a heartbeat. Your reflexes and sharp tongue saved you on more than one occasion. Character gains a +2 bonus on Initiative checks and a +2 bonus on Persuade

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level.
    Use: Automatic
    Player Notes: Even the decidedly unthuggish swashbuckler or Bard character will see the advantages to taking this feat.



    Zen Archery
    Calling on your acute awareness of the world around you can better direct your ranged attacks. This allows the character to use her Wisdom modifier instead of Dexterity when firing ranged weapons.

    Type of Feat: General
    Prerequisite: Base Attack Bonus +3, Wisdom 13 or higher
    Use: Automatic
    Player Notes: A boon to Wisdom-heavy characters such as the Cleric, and heavily armored Paladins who may not have the Dexterity scores needed for effective ranged combat


    Spell Sou



    Acid Splash
    The caster fires a small orb of acid at the target for 1d3 points of acid damage.

    Caster Level(s): Wizard 0, Sorcerer 0
    Innate Level: 0
    School: Conjuration
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Single
    Duration: Instant
    Additional Counter Spells:
    Save: None



    Amplify
    The caster or a target gains a +20 bonus to Listen checks.

    Caster Level(s): Bard 1
    Innate Level: 1
    School: Transmutation
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Aura of Glory
    The caster channels divine power to gain a +2 Charisma bonus. As well all allies near the caster gain a +6 bonus to their saving throws versus fear and 1d4 points of healing.

    Caster Level(s): Paladin 2
    Innate Level: 2
    School: Transmutation
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 turn/ level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Balagarn's Iron Horn
    The caster creates a deep, resonant vibration that shakes all creatures in the area of effect from their feet if they fail a strength check (as if the caster had a strength of 20). Every creature that falls suffers a point of damage and will be knocked down for one round.

    Caster Level(s): Bard 1, Wizard / Sorcerer 2
    Innate Level: 2
    School: Transmutation
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Colossal
    Duration: Instant
    Additional Counter Spells:
    Save: None
    Spell Resistance: Yes



    Bane
    Bane fills the caster's enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear.

    Caster Level(s): Cleric 1
    Innate Level: 1
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Colossal
    Duration: 1 turn / level
    Additional Counter Spells: Bless
    Save: Will negates
    Spell Resistance: Yes



    Banishment
    The caster is able to cause all summoned creatures, familiars, animal companions, and Outsiders in the area of effect to be destroyed. A number of creatures equal to twice the caster's level in HD can be banished.

    Caster Level(s): Cleric 6, Wizard / Sorcerer 7
    Innate Level: 6
    School: Abjuration
    Descriptors:
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Colossal
    Duration: Instant
    Additional Counter Spells:
    Save: Will negates
    Spell Resistance: Yes



    Bigby's Crushing Hand
    A mighty giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round.

    Caster Level(s): Wizard / Sorcerer 9
    Innate Level: 9
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: Fortitude
    Spell Resistance: Yes
    See a Bigby's hand spell in action:

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    Bigby's Grasping Hand
    A grabby giant hand appears and makes a grab for the target. If the hand hits and succeeds in a grapple check the opponent will be held for the duration of the spell.

    Caster Level(s): Wizard / Sorcerer 7
    Innate Level: 7
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: Yes
    Spell Resistance: Yes
    See a Bigby's hand spell in action:

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    Bigby's Interposing Hand
    A meddlesome giant hand appears over the target, making it difficult for him to attack. He receives a -10 penalty to all attack rolls for the duration of the spell.

    Caster Level(s): Wizard / Sorcerer 5
    Innate Level: 5
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: Yes
    See a Bigby's hand spell in action:

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    Bigby's Forceful Hand
    A somewhat pushy giant hand appears and attempts to bull rush one target. The hand gains a +14 bonus on the Strength check. A target that is bull rushed suffers 1d8 points of damage and is dazed for the duration of the spell.

    Caster Level(s): Wizard / Sorcerer 6
    Innate Level: 6
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: Yes
    See a Bigby's hand spell in action:

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    Bigby's Clenched Fist
    A hostile giant hand appears and attacks the target, once each round for the duration of the spell. Each hit causes 1d8+12 points of damage to the target and if they fail their saving throw they are stunned for that round as well.

    Caster Level(s): Wizard / Sorcerer 8
    Innate Level: 8
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: Fortitude
    Spell Resistance: Yes
    See a Bigby's hand spell in action:

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    Blood Frenzy
    The caster enters a rage similar to that of a barbarian. The caster gains a +2 bonus to Strength and Constitution and a +1 bonus to Will saves, while suffering a -1 penalty to AC.

    Caster Level(s): Druid 2
    Innate Level: 2
    School: Transmutation
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 round/ level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Bombardment
    Rocks fall from the sky, causing 1d8 points of damage per caster level (max 20d8) to all enemies in the area.

    Caster Level(s): Druid 8
    Innate Level: 8
    School: Conjuration
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Huge
    Duration: Instant
    Additional Counter Spells:
    Save: Reflex 1/2
    Spell Resistance: Yes



    Camouflage
    The caster's coloring changes to match the surroundings, gaining a +10 competence bonus to any Hide checks.

    Caster Level(s): Druid 1, Ranger 1
    Innate Level: 1
    School: Transmutation
    Descriptors:
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 turn / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Continual Flame
    This creates a magical flame that burns as bright as a torch until dispelled.

    Caster Level(s): Cleric 3, Wizard / Sorcerer 2
    Innate Level: 3
    School: Illusion
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: Permanent
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Dirge
    The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored.

    Caster Level(s): Bard 6
    Innate Level: 6
    School: Evocation
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Large
    Duration: 1 round / level
    Additional Counter Spells:
    Save: Fortitude negates
    Spell Resistance: Yes



    Displacement
    The target gains 50% concealment, through the caster's ability to emulate the natural abilities of the displacer beast.

    Caster Level(s): Bard 3, Wizard / Sorcerer 3
    Innate Level: 3
    School: Illusion
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Divine Favor
    The caster gains a +1 bonus to attack and weapon damage rolls for every three caster levels (at least +1, to a maximum of +5).

    Caster Level(s): Cleric 1, Paladin 1
    Innate Level: 1
    School: Evocation
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 turn
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Drown
    The caster creates water in the lungs of a target creature. Any drowned creature dies. Golems and other nonliving creatures cannot be drowned.

    Caster Level(s): Druid 6
    Innate Level: 6
    School: Transmutation
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Single
    Duration: Instant
    Additional Counter Spells:
    Save: Fortitude negates
    Spell Resistance: Yes



    Earthquake
    The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. The caster is not affected by the earthquake.

    Caster Level(s): Cleric 8, Druid 9
    Innate Level: 8
    School: Evocation
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Colossal
    Duration: Instant
    Additional Counter Spells:
    Save: Reflex 1/2
    Spell Resistance: No



    Entropic Shield
    A magical field appears around the caster, granting any enemies nearby with a 20% miss chance on ranged attacks.

    Caster Level(s): Cleric 1
    Innate Level: 1
    School: Abjuration
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 turn / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Firebrand
    Masses of flame (one per caster level) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (max 15d6).

    Caster Level(s): Wizard / Sorcerer 5
    Innate Level: 5
    School: Evocation
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Colossal
    Duration: Instant
    Additional Counter Spells:
    Save: Reflex 1/2
    Spell Resistances: Yes



    Flare
    A burst of hot light is fired from the caster to one target, making it suffer a -1 penalty to attack rolls.

    Caster Level(s): Bard 0, Druid 0, Wizard / Sorcerer 0
    Innate Level: 0
    School: Evocation
    Components: Verbal
    Range: Medium
    Area of Effect/ Target: Single
    Duration: 10 rounds
    Additional Counter Spells:
    Save: Fort negates
    Spell Resistance: Yes



    Flesh to Stone
    The subject and all possessions it carries turns into a mindless, inert statue. Only a stone to flesh spell can restore the subject to normal.

    Caster Level(s): Wizard / Sorcerer 6
    Innate Level: 6
    School: Transmutation
    Descriptors:
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Single
    Duration: Permanent
    Under Normal difficulty or easier, the duration is one round per caster level. Higher difficulty settings make the petrification permanent. As well, if the caster rests, any creatures turned to stone by him will be restored, as if the stone to flesh spell had been cast upon them.
    Additional Counter Spells: Stone to Flesh
    Save: Fortitude
    Spell Resistance: Yes



    Gust of Wind
    This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any area of effect spells (such as cloudkill) that are in the path of the wind gust.

    Caster Level(s): Bard 3, Wizard / Sorcerer 3
    Innate Level: 3
    School: Evocation
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Huge
    Duration: Instant
    Additional Counter Spells:
    Save: Fortitude negates
    Spell Resistance: Yes



    Inferno
    The caster causes a target to ignite into flame. Each round the target will suffer 2d6 points of fire damage.

    Caster Level(s): Druid 5
    Innate Level: 5
    School: Transmutation
    Descriptor(s): Fire
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: Yes



    Inflict Critical Wounds
    If the caster succeeds in striking an opponent with a touch attack, the target suffers 4d8 points of damage, +1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when use on the undead. Undead are healed instead of wounded the same number of points that result from this spell.

    Caster Level(s): Cleric 4
    Innate Level: 4
    School: Necromancy
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: Instant
    Additional Counter Spells: Cure Critical Wounds
    Save: Will 1/2
    Spell Resistance: Yes



    Inflict Light Wounds
    If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, +1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

    Caster Level(s): Cleric 1
    Innate Level: 1
    School: Necromancy
    Descriptors: Negative
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: Instant
    Additional Counter Spells: Cure Light Wounds
    Save: Will 1/2
    Spell Resistance: Yes



    Inflict Minor Wounds
    If the caster succeeds in striking an opponent with a touch attack, the target suffers 1 point of damage.

    Caster Level(s): Cleric 0
    Innate Level: 0
    School: Necromancy
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: Instant
    Additional Counter Spells: Cure Minor Wounds
    Save: Will 1/2
    Spell Resistance: Yes



    Inflict Moderate Wounds
    If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level to a maximum of +10. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

    Caster Level(s): Cleric 2
    Innate Level: 2
    School: Necromancy
    Descriptors: Negative
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: Instant
    Additional Counter Spells: Cure Moderate Wounds
    Save: Will 1/2
    Spell Resistance: Yes



    Inflict Serious Wounds
    If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level to a maximum of +15. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

    Caster Level(s): Cleric 3
    Innate Level: 3
    School: Necromancy
    Descriptors: Negative
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: Instant
    Additional Counter Spells: Cure Serious Wounds
    Save: Will 1/2
    Spell Resistance: Yes



    Isaac’s Greater Missile Storm
    A number of energy missiles (one per caster level but to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 2d6 points of damage.

    Caster Level(s): Wizard / Sorcerer 6
    Innate Level: 6
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Gargantuan
    Duration: Instant
    Additional Counter Spells:
    Save: None
    Spell Resistance: Yes
    See Isaac’s Greater Missile Storm in action:

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    Isaac’s Lesser Missile Storm
    A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of damage.

    Caster Level(s): Wizard / Sorcerer 4
    Innate Level: 4
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Gargantuan
    Duration: Instant
    Additional Counter Spells:
    Save: None
    Spell Resistance: Yes




    Magic Fang
    This spell strengthens the caster's animal companion giving it +1 to hit and +1 to damage. It grants the creature damage reduction of 1/+1 (i.e. the damage reduction is ignored if you are being attacked by an opponent using a +1 weapon or better). It also grants the creature the ability to strike as if it were a +1 weapon (so it can bypass other creature's damage reduction).

    Caster Level(s): Druid 1, Ranger 1
    Innate Level: 1
    School: Transmutation
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 turn/ level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Mass Camouflage
    All allies in the area of effect gain a +10 competence bonus to any Hide skill.

    Caster Level(s): Druid 4, Ranger 4
    Innate Level: 4
    School: Transmutation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Colossal
    Duration: 1 hour / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    One with the Land
    The caster forges a strong link with nature, gaining a +3 competence bonus to Animal Empathy, Hide, Move Silently, and Set Trap skills.

    Caster Level(s): Druid 2, Ranger 2
    Innate Level: 2
    School: Transmutation
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 hour / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Owl’s Insight
    The target creature's Wisdom is increased by 1d4+1.

    Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2
    Innate Level: 2
    School: Transmutation
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: 1 hour / level
    Additional Counter Spells:
    Save: Harmless
    Spell Resistance: No



    Planar Ally
    An Outsider is summoned to assist the caster. The type of Outsider varies with the caster's alignment.

    Caster Level(s): Cleric 6
    Innate Level: 6
    School: Conjuration
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 hour / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Quillfire
    The caster throws poisonous quills at a target, doing 2d8 points of damage (+1 per 2 levels of the caster - max +5), plus inflicting Scorpion Venom on the target.

    Caster Level(s): Druid 3
    Innate Level: 3
    School: Transmutation
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Single
    Duration: Instant
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Shield
    The caster gains +4 bonus to AC and a +3 bonus to Reflex saves. The caster is also immune to Magic Missiles for the duration of the spell.

    Caster Level(s): Wizard 1, Sorcerer 1
    Innate Level: 1
    School: Abjuration
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 turn/ level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Shield of Faith
    The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).

    Caster Level(s): Cleric 1
    Innate Level: 1
    School: Abjuration
    Descriptors:
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: 1 turn / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Spike Growth
    Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. These spikes can damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.

    Caster Level(s): Druid 3
    Innate Level: 3
    School: Transmutation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Large
    Duration: 1 hour / level
    Additional Counter Spells:
    Save: Reflex partial
    Spell Resistance: Yes



    Stone to Flesh
    This spell restores a petrified creature to its normal state, restoring life and goods.

    Caster Level(s): Wizard / Sorcerer 6
    Innate Level: 6
    School: Transmutation
    Descriptors:
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Single
    Duration: Permanent
    Additional Counter Spells: Flesh to Stone
    Save: None
    Spell Resistance: No



    Sunburst
    A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level to all undead creatures to a maximum of 25d6 (6d6 points of damage to creatures that are not undead). Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a succesful Reflex saving throw or be blinded permanently (the blindness can only be magically removed).

    Caster Level(s): Druid 8, Wizard / Sorcerer 8
    Innate Level: 8
    School: Evocation
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Huge
    Duration: Instant
    Additional Counter Spells:
    Save: Reflex
    Spell Resistance: Yes



    Tasha’s Hideous Laughter
    If the target fails their saving throw they will begin laughing hysterically. They will be unable to defend themselves until the spell wears off. A creature whose racial type is different from the caster gains a +4 bonus on its saving throw because humor doesn't 'translate' well.

    Caster Level(s): Bard 2, Wizard / Sorcerer 2
    Innate Level: 2
    School: Enchantment
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Single
    Duration: 1d3 rounds
    Additional Counter Spells:
    Save: Will negates
    Spell Resistance: Yes



    True Strike
    Through magical intuition the caster gains a +20 to attack rolls.

    Caster Level(s): Wizard 1, Sorcerer 1
    Innate Level: 1
    School: Divination
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 9 Seconds
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Undeath's Eternal Foe
    All allies in the area of effect will receive the following bonuses: immunity to negative damage, immunity to level/energy drain, immunity to ability score decreases, immunity to poisons, and immunity to diseases.

    Caster Level(s): Cleric 9
    Innate Level: 9
    School: Abjuration
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Medium
    Duration: 1 round / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No



    Wounding Whispers
    The caster is surrounded with whispers that injure any creature that hits the caster for 1d8 points of sonic damage.

    Caster Level(s): Bard 3
    Innate Level: 3
    School: Abjuration
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 round / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: No

    My True Power Unleashes When Rages Take Over Me.Unebril

  6. #6

    Re: - Info de nwn - De todo un poco :)

    Feats HoTu

    Armor Skin
    Through a carefully graduated series of increasingly harsh training steps you have hardened your skin beyond what is considered normal for your race. The benefit to all the sweat and blood is a natural protection that can never be stolen or shattered.

    Type of Feat: General
    Prerequisite: 21st level
    Specifics: The character gains a natural +2 bonus to armor class.
    Use: Automatic
    Player Notes: Quite an advantage to those who choose not to wear the cumbersome sheets of augmented steel for protection.



    Artist
    You have always observed the world around you with a keen eye for detail. You seem more sensitive than most to the smallest indications of change and the ripples any disturbance causes in other people. You have turned this affinity into a talent that alters your own actions based on the tiny clues given to you from your audience...or the enemy.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level.
    Specifics: Character gains a +2 bonus on Perform and Spot checks.
    Use: Automatic
    Player Notes: Bards are the obvious choice but Rogues would benefit being more sensitive to change than most.



    Automatic Quicken Spell
    In your long years working the essence of magic to your whim you have grown tired of the gestures and chants that must accompany the manipulation of the sacred energies. You have bent your significant intelligence to dispensing with the useless busy work between your wish for a spell and the creation of it.

    Type of Feat: Spell
    Prerequisite: 21st level, Quicken Spell, Spellcraft 30, ability to cast 9th level spells.
    Specifics: This feat allows the character to cast spells with a moment of thought.
    This feat may be taken multiple times:
    Automatic Quicken Spell I: Quicken any level 0 - 3 spells
    Automatic Quicken Spell II: Quicken any level 4 - 6 spells
    Automatic Quicken Spell III: Quicken any level 7 - 9 spells
    Use: Automatic
    Player Notes: The higher the level, the quicker and more powerful your opponents. The more time you can save before your magic strikes them the better changes you will have of victory.



    Automatic Still Spell
    Through many dangers you have survived by your wits and the magic you command. You have narrowly escaped death often enough to realize that it would be better to have a spell cast and away then announce your presence with the incantations and babble you must tolerate. You have discovered that careful application of your mind and a few small gestures is all that's required to fling death at your enemies with nary a sound in warning.

    Type of Feat: Spell
    Prerequisite: 21st level, Silent Spell, Spellcraft 24, ability to cast 9th level spells.
    Specifics: This feat allows the character to cast all spells of a given level range without the caster making any sound. This is especially useful if the caster has been silenced. This feat may be taken multiple times: Automatic Silent Spell I: Cast any level 0 - 3 spell as silent spell Automatic Silent Spell II: Cast any level 4 - 6 spell as silent spell Automatic Silent Spell III: Cast any level 7 - 9 spell as silent spell
    Use:
    Player Notes: It is much better to be able to either cast personal protection spells or a first strike before your opponents realize your there.



    Bane of Enemies
    Your study of your most hated foes is such that you never miss an opportunity to strike them down with deadly precision. It matters not what you hold in your hand when facing your enemies as you know where to hit them where it hurts.

    Type of Feat: Class
    Prerequisite: 21st level
    Specifics: Any weapon the character wields against any of their favored enemies is treated as a bane weapon for that creature type (+2 to hit and it deals +2d6 damage).
    Use: Automatic
    Player Notes: Those who spend time focusing on a particular opponent will naturally wish to end any conflicts as quickly as possible.



    Blinding Speed
    You reactions are so unnervingly swift that others seem to move as if trapped in a bog. You have realized through practice and experience that it is not you who need to push yourself to move faster but it the world around you that can be willed to move slower for you convenience...or so it seems.

    Type of Feat: General
    Prerequisite: 21st level, Dex 25+
    Specifics: The character is able to cast Haste once per day.
    Use: Selected
    Player Notes: You can always find just one more thing to you need to get done in a round that may just keep you alive.



    Brew Potion
    There is something fascinating in the fact that a mixture of strange and exotic ingredients can form something unnatural and powerful in skilled hands. You have learned through sometimes painful experimentation the best ingredients for the most powerful of effects. A simple liquid that can save lives, defeat enemies and enhance your party - who would not want this skill?

    Type of Feat: Item Creation
    Prerequisite: Spellcaster Level 3+
    Specifics: The character can create a potion of any spell of 3rd level or lower that the character knows and that targets a single creature. Brewing a potion will cost a small amount of XP as well as some gold to cover the material cost. The costs for brewing a potion depends on the level of the spell as well as the level of the resulting potion:
    Some examples:
    A potion of bless (1) will costs 50 gp and 2 XP
    A potion of prayer (5) will cost 750 gp and 30 XP
    Use: Selected (In order to brew a potion, the character has to cast the spell in question on an empty magical potion bottle).
    Player Notes: Any advantage that can be gained against higher level foes is important. Potions are cheap to make and take up very little room and stores can sometimes be very, very far away.



    Bullheaded
    Whether you spent a great deal of time in the company of louts who thought themselves your better, or that your supreme self confidence cannot be broken, you have learned that in combat the only truth is the defeat of your foe. The laughable battle cries and pointless talk from your opponent's before the steel is swung simply slows your enemy down for a quick defeat. Nothing distracts you from your victory.

    Type of Feat: General
    Prerequisite: Can only take this feat at 1st-level.
    Specifics: Character gains a +2 bonus on resisting Taunts and a +1 bonus on Will saving throws.
    Use: Automatic
    Player Notes: An often overlooked skill is Taunt which can tip the balance of a fight against you if you have no defenses versus its sting.



    Construct Shape
    You have often wondered what the world must seem like free from any pain, sorrow or guilt. What sort of creature could stand against one whose skin is metal, wood or even dead flesh? Your long musings have resulted in an artificial understanding of the make-up of such a creature and have allowed your malleable skin to transform into something without a soul and without a spark of life.

    Type of Feat: General
    Prerequisite: Epic Shifter, Wisdom 27
    Specifics: The character can shift into the following construct forms three times per day - Iron Golem, a Stone Golem, or a Demonflesh Golem.
    Use: Selected. After choosing the ability, the character must select the type of construct to change into.
    Player Notes: This is a huge advantage to magic-users who have always been at the mercy of flesh and blood creatures. The enhanced immunities that constructs have are nearly unbreakable.



    Craft Wand
    Even though your intellect is staggering and your mind can race ahead of any who would dare question your judgment, you have often grown annoyed at your own limitations for retaining magics. You have refocused that great mind into the task of placing your magic skill within a container of sorts that is easily carried with you on your dangerous travels. You are rather pleased that something so small and innocent contains so much destruction and pain.

    Type of Feat: Item Creation
    Prerequisite: Spellcaster Level 5th+
    Specifics: The spellcaster can create a wand of any spell of 4th level or lower that he knows. Crafting a wand costs a small amount of XP and gold, depending on the level of the spell to be crafted into the wand. A newly created wand has 1d20 + 1 charge per level of the character (up to a maximum of 50 charges). The costs for crafting a wand depend on the level of the spell as well as the level of the resulting wand.
    Some examples:
    A wand of magic missile(5) will costs 3750 gp and 150 XP
    A wand of acid arrow (5) will cost 7500gp and 300 XP
    A wand of fireballs (5) will cost 11250 gp and 450 XP
    Use: Selected (In order to craft a wand, the character has to cast the spell in question on a specially crafted wand)
    Player Notes: Allows the magic-user to rest somewhat more easily after casting all his spells knowing that magical protection can still be had if an emergency occurs.



    Curse Song
    Your time spent learning the secrets of the bards has not been spent wholly on things that uplift the heart or cleanse the spirit. There are tales of knowledge darker than the blackest night that warp and twist the bard's song into something that will leave your opponents corrupted, weak and helpless.

    Type of Feat: Class
    Specifics: Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's final Perform skill and class level, the better the Curse song. All of the penalties listed are additive.
    3 Perform and Bard Level 1:
    -1 to Attack and Damage rolls.
    6 Perform and Bard Level 2:
    -1 to Will Saves.
    9 Perform and Bard Level 3:
    -1 to Damage rolls and -1 to Fortitude Saves.
    12 Perform and Bard Level 6:
    -1 to Reflex saves, -1 to Skill rolls.
    15 Perform and Bard Level 8:
    -1 to Attack rolls, 8 damage.
    18 Perform and Bard Level 11:
    -2 to Dodge Armor Class, -1 to Skill rolls.
    21 Perform and Bard Level 14:
    -1 to Damage rolls, 8 damage and -1 Dodge Armor Class.
    24 Perform and Bard Level 15:
    -1 Will Saves, -1 Reflex Saves, -1 Fortitude Saves, -1 Dodge Armor Class.
    25 Perform and Bard Level 16:
    -1 Will Saves, 4 damage. -1 Dodge Armor Class.


    For each additional 5 Perform and 1 Class level in Bard an additional 2 damage is granted.

    Use: Selected
    Player Notes: Remember when you said all Bards were fragile creatures? It is best to remember that anything that is inspirational can take that inspiration away and leave only despair.



    Damage Reduction I
    Your experience in battle is long and bloody. With each passing year you have grown to learn how your body reacts to pain and damage. With that knowledge comes the ability to shrug off wounds that would stop lesser creatures. While a rational person would flinch and pause when struck in battle you seem not to notice.

    Type of Feat: Class
    Prerequisite: Barbarian level 11
    Specifics: This feat allows the barbarian to shrug off one point of damage from each attack that causes them damage.
    Use: Automatic
    Player Notes: Barbarians have exclusive rights over this very precious ability and should capitalize upon this at every chance.



    Damage Reduction II
    Type of Feat: Class
    Prerequisite: Barbarian level 14
    Specifics: This feat allows barbarians to shrug off two points of damage from each attack that hits them.
    Use: Automatic



    Damage Reduction III
    Type of Feat: Class
    Prerequisite: Barbarian level 17
    Specifics: This feat allows barbarians to shrug off three points of damage from each attack that hits them.
    Use: Automatic



    Damage Reduction IV
    Type of Feat: Class
    Prerequisite: Barbarian level 20
    Specifics: This feat allows barbarians to shrug off four points of damage from each attack that hits them.
    Use: Automatic



    Damage Reduction VI
    Type of Feat: Defensive
    Specifics: This feat allows the character to shrug off six points of damage from each attack that hits them.
    Use: Automatic



    Devastating Critical
    Your vast experience in battle combined with your proven prowess has instilled in you an unshakable confidence in your abilities. You have learned that nearly everything in this world is held to life by the smallest of threads and the only trick in battle is finding that thread and snipping it neatly in two. You have spent a great deal of time searching for this tether to life and now it seems you know where it can be found.

    Type of Feat: Combat
    Prerequisite: Strength 25+, Cleave, Great Cleave, Improved Critical (weapon to be chosen), Overwhelming Critical (weapon to be chosen), Power Attack, Weapon Focus (weapon to be chosen)
    Specifics: Whenever scoring a critical hit with the chosen weapon, the character's target must make a Fortitude save or die instantly. Creatures who are immune to critical hits are not affected by this feat.
    Use: Automatic
    Player Notes: Almost the exclusive domain of a fighter who can afford the number of feats and the resources to contribute to a strength score, you will become feared indeed. A player who wishes to take this feat will need to plan from a very early point in order to obtain all the required prerequisites.



    Dragon Shape
    Only one creature has ever truly been beyond your grasp. Only one monster contains such power as to befuddle your attempts to mold yourself into its great form: the dragon. You have studied long and hard to reach the intimate understanding needed to create yourself in their impressive image. The power would be undeniable; the benefits would be incalculable. Your work is rewarded one day when you realize one tiny thing: dragons are the masters of the world and cower before nothing.

    Type of Feat: Epic
    Prerequisite: 21st level, Wisdom 30+ and Wild Shape 6x/day
    Specifics: The character may use wild shape to change into a dragon. The transformation has a duration of 1 hour per class level.
    Use: Selected. After selecting, the character must choose what type of dragon they will appear as.
    Player Notes: Although large and somewhat slow the dragon is still one of the most powerful creatures in the game. The breath weapon alone can win most fights.



    Energy Resistance Acid
    Energy Resistance Cold
    Energy Resistance Electricity
    Energy Resistance Fire
    Energy Resistance Sonic
    Your natural affinity for a specific energy in this world has blossomed with experience and training into a distinct advantage over your opponents... and to your own parties dismay when they realize that they do not share your gifts.

    Each different form of energy resistance must be taken separately: Acid, Cold, Electricity, Fire, Sonic.

    Type of Feat: Defensive
    Prerequisite: 21st level
    Specifics: The character gains resistance 10 to the specific type of energy named form of damage. This feat may be taken multiple times, to a maximum of 100.
    Use: Automatic
    Player Notes: As your levels move higher and higher so to does the chance that you may be called on to travel to areas that are inhospitable and even deadly to unprotected travelers.



    Epic Damage Reduction I
    Perhaps it was watching the unstoppable Barbarians in war that inspired you, or the invulnerability of those rare but particularly bothersome creatures you have encountered along the way, but you have learned the secrets to shrugging off some of the damage you might have suffered when an opponent strikes a hit. Whether it be because of instincts and reflexes or willpower unknown to most, you reduce the lethality of wounds you suffer without conscious thought.

    Type of Feat: General
    Prerequisite: 21st level, Con 21+
    Specifics: The character gains damage reduction 3/-.
    Use: Automatic
    Player Notes: Remember all those creatures that gave you a hard time way back when you did not have a magic weapon? Well, now you're one of them. This ability proves its worth many time over when facing a multitude of opponents instead of a single powerful opponent.



    Epic Damage Reduction II
    Type of Feat: General
    Prerequisite: Epic Damage Reduction I
    Specifics: The character gains damage reduction 6/-.
    Use: Automatic



    Epic Dodge
    It isn't your reflexes anymore you swear. There is something else in the back of your mind, a little voice perhaps that you hear that seems to guide you to safety with astounding regularity. Whatever the reason, you have taken to listening to that little voice and have walked away from an increasing number of battles unscratched and unscathed.

    Type of Feat: Class
    Prerequisite: 21st level, Dexterity 25+, Dodge, ranks in Tumble, Improved Evasion and Defensive Roll
    Specifics: The character avoids the first attack each round.
    Use: Automatic
    Player Notes: Rogues know full well that the first attack is usually the most dangerous -- it's best to avoid that all together if you have the means.



    Epic Fortitude
    You do not get sick. You shrug off the most infectious of diseases. You walk when others crawl. You have always been this way and with each passing year your confidence in your unflagging constitution grows resulting in an even greater resistance to the failings others seem to have.

    Type of Feat: General
    Prerequisite: 21st level
    Specifics: The character gains a +4 to all Fortitude saves.
    Use: Automatic
    Player Notes: Even the strongest adventurer, stealthiest rogue, and inscrutable magic-user falls at the effect of disease and decay. Resistance to these unseen horrors is the only defense.



    Epic Prowess
    Your remarkable abilities and skills have left even the most experienced tutors behind. The wise and humble warrior will then turn to the new and unskilled students of battle for unexpected lessons and tactics that have yet to be corrupted by training and wisdom. Even veterans can learn new ways to bring a fight to a close.

    Type of Feat: Combat
    Prerequisite: 21st level
    Specifics: The character gains a +1 to all attacks.
    Use: Automatic
    Player Notes: Non-fighters can easily gain this fighting feat to add an unexpected combat edge.



    Epic Reflexes
    You have remembered well the lessons taught by the years of avoiding unexpected dangers. You developed a sense of your surroundings that proved to be useful if taxing to avoid dangers. Over time you became practiced at maintaining your vigilance and soon were able to carry yourself in a perpetual state of this awareness without tiring. This heightened awareness is now an unconscious part of your everyday life.

    Type of Feat: General
    Prerequisite: 21st level
    Specifics: The character gains a +4 to all Reflex saves.
    Use: Automatic
    Player Notes: No matter how much armor, shielding, or layers of protection you have the one who avoids the danger altogether is better off.



    Epic Reputation
    Your exploits are known. Tales of your deeds are sung by bards in the courts of rulers and the grimiest of taverns to the delight of the listeners. Some do not believe you exist, some feel you must be a thing of fantasy and scoff at the details of your greatest triumphs. It is only when you stand before these doubters, undeniable and immutable that your words carry more sway than kings.

    Type of Feat: General
    Prerequisite: 21st level
    Specifics: The character gains a +4 to all Persuasion and Taunt checks.
    Use: Automatic
    Player Notes: You have earned every scar and victory you have acquired and your lessers should heed your words.



    Epic Skill Focus
    You have found that certain skills you possess have served you very well as you have explored the cracks of the world in search of glory. You have discovered that while there is little new to be learned in a particular area that you have found it very useful to use this knowledge you carry without pause or hesitation. You seem to act on instinct alone when dealing with subjects that you have studied for so long.

    Type of Feat: General
    Prerequisite: 21st level, 20 ranks in the chosen skill
    Specifics: The character gains a +10 on all skill checks with the chosen skill.
    Use: Automatic
    Player Notes: This feat is very useful to almost every character class as there is always something you would rather not have to worry about when dealing with the randomness of skills.



    Epic Spell Focus
    You are no longer a neonate in the world of magic. You have seen wonders undreamt of by lesser creatures and vanished enemies greater than any could ever hope to face. Whatever you set your great mind against will suffer defeat at your powers. You have selected a school of magic that has proven to be an irritant in the past. Your understanding of this school has now reached a level where the insects that attempt to defeat you through it will fail.

    Type of Feat: Spell
    Prerequisite: 21st level, Spell Focus and Greater Spell Focus in the chosen school
    Specifics: The character gains a +6 to the Difficulty Class for all saving throws against spells from the chosen school of magic.
    Use: Automatic
    Player Notes: Magic users do not have a wide selection of feats and should consider very wisely what school will be focused upon that would serve the magic user best.



    Epic Spell Penetration
    In your studies you have come across the greatest of mysterious to the magic adept- the resistance of magical energies. You rightly assumed that your years of study and practice would be wasted against a lesser foe that possessed such a powerful resistance and have taken steps to rectify this situation. You have spent a great deal of time to learn how to manipulate your magic in hopes that it would slip past these unnatural defenses to strike your opponents down.

    Type of Feat: Spell
    Prerequisite: 21st level, Spell Penetration and Greater Spell Penetration
    Specifics: The character gains a +6 bonus on caster level checks to beat a creature's spell resistance.
    Use: Automatic
    Player Notes: As you move to higher and higher levels the frequency of creatures possessing the ability to shrug off magic will become more and more prevalent.



    Epic Toughness
    You have observed who walks and who lies still when a conflict has ended. It is not speed, strength or even skill, it is those who seem to possess an almost indefinable quantity of vigor that survive. You have studied this phenomenon carefully and followed what little advice has been gleaned in order to better yourself. You think that you have leaded the key....

    Type of Feat: Defense
    Prerequisite: 21st level
    Specifics: The character gains +20 hit points. This feat may be taken multiple times, up to a maximum of +200 hit points.
    Use: Automatic
    Player Notes: An absolute boon to players that suffer from a lack of hit points due to low hit dice scores such as sorcerers, wizards and even rogues. A player must careful consider if extra hit points are worth spending a feat on however.



    Epic Weapon Focus
    You have grown attached to your weapon of choice. It has saved your life many, many times and has destroyed countless numbers of your enemies. The more you use your weapon the greater it becomes in your callused hands. Through long years of use you have found new ways to confound your opponents and slip past their defenses to land a telling blow.

    Type of Feat: Combat
    Prerequisite: 21st level, Weapon Focus with chosen weapon
    Specifics: The character gains a +2 bonus to all attack rolls with the chosen weapon.
    Use: Automatic
    Player Notes: Any advantage that gives you a greater chance to hit is a very potent advantage indeed.



    Epic Weapon Specialization
    Any new recruit knows that the only way to win a fight is by striking your opponent before he strikes you. This may be fine for those fragile students of battle but for hardened veterans like yourself you are well aware that the strike itself must be careful and measured for the greatest effect or it is wasted. Precision wins battles.

    Type of Feat: Combat
    Prerequisite: 21st level, Weapon Focus, Epic Weapon Focus and Weapon Specialization in the chosen weapon
    Specifics: The character gains a +4 bonus to all damage you deal with the chosen weapon.
    Use: Automatic
    Player Notes: Extra damage evens the gap between those that fight for a living and those who sneak about or cast spell from afar.



    Epic Will
    There is something unshakable in your stance; some steel that needs no polishing that glints in your eye. When you set your mind to a goal there is little that can be done to alter your course or sway you from your chosen path. All but the most determined attack is shattered against your indomitable will.

    Type of Feat: General
    Prerequisite: 21st level
    Specifics: The character gains a +4 to all Will saves.
    Use: Automatic
    Player Notes: You can be the strongest warrior in the land but how useful is your sword arm when someone attacks your mind?



    Great Charisma
    Great Constitution
    Great Dexterity
    Great Intelligence
    Great Strength
    Great Wisdom
    You have realized that all the training in the world cannot exceed one thing: your natural limits. As impossible as it seems you must better yourself before you can continue to better your skills. You have selected what is the most important to you and have turned you mind and body to breaking through your own borders for enlightenment.

    Type of Feat: General
    Prerequisite: 21st level
    Specifics: The character gains a +1 to their chosen ability. This may be taken multiple times, to a maximum of +10.
    Use: Automatic
    Player Notes: The benefit of increasing your natural attributes cannot be underestimated though the best use of a feat must also be considered as feats are precious, few and far apart.



    Great Smite
    There is something divine in your eye that shines forth like a beacon. Your enemies cannot avoid the intensity of your personality and are aware that whatever power works through you is greater indeed than they can imagine. When you choose to focus this otherworldly energy into one powerful strike it is as if the heavens themselves are split to strike your enemies from this world.

    Type of Feat: Class
    Prerequisite: 21st level, Charisma 25+, Smite Evil
    Specifics: Whenever the character makes a successful smite attack, it adds 2X the characters level to damage. This feat may be taken multiple times, up to a maximum of 10X.
    Use: Combat Mode
    Player Notes: Certainly one of the most damaging feats in the entire game if used correctly and wisely.



    Greater Spell Penetration
    There is nothing more frustrating than spending many long hours learning and perfecting spells that should devastate your opponents only to have them shrug off the affects of the best magic you can weld because of some paltry natural resistance or cowardly magic item. You have channeled your energy into shattering this irritating barrier to expose the flesh of your foes to your magic strikes.

    Type of Feat: General
    Prerequisite: Spell Penetration
    Specifics: A +4 bonus on caster level checks is granted to the character, when trying to beat a creature's spell resistance.
    Use: Automatic
    Player Notes: The most powerful spells in all the land can be defected by some pretty cheap magic resistance. It would pay to ensure that when you need to score a hit your enemy has less chance to slip away.



    Improved Combat Casting
    It has been a long time since your faltering days when you were learning the complex steps required to cast magic. At first you reveled in the simple success of creating these energies at all. You moved to the very dangerous level of controlling magic even in the presence of those who would do you harm. Your final step has now been achieved with the steps of magic being so familiar that even your enemies gain no advantage from your diverted attention.

    Type of Feat: Spell
    Prerequisite: 21st level, Combat Casting, Concentration 25+ ranks
    Specifics: The character does not incur attack of opportunity for casting spells while threatened.
    Use: Automatic
    Player Notes: You have gained a valuable freedom when using your magic to defeat enemies when taking this feat. You need not run from your foes to loose your magics in combat.



    Improved Ki Strike +4
    You will never forget the first time your fists failed to wound your enemies before you. All your speed and training were useless against the magical hide that confounded your best attacks leaving you useless and bloody. Your shame drove you to better yourself through meditation and concentration. You have found an inner reserve of Ki that serves to shatter the defensives of those who are without order.

    Type of Feat: Class
    Prerequisite: Monk, Ki Strike +3, 25th level
    Specifics: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction. The monk can select improved ki strike as a bonus feat at 25th and 30th level, it is not automatically given.
    Use: Automatic
    Player Notes: As you reach higher levels of challenges you can be assured that creatures will frequently have far better defenses against the mundane.



    Improved Ki Strike +5
    Type of Feat: Class
    Prerequisite: Monk, Ki Strike +4, 30th level
    Specifics: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction. The monk can select improved ki strike as a bonus feat at 25th and 30th level, it is not automatically given.
    Use: Automatic



    Improved Sneak Attack 1D6
    It is far easier to win a battle if your opponent never gets a chance to strike back. With this perfectly reasonable view of how battles should be fought you have focused on the single perfect strike that can decide a battle before it has begun.

    Type of Feat: Class
    Prerequisite: 8d6 Sneak Attack
    Specifics: Add +1d6 to your sneak attack damage. This feat may be taken multiple times, to a maximum of +10d6.
    Use: Automatic
    Player Notes: If the player intends on focusing on the sneak attack he or she should also consider developing any resources that will help place a character in a situation that will allow this sort of attack.



    Improved Spell Resistance
    The best way to avoid the tragic effects of damaging spells is to not suffer the effects of spells at all. Through education and special training you have come to realize how best to avoid magical energies in whatever form they may be cast.

    Type of Feat: Defense
    Prerequisite: 21st level
    Specifics: The character gains a +2 to spell resistance. This feat may be taken multiple times, to a maximum of +20.
    Use: Automatic
    Player Notes: A player should consider this very carefully as to whether they wish to commit to spending a reasonable number of feats on this very unique ability or not. One feat spent on this does not result in much of an advantage over, say, +20 hits or some such. Be prepared to invest feats into this or choose something else.



    Improved Stunning Fist
    You have noticed that your fist once held the power to strike so soundly that your opponents suffered confusion for a time trying to recover from your terrific blows. You have left this ability behind you as your opponents grew more and more resistant to this special attack. You have only recently realized new ways to increase the power of your attacks so that no matter what creature falls under your fist they will learn to fear your focus.

    Type of Feat: Class
    Prerequisite: 21st level, Dexterity 19, Wisdom 19, Improved Unarmed Strike and Stunning Fist
    Specifics: Adds +2 to the DC of the character's stunning attack. This feat may be taken multiple times, to a maximum of +20.
    Use: Automatic
    Player Notes: Sometimes the difference between winning and losing comes down who gets one more chance to attack.



    Improved Whirlwind Attack
    Your ability to strike down the hapless hordes you may encounter has grown even more deadly through practice. Your sword is quick and merciless to the stubborn hands that seek to drag you down to your doom. You move like a breeze and scatter your foes like leaves.

    Type of Feat: Epic
    Prerequisite: 21st level, Intelligence 13+, Expertise, Dexterity 23+, Dodge, Mobility, Whirlwind Attack and Spring Attack
    Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against all opponents they threaten.
    Use: Selected
    Player Notes: If you feel that you will be encountering large groups of enemies rather than one or two very tough creatures this is best feat to take.



    Lasting Impression
    Where once your music inspired your companions to greater deeds when your music still sounded in their ears, you now have grown more skilled in what music you create. Your music now strikes such an intimate chord with your companions that long after you have finished your song the inspiring notes continue to sound in the ears and in the hearts of those who fight for you.

    Type of Feat: Epic
    Prerequisite: 21st level, ranks in Perform and Bard Song
    Specifics: This feat allows the effects of bardic music to last ten times longer than normal after the character stops singing.
    Use: Automatic
    Player Notes: As you gain experience you will find foes that require greater and greater amounts of time to vanquish. Your music must hold influence for a much greater amount of time to match this.



    Mighty Rage
    Nothing can stand before your mighty howl. The rage burns through your blood like brushfire sweeping across the dry plains. Your vision mists and your muscles bunch and coil with renewed and impossible strength. Few can stand before this primal display.

    Type of Feat: Epic
    Prerequisite: 21st level, Strength 21+, Constitution 21+ and Greater Rage
    Specifics: When the character rages, they gain +8 to Strength and Constitution and a +4 morale bonus to Will saves. These bonuses replace the normal rage bonuses.
    Use: Combat Mode
    Player Notes: Gaining this huge amount of Str and Con is a major advantage over those who must rely on magic and other artificial devices.



    Outsider Shape
    You have experienced the skin of nearly everything this world has to offer and have become bored. Your foes seem to grow in power and yet you seem to stagnate with forms that surprise no one. You have sought out secret skins and hidden forms of those who do not dwell in this world; whose minds are wholly alien and dark. Only your perceptive eye and flexible mind could seek to understand beings from different planes in order to duplicate them and share their power.

    Type of Feat: General
    Prerequisite: Epic Shifter, Wisdom 25
    Specifics: The character can assume different outsider shapes three times per day -- either a Azer Chieftain, a Rakshasa or a Death Slaad.
    Use: Selected. After choosing the ability, the character must select the type of outsider into which to change.
    Player Notes: Nobody expects that creatures from a different plane could be imitated and thus you gain the advantage.



    Overwhelming Critical
    You have seen enough battles to know when a hit will decide a battle. When you were just learning your sword you thought these strikes simply lucky or blessed by your gods to defeat your enemies. You have since learned to watch for opportunities where a strike can become something much more than a simple strike.

    Type of Feat: Combat
    Prerequisite: 21st level, 23+ Strength, Cleave, Great Cleave, Improved Critical (in chosen weapon), Power Attack and Weapon Focus (in weapon chosen)
    Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6, and if the multiplier is x4, add 3d6.
    Use: Automatic
    Player Notes: If you have a feat to spare a little extra damage when you make a successful hit will not be wasted.



    Perfect Health
    You cannot remember when you last suffered from sickness. The sting of the black widow is nothing more than an irritant. You have ceased to be concerned with any invisible corruption of the flesh. Your constitution is unwavering at the hands of these lesser concerns. You bleed but do not decay.

    Type of Feat: General
    Prerequisite: Constitution 25+, Great Fortitude
    Specifics: Makes the character immune to all diseases and poisons.
    Use: Automatic
    Player Notes: In a world where a simple dash of something to a drink or dagger can spell the end of a legendary adventuring career it would be very wise to add another layer of defense.



    Planar Turning
    Your skill with shattering the armies of the damned has grown to be a thing of legend. You learn in your vast travels that there is a special element deep within the corrupt fabric of the undead that you can recognize and can strike with almost unconscious ease…yet there is something similar in other beings you have encountered. This tiny element of 'other,' this miniscule particle of the truly alien seems to be the same in those that were created in another land far from here....

    Type of Feat: General
    Prerequisite: 21st level, Wisdom 25+, Charisma 25+ and Turn Undead
    Specifics: This feat allows outsiders to be turned like undead.
    Use: If the character has twice as many levels as the outsiders have Hit Die, the outsiders are instantly destroyed.
    Player Notes: The turning ability is extremely powerful and any feat that would allow it to be used against another group of foes should not be forgotten.



    Scribe Scroll
    You realize that keeping all your knowledge in your head is only limiting your use. Your magic is equally effective and infinitely more useful written down for use at any time. You begin to learn that any bit of magic you wish to tuck away safe can be transferred to words to be used later when the battle turns against you and your companions when your mind is exhausted.

    Type of Feat: Item Creation
    Prerequisite: Spellcaster Level 1st+
    Specifics: You can create a scroll of any spell that you know. Scribing a scroll costs a small amount of XP and gold, depending on the level of the spell to scribe. The costs for scribing a scroll depends on the level of the spell as well as the level of the resulting scroll.
    Some examples:
    A scroll of bless (1) will cost 25 gp and 6 XP
    A scroll of fireball (5) will cost 375 gp and 15 XP
    A scroll of chain lightning (11) will cost 1650 gp and 66 XP

    Use: Selected. In order to scribe a scroll, the character has to cast the spell in question on a specially prepared blank scroll.
    Player Notes: Like Brew Potion and Craft Wand this feat will extend the powers of a magic-user well beyond their natural limits. This may even make the magic-users the most powerful classes in the game, as they really have no limitations now.



    Self-Concealment 10%
    Perhaps the best way to survive an attack is not to be hit. Is it your fault your opponents can't seem to see you clearly or your movements always seem to be obscured from view? Years of avoiding the cut of a sword have manifested an uncanny ability to remain partially in the world of darkness so that even the deadliest of foes will miss you from time to time.

    Type of Feat: Defense
    Prerequisite: 21st level, Dexterity 30+, Hide 30 ranks, Tumble 30 ranks and improved evasion
    Specifics: The character gain a 10% concealment bonus. This feat may be taken multiple times, to a maximum of 50%.
    Use: Automatic
    Player Notes: This is another feat that can be very, very powerful if more than one feat is spent to encourage this ability. One out of every ten swings at you will miss -- that is very powerful indeed.



    Superior Initiative
    You cannot help but feel trouble coming even before you can see it. You have lived through so many battles and countless dangerous situations, where simply reacting first was all you needed to escape with your life, you know that the slow tend to get killed and the quick survive. A heartbeat of time holds all you need to win.

    Type of Feat: Combat
    Prerequisite: Improved Initiative
    Specifics: Character gains a +8 bonus on initiative checks.
    Use: Automatic
    Player Notes: There are many advantages to being the first one to strike in combat or the first one to react to an enemy. Rogues will use this feat to considerable advantage.



    Terrifying Rage
    Even the creatures of the foulest places in the world can know fear. The traveled Barbarian can summon such anger, such invincible rage that their enemies cannot but flee at the swirling storm of flesh and blood that approaches.

    Type of Feat: General
    Prerequisite: Epic Barbarian, Intimidate 25 ranks
    Specifics: While the barbarian is raging, any enemy that comes close to him must make a Will save opposed by the barbarian's Intimidate check or becomes panicked for 1d6 rounds. Opponents with up to twice the barbarian's Hit Dice will not flee but will receive a -2 penalty to attack and saving throw rolls. Creatures with more then 2x the barbarian's Hit Dice are not affected by the rage.
    Use: Automatic while in rage.
    Player Notes: This adds a new and automatic affect to the Rage abilities that can be very useful indeed when facing a large group of lesser opponents.



    Thundering Rage
    You find that there is a shelter deep within your heart that holds no restraints. You can reach a place so horrible within yourself that you become a vessel for all the pain in the world. While the world cringes at the monstrous fury unleashed, you seem distant and separate from the hurricane that is created within you. Foes will splinter in your wake and those left alive with forever quake in silence at your memory.

    Type of Feat:
    Prerequisite: Epic Barbarian, Strength 25
    Specifics: Any weapon the barbarian wields while in a rage does an additional 2d6 points of damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to deafened for 3 rounds.
    Use: Automatic
    Player Notes: This adds a giant bonus of damage to the Barbarian which has been at a disadvantage against the fighter for his lack of combat feats.



    Undead Shape
    Although you know it is something unclean and forbidden, your fascination with the dead has driven you to action. You have mastered life in its many forms but the call of the dead is attractive and elusive. Many nights have been spent over the body of a foul corruption searching for the trigger, the grain of understanding that would allow you to assume its gray flesh as your own. This secret information crawls into your mind one dark night and you realize what you have been blind to before. The knowledge writhes and twists in your mind like maggots within festering flesh. You have given up your innocence of life in exchange for brotherhood with death.

    Type of Feat: General
    Prerequisite: Epic Shifter
    Specifics: The character with this ability can transform into a selection of powerful undead creatures three times per day: Risen Lord, Vampire and Spectre.
    Use: Selected. After choosing the ability, the character must select an undead type into which to change.
    Player Notes: While you do not have all the powers of the undead, you do have the fine selection of immunities to damage that they possess.



    Whirlwind Attack
    Lesser opponents think that numbers will give them some sort of advantage when facing your prowess. Little do they know that by massing around you all they are doing is placing themselves in a more convenient location to strike. You have learned how to move from one opponent to the next without breaking stride to watch their horrified faces.

    Type of Feat: General
    Prerequisite: Intelligence 13+, Expertise, Dexterity 13+, Dodge, Mobility, base attack of +4 or higher and Spring Attack
    Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against each opponent within 5 feet.
    Use: Selected
    Player Notes: Crowds of minions should not be a problem when you need to move on to greater foes. This attack will make sure you keep your more dire appointments.


    Spell Hotu



    Ball Lightning
    You create a ball of lightning that strikes your target. The damage of the ball is 1d6 per level to a maximum of 15d6.

    Caster Level(s): Wizard / Sorcerer 5
    Innate Level: 5
    School: Evocation
    Descriptors: Electricity
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Single
    Duration: Instantaneous
    Save: Reflex 1/2
    Spell Resistance: Yes



    Battletide
    You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls, once entering the aura. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls.

    Caster Level(s): Cleric 5
    Innate Level: 5
    School: Transmutation
    Descriptors: Mind-Affecting
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Large
    Duration: 1 Round / Level
    Save: No
    Spell Resistance: Yes



    Black Blade of Disaster
    The caster creates a black blade shaped planar rift, resembling a greatsword which fights at her side. The blade cannot be harmed by physical attacks, but it can be affected by dispel magic or similar effects. For the purpose of bypassing damage reduction, the sword is considered to be a +5 weapon. The spell requires the caster to concentrate on it - casting spells or performing any other action than walking or talking may result in a concentration failure and end the spell.

    Caster Level(s): Wizard / Sorcerer 9
    Innate Level: 9
    School: Conjuration
    Descriptors: Summoned Item
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Point
    Duration: 1 Round / Level
    Save: None
    Spell Resistance: No



    Blackstaff
    Casting this spell on a quarterstaff will do the following:


    Gives it a +4 enhancement bonus.
    On striking a creature, dispel magic is cast on the target.
    The spell will not work on any other weapon than a quarterstaff.

    Caster Level(s): Wizard / Sorcerer 8
    Innate Level: 8
    School: Transmutation
    Descriptors: Weapon Enchantment
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature holding quarterstaff or item (quarterstaff)
    Duration: 1 Round / Level
    Save: None
    Spell Resistance: Yes



    Blade Thirst
    You grant a slashing weapon a +3 enhancement bonus. If you or your target dual-wield and your main weapon either is magical or has some spell cast on it, this spell will target the off-hand weapon. (Note: this spell only effects slashing melee weapons.)

    Caster Level(s): Ranger 3
    Innate Level: 3
    School: Transmutation
    Descriptors: Weapon Enchantment
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature's main or off-hand weapon
    Duration: 1 Round / Level
    Save: None
    Spell Resistance: No



    Bless Weapon
    You empower the touched weapon with a +1 enhancement bonus, and a 2d6 damage bonus vs. undead. If you or your target dual-wield and your main weapon either is magical or has some spell cast on it, this spell will target the off-hand weapon.

    Caster Level(s): Paladin 1
    Innate Level: 1
    School: Transmutation
    Descriptors: Weapon Enchantment
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature's main or off-hand weapon
    Duration: 1 Minute / Level
    Save: None
    Spell Resistance: No



    Circle of Death
    A wave of negative energy bursts from the target location. A number of enemy creatures equal to 1d4 per caster level must make a Fortitude save or die, beginning with those creatures with the lowest Hit Dice. Creatures with 9 or more Hit Dice are unaffected.

    Caster Level(s): Wizard / Sorcerer 6
    Innate Level: 6
    School: Necromancy
    Descriptors: Death
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Colossal
    Duration: Instant
    Additional Counter Spells: Death Ward
    Save: Fortitude Negates
    Spell Resistance: Yes



    Cloud of Bewilderment
    The caster blows forth a cloud of noxious air. Enemies in the area of effect are stunned and blinded 1d6 rounds.

    Caster Level(s): Wizard / Sorcerer 2, Bard 2
    Innate Level: 2
    School: Evocation
    Descriptors: Gas
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Huge
    Duration: 1 Round / Level
    Save: Fortitude
    Spell Resistance: Yes



    Combust
    This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save or catch fire taking a further 1d6 points of damage. This will continue until the Reflex save is made.

    Caster Level(s): Wizard / Sorcerer 2
    Innate Level: 2
    School: Evocation
    Descriptors: Fire
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: One creature
    Duration: Instantaneous
    Save: Reflex partial
    Spell Resistance: Yes



    Crumble
    This spell inflicts 1d6 points of damage per caster level to a selected Construct to a maximum of 15d6. This spell does not affect living creatures.

    Caster Level(s): Druid 6
    Innate Level: 6
    School: Transmutation
    Descriptors: Sonic
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: One Construct
    Duration: Instantaneous
    Save: None
    Spell Resistance: No



    Darkfire
    This spell allows the caster to immolate a non-magical weapon. The weapon will do 1d6 points of damage, +1 per two caster levels (maximum of +10) of fire damage. The caster can either target a specific melee weapon in his inventory or a creature to enchant the weapon the creature is wielding.

    Caster Level(s): Cleric 3
    Innate Level: 3
    School: Evocation
    Descriptors: Fire
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature, Melee Weapon
    Duration: 1 Hour / Level
    Save: None
    Spell Resistance: No



    Deafening Clang
    You empower a weapon with a +1 attack bonus and a +3 sonic damage bonus. Also, the weapon gains the ability to deafen the creature that is struck like a thunderstone.

    Caster Level(s): Paladin 1
    Innate Level: 1
    School: Transmutation
    Descriptors: Weapon Enchantment
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature, Melee Weapon
    Duration: 1 Round / Level
    Save: None
    Spell Resistance: No



    Death Armor
    You are surrounded with a magical aura that injures creatures that contact it. Any creature striking you with its body or handheld weapon takes 1d4 points of damage +1 point per 2 caster levels (maximum +5).

    Caster Level(s): Wizard / Sorcerer 2
    Innate Level: 2
    School: Necromancy
    Descriptors: Magical Armor
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 round / level
    Save: Will negates
    Spell Resistance: Yes



    Dragon Knight (Epic)
    The caster summons a powerful adult red dragon to the targeted location to fight on his side.
    Prerequisite: 21st level, the ability to cast 9th level spells and 22 ranks in spellcraft.



    Electric Jolt
    The caster does 1d3 points of electrical damage to a target.

    Caster Level(s): Wizard / Sorcerer 0
    Innate Level: 0
    School: Evocation
    Descriptors: Electricity
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Single
    Duration: Instant
    Save: None
    Spell Resistance: Yes



    Endure Elements
    The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.

    Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard / Sorcerer 1
    Innate Level: 2
    School: Abjuration
    Descriptors:
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: 24 Hours
    Save: Harmless
    Spell Resistance: No



    Epic Mage Armor (Epic)
    The caster gets a +20 armor class bonus.
    Prerequisite: 21st level, the ability to cast 9th level spells and 26 ranks in spellcraft.



    Epic Warding (Epic)
    The spell conjures a powerful magical ward around the caster protecting against all bludgeoning, piercing and slashing damage. It grants damage reduction 50/+20 for 1 round per level.
    Prerequisite: Epic Level Caster, the ability to cast 9th level spells and 34 ranks in spellcraft.



    Expeditious Retreat
    The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. This spell has no effect if the caster is already hasted.

    Caster Level(s): Bard 1, Wizard / Sorcerer 1
    Innate Level: 1
    School: Transmutation
    Descriptors:
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 round/level
    Save: None
    Spell Resistance: No



    Flame Weapon
    Sets a melee weapon aflame, granting 1d4 points of fire damage +1 per caster level to a maximum of +10. You can target a specific weapon or a creature with this spell.

    Caster Level(s): Wizard / Sorcerer 2
    Innate Level: 2
    School: Evocation
    Descriptors: Weapon Enchantment
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature or Melee Weapon
    Duration: 1 Minute / Level
    Save: None
    Spell Resistance: No



    Gedlee's Electric Loop
    You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels (maximum 5d6). Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.

    Caster Level(s): Wizard / Sorcerer 2
    Innate Level: 2
    School: Evocation
    Descriptors: Electrical
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Small
    Duration: Instantaneous
    Save: Reflex 1/2 (See Above)
    Spell Resistance: Yes



    Glyph of Warding
    The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect, to a maximum of 5d8.

    Caster Level(s): Cleric 3
    Innate Level: 3
    School: Abjuration
    Descriptors: Sonic
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Large
    Duration: 1 Turn / 2 Levels
    Save: Reflex 1/2
    Spell Resistance: Yes



    Great Thunderclap
    You create a loud noise equivalent to a peal of thunder and its accompanying shock wave. The spell has three effects. First, all creatures in the area must make Will saves to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make Reflex saves or fall prone.

    Caster Level(s): Wizard / Sorcerer 7
    Innate Level: 7
    School: Evocation
    Descriptors: Sonic
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Huge
    Duration: Instantaneous
    Save: See Above
    Spell Resistance: No



    Greater Magic Fang
    This spell strengthens the caster's animal companion, giving it +1 to hit and +1 to damage for every three levels of the caster (maximum of +5). It also grants the creature an enchantment bonus equal to the hit/damage bonus given.

    Caster Level(s): Druid 3, Ranger 3
    Innate Level: 3
    School: Transmutation
    Descriptors:
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 turn/level
    Save: None
    Spell Resistance: No



    Greater Magic Weapon
    You empower the touched weapon with a +1 enhancement bonus per 3 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.

    Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3
    Innate Level: 3
    School: Transmutation
    Descriptors: Weapon Enchantment
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Creature or Melee Weapon
    Duration: 1 Hour / Level
    Save: None
    Spell Resistance: No



    Greater Ruin (Epic)
    The caster deals 35d6 energy damage to a single target.
    Prerequisite: 21st level, the ability to cast 9th level spells and 25 ranks in spellcraft.



    Greater Sanctuary
    The caster becomes ethereal. No other creature can detect the caster. Attacking or performing a hostile action will make the etherealness vanish.

    Caster Level(s): Cleric 6, Wizard / Sorcerer 8
    Innate Level: 7
    School: Transmutation
    Descriptors:
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 turn/level
    Save: None
    Spell Resistance: No



    Healing Sting
    You inflict 1d6 +1 point per level of damage to the living creature touched and gain an equal amount of hit points. You may not gain more hit points then your maximum with the Healing Sting.

    Caster Level(s): Druid 3
    Innate Level: 3
    School: Necromancy
    Descriptors: Negative
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature touched
    Duration: Instantaneous
    Save: Fortitude negates
    Spell Resistance: Yes



    Hellball (Epic)
    The caster creates a ball of energy that does 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius.
    Prerequisite: 21st level, the ability to cast 9th level spells and 32 ranks in spellcraft.



    Holy Sword
    This spell transforms the caster's melee weapon into a powerful Holy Avenger, a specially blessed weapon that, when wielded by paladin, acts like a +5 holy weapon that dispels magic on hit.

    Caster Level(s): Paladin 4
    Innate Level: 4
    School: Evocation
    Descriptors: Weapon Enchantment
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Melee or Creature
    Duration: 1 Round / Level
    Save: None
    Spell Resistance: No



    Horizikaul's Boom
    You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels (maximum 5d4) and must make a Will save or be deafened for 1d4 rounds.

    Caster Level(s): Wizard / Sorcerer 1
    Innate Level: 1
    School: Evocation
    Descriptors: Sonic
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: One creature
    Duration: Instantaneous
    Save: Will partial
    Spell Resistance: Yes



    Ice Dagger
    You create a dagger shaped piece of ice that flies toward the target and deals 1d4 points of cold damage per level (maximum of 5d4).

    Caster Level(s): Sorcerer / Wizard 1
    Innate Level: 1
    School: Evocation
    Descriptors: Cold
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: One creature
    Duration: Instantaneous
    Save: Reflex 1/2
    Spell Resistance: Yes



    Infestation of Maggots
    With but a touch, you infest a target with maggot-like creatures. They deal 1d4 points of temporary Constitution damage each round. Each round the subject makes a new Fortitude save. The spell ends if the target succeeds at its saving throw.

    Caster Level(s): Druid 3
    Innate Level: 3
    School: Necromancy
    Descriptors: Disease
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature touched
    Duration: 1 round / 2 levels
    Additional Counter Spells: Remove Disease, Heal
    Save: Fortitude negates
    Spell Resistance: Yes



    Iron Guts
    When touched, the target creature gains a +4 circumstance bonus on Fortitude saves against all poisons.

    Caster Level(s): Wizard / Sorcerer 1
    Innate Level: 1
    School: Abjuration
    Descriptors: Poison Resistance
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature touched
    Duration: 10 minutes / level
    Save: None
    Spell Resistance: No



    Keen Edge
    The critical threat range of one weapon is extended. Adds the keen property to one melee weapon, extending its critical threat range.

    Caster Level(s): Wizard / Sorcerer 3, Bard 3
    Innate Level: 3
    School: Transmutation
    Descriptors: Weapon Enchantment
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Creature's main or off-hand weapon
    Duration: 10 Minutes / Level
    Save: None
    Spell Resistance: No



    Magic Vestment
    You empower the touched armor or shield with a +1 AC bonus per 3 caster levels (maximum of +5).

    Caster Level(s): Cleric 3
    Innate Level: 3
    School: Transmutation
    Descriptors: Armor Enchantment
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Creature, Armor or Shield
    Duration: 1 Hour / Level
    Save: None
    Spell Resistance: No



    Magic Weapon
    You empower the touched weapon with a +1 enhancement bonus.

    Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1
    Innate Level: 1
    School: Transmutation
    Descriptors: Weapon Enchantment
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Melee Weapon or Creature
    Duration: 1 Hour / Level
    Save: None
    Spell Resistance: No



    Monstrous Regeneration
    For the duration of the spell, the target creature gains the ability to regenerate 10 Hit Points every round.

    Caster Level(s): Cleric 5
    Innate Level: 5
    School: Conjuration
    Descriptors: Regeneration
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: Single
    Duration: 1 Round / 2 Caster Levels
    Save: Harmless
    Spell Resistance: No



    Mestil's Acid Breath
    You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).

    Caster Level(s): Wizard / Sorcerer 3
    Innate Level: 3
    School: Conjuration
    Descriptors: Acid
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Cone
    Duration: Instantaneous
    Save: Reflex 1/2
    Spell Resistance: Yes



    Mestil's Acid Sheath
    This spell creates an acid shield around your person. Any creature striking you with its body does normal damage, but at the same time the attacker takes 1d6 points +2 points per caster level of acid damage.

    Caster Level(s): Wizard / Sorcerer 5
    Innate Level: 5
    School: Conjuration
    Descriptors: Acid
    Components: Verbal, Somatic
    Range: Personal
    Area of Effect/ Target: Caster
    Duration: 1 round / level
    Save: None
    Spell Resistance: No



    Mummy Dust (Epic)
    The caster summons a powerful mummy warrior to do their bidding.
    Prerequisite: 21st level, the ability to cast 9th level spells and 15 ranks in spellcraft.



    Scintillating Sphere
    The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level, to a maximum of 10d6.

    Caster Level(s): Wizard / Sorcerer 3
    Innate Level: 3
    School: Evocation
    Descriptors: Electricity
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Huge
    Duration: Instantaneous
    Save: Reflex 1/2
    Spell Resistance: Yes



    Shelgarn's Persistant Blade
    The caster summons a dagger that acts as a faithful and loyal servant.

    Caster Level(s): Wizard / Sorcerer 1
    Innate Level: 1
    School: Evocation
    Descriptors: Summoned Item
    Components: Verbal, Somatic
    Range: Short
    Area of Effect/ Target: Point
    Duration: 1 Round / 2 Levels
    Save: None
    Spell Resistance: No



    Stone Bones
    You cause the target undead to gain a +3 natural armor class bonus, due to the thickening of its bones.

    Caster Level(s): Wizard / Sorcerer 2, Cleric 2
    Innate Level: 2
    School: Transmutation
    Descriptors: Magical Armor
    Components: Verbal, Somatic
    Range: Touch
    Area of Effect/ Target: One undead creature
    Duration: 10 minutes / level
    Save: Harmless
    Spell Resistance: No



    Stonehold (Back to Top)
    Creates a cloud that paralyzes any creatures inside of it, encasing them in stone for 1d6 rounds.

    Caster Level(s): Druid 6
    Innate Level: 6
    School: Conjuration
    Descriptors: Paralyse
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Huge
    Duration: 1 Round / Level
    Save: Will negates
    Spell Resistance: Yes



    Undeath to Death
    This spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.

    Caster Level(s): Wizard / Sorcerer 6, Cleric 6
    Innate Level: 6
    School: Necromancy
    Descriptors: Negative
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Colossal
    Duration: Instantaneous
    Save: Will negates
    Spell Resistance: Yes



    Vine Mine
    When casting vine mine, you must select one of the following:

    entangle (as the spell)
    hamper movement (movement speed is halved)
    camouflage (add +4 competence bonus on Hide checks)
    Caster Level(s): Druid 5
    Innate Level: 5
    School: Conjuration
    Descriptors: Nature
    Components: Verbal, Somatic
    Range: Medium
    Area of Effect/ Target: Huge
    Duration: 3 + 1 Round / 2 Levels
    Save: Yes (Entangle)
    Spell Resistance: Yes





    pd: esto es todo por hoy

    My True Power Unleashes When Rages Take Over Me.Unebril

  7. #7
    Four Years in Neverwinter Avatar de HoruS
    Fecha de Ingreso
    19 ago, 04
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    60

    Re: - Info de nwn - De todo un poco :)

    lindo, segui asi primito, ojala lo hubieras hecho vos jejeje. quisiera agregar algo mas pero no puedo, si alguien kiere algo mas pregunte


    Un3 : Que manera de Robar post ...
    Última edición por Un3bril; 03/09/2004 a las 18:33

    .The Lich King .

  8. #8

    Re: - Info de nwn - De todo un poco :)

    Una preunta si es que podes, no entiendo mucho de ingles me lo podrias conseguir en espaniol .
    bue

  9. #9
    Senior Member Avatar de LoRdWetton
    Fecha de Ingreso
    27 sep, 04
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    Re: - Info de nwn - De todo un poco :)

    Oa !! JUAJUAJUAJUAJUAJUA ... esa gia yo la tengo tambiem pero en ingles obio no vas a conseguir nda en castellano a menos que lo traduscas , pero bue eso va a decion tuya .. jeje vos unebril lo hubiese traducido para gente como athenas .

    SaLu2

  10. #10

    Post Aca el texto traducido

    PUDE LOGRAR TRADUCIR ESTE TEXTO PERO SOLO UNA PARTE YA QUE NO ENCONTRE UN BUEN TRADUCTOR QUE TRADUZCA TODAS LAS PALABRS ES DECIR ESTAN LIMITADOS POR CANTIDAD DE LETRAS BUE PERO ANTES QUE NADA NO?



    1)gender
    2)race
    3)class
    4)alignment
    6)abilities
    7)skills
    8)feats
    caracteres 9)my
    10)arcane deletrea
    11)divine deletrea




    ********************************************



    1) género
    He encontrado que el género tiene una cierta influencia en los diálogos de NPC y cierto juego
    ambiente. Pero esta parte de la creación del carácter no es importante.


    2) raza
    Aquí están todas las razas y algunos mis advices sobre esto compiten con. No cubriré
    compita con las características porque están disponibles en manual del juego.


    1.Human
    El ser humano no es una mala opción para todas las clases. Los seres humanos no tienen primas verdaderas
    y no hay penas y ellas muy elegantes que otras razas. Un granuja humano con
    la alta inteligencia ganará muchos de puntos de la habilidad.
    Clases recomendadas: todos, pero para algunas clases otras razas recomendadas.
    Clases no recomendadas: ningunos.


    2.Elf
    Los duendes son una buena opción para los caracteres del mago y del granuja, extendida especialmente
    los combatientes de la arma, pero la pena CON -2 les hace malos combatientes del melee.
    Clases recomendadas: el mago, granuja, se extendió las clases del combatiente de la arma.
    Clases no recomendadas: clases del combatiente del melee.


    3.Dwarf
    Los enanos son una opción excelente para los combatientes y bárbaros, pero para
    caracteres carismáticos no recomendados.
    Classes:fighter recomendado, bárbaro, guardabosques.
    Clases no recomendadas: bardos, hechiceros, paladins.
    Otras clases: usted puede experimentar con otras clases.


    4.Halfing
    Halfing tiene algunas primas thieving.
    Clases recomendadas: granuja recomendado).
    Classes:fighter no recomendado, bárbaro, paladin, monk.
    Otras clases: usted puede experimentar con otras clases.


    5.Gnome
    Los gnomos son una buena opción para los spellcasters.
    Classes:wizard recomendado, hechicero.
    Classes:fighter no recomendado, bárbaro, paladin, monk, guardabosques.
    Otras clases: usted puede experimentar con otras clases.


    6.Half-elf
    los Mitad-duendes no son así que elegante como seres humanos, sino que ganan ciertas primas y no agradables
    penas
    Clases recomendadas: todos.
    Clases no recomendadas: ningunos.


    7.Half-Orc

    No encontré en manual ninguna información sobre esta capacidad de la mitad-orc pero cuando I
    cree el carácter del combatiente de la mitad-orc que recibo una hazaña adicional mientras que los seres humanos reciben.

    La Mitad-Orcs es una opción excelente para los combatientes malvados caóticos estúpidos que machacan
    todo en este mundo. Sabiduría baja para este caracteres no recomendados
    porque mente-afecta deletrea nervio
    usted. Mi henchman era Daelon y Wosdom del buho era uno de mi favorito deletrea
    porque él funcionó de batalla mientras que luchaba a algunas momias malvadas y a otros monstruos
    con la aureola del miedo, pero su daño hágale la máquina de la matanza.
    Classes:Barbarian recomendado, combatiente.
    No recomendado: mago, hechicero, bardo, paladin.
    Otras clases: usted puede experimentar con otras clases.


    ======== del ==================================================

    3) clase
    Aquí están las clases y mis advices. Sistema de Multiclass que no cubriré porque I
    jugado con los solos caracteres de la clase. No cubriré las características que
    se cubren en manual.


    1.Barbarian
    Esta clase gana muchos de los puntos golpeados (HP) por el nivel, más entonces otras clases
    y con la alta constitución usted puede alcanzar resultados maravillosos en el HP que gana. Uso
    La capacidad de la rabia en batallas y energía de la toma ataca feat.Good para luchar ofensivo
    y hazaña exótica de las armas recomendada.
    La defensa es justa pero para los bárbaros con la armadura baja o media de la destreza
    la hazaña (pesada) de la habilidad recomendó aumentar la defensa.

    El strength(STR) y constitution(CON) de Abilities:high recomendaron, punto bajo o medio
    dexterity(DEX), para el ser humano y el wisdom(WIS) del medio de los caracteres de la mitad-orcs
    recomendado, usted puede aumentar su inteligencia (INTERNA) para más puntos de la habilidad pero
    INTERNO alto no se recomienda, el punto bajo charisma(CHA). Sobre habilidades y hazañas vea adentro
    Sección de las hazañas y de las habilidades.



    2.Bao
    El nivel del encanto del bardo máximo es el nivel 6 así que la necesidad CHA 16 del bardo de echar llano 6
    deletrea.
    Feria para luchar de la ofensiva y la defensa justa. Armadura pesada no recomendada
    porque la falta arcane del encanto será muy alta en armadura pesada.

    STR de Advices:medium, CON medio o alto, DEX medio o alto, punto bajo o medio WIS,
    INTERNO bajo o medio, CHA medio o alto (recomiendo CHA 14+, en los altos niveles CHA
    debe ser 16+).


    3)Cleric
    Echar un encanto debe tener nivel de WIS 10+spell's (en los niveles más altos WIS 19+
    recomendado para echar llano 9 deletrea).
    Feria para luchar y la buena defensa (DEX alto de la ofensiva no recomendado
    porque la armadura pesada tiene penas de algún DEX).
    Advices:medium sTR, medio CON, WIS alto (16+) (recomiendo WIS 16), medio
    CHA interno, bajo o del medio DEX, medio o alto (capacidad de los undead de la vuelta el clérigo basada
    en modificante de CHA y el nivel el clérigo).


    4)Druid
    Echar un encanto debe tener nivel de WIS 10+spell's (en los niveles más altos WIS 19+
    recomendado para echar llano 9 deletrea).
    Malo en luchar y defensa justa (armadura proficiency(heavy de la ofensiva de la armadura)
    hazaña recomendada)
    deletrea: Divino (los druids no pueden tener acceso a algún clérigo deletrean (por ejemplo
    Ressurection), pero tiene algún único deletrea que no se pueda alcanzar cerca
    clérigo).

    Advices: CON medio del STR, medio o alto, bajo altos de WIS (16+), bajo o medio interno, o
    DEX medio, punto bajo o medio CHA.


    5)Fighter
    Bueno en luchar y la buena defensa (DEX alto de la ofensiva no recomendado)
    13 INTERNOS recomendados, porque algunas hazañas útiles del combatiente requieren 13 INTERNOS.
    spells:none.
    STR de Advices:high y CON, punto bajo o medio WIS, 13, bajos o medios DEX interno, CHA bajo.


    6)Monk
    Los monks son especialistas en huelga desarmada y durante la nivelación para arriba de aumento algunos
    primas útiles del ataque y de la defensa.
    La mala defensa de la armadura, pero las primas de la defensa del monk compensa esta pena.
    DEX del sTR de Advices:high, medio o alto de CON, medio o alto de WIS, medio o alto, bajo
    INTERNO y CHA.


    los 7)Paladin
    Para echar deletrea debe tener nivel de WIS 10+spell's (nivel máximo del encanto 4)
    Bueno en luchar de la ofensiva y buena defensa.
    STR de Advices:high, CON medio o alto, wis 14+, punto bajo o DEX medio, punto bajo o medio
    CHA (muy bueno) interno, medio o alto.


    8)Ranger
    Para echar deletrea debe tener nivel de WIS 10+spell's (nivel máximo del encanto 4)
    Bueno en ofensa y defensa justa. Recuerde que el guardabosques recibe para libre alguno
    hazañas que luchan de la dos-arma útil.
    Advices:medium o sTR alto, CON medio o alto, DEX de los wis 14, medio o alto, bajo o
    CHA interno, bajo medio.


    9)granuja
    Las armas de los assasin offence(special justos serán útiles, chivato que el ataque está muy
    defensa buena y no buena de la armadura (DEX alto recomendado).
    puntos de la habilidad por modifier(de level:8+INT!!!) (MUY BUENO)
    Daños de Attack(extra del chivato (+1d6 el daños en el 1r nivel y +1d6 dañan cada
    dos niveles), algunas criaturas son inmunes hacer furtivamente ataque)
    CON del sTR de Advices:medium, medio o alto, bajo o puede ser WIS medio, DEX, bajos altos o
    INT(medium medio o INTERNO alto no es un mal idea), punto bajo o medio CHA. Granuja humano
    sea el elegante pero el halfing o el duende es una buena opción también.


    10)sorcerer
    echar encanto debe tener nivel de CHA 10+spell's (en los niveles más altos CHA 19
    recomendado)
    Mala ofensa y mala defensa de la armadura (que usan las hazañas de la armadura no recomendadas porque
    penas de la falta del encanto)
    La armadura ligera no es una mala idea.
    Pocos puntos de la habilidad.
    Capacidades Especiales:
    no necesita prepararse deletrea a cada mago desemejante del día y puede echar
    deletrea multiplican épocas, pero no pueden memorizar deletrea de volutas al spellbook
    y tiene pocas ranuras del encanto que el mago, aumento nuevo deletrea al nivelar para arriba y
    puede conseguir librado de inútil deletrea al nivelar para arriba.

    STR de Advices:low, CON medio o alto, punto bajo o DEX medio de WIS, medio o alto, medio
    CHA16+ interno, alto.


    11) mago
    echar encanto debe tener nivel INTERNO 10+spell's (en el nivel más alto 19 INTERNOS
    recomendado)
    Ofensa muy mala y mala defensa de la armadura. Deletrea y deletrea solamente.
    Para este INTERNO de la clase arriba requerido a para echar encanto del alto nivel, primero se parece
    que los magos ganan pocos puntos de la habilidad, pero INTERNO alto compense esta desventaja
    (mi mago humano del carácter con 23 INTERNOS en el nivel 20 ganó 9 puntos de la habilidad).
    capacidades especiales:
    carácter specialist(while del mago del mago que crea nuevo usted puede convertirse
    especialista en alguna escuela mágica, tiene algunas ventajas en escuela mágica elegida
    y desventajas porque cada escuela mágica ha prohibido la escuela de la magia).
    Los aumentos del especialista del mago una ranura adicional para cada nivel del encanto pero no pueden
    eche deletrea de la escuela prohibida de la magia.
    la necesidad de prepararse deletrea cada día y puede echar cada encanto una vez por día,
    contenga más ranuras del encanto que el hechicero, puede memorizar deletrea de volutas y
    consiga librado de inútil deletrea de memoria en cualquier momento.
    Utilice algunas hazañas metamagic.
    CON del sTR de Advices:low, medio o alto, punto bajo o DEX medio de WIS, medio o alto, alto
    INT(16+), CHA bajo.


    ======== del ==================================================

    4) alineación
    Hay 9 alineaciones en las noches de Neverwinter: bueno legal, legal
    mal neutral, legal, hilo neutro bueno, verdadero neutral, mal neutral, bueno caótico, caótico
    mal neutral, caótico. Recuerde que sus acciones en juego pueden cambiar su
    alineación y si usted rompe su restricción de la alineación de la clase usted no puede ganar nuevo
    los niveles, por ejemplo buen aumento nonlawful del cañón del paladin nivelan hasta que él
    se convierten buenos legales otra vez. La influencia de la alineación en la reacción de NPC y puede ser
    cambiado durante el juego con sus acciones. Por ejemplo, si usted tiene lawful(85)
    good(60) alineación y entonces una cierta disminución malvada de la acción su buena alineación
    hacia 10 y su alineación sea lawful(85) neutral(50).
    Le recomiendo para elegir la alineación según su actions(good futuro o
    mal, legal o caótico).


    ========================================

    5) capacidades

    1.Strengo
    Con una fuerza más alta usted puede hacer mucho daño en combate del melee y puede llevar más
    artículos en inventario. STR alto recomendado para los combatientes del melee.
    2.Dexterity
    El modificante de DEX agrega a la CA y a los tiros reflejos del ahorro, necesidad de los combatientes de la arma de la gama
    DEX alto. DEX alto se recomienda fuertemente para rogues.Low DEX recomendado para
    caracteres que usan la armadura pesada y no utilizan las armas extendidas.
    3.Constitution
    Alto aumento CON su número del punto golpeado y del punto golpeado que usted ganó por nivel.
    El modificante CON agrega a su tiro del ahorro de la fortaleza de ánimo (muy útil) y a los spellcasters
    con la constitución baja puede ser interrumpido fácilmente mientras que echa spells.Low CON
    no recomendado para todas las clases.
    4.Intelligence
    El número de los puntos de la habilidad que usted gana por nivel depende de modificante INTERNO. INTERNO está muy
    importante para la clase del mago: con el mago INTERNO alto puede echar más deletrea, su
    deletrea son más de gran alcance y es muy duro resistir este spells(INT se agrega
    a su C.C. del encanto cuando el enemigo procura el tiro del ahorro contra encanto). Fuertemente
    recomendado para wizards.Low INTERNO no se recomienda para los caracteres que ganan pocos
    puntos de la habilidad por nivel.
    los 5.Wisdom
    El modificante de WIS agrega al tiro del ahorro de la voluntad. WIS es muy importante para los clérigo y
    druids, e importante para los guardabosques y los paladins. Sabiduría baja no recomendada para
    los halfings, seres humanos, mitad-orcs(I recomiendan 10+). He encontrado que con WIS alto algunos
    Los diálogos de NPC aparecen con la opción de la ' penetración ' que no están disponibles para los caracteres
    con un WIS más bajo.
    6.Charisma
    CHA es muy importante para los hechiceros y los paladins, importante para los bardos, clérigo
    y monks. Influencia la capacidad el clérigo y de los undead de la vuelta de los paladin. Pienso
    ese CHA es inútil para otras clases, especialmente para el characters(not malvado
    hechiceros).


    ========================================

    6) habilidades
    No describiré cada habilidad porque usted puede leer su descripción durante
    el juego. Describo solamente mi opinión sobre todas las habilidades. Usted necesita solamente una habilidad
    punto para aumentar su habilidad de la clase usted necesita dos puntos de la habilidad.
    1)Animal empathy
    Accesible solamente por los druids y rangers.Recommended para los druids y los guardabosques.
    2)Concentration
    Recomendado fuertemente para los spellcasters (especialmente
    magos, hechiceros, clérigo, druids).
    trampa 3)Disable
    Recomendado para todos los caracteres porque hay muchos de trampas en el juego
    y algo atrapa daños usted grandemente y puede matarle inmediatamente.
    4)Discipline
    No malo para las clases de los combatientes del melee
    5)Heal
    Recomendado para todos los clérigo del exept de los caracteres
    6)Hide
    Recomendado para los granujas de los caracteres del stealth especialmente.
    7)Listen
    Habilidad inútil
    8)saber
    Inútil, porque usted puede identificar artículos con los comerciantes.
    9)Move silenciosamente
    Recomendado para los caracteres del stealth, especialmente granujas.
    cerradura 10)Open
    No recomendado para los magos y hechiceros y caracteres con colmo
    El sTR, porque la cerradura puede ser abierta con deletrea o golpeó con la arma. Recomendado
    para los granujas y los bardos.
    11)Parry
    No se recomienda para las clases del combatiente del melee sino esta habilidad tan importante para
    ellas
    el 12)Perform
    Bardo skill.Increase único tan alto como sea posible.
    13)Persuade
    Habilidad muy interesante. Recomiendo para todos los caracteres porque hace el juego
    más interesante. Esta habilidad trabaja en la conversación. Con esta habilidad usted puede
    compre los buenos artículos, más oro de NPC y tenga acceso a las búsquedas de algún NPC.
    bolsillo 14)Pick
    Recomendado para los bardos y los granujas.
    15)Search
    Recomendado para todos los magos del exept de las clases, hechiceros y bardos, porque ellos
    tenga encanto de las trampas del hallazgo.
    trampas 16)Set
    Puede estar para los granujas pero la cosa de I que es inútil.
    el 17)Spellcraft
    Recomendado fuertemente para los spellcasters. Les ayuda a identificar encanto y
    realice al revés el encanto.
    18)Spot
    Habilidad inútil
    19)Taunt
    Useless.May esté para los caracteres malvados.
    dispositivo de la magia 20)Use
    Solamente para los granujas y los bardos. Muy útil.

    ========================================

    7) hazañas del sobre de los advices de Algunos de los
    hazañas. los clases del habilidad 3.Armor (luz, medio, pesados) de
    1.Alertness Inútil 2.Ambidexterity(requires DEX 15+) Bueno párrafo
    dos combatientes de la arma Algunas tienen a tiro 4.Called (alto) de
    los más de del ataque o del baja +1 del prima del la del requiere
    Bueno párrafo las clases del combatiente 5. Hienda (STR energía del
    como defecto. del hazaña del esta del EL del requiere del la de 13+ y
    la hazaña del ataque de) ningún melee del del de párrafos las
    clases del combatiente del malo que el bastidor 6.Combat Spellcasters
    debe tener 7.Deflect arrows(require DEX 13+, mejoran la hazaña
    desarmada de la huelga) no mala para todo el characters.Monks reciben
    esto para libre en el nivel 2. los 8.Disarm (requiere 13+ INTERNO) no
    malos para los combatientes 9.Dodge(requires DEX 13+ del melee) no
    recomendados para la armadura pesada de los portadores, solamente no
    es malos. encanto 10.Empower (Metamagic) bueno para el encanto de la
    iluminación del spellcasters(FireBall o de la cadena con esta
    hazaña) 11.Exteo Spell(Metamagic) muy bueno no malo para los clérigo
    y los paladins de los spellcasters 12.Extra Turning(for) buenos.
    13.Great la fortaleza de ánimo Usefull para toda la habilidad de los
    critical(requires 14.Improved con la prima elegida 8+ de la arma y del
    ataque) muy buena para el disarm(INT nonmagic 13+ de los caracteres
    15.Improved, desarma la hazaña) buena para la hazaña de la
    precipitación de los knockdown(requires de las clases 16.Improved del
    combatiente y la prima +7 del ataque de la base) muy buena para los
    combatientes 17.Improved Parry(Int 13+ del melee) bueno para hazaña
    del ataque de la energía Attack(STR 13+, de la energía de los
    combatientes 18.Improved del melee) muy útil para las hazañas el
    luchar y de la ambidestreza de la dos-arma de los fighting(requires de
    la Dos-arma de los bárbaros 19.Improved del anf de los combatientes)
    para la huelga desarmada de los combatientes 20.Improved de la
    dos-arma para el monks(they recibe esta hazaña para) la voluntad
    libre 21.Iron para los caracteres con los combatientes bajos de WIS
    22.Knockdown y los bárbaros deben tener, muy útil para los
    combatientes clasifican. reflejos 23.Lighting para los caracteres con
    el placer costoso 25.Mobility (DEX 13+, hazaña del spell(metamagic)
    bajo de DEX 24.Maximize del regate) recomendado para el combatiente y
    el granuja classes.Not recomendados para la armadura pesada de los
    portadores. los combatientes de la arma de la gama del tiro del
    espacio en blanco 26.Point deben tener este combatientes de la hazaña
    27.Power Attack(STR 13+), bárbaros y otras clases del combatiente
    deben tener esta hazaña) 28.Quicken spell(metamagic, capacidad de
    echar el 4to nivel deletrean) ejemplo muy costoso del pleasure(for con
    esta hazaña que usted puede echar el nivel máximo 6 deletrea en las
    ranuras) del encanto del nivel 9 29.Rapid Shot(DEX 13+, el espacio en
    blanco del punto tirado) para la prima +1 del ataque de los
    combatientes 30.Sap(Base de la arma de la gama, llamaron hazaña del
    tiro) no mala para los caracteres 31.Shield del combatiente y del
    granuja no malos para el foco inútil 33.Skill del encanto de los
    granujas 32.Silent (puede estar en multiplayer) para todos los
    caracteres que desea aumento una cierta habilidad pero no recomiendo
    este foco de la hazaña 34.Spell muy bueno para los magos y tenga
    encanto 36.Still muy útil para los magos que desee desgaste un poco
    de armadura pesada o media sin penas del encanto que usted puede
    elegir las tres hazañas de la habilidad de la armadura y esta hazaña
    después use un poco de armadura pesada o media mágica y prepare
    todos deletrea con esta hazaña. Nivele solamente 9 deletrea sufrirá
    penas de la armadura. 37.Stunning el fist(DEX 13+, los wis 13+, la
    savia, la huelga desarmada mejorada, los monks de la prima 8+ del
    ataque de la base) reciben esta hazaña para los caracteres que es
    38.Toughness muy costoso muy bueno en niveles más bajos, malos
    libres, porque otros en más arriba y los niveles medios. Para todas
    las clases. si usted elige esta hazaña en el nivel 1 entonces en el
    nivel 20 usted tendrá 20 puntos golpeados adicionales (buenos para
    los spellcasters y los granujas) 39. La Dos-Arma que lucha para la
    prima 1+ del ataque del finesse(base de la arma de los combatientes
    40. de la dos-arma) muy buena para los granujas y los combatientes
    ligeros de la arma con DEX alto 41.Weapon focus(proficiensy con la
    arma elegida, los combatientes de la prima 1+ del ataque de la base)
    debe tener para bueno exótico de la habilidad de la hazaña 42.Weapon
    de la especialización de la arma para la habilidad de los monks
    43.Weapon marcial todas las clases que los monks del exept reciben
    esta hazaña para no malo libre para la habilidad los clérigo
    44.Weapon simple todos los monks del exept de las clases, druids,
    granuja del combatiente y los magos reciben esta hazaña para
    45.Weapon Specialization(fighters solamente, ataque bajo 4+, hazaña
    del foco de la arma en combatientes elegidos de la arma) debe tener
    46.Rogue Feats(especial este las hazañas accesibles solamente por la
    clase del granuja): a) la huelga que lisia debe tener b) buena
    maestría del c)skill del opportunist la mente que no mala del
    d)slippery debe tener e)improved el rodillo f)defensive muy bueno de
    la evasión no malo
    ========================================

    8) mis caracteres aquí son algunos caracteres que creé y
    caminata a través del juego. Elegí el nivel de la dificultad de las
    reglas de D&D Hardcore.

    Carácter 1: gender:male
    Race:human
    Class:wizard(generalist)
    buenas capacidades de alignment:lawful: STR 8 habilidades INTERNAS del
    CON 14 WIS 10 18 CHA 8 de DEX 14: la concentración +4 desarma la
    trampa +2 cura +4 que el saber +4 persuade +2 hazañas del
    spellcraft +4 de la búsqueda +2: omita a familiar de la penetración
    del encanto del bastidor de la raza y del combate de las hazañas de
    la clase: pantera

    Mientras que jugaba este carácter mi henchman era bárbaro
    rojo de Daelan Tiger(Half-Orc). En el extremo del juego maté a la
    reina de Morag con una que recargaba. Mi favoutite deletrea era
    iluminación de cadena, enjambre del meteorito (bueno contra la
    muchedumbre del enemies), premonición, protecciones contra deletrea,
    mayor piel de piedra (el buen spells) de la protección, mayor avenger
    celestian planar de Binding(es muy bueno en el battle), dedo de la
    muerte (buena contra el enemies) fuerte del nonundead, haste(good
    total en el moments) crítico, Gate(EXELLENT, antes de usar este
    encanto se recomienda fuertemente para echar la protección contra el
    evil), ShapeChange (bueno si todos los alies son dead), una
    transformación más tensa (uso él hasta que usted alcanza el spell)
    de Shapechange, muertos animados (buenos en el centro del game),
    Dismissal(good contra el enemies) convocado, monster(use del asimiento
    él en fighers del melee que ataca el you), tiempo Stop(VERY el juego
    contra la muchedumbre del enemies), de la sabiduría del
    wisdom(increase del buho).

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