Games PC NEVERWINTER NIGHTS-EXPANSION PACK User Manual

Neverwinter Nights Expansion Pack
Manual Interior Front Cover
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TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
What’s Included in this Manual . . . . . . . . . . . . 3
The Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The ReadMe File . . . . . . . . . . . . . . . . . . . . . . . 4
Setup and Installation. . . . . . . . . . . . . . . . . . . . 4
System Requirements. . . . . . . . . . . . . . . . . . . . 5
Saving and Loading . . . . . . . . . . . . . . . . . . . . . 5
Places and People . . . . . . . . . . . . . . . . . . . . . . . . 6
Cities and Towns . . . . . . . . . . . . . . . . . . . . . . . 6
The Silver Marches . . . . . . . . . . . . . . . . . 6
Hilltop . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Anauroch . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Floating Cities of Netheril . . . . . . . . 7
Characters in the Tale. . . . . . . . . . . . . . . . . . . . 8
Master Drogan. . . . . . . . . . . . . . . . . . . . . 8
Katriana Dorovnia . . . . . . . . . . . . . . . . . . 8
Adventurers . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Dorna Trapspringer . . . . . . . . . . . . . . . . . 9
Xanos Messarmos . . . . . . . . . . . . . . . . . . 9
Deekin Scalesinger. . . . . . . . . . . . . . . . . . 9
Foes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Medusa. . . . . . . . . . . . . . . . . . . . . . . . . . 10
Basilisk. . . . . . . . . . . . . . . . . . . . . . . . . . 10
Gorgon . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Wyrmlings . . . . . . . . . . . . . . . . . . . . . . . 11
Faerie Dragons and Pseudodragons . . . 11
Sphinx . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Formians . . . . . . . . . . . . . . . . . . . . . . . . 12
Stingers . . . . . . . . . . . . . . . . . . . . . . . . . 12
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INTRODUCTION
N
everwinter Nights™continues the epic role-playing game revolution
with the Shadows of Undrentide expansion pack, featuring all­new prestige classes, monsters, weapons, feats, skills and spells! Engage in a brand new single-player adventure with more than 20 hours of gameplay. Dungeon masters can create richer experiences with three new tilesets, plus enhancements that bring even more depth to the originals. Construct the plot, set projectile traps and develop non-player character conversations with new Neverwinter Aurora Toolset Wizards.
What’s Included in this Manual
T
his manual calls out enhancements to the rules, and provides descriptions of the new features, including skills, feats, spells
and weapons. Where necessary, please refer to the original
Neverwinter Nights game manual or the Dungeons & Dragons®Player’s Handbook, Dungeon Master’s Guide or the Monster Manual, which are
available at book and game stores.
The Story So Far
D
eep within the frozen wilds of the Silver Marches, nestled on
this frontier and far from the reach of the City of Neverwinter, resides the revered Master Drogan. Sharpened by decades of quests and exploits of lore, this dwarven mage imparts his wisdom to those students willing to challenge themselves.
The riddles of wisdom and tales of fierce monsters grow with every lesson, seemingly embellished by the anticipation of some type of initiation. What kernel of wisdom will you derive from the next enigmatic lesson? What daring adventures will you begin with your next quest?
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Player’s Handbook . . . . . . . . . . . . . . . . . . . . . . 13
Prestige Classes . . . . . . . . . . . . . . . . . . . . . . . 13
Arcane Archer . . . . . . . . . . . . . . . . . . . . 13
Assassin . . . . . . . . . . . . . . . . . . . . . . . . . 14
Blackguard. . . . . . . . . . . . . . . . . . . . . . . 15
Harper Scout . . . . . . . . . . . . . . . . . . . . . 16
Shadowdancer . . . . . . . . . . . . . . . . . . . . 18
Alignment Shift . . . . . . . . . . . . . . . . . . . . . . . 20
New Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Grenade-like Weapons . . . . . . . . . . . . . . . . . . 39
Toolset Additions . . . . . . . . . . . . . . . . . . . . . . . 40
Spells Appendix . . . . . . . . . . . . . . . . . . . . . . . . 42
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Atari Web Sites. . . . . . . . . . . . . . . . . . . . . . . . . 47
Technical Support. . . . . . . . . . . . . . . . . . . . . . . 48
End-User License Agreement. . . . . . . . . . . . . . 50
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
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System Requirements
Operating System: Windows®98/Me/2000SP2/XP
Processor: Pentium®II 450 MHz or AMD K6-450
MHz (Pentium®III 800 MHz/Athlon 800 MHz recommended)
Memory: 128 MB RAM (256 MB recommended)
Hard Disk Space: 1.2 GB Free
CD-ROM Drive: 8X Speed
Video: 32 MB TNT2-class OpenGL 1.2-compliant
video card (NVIDIA GeForce 2/ATI Radeon recommended)
Sound: DirectX®-certified sound card*
Multiplayer: Local area network with TCP/IP protocol
or established Internet connection (56 Kbps modem or faster required)
DirectX®: DirectX®version 8.1 or higher
* Indicates device should be compatible with DirectX®version 8.1 or higher
Saving and Loading
Saving and loading while playing Shadows of Undrentide is exactly the same as saving and loading while playing Neverwinter Nights.
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THE GAME
The ReadMe File
The Neverwinter Nights Shadows of Undrentide CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game. We strongly encourage you to take the time to read this file in order to get the benefit of changes made after this manual went to print.
To view this file, double-click on it in the Neverwinter Nights directory found on your hard drive (usually C:\NeverwinterNights\NWN\ docs\SoUReadMe). You can also view the ReadMe file by first clicking on the Start button on your Windows®taskbar, then on Programs, then on Neverwinter Nights, then on the SoUReadMe file.
Setup and Installation
Start Windows®98/Me/2000SP2/XP. Exit all other applications.
Note: You must have Neverwinter Nights installed on your computer in order to install and play Shadows of Undrentide.
Insert the Shadows of Undrentide CD-ROM game disc into your CD-ROM drive.
If AutoPlay is enabled, a title screen should appear. Click on the Install button. If AutoPlay is not enabled, click on the Start button on your Windows®taskbar, then on Run. Type D:\Setup and click on OK. Note: If your CD drive is assigned to a letter other than D, substitute that letter.
Follow the remainder of the on-screen instructions to finish installing Shadows of Undrentide.
After installing the game you will be offered the choice to view the ReadMe and play the game.
Note: As with the original product, you must insert the Neverwinter Nights Play Disc into your CD-ROM drive in order to play the game.
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The Floating Cities of Netheril
The mages of the ancient Netherese Empire worked spells far beyond the reach of the mages of these latter days. Perhaps chief among their creations was the mythallar, the wondrous magical device that enabled the Netherese to raise their fabled floating cities. High above Faerun, the floating cities were mighty citadels safe from virtually all enemies.
The cities were eventually brought low not by any outside force, but by the pride and folly of the Netherese archmage Karsus, who attempted to seize the power of the goddess of magic. He instead managed to shatter the mythallars, sending all the cities of Netheril plummeting to the ground.
The sands of the Anauroch desert swallowed the ruins, and Netheril passed into history, then into legend. Now only the bravest of explorers and adventurers dare to seek the lost cities, for the rewards granted by magical treasures hidden within are easily matched by the dangers of long-lost magic traps and the twisted creatures that lurk in the buried chambers.
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PLACES AND PEOPLE
Cities and Towns
Your journeys will take you through many lands of the Forgotten Realms, from the Sword Coast North to the Savage Frontier. Below are listed some of the more prominent cities and areas in the game.
The Silver Marches
The Marches is a vast region of northern wilderness more commonly called the Savage Frontier. It is home to a small number of large, well-defended cities and many smaller, but no less well-defended, towns and villages. Citizens of more “civilized” lands in the south consider it a wild land of barbarians and monsters. Those who call it home consider it a land of great promise and beauty, but even they do not deny the hazards posed by the harsh climate and countless monsters.
Hilltop
Hilltop is one of the “Free Towns” in the Silver Marches. Recently founded by ex-soldiers from the Zhentarim armies, the towns are looked upon with suspicion by neighbors familiar with Zhent’s expan­sionist history. The inhabitants of the Free Towns maintain that they are happy to be rid of the yoke of Zhentarim control, and wish to make a new life for themselves. In addition to former Zhent soldiers, the Free Towns tend to attract folk who are drawn to the local “live and let live” attitude, and neighbors who don’t ask too many questions.
Anauroch
Known as The Great Waste, this tremendous desert was the result of foul magics being leveled upon the lands of the Netheril, who dwelt above then-grassy plains in floating cities raised by magic. Now, few make it their home. Among them are the nomadic Bedine and the Zhentarim, who seek to forge a permanent trade route through the desert.
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Adventurers
Dorna Trapspringer
When she heard Drogan had established a school for adventurers and was taking on apprentices in Hilltop, Dorna was one of the first to arrive and apply. She traveled nearly 200 miles alone across the wilds of the Silver Marches from her clan home in the moutains, which many would consider proof enough that she needed no instruction in survival. Still, she seems con­vinced that she is destined to face even greater danger, and it’s unlikely that she’s wrong.
Xanos Messarmos
Born to the upper middle class of Chessenta, Xanos found his razor-sharp wit a strong counter to the barbs of his schoolmates in his youth. While no longer young, Xanos still has an acerbic nature, but now it masks his desire to fulfill the role of a true adventurer and gain renown throughout the Realms.
Deekin Scalesinger
Deekin is a rather remarkable member of the Dripping Fang clan of kobolds. Unlike other kobolds, Deekin aspires to something “bigger” than mining, marauding and looting. He aspires to be a skald, a noble northern bard of legend. His goal is to write a heroic saga that will rival any of the classics… his chief problem is that his fellow kobolds are anything but heroic. Deekin has recently decided that he’ll have to look a little further afoot if he is going to find a hero befitting his saga.
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Characters in the Tale
Master Drogan
After a long career as adventurer and explorer, Drogan has retired and set up shop in the village of Hilltop as an instructor. He teaches lessons learned from years of close calls and narrow escapes to a group of young hopefuls who are anxious to start their own lives of adventure. Aside from his stories and lessons of adventure, Drogan speaks little of his past, though he exhibits all the hardened prag­matism typical of the northern Shield Dwarves.
Katriana Dorovnia
One of the few non-Zhents allowed to traverse the Zhentarim’s Black Road freely, Katriana is a halfling who has earned a reputation as a hard-nosed but fair bargainer. She’s always looking for people who can help expand her trading company, either by dealing with it or by keeping it from harm as it travels through dangerous regions.
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Gorgon
Gorgons are bull-like creatures that guard their territory fiercely. They are fond of rocky areas, especially underground labyrinths. A typical gorgon stands over six feet tall at the shoulder and measures eight feet from snout to tail. Although built like a bull, the gorgon is covered with metallic black scales and has silver horns. Its eyes burn red, giving the impression of two hot coals set beneath its heavy brow.
Wyrmlings
Wyrmlings are dragons that have just hatched from the
egg. From newborn to about five years old, wyrmlings
are only about two to five feet long. Wyrmlings have
all the abilities of their older brothers and sisters, but are
far less powerful. Nevertheless,
it is a fool who approaches a wyrmling
without caution.
Faerie Dragons and Pseudodragons
Pseudodragons are tiny, playful members of the dragon family, red-brown in color with fine scales, short horns and sharp teeth. While capable of delivering vicious bites, the pseudodragon’s main weapon is its flexible tail, which is about two feet long and barbed.
Faerie dragons have emerald-green scales and brightly colored butter­fly wings. Some faerie dragons and pseudodragons may seek humanoid companionship, and often serve as familiars to wizards.
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FOES
T
he creatures listed below are found in the wilds and dungeons
around the Forgotten Realms. Note: You can immediately see how difficult a creature is to defeat by selecting the “Examine” option from the radial menu while playing.
Medusa
The medusa is a hateful, repulsive creature that turns living beings into stone with its gaze. It prizes art objects, fine jewelry, and wealth. A medusa is indis­tinguishable from a normal human at distances greater than 30 feet. Once the creature is clearly visible, its true nature is revealed. Its hideous face is crowned with a mass of writhing, hissing snakes instead of hair and its eyes glow a deep red. In contrast, its body is perfectly proportioned and exceptionally attractive, although scaly and earthen colored.
Medusas are found in nearly every climate. Some dwell in large cities, becoming active in the criminal underworld to gain what they desire.
Basilisk
The basilisk is a reptilian monster that petri-
fies living creatures with a mere gaze.
Fighting a basilisk requires either
careful preparation or considerable
good fortune. Basilisks are found in
nearly every climate, and tend to
build lairs in sheltered subterranean
areas, such as caves and shallow bur-
rows. A basilisk usually has a dull brown
body with a yellowish underbelly. A single
row of bony spines lines its back, and some speci-
mens sport a short, curved horn atop the nose. An adult basilisk grows to about six feet long, not including its tail, which can reach an additional five to seven feet.
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PLAYER’S HANDBOOK
T
he Shadows of Undrentide is an adventure featuring all-new skills
and feats with which your characters may grow, as well as five new prestige classes. For this reason, Shadows of Undrentide has been created as a campaign that works best starting with a new, 1st-level character. However, those who prefer to use a pre-existing character may do so.
Note: There are certain places in Shadows of Undrentide where you will not be able to rest as you could in the original game. Some dun­geons or caves are not suitable for a character to lay his or her head down to recuperate, as they are damp, noisy, rocky, or too dangerous.
Note: In hardcore mode, petrification is permanent.
Prestige Classes
Shadows of Undrentide adds a new option for character development called prestige classes. Prestige classes are like regular classes, except that they have requirements that must be met before one can attain the class. These powerful classes grant characters unique new abilities unavailable to the base classes. Some classes may require a certain number of ranks in one or more skills, others may require the ability to cast arcane or divine spells.
Each class has a range of abilities that make it substantially different from the other classes. These abilities are an integral part of your character’s class, and mastering them will aid you.
Arcane Archer
Master of the elven war bands, the arcane archer is a war-
rior skilled in using magic to supplement his combat prowess. Fighters, rangers, paladins and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sor­cerers may adopt this prestige class to add combat capabilities to their repertoires.
• Hit Dice: d8
• Proficiencies: All simple and martial weapons, light and medium
armor, and shields
• Skill Points: 4 + Int. modifier
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Sphinx
A sphinx is an enigmatic creature with great, feathery wings and the body of a lion. Often very intelligent, they constantly seek out chal­lenges for their staggering intellects. Riddles, puzzles, and other such things delight them to no end.
Formians
Formians are dimensional travelers that come
from a plane devoted to law. Their colonies include: Workers, who make up most of a population; Taskmasters, who drive the Workers; Soldiers, who
fiercely protect the colony and queen; Mymarchs,
who are intelligent enough to have learned to use
magic; and the Queen, who leads the whole colony.
They are ruthlessly expansionist, though not actually evil.
Stingers
Stingers are a warlike race of scorpion-centaurs. They have a complex society that seems incom­prehensible to other races. They are known for divining the future through the vibrations of the earth. Witnesses have also seen them scuttle by in strange, aggressive “races” that have no clear purpose. Both male and female stingers fight in service to their chieftain, and even small tribes will contain a powerful shaman. Stingers live in twisting colonies dug out of the sand or rock.
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• Hit Dice: d6
• Proficiencies: simple weapons, light armor
• Skill Points: 4 + Int. Modifier
Requirements
To qualify as an assassin, a character must fulfill all of the following criteria:
• Alignment: Any evil
• Skills: Hide 8 ranks, Move Silently 8 ranks
Abilities
• Death Attack: This special sneak attack has a chance of paralyz-
ing the opponent. Death Attack damage increases with experience: +1d6 at 1st level; +2d6 at 3rd level; +3d6 at 5th level; +4d6 at 7th level; and +5d6 at 9th level.
• Uncanny Dodge: The assassin is able to avoid and deflect incoming attacks. At 2nd level, the assassin retains his or her dexterity bonus to armor class, even if flat-footed. At 5th level, the assassin gains a +1 to Reflex saving throws. At 10th level, the assassin gains a +2 to Reflex saving throws.
• Spells: At 2nd level, the assassin gains the ability to cast Ghostly Visage once per day. At 5th level, the assassin gains the ability to cast Darkness once per day. At 6th level, the assassin gains the ability to cast Invisibility once per day. At 9th level, the assassin gains the ability to cast Improved Invisibility once per day.
• Poison Resist: The assassin’s expertise with deadly toxins gives the assassin an unnatural resistance to poisons of all types. This ability improves with experience: +1 Fortitude save vs. poison at 2nd level; +2 at 4th level; +3 at 6th level; +4 at 8th level; and +5 at 10th level.
Blackguard
A blackguard epitomizes evil. He is nothing short of a mor­tal fiend, a black knight with the foulest sort of reputation.
A blackguard is an evil villain of the first order, equivalent in power to the righteous paladin, but devoted to the powers of darkness. No one class makes the best blackguard — all that is required is a willingness to serve the forces of darkness.
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Requirements
To qualify as an arcane archer, a character must fulfill all of the following criteria:
• Race: Elf or half-elf
• Base Attack Bonus: +6
• Feats: Weapon Focus Longbow or Weapon Focus Shortbow,
Point Blank Shot
• Spellcasting: Ability to cast arcane spells
Abilities
• Enchant Arrow: The arcane archer is able to shoot arrows with
increased precision and damage. This ability is automatically applied to all arrows fired and increases with experience: +1 at 1st level; +2 at 3rd level; +3 at 5th level; +4 at 7th level; and +5 at 9th level.
• Imbue Arrow: Beginning at 2nd level, the arcane archer is able to shoot a fireball arrow three times a day.
• Seeker Arrow: At 4th level the arcane archer can fire one arrow per day that cannot miss. At 6th level he can fire two Seeker Arrows per day.
• Hail of Arrows: – At 8th level and beyond, the arcane archer is able to fire an arrow at each and every target within range.
• Arrow of Death: This ability, gained at the 10th level, allows the arcane archer to, once per day, fire an arrow that can instantly kill an opponent.
Assassin
The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire,
or agents of vengeance. The assassin’s skill in a variety of dark arts allows him to carry out missions of death with shocking, terrifying precision. Rogues, monks and bards are ideal candidates for training as assassins.
Unlike the blackguard, the assassin is not evil due to devotion to an evil power, but rather due to a complete lack of morals or ethics. These ruthless and avaricious killers have but one requirement other than a predisposition for evil and a penchant for stealth. They must kill another intelligent being for no other reason than pay.
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Many Harpers are bards, but by no means all. Ranger, rogue, sorcerer and wizard are common vocations for Harpers, as these classes tend to have versatility and mobility. All have some skill at manipulating others, a resistance to outside mental influences, acute abilities of perception, and a talent for solving problems.
Not all Harpers are members of the Harper scout prestige class, and rank within the organization does not depend upon a character’s level in this or any other class. However, most of the higher-ranked Harpers have at least one level in the Harper scout prestige class.
The highest-ranked Harpers are called the High Harpers, and they are responsible for most of the long-term planning for the organization. The High Harpers are voted into their position by a secret ballot among the other High Harpers, with the criteria being experience, exceptional service, and discretion in implementing the Harpers’ plans.
• Hit Die: d6
• Proficiencies: simple weapons, light armor
• Skill Points: 4 + Int modifier
Requirements
To qualify to become a Harper scout, a character must fulfill all of the following criteria:
• Feats: Alertness, Iron Will
Skills: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline 4 ranks
• Alignment: Any non-evil
Abilities
• Harper Knowledge: Like a bard, a Harper scout has a knack for
picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper scout has bard levels, the character’s Harper scout levels and bard levels stack for bardic knowledge.
• Favored Enemy: A Harper scout selects a favored enemy just as a ranger does. Upon reaching 4th level as a Harper scout, the bonus against the Harper scout’s first favored enemy increases to +2, and she gains a new favored enemy at +1.
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• Hit Die: d10
• Proficiencies: All simple and martial weapons, all types of armor
and shields
• Skill Points: 2 + Int Modifier
Requirements
To qualify as a blackguard, a character must fulfill all of the following criteria:
• Feats: Hide 5 ranks
• Skills: Cleave
• Alignment: Any evil
• Base Attack Bonus: +6
Abilities
• Smite Good: Beginning at 2nd level, the blackguard adds Charisma
modifier to attack roll vs. good.
• Dark Blessing: Beginning at 2nd level, the blackguard adds Charisma modifier to saving throws.
• Turn Undead: Beginning at 3rd level, the blackguard can make undead flee.
• Create Undead: Beginning at 3rd level, the blackguard can summon an undead ally.
• Summon Fiend: Beginning at 5th level, the blackguard can summon a fiendish ally.
• Sneak Attack: The blackguard gets a damage bonus that increases with experience: +1d6 at 4th level; +2d6 at 7th level; and +3d6 at 10th level.
• Spells: At 2nd level, the blackguard gains the ability to cast Bull’s Strength once per day. At 6th level, the blackguard gains the ability to cast Inflict Serious Wounds once per day. At 7th level, the blackguard gains the ability to cast Contagion once per day. At 8th level, the black­guard gains the ability to cast Inflict Critical Wounds once per day.
Harper Scout
Harpers are members of a secret society dedicated to hold­ing back evil, preserving knowledge, and maintaining the
balance between civilization and the wild. Harpers learn arcane spells and many skills to help them in their duties of espi­onage, stealth and reporting information.
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Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.
• Hit Dice: d8
• Proficiencies: simple weapons, light armor
• Skill Points: 6 + Int modifier
Requirements
To qualify as a shadowdancer, a character must fulfill all of the fol­lowing criteria:
• Skills: Move Silently 8 ranks, Hide 10 ranks, Tumble 5 ranks
• Feats: Dodge, Mobility
Abilities
• Hide in Plain Sight: The shadowdancer is able to use the Hide
skill even while being observed.
• Shadow Daze: Once per day, the shadowdancer may inflict an illusory daze upon a target. This daze lasts for five rounds.
• Summon Shadow: Once per day, the shadowdancer can summon a shadow. This shadow is extremely difficult to turn and becomes more powerful as the shadowdancer gains levels.
• Shadow Evade: Three times per day, the shadowdancer can call upon the shadows in the area to help conceal her. The shadow­dancer gains a concealment bonus, damage reduction and an AC bonus that improves with experience.
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• Deneir’s Eye: At 2nd level, the Harper scout gains a +2 holy bonus to saving throws against traps. This is a supernatural ability.
• Tymora’s Smile: At 3rd level, once per day, the Harper scout or a target receives a +2 saving throw bonus on all saving throws for 5 turns. This is a supernatural ability.
• Lliira’s Heart: At 4th level, the Harper scout gains a +2 holy bonus to saving throws against mind-affecting spells. This is a supernatural ability.
• Spells: These spells are cast as arcane spells, so they are subject to arcane spell failure if the Harper scout is wearing armor: At 2nd level, the Harper scout gains the ability to cast the spell Sleep once per day. At 3rd level, the Harper scout gains the ability to cast the spell Cat’s Grace once per day. At 4th level, the Harper scout gains the ability to cast Eagle’s Splendor once per day. At 5th level, the Harper scout gains the ability to cast the spell Invisibility once per day.
• Craft Harper Item: At 5th level, the Harper scout gains the abili­ty to create two types of potions. The Harper scout can create one potion per day, either a Cat’s Grace potion or Eagle’s Splendor. To create either potion, the Harper scout must spend 60 gold and 5 experience points. These potions allow a Harper scout to better support her agents and allies.
Shadowdancer
Operating in the border between light and darkness, shadow­dancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing
wonder when met.
Rogues, bards and monks make excellent shadowdancers, but fighters, barbarians, rangers and paladins also find that shadow­dancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil. They may use their incredible abilities as they wish.
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