A Note about the Toolset and DM Tools
Bioware is constantly updating the Neverwinter Nights Toolset
and DM Client with new features and abilities. To access the
most up-to-date information about these powerful tools, visit us
on the web at http://nwn.bioware.com.
Go to n w n . b i o w a r e . c o m / b u i l d e r s for information on the To o l s e t ,
including tutorials on a number of subjects, such as module cons t r uction, scripting, designing cre a t u r es, adding sounds, and more .
You’ll also find downloadable modules and tools, as well as user
f o r ums, where you can quickly get answers to any question about
how to design and build your own N e v e rwinter Nights a d v e n t u r e s .
For information about how to be a successful Dungeon Master
using the DM Client, visit nwn.bioware.com/dms.
4
INDEX OF CHARTS & TABLES
Camera Keyboard Commands ..........................20
Feats by Type...................................................210
5
INTRODUCTION
ongratulations on your purchase of Neverwinter Nights
Platinum!
C
N e v e r winter Nights Platinum re p resents the best of DUNGEONS &
DRAGONS®role-playing on the PC. I welcome you to a world
of epic heroes, horrific beasts, magic spells and ancient evils.
Tread the path of heroes as you transcend your humble beginnings as a humble adventurer. Enjoy the most complete D&D
adaptation ever done on computer.
The game you now hold is the end product of an incredible
journey in game development. Over a period of seven years, the
entire Neverwinter Nights gameplay experience was first realized
and then radically enhanced to the form you see today. From an
early vision, this game promised to be something more, something greater than the sum of the component sections. A singleplayer game, a multiplayer game, a dungeon master client, and a
toolset all combined to make a truly amazing experience. Few
people have a chance to work on an enduring concept, and I
feel honored to have worked with many of the best people in
the computer games industry on a game which has stood tall
since release and is positioned to leave a lasting impression on
computer gaming.
I charge you to go the official Neverwinter Nights Community site
at nwn.BioWare.com (www.bioware.com) and try the excellent
user-created content available or enjoy our new premium download service. I challenge you to develop your own content or
contribute in one of the many community content creation
groups online. I advise you to partake in an interactive adventure with a live Dungeon Master and see the full potential of
our game.
I wish you well in your explorations,
Trent T. Oster
Project Director / Producer
BioWare Corp.
Getting Started
The ReadMe File
The Neverwinter Nights Platinum 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 N e v e r winter Nights d i r e c-
t o ry found on your hard drive (usually C:\Neverw i n t e r N i g h t s \
P l a t i n u m \ d o c s \ P LTReadme.txt). You can also view the ReadMe
file by first clicking on the Start button on your Wi n d o w s
t a s k b a r, then on Programs, then on N e v e rwinter Nights, then on
the PTLReadme.txt file.
System Requirements
Operating System:Windows®98/Me/2000/XP
Processor: Pentium®III 800 MHz ( P e n t i u m®4 1.3
GHz or higher re c o m m e n d e d )
Memory:128 MB RAM (256 MB re c o m m e n d e d) 256
MB RAM for Windows®XP (512 MB
RAM recommended for Windows®XP)
Hard Disk Space:4.1 GB Free
CD-ROM Drive:8X Speed
Video:32 MB video card with Hard w a re T&L
S u p p o rt * (64 MB video card with
H a rd w a re T&L Support* re c o m m e n d e d)
Sound: Windows®98/Me/2000/XP-compatible
sound card*
Multiplayer:Local area network with TCP/IP protocol
and established Internet connection
(56 Kbps modem or faster required)
D i re c t X®:D i re c t X®version 9.0b (included) or higher
*Indicates device should be compatible with Dire c t X®version 9.0b or higher
®
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7
Setup and Installation
1. S t a r t Wi n d o w s®9 8 / M e / 2 0 0 0 / X P. Exit all other applications.
2. Insert the Neverwinter Nights Platinum Edition Play/Install disc
into your CD or DVD drive.
3. 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 or DVD drive
is assigned to a letter other than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to finish
installing Neverwinter Nights Platinum Edition.
5. After installing the game you will be offered the choice to
view the ReadMe and play the game.
Note: You must insert the Neverwinter Nights Platinum Edition
Play/Install disc into your CD or DVD drive in order to play.
Installation of DirectX
The Neverwinter Nights Platinum Edition CD-ROM requires
DirectX®9.0b or higher in order to run. If you do not have
DirectX®9.0b or higher installed, click “Yes” to accept the
DirectX®9.0b License Agreement. This will then launch the
DirectX®9.0b Install.
®
Configuration
The N e v e r winter Nights Configuration Utility, nwconfig, is auto-
matically run the first time you play N e v e r winter Nights. It is also
available from the game launcher by clicking on Configure. The
N e v e r winter Nights Configuration Utility will determine your syst e m ’s current hard w a re and 3D software settings and re c o m m e n d
the optimal configuration for running the game, which you can
modify to meet the specific hard w a r e on your system. This information can also be used to generate a re p o r t that can be re t u rn e d
to BioWa re to help with any technical support issues.
The first time the utility runs, it will automatically check that
the system meets the minimum requirements to play NeverwinterNights. You can perform this check again at any time by pressing the Detect button on the Detection page.
On the Display page, you may configure the game to use either
OpenGL or DirectX, the resolution at which to play the game
and which texture pack to use. You may also manage the list of
currently installed texture packs from the Display page. You
will be required to test any modifications that you make to the
Display settings before you are allowed to save those changes.
The Reports page allows you to generate two reports. The first
is a summary of the hardware and 3D software detected on
your system. The other is a report that includes other information about the game, which you can send to BioWare to help
resolve any technical problems.
Quick Start
New Game
Click on New Game on the Main Menu to start playing.
First, choose the adventure you want to play. Select “Neverwinter
Nights” to play the original Neverwinter Nights game. To play the
Hordes of the Underdark adventure, select “Hordes of the Underdark.”
To play the Shadows of Undrentide adventure, select
“Shadows of Undrentide.”
The next step is to create a character or choose a pre-existing
character. If you are anxious to start playing, click on “Play a
Ready-Made Character.” If you wish to have complete control
over the generation process, click on “New Character” (see
Character Creation on page 31).
Saving and Loading
To save a game while playing, open the Options Menu by pressing the Escape key, or clicking on the Options button. Click on
“Save Game” and choose a save slot, then type in a name.
You can Quicksave while playing by pressing the G key. This
will automatically save your progress under the name
“Quicksave.”
To load a game, open the Options Menu and click on “Load
Game,” or choose “Load Game” from the Main Menu. Select a
saved game from the list and click on OK to load it.
8
9
You can also click and hold the right mouse button and navigate
the Radial Menu by moving the mouse. You can also control the
Radial Menu with the numeric keypad: Each number key corresponds to a location in the Radial Menu (i.e. 8 is to the top, 2 is
down, 7 is to the top left).
Main Gameplay Screen
The main screen has nine distinct sections, which give you valuable information about the game and offer you control over
your character and the game.
1: The Character Portrait
This is the portrait you chose for your character, and is what
other players see when they examine your character in the
game. Beside the portrait is a narrow red bar that shows your
character’s current health. If the health bar turns green it indicates your character is poisoned. If the bar turns brown, your
character is diseased.
11
You can save a character at any time by opening the Options
Menu and clicking on Save Character. This creates a snapshot
of the character and his or her current equipment that you can
load and use in other adventures.
In-Game Screens
I
n Neverwinter Nights your character is always in the center of
the screen. You interact with the world using the mouse to
move a cursor around the screen, and the left and right mouse
buttons to execute actions. When you move the mouse over an
object or creature, the mouse icon changes to an action icon
indicating the default action for that object. To perform the
default action, click the left mouse button. To perform another
action, right-click on the target to bring up the Radial Menu.
Left-click on the screen to move your character around the
game world. Attack a hostile creature by moving your cursor
over the creature; the icon will change to the combat icon. Leftclick to begin your attack.
Radial Menu
The Radial Menu is your primary tool for
interacting with the world of NeverwinterNights. Bring up the Radial Menu by moving the mouse over the object you wish to
interact with, and then press the right
mouse button. A Radial Menu will pop up
with the object in the center.
The Radial Menu contains a ring of possible actions that you
can perform on the object, from casting a spell to attacking the
target, as seen in the picture above. Left-click to perform the
selected action. Some actions may have a small arrow beside
them as seen above in the picture, indicating another level of
actions, which you can access by left-clicking. A small ring is
visible around the action with an arrow beside it. The ring is
actually a preview of the next level of the menu, allowing you to
see at a glance what the next level will hold.
10
1
2
3
7
5
8
5
4
9
other members of your party. A “/T <playername>” (tell) or
“/W <playername>” (whisper) sends a private message to the
player you have specified with <playername>.
6: The Quickbar
The Quickbar provides quick and easy access to common game
actions. Each “cell” in the bar corresponds to a function key on
the keyboard. When you press the associated key, the command
placed in the cell is executed. You can drag items from your
inventory to the Quickbar and hit the key or click the cell to
use or equip the item, depending on what it is. You can place
spells into the Quickbar by dragging the icons from your prepared spells or by right-clicking on the Quickbar to open the
Radial Menu and select the spell.
7: The Compass
The compass is a simple directional pointer. The “N” in the
compass always points north, so if you walk your character in
the same direction the “N” indicator is pointing, you will be
moving directly north.
8: The Action Queue
The Action Queue shows the actions your character is currently
performing and any actions you have set up to be performed. In
the heat of combat you may find yourself issuing commands
faster than your character can execute them. These commands
are added to the Action Queue and they will be performed in
order. If you desire to remove an action from the queue, you
may right-click the action.
9: The Status Bar
The Status Bar shows any special effects currently active on
your character. Beneficial spells and effects, such as ability
bonuses, and negative effects, such as poisons and diseases,
appear in the Status Bar. Hold the mouse over any of the icons
to get a text description of the effect. When an icon in the
Status Bar blinks, it signals the effect is about to expire.
13
2: The Options Box
Here you can click buttons to bring up the various screens needed to manipulate your character, such as the in-game map, the
Inventory screen, the Journal, the Character Sheet, the Options
Menu, Spellbook and the player versus player Options panel.
3: The Party Bar
This is where other members of your party appear. You can add
other players to your party through the “Socialize” Radial
Menu option. Under the “Socialize” menu you can invite another player to join your party by selecting the “Invite” Radial
Menu option. The invited player can then go under the
“Socialize” option and select “Join Party.” If you summon a
creature, the creature is added in to your party bar while it is
present. You can use the party bar to get quick information on
your party members or to perform actions on them by right
clicking and bringing up a radial menu. The small bar on the
left side of the portrait shows the current health of the character. In the top slot on the right side there is an arrow icon. The
arrow points the direction that character is from your character.
An icon showing the current action the character is undertaking, whether it is combat, spell casting or resting. A skull will
appear if the character is dead.
4: The Chat Window
The Chat window displays messages from other players. You
can drag the Chat window up for a longer window by dragging
the black tab at the top . You can also right-click on the tab to
set the various filters for chat messages in each window. To filter a window for only combat messages, open the Radial Menu
on the Chat window tab and toggle all the other chat displays
off. For a quick reply to someone who has just chatted with
you, click the portrait of the speaker.
5: The Chat Entry Bar
This is where you type chat messages. Hit the Enter key or
click in the bar type a chat message. You can use various slash
commands to control the type of message you are sending. An
“/S” (shout) before your text sends the message as a shout
which goes out area wide. A “/P” sends your message to the
12
Inventory Panel
The Inventory panel displays all of your
character’s equipment. The area at the
top of the screen shows those items that
are currently equipped, and the grid at
the bottom of the screen displays your
character’s total inventory.
Select an item by left-clicking on it, or
click and hold the left mouse button to
drag the item between inventory slots.
On the lower-right side of the inventory are a number of small
tabs that allow you to access all the panes of your inventory.
The weight your character is carrying is displayed above the
maximum weight he can carry along the bottom of the panel. If
your character exceeds this maximum weight, he or she will be
encumbered and will not be able to run.
Your current gold and your current item points are displayed on
the right side. Each magic item has an item point value, which is
added to your item point total when you have the item equipped
or in your inventory. When you reach your maximum item
point total, you cannot pick up any more magic items. Your
character’s maximum item points rise each time he gains a level.
Equipping Items
To equip an item, drag it over an appropriate equip slot and
drop it. You can also equip items using the Radial Menu. Rightclick the item and select the Radial Menu “Equip” option to
assign the item to a default equip slot.
Spells Panel
The Spells panel is composed of two panels: Spellbook and Spell Preparation.
Wizards, clerics, druids, paladins and
rangers are required to prepare their
spells before casting them, while bards
and sorcerers are not.
15
Character Sheet
The Character Sheet panel shows all of the
vital statistics and abilities of your character. You can open the Character Sheet
panel by right-clicking on your character
portrait or clicking on the Character Sheet
icon in the Options panel.
Along the top of the Character Sheet panel
are tabs for accessing other information
about your character.
Skills Panel
The Skills panel displays all your character’s skills and his modifier in each. The
skill modifier that is listed here equals
total ranks in the skill plus ability score
modifiers. Select any skill to get more
information about it, including its key
ability and what it costs to upgrade.
Feats Panel
The Feats panel displays all of your character’s feats, as well as racial and class
abilities.
14
Map Panel
The Map panel displays a top-down map of
your current area. The map expands as you
explore, allowing you to see new areas and
track where you have been. The small icons
on the map are map pins. Each map pin has
a label associated with the pin, which
appears at the top of the map window.
You can place your own map pins by clicking in the pin box on
the top-left and then clicking on the map where you wish to
place the pin. Once the pin is placed, a dialogue window pops up
and you can enter the text you wish to associate with that pin.
Journal Panel
The Journal panel displays the status of the
adventure and the status of the various
quests you have undertaken. The tabs at
the top of the screen toggle between three
specific journals.
The first tab on the left displays your character’s personal journal. The personal journal tracks information about quests you
have accepted and characters you have spoken with. The personal journal is very important: be sure to
read it often to check your progress on quests.
The next tab displays your completed quests. Any quests from
your personal journal that are completed will be automatically
moved to this tab.
The third tab is empty; this is provided for you to jot down
notes and impressions during the game.
17
To prepare a spell, first select the spellcasting class and spell
level from within the Spellbook screen. A tree of all available
spells is shown below the selected level. If your character has
any metamagic feats (see Feats on page 102) he can enhance
prepared spells by selecting the small arrow icon on the left.
This icon opens to display those spells that can be enhanced.
Get information on any spell by clicking the Inspect button to
the right of the spell name.
Once you have selected the spell you
wish to prepare, either click on the
small arrow on the right or drag the
spell icon to move it to a prepared slot.
Multiclass spellcasters may need to repeat this process for each
of their spellcasting classes. When all slots are filled, select
“Rest” from the Radial Menu. Once your character has rested,
he is ready to cast his prepared spells.
Conversation Panel
The Conversation panel is your primary
tool for interacting with other characters
in Neverwinter Nights. A portrait of the
character you are speaking with is displayed in the top left of the window, and this character’s dialogue is displayed to the right of the portrait.
Underneath the portrait are your character’s response options.
The first response shown has a red comment, indicating a skill
or special ability that this conversation option allows. In this
case, the player character’s Intelligence score has given him
some insight into the NPC’s dialogue. The player could leftclick this response to cause his character to reply with the line,
or choose any other. Intelligence and Charisma are the two
main abilities that grant special conversation options, but in a
few cases a high Strength can aid in threatening a reluctant
informer or a high Wisdom can open a new conversation path.
You can stop a conversation at any time by pressing the Escape
key, walking away, or by performing a hostile action.
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The Save Character button allows you to save your character out of
your current game, so you can use the character in another adventure. If you advance your character outside of your existing save
game, the next time you load the game you will be asked if you
wish to update your character. If you answer Yes, your most-recent
version of the character is brought into your previous save game.
Video Options contains the settings that apply to your video display.
You can set texture detail, screen resolution and various graphical options. As a rule of thumb, the more features you disable
the faster the game will run. If the game is running poorly on
your computer, try disabling features until performance improves.
Sound Options allows you to customize the game sound and to
enable or disable various sound options.
Controls allows you to change your camera mode and cycle
through various control options. You can, for example, enable
driving mode and control your character with the keyboard.
Change Key Settings allows you to customize the Neverwinter
Nights hotkeys. At the top of the key-mapping panel are tabs for
the various headings of hotkeys. To change a key, click the control you wish to change and press the key you want to map to
that control. You cannot map the same key to multiple controls,
so be aware of what keys you have already mapped.
Game Options allows you to tweak the game difficulty and change
other gameplay options. We recommend most people play the
game on the default settings, since the game is evenly balanced at
these settings. If you are an experienced Dungeons & Dragons player,
you might consider selecting the “Hardcore D&D” option, which
implements some of the more complex aspects of the rules system.
•Hit Points: At Normal difficulty or easier these are granted
via the following procedure. The character gains maximum
Hit Points from levels 1-3. For levels 4 and above they will
roll their hit-points but will only accept a minimum roll of
1/2 of their possible Hit Points, rounded up. For example, a
wizard who normally rolls d4 for Hit Points will get at least
3 Hit Points every level.
19
Stores Panel
Buying items
from a store
is very similar to using a
container.
The store
appears on
the left side
and your
inventory is on the right. To buy an item, drag it to your inventory. A dialogue box will pop up asking you if you wish to purchase the item. If you agree and you have enough money, the
exchange is made and the item is placed in your inventory.
Barter Panel
The Barter panel functions in a manner similar to the container
panel. On the left side are the other player’s offered items and
the right side holds any items you wish to offer for trade. When
you are happy with the items on both sides, click on the Offer
button. When an offer is made, the other player has two choices: he can accept the offer or refuse — either by changing the
items in his slots, or clicking on the Cancel button. This system
requires that both players agree to a trade before it can happen.
Options Panel
Neverwinter Nights has a large number
of options available for customizing the
game to suit your play style. To change
any option in the game open the Options
panel by pressing the Escape key or the
“O” key or by clicking on the options
icon on the main in-game screen.
To load a game, click on the Load button and then pick the game you wish to load. To save a game,
click on the Save button and then select the game slot you wish
to save in and type in a name for the game.
18
Common Interactions
S
ome common interactions within the world include:
Creatures
Hostile creatures turn red when you mouse over them, and the
mouse cursor will change to the Attack icon. You can gauge the
difficulty of a creature by examining it. Right-click to bring up the
Radial Menu and select the “Examine” option in the top center.
Non-hostile creatures appear blue (or green, if they are in your
party) when you mouse over them, and the mouse cursor
changes to the talk cursor.
Items
Right-click to open the Radial Menu and select the “Examine”
option to get more information about an item. If an item is
unidentified it may be magic; use the Lore skill or the Identify
spell to identify magic items (or bring it to a shopkeeper, who
can identify the item for a price).
Items and weapons can be equipped directly from the ground
using the Radial Menu. Items and weapons can also be assigned
to the Quickbar, where they will be used normally if selected.
Right-click on a Quickbar item with multiple uses and select
“Assign Special Use” to define the default use of the item.
Some items (such as gems and arrows) can be stacked. To stack
items, just drag ‘like’ items onto each other. Different item types
have various maximum stack sizes. Also, you can separate
stacks by right-clicking on the item to open the Radial Menu.
Select the “Split” option and then type in how many items you
want in the second stack.
21
New Camera Control
The default camera view has now been changed to allow you to
drop it down much lower. In addition, the camera range has
been expanded. You can zoom the camera in to a few feet from
the character or zoom out to provide a larger view of the environment. In addition, the pitch of the camera now ranges from a
minus 180-degree to a minus 1-degree angle to give the perspective from the character’s eyes. Controls are outlined below:
Camera Views
Normal: Camera fixed in position.
Chase View: Camera locked looking over the character’s shoul-
der from behind.
•Press * [asterisk] on the number pad to toggle between
camera views.
Mouse Wheel
•Press and hold mouse wheel to change the camera angle
•Move mouse wheel forward to zoom in
•Move mouse wheel back to zoom out
Camera Keyboard Commands
Normal camera view
KeyAction
InsertCamera up full (overhead view)
DeleteCamera down full (view toward the
horizon)
Page Down (press and hold)Reset to default view
HomeZoom camera in full
EndZoom camera out full
Page Up/DownMove camera up/down
Chase view
KeyAction
Insert Camera up full (overhead view)
Delete Camera down full (view toward the
horizon)
Page Down (press and hold)Reset to default view
Page Up/DownMove camera up/down
20
options including disarming the trap and recovering the trap. It
is more difficult to recover a trap than to disarm it, but you can
use a recovered trap later against enemies.
Time and Resting
Rounds and Turns
A round in game time is approximately six seconds in length.
A turn is ten rounds or 60 seconds.
Game Time and Real Time
Every two minutes of real time is equal to an hour of Neverwinter
Nights game time. That means that 48 minutes of real time isequal to a 24-hour Neverwinter Nights game day.
Resting
Some spells and effects have durations equal to one day (one
game day). These effects disappear after 48 minutes of real time
OR after the character rests.
Resting takes only 30 seconds of real time, but has all the game
effects of a full 24 hours of rest. Spells are prepared, effects disappear, items with charges per day are recharged, and so on.
Keyboard Commands
N
everwinter Nights contains a number of hotkeys that let you
perform actions using the keyboard. The table below lists
common keyboard commands. To see all key commands, and
customize any command, go to the Change Key Settings option
in the Options panel.
Keyboard Commands
ActionKey
Rotate camera leftLeft arrow
Rotate camera rightRight arrow
Zoom inUp arrow
Zoom outDown arrow
Zoom in fullHome
Zoom out fullEnd
Pitch camera upPage Up
Pitch camera downPage Down
Camera up fullInsert
23
Containers
Containers are handled in much the same
way as ordinary inventory. The bottom of
the panel contains inventory, and the top
represents the contents of the container.
You can drag items back and forth, or use the Radial Menu to
pick them up.
Open containers by left-clicking them, or select the “Use”
option from the Radial Menu. Locked containers can be picked,
bashed open, or opened with a spell. Select “Lockpick” and
“Bash” from the Radial Menu on a container, or cast a spell,
such as Knock, on the container.
You can activate levers and other special-use devices by left-clicking them, or by selecting the “Use” option from the Radial Menu.
Doors
If you have the right key, you can unlock a door. Otherwise,
you can pick, bash open, or open most doors with a spell. If you
have the key, left-click on the door or select “Use” from the
Radial Menu. Select “Lockpick” and “Bash” from the Radial
Menu on any locked door. Cast the Knock spell on a lock door
to try and open it without damaging the door.
You can lock some doors by selecting “Lock” from the Radial
Menu. If the “Lock” radial option does not appear, the door
cannot be locked.
Disarming Traps
Traps must be found before they can be disarmed. To search for
traps, select “Active Search” from the “Use Skill” selection in
the Radial Menu. In Active Search mode, your character moves
at a walk and makes Search rolls with his full skill modifier.
When not in Active Search mode, Search checks to detect traps
are made at half your character’s skill modifier.
When a trap is detected, an area on the ground turns red—this
area is the active trap. You can mouse over a detected trap and
right-click to bring up the Radial Menu, which will display
22
and enter in your desired player name and password. You will
also be prompted for an email address. Although you are not
required to enter an email address, if you do not enter one, you
will be unable to recover your password if it is lost.
Hosting a Game Server
If you are hosting the game server, you will have full control
over who is allowed to play in your game. You will be able to
moderate the game by booting (removing from the game) or
banning (permanently removing) players. You can host a game
by choosing multiplayer on the main menu and then either
starting a new game or loading an existing game. This will
launch a game server with the module or save game of your
choice and other players will be able to play on your server for
as long as you are also in the game.
When starting a new game there are a large number of options
available to you if you want to customize the environment your
players will be adventuring in. Some simple options are how
many players you wish to allow in to the game and whether you
wish to password protect your game or not. If you put in a player password, no players will be able to join unless they know
the password. If a DM password is entered, then only players
with this password can connect to the game server with the DM
client. The next important option is the Player versus Player
(PvP) settings. These settings are described below in the
Player vs. Player section.
Joining a Multiplayer Game
If you just wish to play in a game, you click Multiplayer at the
Main Menu and then choose the Join option. A listing of games
will appear in a Game Browser window. If you are playing
without an Internet connection, the game may pause at this
screen for a moment. You can click the LAN tab at the top of
the panel to scan your local network for games instead of scanning the Internet matching service. If you have an Internet connection, you will see a listing of the games currently available.
You can sort the games using the filters at the top of the matching page by clicking the filter name. You can also click the
To play Neverwinter Nights multiplayer you will need a connection to other computers via an Internet connection or a LAN
(Local Area Network) connection. You can either host a game
server to allow other players to join you in your adventures or
you can connect to an existing game hosted by someone else.
The first time that you play online, you will be prompted to create a player profile. The player profile allows Neverwinter Nights
to differentiate between players and allows you to access special
areas in the Neverwinter Nights community site (www.neverwinternights.com). If you have already created a player profile,
either in the game or on the Neverwinter Nights community site,
enter your player name and password to continue. If you
haven’t yet created a profile, click on the Create Profile button
24
regular group, since the players cannot alter their characters
while offline.
The server itself can be set to accept either local or server characters. When you connect to a server, you will be informed as to
what type of characters it allows. If you are connecting to a
server that allows server characters only, you can create a new
character on that server by pressing the New Character button
on the Character List page.
Moving Characters between Games
In Neverwinter Nights there is no difference between single-player
and multiplayer characters. At any time, you can save a character from a game, play with that character online and then continue playing with that character in a single-player game.
To save a character from a game, open the Options panel and
click on the Save Character button. This creates a local character that is a duplicate of the character in the game. Now if you
go back to the Main Menu and join a multiplayer game, you’ll
be able to choose this character. The character is automatically
saved when you complete a multiplayer adventure.
If you load the original saved game from which you saved the
character, you will continue to play where you left off with the
character that is stored in the save game. If you wish to use a
different character, go to the Load Game screen, select the
saved game that you desire and click on the Import Character
button instead of the Load button. You will then see the Pick
Character screen. Pick any local character and click on Play.
The saved game will be loaded with the new character. Anytime
you save after this point will store the new character with the
saved game.
Forming a Party
To form a party in a multiplayer game you must invite a player
to join you, and that player must agree to join. You can invite
someone to join your party using the “Socialize” Radial Menu
option. Right-click on the player you wish to invite and select
“Socialize,” then click on “Invite” and the other player will
27
Gameplay Types toggle on the bottom-left to display games of a
certain type. When you find a game you want to join, click it
and then click on the Connect button. At the top of the screen,
you will also see the History tab. The History tab tracks the last
game sessions you were playing and where those sessions are
located. If you wish to re-join a game you were playing, click
the History tab, select the game you wish to play and click the
Connect button.
Picking a Character
Once you have
joined a game you
will be presented
with the Choose
Character page. On
the left you will see
a list of available
characters. Pick a
character and click
on the Play button to start playing. Sometimes some of the characters will be disabled. This means that these characters are not
allowed to play on the current server, possibly because of module
restrictions (level or class restrictions, for example), or because
the server may only accept server characters.
Local and Server Characters
There are two types of characters in Neverwinter Nights, local
characters and server characters. A local character is a character that is stored on your own computer. You can use a local
character to play on many different game servers, in a singleplayer game or in a multiplayer game that you are hosting. You
can think of this as taking your character home with you when
you finish playing.
A server character is a character that is only stored on the game
server that you are joining. You will only have access to this
character while you are connected to that server. Think of this as
leaving your character with the person who is hosting the game.
This is the recommended system for people who are playing as a
26
The following table describes the effects of your attitude and
PvP setting.
PVP Attitude
RelationshipNo PvPParty ProtectedFull PvP
In PartyFriendlyFriendlyNeutral
LikesFriendlyNeutralNeutral
DislikesFriendlyHostileHostile
If you are friendly toward another player, you cannot harm
them, pick their pockets or perform any hostile action against
them. Any hostile spells will not affect them and you will not
perform attacks of opportunities against them. Your associates
(animal companions, familiars, summoned creatures and henchmen) will not attack the other player.
If you are neutral toward another player, you can perform overt
hostile actions and hostile spells will damage them. Your associates will still not attack the other players and you will not perform any attacks of opportunity.
If you are hostile toward another player, you can perform any
hostile action, you will receive attacks of opportunity and your
associates will attack the other player.
The legend at the bottom of
the Player Reactions panel
contains a full list of the
consequences of your hostility state.
If you are hosting the game
server, you will also have a
Boot and a Ban button. By
selecting a player and
pressing the Boot button,
that player will be disconnected from your server. That player
may reconnect at a later time. If you ban a player, that player’s
player profile will be added your server’s Ban List and they will
be prevented from connecting to your server.
29
receive a message advising them you have issued an invitation
to form a party.
You can disband a party by moving to the same location in the
Radial Menu after your party is formed and clicking on “Disband.”
Player Versus Player
There are three levels of player versus player (PvP): No PvP,
Party PvP, and Full PvP. If you choose No PvP, players cannot
damage one another. The Party PvP setting allows you to damage other players unless they are in your party, in which case
you cannot damage them at all. Full PvP settings lets you damage any other player unless the area you are in is locked against
PvP. This means that area-effect spells will harm other players if
they are within the casting range, so if you play Full PvP watch
where you target your area-effect spells.
The PvP setting on the server options panel dictates the maximum level of PvP conflict allowed in the module. This means
that if the server PvP is set to Full PvP, there still may be Party
PvP or No PvP areas in the module, but if the server is set to
No PvP, all areas in the module will be set to No PvP.
Liking or Disliking Other Players
By clicking on the Player Reactions button you can bring up
the Player Reactions panel, which describes the PvP setting of
the current area and has information about your attitude toward
other players in the world. Your attitude towards another player
will be either like or dislike. To change your attitude toward a
player, simply click on their name. Be warned, when you
change your attitude towards a player, they are informed of
your new status. You can see what the other player’s reaction to
you is by looking at their entry in the reaction column.
So what does all of this liking and disliking do? It sets the attitude of your associates and limits what types of hostile actions
that you can perform on the other player. Depending on what
the PvP setting is for the area that you are currently in, your
attitude will determine whether you are friendly, neutral or hostile to that player.
28
PLAYER’S HANDBOOK
N
everwinter Nights is based on the 3rd Edition of the Dungeons
& Dragons roleplaying game and allows you to create and
play a character of epic proportions. You can travel through fantastic and compelling worlds, participate in stories heroic and
humble, and it is entirely up to you whether your characters
behave as you might, or act as different from you as night to day.
You will meet other adventurers online as well, players from
around the globe that you can learn from, battle alongside, or
perhaps fight against. In time, your characters may also become
teachers, great warriors, or the target of opposition. You can
adopt whatever style of play you wish, becoming an obvious
force that shapes the land, or remaining behind the scenes.
The Dungeons & Dragons rules set has been carefully designed to
facilitate your travels, and Neverwinter Nights takes full advantage
of that flexibility. The convenience of a computer roleplaying
game means that the majority of rules and functions are handled
behind the scenes, leaving you free to enjoy your adventures
without worrying about rules.
Character Creation
Before you can play Neverwinter Nights, you first have to decide
what type of character you want to play. There is a great deal
of room for customization, so this may seem a little intimidating
at first. It is best to remember that there are no good or bad
characters and different people appreciate different aspects of
the game. You can create any number of characters, so feel free
to experiment.
One way to navigate the character creation process is to start
with a character concept. Many roleplayers enjoy mimicking figures from history, myth or popular culture. Those who enjoy a
challenge sometimes construct a flawed character, perhaps one
who is sickly or a bit of a buffoon. Perhaps they might take a
classical stereotype and play it in a new and refreshing manner,
like a dwarven barbarian who is scholarly or prefers a sling to an
31
Monster Difficulty Categories
Challenge rating. The higher this number, the more powerful
the enemy. Commonly four characters of a certain level are able
to defeat one creature with a CR equal to the average level of
the characters with a moderate amount of difficulty.
guaranteed, without drawing upon
potions and other
magical aids.
Same level asChallengingYellowYou can defeat
character ora couple of these
one lessbefore resting.
-2, -3 levelsModerateBlueYou’ll take a few
wounds.
-4, -5 levelEasyGreenWorth little XP
but won’t hurt
you much.
-6 and less levelsEffortlessWhiteNot worth
your time.
30
33
axe. Regardless of where the inspiration comes from, once you
have a concept the process of character creation is much easier.
Neverwinter Nights has a very flexible system for character modification, so don’t worry much about the decisions you make early
on. For example, you might create a gnome barbarian to prove
to other players that gnomes make the best warriors, but after
awhile realize that you are spending more time glorifying him
with tales and poems than actually fighting. At that point he
could become a bard, a class better suited to that style of play.
He would still have his barbarian roots but could freely advance
as a bard thereafter. Remember, much of the fun of Dungeons &Dragons is in watching your character grow and change.
Creating a character is exciting, but it can be a daunting
process. If you are ever unsure of how to proceed past a screen,
or if you aren’t sure how to make the best decision, press the
Recommended button and the program will make a good choice
for you. You can also return to the beginning of the process and
select a “Package,” which is a set of feats and skills chosen
around a particular theme.
Select the character that most closely matches your preferences
and click on the “Customize” button. You will be able to change
the appearance, portrait, soundset and gender of the character.
Note: You can also customize any other existing character you
might have, instead of using the pregenerated ones that come
with the game.
Gender
The first step in creating your character is to choose a gender.
Select either male or female, and click on OK to continue.
Race
There are many races in Neverwinter Nights, each with its own
strengths and weaknesses. See Race on page 39 for more information. Choose a race and click on OK to continue.
Portrait
Select a portrait for your character and then click on OK.
32
Class
A class is the profession or vocation of your character. It determines what he or she is able to do, including combat training,
magical ability and skills. In selecting the right class for a character, keep in mind your core concept for that character. The eleven
basic selections can approximate most any character concept and
often you will have several options available. For example, both
rangers and fighters make excellent archer characters, and paladins and clerics are both excellent at hunting down undead
monsters. For class-specific information, see Class, starting on
page 43, and the class-related tables on pages 187-206.
Alignment
Alignment reflects how your character relates to the concepts of
good and evil, law and chaos. It can affect how certain NPCs
react within the game and will occasionally determine whether an
item can be used or not (some items have alignments of their own
and will not allow a conflict with their user). The main purpose
of alignment, however, is to act as a guideline for consistent roleplaying, though it is not set in stone. The alignment of a character
can change to match the style in which they are played, if deviation is consistent and serious. All of the nine alignments listed are
viable choices for adventurers, though the “evil” variants are
more often the domain of villains and monsters.
Alignment Grid
100
Chaotic GoodNeutral GoodLawful Good
70
Chaotic Neutral Neutral Neutral Lawful Neutral
30
Chaotic EvilNeutral EvilLawful Evil
0
10070300
Good/Evil Axis
Law/Chaos Axis
Wisdom: Wisdom describes a character’s willpower, common
sense, perception and intuition, whereas Intelligence represents
the ability to analyze information. An “absent-minded professor” has low Wisdom and high Intelligence. A simpleton with
low Intelligence might nevertheless have great insight (high
Wisdom). Wisdom is important for clerics and druids, as it
affects the strength and number of their spells. Wisdom is also
significant for paladins and rangers.
Charisma: Charisma measures force of personality, persuasiveness, ability to lead and physical attractiveness. It represents
actual personal strength, not merely how one is perceived by
others in a social setting. Charisma is most important for paladins, sorcerers and bards. It is also important for clerics, as it
affects their ability to turn undead.
Recommended Statistics
Generally, a character should have at least ten points in any
given statistic, as this will prevent that character from receiving
any penalties. This is not mandatory however, and the most
interesting characters are sometimes the most flawed.
Every character should have a high ability score in at least one
of his core class abilities. For example, a paladin should have a
Charisma of 12 or higher to gain the most benefit from his class
abilities, and a wizard should have a high Intelligence if he
wants to cast high-level spells. Certain classes may have multiple core abilities—for example both Charisma and Dexterity are
important to bards. In this case, the player must decide whether
to split his focus between these abilities or concentrate on one to
the detriment of the other.
35
Ability Scores
The basic characteristics that define your character are divided
among six ability scores. Each of these represents a particular
aspect of your character, and skills that draw from these traits
are modified depending on your score in them. Certain classes
also favor certain abilities over others, and derive much of their
effectiveness from a high score in these areas.
Strength: Strength measures muscle and physical power. This
ability is especially important for fighters, barbarians, paladins,
rangers and monks, because it helps them prevail in combat.
Dexterity: Dexterity measures agility, reflexes and balance.
This ability is most important for rogues, but also for characters
who typically wear light or medium armor (barbarians and
rangers) or none at all (monks, wizards and sorcerers), or for
any character who wants to be a skilled archer.
Constitution: Constitution represents health and stamina. High
Constitution increases the number of Hit Points a character has
(affecting how much damage the character can take), which
makes it important for all classes, but especially fighters. If
Constitution ever increases, a character’s Hit Points increase
retroactively. Spellcasters need a strong Constitution to keep
their spells from being interrupted during combat.
Intelligence: Intelligence determines how well your character
learns and reasons. Intelligence is important for wizards
because it affects how many spells they can cast, how hard their
spells are to resist and the power of these spells. Intelligence is
also important for any character who wants to have a strong
assortment of skills, however increasing your Intelligence will
not grant bonus skill points retroactively.
Note: Sorcerers do not use Intelligence for casting spells — they
use Charisma instead. Warning: An Intelligence score lower than
9 means that your character is unable to speak properly.
34
Point Buy System
Neverwinter Nights determines ability scores with a system based
on points rather than random dice rolls. A player starts with an
ability score of 8 in each of his six abilities, and then draws from
a pool of 30 points to raise these abilities.
As an ability score is raised to exceptional levels, it becomes
more expensive to raise further, as per the following chart:
Raising an ability score from 8 to 16 costs 10 points, so be careful not to neglect the rest of your character’s abilities while making one or two exceptional.
Packages are for players who wish to jump in and play the
game without going through the customization required to build
a character from scratch. A package automatically selects skills,
feats and spells tailored for a character of the class and race you
have chosen, and assigns basic equipment so that you can begin
playing immediately. Each class has a default package, which is
automatically selected when you click on the Recommended
button.
3736
Each ability score has a modifier, from -5 to +15 and even higher. Most player characters have ability modifiers between –1
and +4, but some extraordinary characters begin the game with
modifiers as high as +5 or as low as –2.
Ability Scores
ScoreModifier—Bonus Spells (by Spell Level)—
0123456789
1-5—Can’t cast spells tied to this ability—
2–3-4—Can’t cast spells tied to this ability—
4–5-3—Can’t cast spells tied to this ability—
6–7-2—Can’t cast spells tied to this ability—
8–9-1—Can’t cast spells tied to this ability—
10–110— —————————
12–13+1— 1————————
14–15+2— 11———————
16–17+3— 1 1 1 ——————
18–19+4— 1111—————
20–21+5— 21111————
22–23+6— 221111———
24–25+7— 2221111——
26–27+8— 22221111—
28–29+9— 322221111
30–31+10— 332222111
32–33+11— 333222211
34–35+12— 333322221
36–37+13— 433332222
38–39+14— 443333222
40–41+15— 444333322
Race
Human
Humans are the most adaptable of the common races. Short
generations and a penchant for migration and conquest have
made them very physically diverse as well. Skin shades range
nearly black to very pale, hair from black to blond, and facial
hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes,
tattoos, and the like.
•Favored Class: Any. When determining whether a multi-
class human suffers an XP penalty, his highest-level class
does not count.
•Quick to Master: 1 extra feat at 1st level
•Skilled: 4 extra skill points at 1st level, plus 1 additional
skill point at each level up
Dwarf
Dwarves are known for their skill in warfare, their ability to
withstand physical and magical punishment, their hard work
and their capacity for drinking ale. Dwarves are slow to jest
and suspicious of strangers, but they are generous to those who
earn their trust. They stand just 4 to 4 1/2 feet tall, but are
broad and compactly built, almost as wide as they are tall.
Dwarven skin varies from deep tan to light brown, and dwarven hair is black, gray or brown. Dwarven men value their
beards highly.
•Ability Adjustments: +2 Con, -2 Cha
•Favored Class: Fighter. A multiclass dwarf’s fighter class
does not count when determining whether he suffers an XP
penalty for multiclassing.
•Special Abilities: Stonecunning, Darkvision, Hardiness vs.
Poisons, Hardiness vs. Spells, Offensive Training vs. Orcs,
Offensive Training vs. Goblinoids, Defensive Training vs.
Giants, Skill Affinity (Lore).
39
To customize your character with specific skills, feats and spells,
click on a package and then click on the Configure Packages
button. This will take you through the following screens:
Skills
Each character will receive points with which to buy starting
skills. For more information, see Skills on page 87.
Feats
Your character can choose a number of starting feats depending
on his or her class. For more information, see Feats on
page 102.
Spells, Domains and Familiars
If you choose a spellcasting character, you will need to choose
your starting spells. Clerics will need to pick a domain. Wizards
and sorcerers will have to choose a spell school and a familiar.
See Spells on page 135 for more information about all of these
choices.
Appearance
Select from a variety of heads, body types, clothing, and tattoos
for your character. You may also change skin, hair, and tattoo
color. When you are satisfied with your character’s looks, click
on OK to return to the Character Creation screen.
Character Information
When you are ready to proceed with your character, click on
OK. To finish character creation, enter a name or choose a random one and fill in a short character description that other players will see when they examine your character. Finally, choose
your character’s voice, which they will use in response to certain actions in the game and when giving Quickchat commands.
38
Goblinoids, Defensive Training vs. Giants, Skill Affinity
(Listen), Skill Affinity (Concentration), Spell Focus
(Illusion), Low-light Vision.
Half-Elf
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven
parent, although they are outsiders among both cultures. To
humans, half-elves look like elves. To elves, they look like
humans. Half-elves are paler, fairer and smoother-skinned than
their human parents, but their actual skin tones and other
details vary just as human features do. Half-elves tend to have
green, elven eyes. They live to about 180.
•Favored Class: Any. When determining whether a multi-
class half-elf suffers an XP penalty, his highest-level class
does not count.
Half-orcs are the short-tempered and sullen result of human
and orc pairings. They would rather act than ponder and would
rather fight than argue. They love simple pleasures, such as
feasting, boasting and wild dancing. They are an asset at the
right sort of party, but not at the duchess’s grand ball. Half-orcs
are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of
beauty. They rarely reach 75 years in age.
•Ability Adjustments: +2 Str, -2 Int, -2 Cha
•Favored Class: Barbarian. A multiclass half-orc’s barbarian
class does not count when determining whether he suffers
an XP penalty for multiclassing.
•Special Abilities: Darkvision.
41
Elf
Elves are known for their poetry, song and magical arts, but
when danger threatens they show great skill with weapons and
strategy. Elves can live to be over 700 years old and, by human
standards, are slow to make friends and enemies, and even
slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2
feet tall. They tend to be pale-skinned and dark-haired with
deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races
find them hauntingly beautiful.
•Ability Adjustments: +2 Dex, -2 Con
•Favored Class: Wizard. A multiclass elf’s wizard class does
not count when determining whether he suffers an XP
penalty for multiclassing.
Gnomes are in wide demand as alchemists, inventors and technicians, though most prefer to remain among their own kind in
simple comfort. Gnomes adore animals, gems and jokes, especially pranks. They love to learn by personal experience, and
are always trying new ways to build things. Gnomes stand 3 to
3 1/2 feet tall, with skin that ranges from dark tan to woody
brown. Their hair is fair and their eyes are often some shade of
blue. Gnomes generally wear earth tones, but decorate their
clothes intricately. Males favor carefully trimmed beards.
Gnomes live 350 to 500 years.
•Gnome Ability Adjustments: +2 Con, -2 Str
•Favored Class: Wizard. A multiclass gnome’s wizard class
does not count when determining whether he suffers an XP
penalty for multiclassing.
•Special Abilities: Small Stature, Hardiness vs. Illusions,
Offensive Training vs. Reptilians, Offensive Training vs.
40
Class
Barbarian
Barbarians are brave, even reckless,
and their warrior skills make them well
suited to adventure. Barbarians have a
powerful rage that makes them
stronger and better able to withstand
attacks. They only have the energy for
a few such displays per day, but it is
usually sufficient. Constant exposure to
danger has also given barbarians a sort
of “sixth sense,” the preternatural ability to sense danger and dodge attacks,
and their running stamina is legendary.
•Alignment: Any nonlawful
•Hit Die: d12
•Proficiencies: All simple and martial weapons, light armor,
medium armor, and shields
•Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier
each additional level
•Ex-Barbarians: Barbarians are unable to progress in levels
if their alignment ever becomes lawful
Barbarian Special Abilities
Rage: Barbarians can catapult themselves into a murderous fury.
•Gained: 1st Level
•Use: Selected. 1st level, once a day; 4th level, twice a day;
8th level = three times a day; 12th level = four times a day;
16th level = five times a day; 20th level = six times a day
•Bonuses: +4 to Strength; +4 to Constitution; +2 morale
bonus to Will saving throws
•Penalties: –2 to AC
•Notes: Lasts for 3 rounds + Adjusted Constitution modifier. At
15th level, the Rage ability becomes Greater Rage, giving the
barbarian +6 to Strength and Constitution and a +3 bonus to
Will saves (the –2 penalty to Armor Class still applies).
43
Halfling
Halflings are clever, capable and resourceful survivors. They
are notoriously curious and show a daring that many larger people can’t match. They can be lured by wealth but tend to spend
rather than hoard. Halflings have ruddy skin, hair that is black
and straight, and brown or black eyes. Halfling men often grow
long sideburns but rarely beards or mustaches. They prefer
practical clothing and would rather wear a comfortable shirt
than jewelry. Halflings stand about 3 feet tall, and commonly
live to see 150.
•Halfling Ability Adjustments: +2 Dex, -2 Str
•Favored Class: Rogue. A multiclass halfling’s rogue class
does not count when determining whether he suffers an XP
penalty for multiclassing.
•Special Abilities: Small Stature, Skill Affinity (Move
Silently), Skill Affinity (Listen), Lucky, Fearless, Good Aim.
Barbarians make powerful blackguards, dwarven defenders or
weapon masters.
Bard
Bards often serve as negotiators, messengers, scouts
and spies. They love to accompany heroes (and
villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal
experience earns renown among his fellows. A bard
casts arcane spells without any advance preparation, much like
a sorcerer. Bards also share some specialized skills with rogues
and their knowledge of item lore is nearly unmatched. A high
Charisma score allows a bard to cast high-level spells.
•Alignment: Any nonlawful.
•Hit Die: d6.
•Proficiencies: Simple weapons, light armor, medium armor,
shields
•Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier
each additional level
•Spellcasting: Arcane (Charisma-based, no spell prepara-
tion, spell failure from armor is a factor). Bards begin the
game knowing all cantrips.
•Ex-Bards: Bards cannot gain levels of experience while
they are of any lawful alignment.
Bard Special Abilities
Bardic Knowledge: The bard is able to identify items more eas-
ily than other classes.
•Gained: 1st Level
•Use: Automatic
•Bonuses: Apply bard levels as a bonus to any Lore skill checks
45
Barbarian Fast Movement: Barbarians gain a 10% bonus to
their movement speed.
•Gained: 1st Level
•Use: Automatic
Uncanny Dodge: Barbarians are quick on their feet and can
react more quickly to danger than others. This ability improves
as the barbarian gains levels.
•Gained:
Level 2: Retain Dexterity bonus to AC, even if flat-footed
Level 5: +1 to Reflex saves made to avoid traps
Level 10: +2 to Reflex saves made to avoid traps
Level 13: +3 to Reflex saves made to avoid traps
Level 16: +4 to Reflex saves made to avoid traps
Level 19: +5 to Reflex saves made to avoid traps
•Use: Automatic
Damage Reduction
The barbarian gains the ability to shrug off some amount of
injury from each blow or attack.
•Gained: 11th Level
•Use: Automatic
•Bonuses: 11th level = damage reduced by one point; 14th
level = damage reduced by two; 17th level = damage
reduced by three; 20th level = damage reduced by four
Epic Barbarian
The epic barbarian is a furious warrior who can cut
his opponents to ribbons with awe-inspiring ease. He
is the very incarnation of rage.
•Hit Die: d12
•Skill Points at Each Additional Level: 4 + Int Modifier
•Bonus Feats: The epic barbarian gains a bonus feat every
four levels after 20th
Bards are best suited to become shadowdancers or Harper scouts.
Combat-oriented bards may enjoy becoming a dragon disciple.
Cleric
Clerics act as intermediaries between the
earthly and the divine (or infernal) worlds. A
good cleric helps those in need, while an evil
cleric seeks to spread his patron’s vision of
evil across the world. All clerics can heal
wounds and bring people back from the
brink of death and powerful clerics can even
raise the dead. Likewise, all clerics have
authority over undead creatures and they can
turn away or even destroy these creatures.
Clerics can use simple weapons and all forms
of armor and shields without penalty, since
armor does not interfere with the casting of
divine spells. In addition to his normal complement of spells, every cleric chooses to
focus on two of his deity’s domains. These
domains grants the cleric special powers and
give him access to spells that he might otherwise never learn. A cleric’s Wisdom score should be high, since
this determines the maximum spell level that he can cast.
•Hit Die: d8
•Proficiencies: All simple weapons, all armor, and shields
•Skill Points: Int Modifier x 4 at 1st level; 2 + Int Modifier
each additional level
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Bardic Music: Bards are able to sing songs that can bolster
their allies.
•Gained: 1st Level
•Use: Selected
•Bonuses: Deafened creatures are not affected by the bard’s
singing. The bardsong may be sung once per day per class
level. The song affects all allies within 30 feet and lasts for
10 rounds. The higher the bard’s Perform skill, the better
the bardsong. Bard song bonuses do not stack.
Perform 3 and bard level 1: +1 to Attack and Damage rolls
Perform 6 and bard level 2: +1 to Will Saves
Perform 9 and bard level 3: +1 to Damage rolls, +1 to
Fortitude Saves
Perform 12 and bard level 6: +1 to Reflex saves, +1 to skills
Perform 15 and bard level 8: +1 to Attack rolls, +8 tempo-
rary Hit Points
Perform 18 and bard level 12: +2 to Dodge Armor Class,
+1 to skills
Perform 21 and bard level 14: +1 to Damage rolls, +8
temporary Hit Points and +1 Dodge Armor Class
Perform 24 and bard level 15: +1 Will Saves, +1 Reflex
Saves, +1 Fortitude Saves, +1 Dodge Armor Class, +1
to skills
Perform 25 and bard level 16: +1 Will Saves, +4 temporary Hit Points. +1 Dodge Armor Class, +1 to skills
An additional +2 temporary Hit Points and +1 to skills is
granted for each additional 5 Perform and 1 bard level. At
Perform 45 and bard level 20, bardsong grants +6 temporary Hit Points and +3 to skills.
Epic Bard
The epic bard’s music is beyond inspiring, beyond
heartening, beyond perfection. With just a song, the
bard can weaken the cruelest creature or inspire allies
to the heights of power and bravery.
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Domains and Turning Outsiders
Note: Outsiders have been improved. They get turn resistance
equal to their spell resistance rating (only clerics of the Good or
Evil domains may turn them without the new Planar Turning
feat). If you have the Planar Turning feat they are weakened
and only have one-half their spell resistance as turn resistance.
Druid
Druids gain power not by ruling nature but
by being at one with it. Druids hate the
unnatural, including aberrations or undead,
and destroy them where possible. Druids
receive divine spells from nature, not the
gods, and can gain an array of powers as
they gain experience, including the ability to
take the shapes of animals. A druid is often
accompanied by an animal companion. The weapons and armor
of a druid are restricted by their traditional oaths, not simply
training. A druid’s Wisdom score should be high, as this determines the maximum spell level that they can cast.
•Alignment: Must be neutral good, lawful neutral, true neu-
•Ex-Druids: A druid that is no longer neutral cannot gain
levels.
Druid Special Abilities
Nature Sense: The druid gains a +2 bonus to all attacks made
while fighting in wilderness areas.
•Gained: 1st level
•Use: Automatic
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•Spellcasting: Divine (Wisdom based, armor-related chance
of spell failure is ignored)
Cleric Special Abilities
Spontaneous Cast: Able to replace any spell and cast a ‘healing’
variety of the same spell level instead.
•Gained: 1st level
•Use: Automatic
•Bonus: If an S appears in the upper left-hand corner of the
spell icon, a cleric can cast that spell spontaneously. This
will ‘use up’ another spell of the same level as the spell cast.
Turn Undead: The cleric can cause undead to flee.
•Gained: 1st level
•Use: Three times per day, plus the cleric’s Charisma modifier
•Bonuses: The cleric’s level and Charisma are used to deter-
mine how many Hit Die of undead are turned. If the cleric
has twice as many levels as the undead have Hit Die, the
undead are instantly destroyed.
Epic Cleric
The epic cleric is among the most elite of her deity’s
servants, spreading the word and acting as emissary
for the church. The epic cleric commands great power
and respect.
•Hit Die: d8
•Skill Points at Each Additional Level: 2 + Int Modifier
•Bonus Feats: The epic cleric gains a bonus feat every three
levels after 20th
Militant clerics should consider becoming a champion of Torm.
Evil clerics make powerful blackguards.
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Venom Immunity: The druid is able to resist the effects of most
poisons.
•Gained: 9th level
•Use: Automatic
•Bonuses: Immune to poison
Elemental Shape: The druid gains the ability to shape-shift into
various elemental forms.
•Gained: 16th level
•Use: Once per day at 16th level, twice per day at 17th level,
and three times per day at 19th level. This ability lasts one
hour per level.
•Bonuses: Huge elementals at 16th level and elder elementals
at 20th level.
Epic Druid
Powerful, primal forces dominate nature and the epic
druid is capable of harnessing them. The epic druid is
a mighty symbol of the natural world and the balance
demands that he use his great powers responsibly.
•Hit Die: d8
•Skill Points at Each Additional Level: 4 + Int Modifier
•Bonus Feats: The epic druid gains a bonus feat every four
levels after 20th
The most effective prestige class that expands the druid’s
abilities is the shifter.
51
Animal Companion: Druids may summon a stalwart animal
companion.
•Gained: 1st level
•Use: Once per day, until killed or unsummoned
•Bonuses: Animal companions are chosen at character cre-
ation and can be changed with each new druid class level
Woodland Stride: Druids may walk with ease through magical
and non-magical impediments to movement.
•Gained: 2nd level
•Use: Automatic
•Bonuses: Immune to Grease, Web and Entangle spells and
effects
Trackless Step: Druids move stealthily through wilderness areas.
•Gained: 3rd level
•Use: Automatic
•Bonuses: Grants a +4 competence bonus to Hide and Move
Silently checks when in wilderness areas.
Resist Nature’s Lure: Due to their inherent understanding of
nature, druids can avoid the most common dangers that the natural world presents.
•Gained: 4th level
•Use: Automatic
•Bonuses: Grants a +2 insight bonus to saving throws
against all Fear spells and effects.
Wild Shape: The druid gains the ability to shape shift into various animal forms.
•Gained: 5th level
•Use: Once per day at 5th level, twice per day at 6th level,
three times per day at 7th level, four times per day at 10th
level, five times per day at 14th level, and six times per day
at 18th level. This ability lasts one hour per level.
•Bonuses: The druid may choose among several animal
forms (these forms improve as the druid gains levels).
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Whirlwind Attack, Overwhelming Critical, Superior Initiative
Prestige Class Tips
Fighters have many options available to them — blackguard,
dwarven defender or weapon master are among the best choices. Elf and half-elf fighters who use bows may want to consider
becoming arcane archers.
Monk
Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as
protectors of the people, while evil monks make ideal
spies and assassins. Although they don’t cast spells,
monks channel a subtle energy called ki. This energy
allows a monk to perform amazing feats, such as
healing himself, catching arrows in flight and dodging blows with lightning speed. A monk’s mundane and ki-based
abilities grow with experience, granting him more power over
himself and his environment. Monks suffer unique penalties if they
wear armor, as doing so violates their rigid oath. A monk wearing
armor loses his Wisdom and level-based Armor Class bonuses,
movement speed, and additional unarmed attacks per round.
•Alignment: Any lawful
•Hit Die: d8
•Proficiencies: Club, dagger, handaxe, light crossbow, heavy
crossbow, kama, quarterstaff, shuriken, sling
•Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier
each additional level
Monk Special Abilities
•Bonus Feats: The monk receives several bonus feats from
the standard feat list, including Cleave, Improved Unarmed
Strike and Stunning Fist at 1st level, Deflect Arrows at 2nd
level, and Knockdown and Improved Knockdown at 6th level.
•Specialty Weapon: The monk retains his unarmed attack
bonus when fighting with a kama.
•Monk Armor Class Bonus: Monks add both their Wisdom
modifier and their Dexterity modifier to their Armor Class.
53
Fighter
Fighters can be many things, from soldiers to criminal enforcers.
Some see adventure as a way to get rich, while others use their
skills to protect the innocent. Fighters have the best all-around
fighting capabilities of the PC classes and they are trained to use
all standard weapons and armor. A fighter’s rigorous martial
training grants him many bonus feats as he progresses. Highlevel fighters have access to special melee maneuvers and exotic
weapons not available to any other character.
•Hit Die: d10
•Proficiencies: All simple and martial weapons, all armor,
and shields
•Skill Points: Int Modifier x 4 at 1st level; 2 + Int Modifier
each additional level
Fighter Special Abilities
Bonus Feats: The fighter gains a bonus feat at first level and
every two levels thereafter, chosen from a subset of the entire
feat list. This bonus feat is in addition to the feats every character gains for advancing in character level.
Epic Fighter
Having advanced from the ranks of seasoned warriors,
the epic fighter is the true master of warfare. More
than a mere sword-swinger, the epic fighter knows
how to defeat his opponents in any arena. Though his
journey to achieve this goal has been long and hard, the epic
fighter is just starting out on another path — a fledgling in the
realm of gods and other powerful beings.
•Hit Die: d10
•Skill Points at Each Additional Level: 2 + Int Modifier
•Bonus Feats: The epic fighter gains a bonus feat every two
Improved Evasion: The monk gains a superhuman ability to
avoid danger.
•Gained: 9th level
•Use: Automatic
•Bonuses: In situations where a successful Reflex saving
throw would allow others to take half damage, the character escapes unscathed on a successful save and takes only
half damage even if the saving throw fails.
Ki Strike: When attacking creatures with the damage reduction
ability, the character’s unarmed attack is treated as a weapon
with an enhancement bonus.
•Gained: 10th level
•Use: Automatic
•Bonuses: Equivalent to a +1 enhancement bonus at 10th
level, +2 bonus at 13th level, +3 bonus at 16th level.
Diamond Body: Through meditation and control over his body,
the disciplined monk becomes immune to all natural and most
magical poisons.
•Gained: 11th level
•Use: Automatic
•Bonuses: Immunity to poison
Diamond Soul: Ki, the spiritual energy that powers the monk,
develops into a force that is capable of repelling all but the most
determined magic attacks.
•Gained: 12th level
•Use: Automatic
•Bonuses: Spell resistance equal to the number of levels the
character has in the monk class +10
Quivering Palm: Harnessing his ki, the monk is able to deliver
quick death with an unarmed strike.
•Gained: 15th level
•Use: Once per day.
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Flurry of Blows: The monk receives an extra attack per round
when fighting unarmed or with a kama.
•Gained: 1st level
•Use: Selected
•Penalties: The monk suffers a -2 penalty to all attack rolls
made as part of a Flurry of Blows.
Evasion: Monks are able to escape potentially deadly situations.
•Gained: 1st level
•Use: Automatic
•Bonuses: In situations where a successful Reflex saving
throw would allow others to take half damage, the monk
escapes unscathed.
Monk Speed: Monks gain the ability to move quickly.
•Gained: 3rd level
•Use: Automatic
•Bonuses: Monks move faster than other classes and this
ability improves with experience.
Still Mind: Monks gain a +2 competence bonus on saving
throws vs. mind-affecting spells.
•Gained: 3rd level
•Use: Automatic
Purity of Body: Monks are immune to common diseases.
•Gained: 5th level
•Use: Automatic
•Bonuses: Immune to disease
Wholeness of Body: The monk is capable of healing his wounds.
•Gained: 7th level
•Use: Selected. Once per day.
•Bonuses: Restores a number of Hit Points equal to twice
the number of levels the character has in the monk class.
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Prestige Class Tips
Shadowdancer is a good choice for a stealthy monk. Pious
monks may want to consider the champion of Torm.
Paladin
Paladins take their adventures seriously, and
even a mundane mission is, in the heart of the
paladin, a personal test—an opportunity to
demonstrate bravery, to learn tactics and to find
ways to do good. Divine power protects these
warriors of virtue, warding off harm, protecting
from disease, healing and guarding against fear.
The paladin can also direct this power to help
others, healing wounds or curing diseases and
also use it to destroy evil. Experienced paladins can smite evil
foes and turn away undead. A paladin’s Wisdom score should be
high, as this determines the maximum spell level that she can
cast. Many of the paladin’s special abilities also benefit from a
high Charisma score.
•Alignment: Lawful good only
•Hit Die: d10
•Proficiencies: All simple and martial weapons, all armor,
shields
•Skill Points: Int Modifier x 4 at 1st level; 2 + Int Modifier
each additional level
•Spellcasting: Paladin Spells. Divine (Wisdom based,
armor-related chance of spell failure is ignored).
•Ex-Paladins: A paladin that is no longer lawful good can-
not gain levels until she again becomes lawful good.
Paladin Special Abilities
Divine Grace: Blessed by her deity, the paladin gains bonuses
to resist various forms of attack.
•Gained: 1st level
•Use: Automatic
•Bonuses: The paladin adds her positive Charisma bonus
(if any) to all saving throws
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•Bonuses: If the attack succeeds and does damage, the tar-
get must make a Fortitude save (DC 10 + 1/2 the monk’s
level + the monk’s Wisdom modifier). Failure results in the
target’s immediate death.
Empty Body: Mastering his ki can allow the monk to fade
from sight.
•Gained: 18th level
•Use: Selected. Twice per day.
•Bonuses: The monk gains a 50% concealment bonus.
Perfect Self: So complete is the monk’s mastery over his body
and spirit that he becomes a supernatural being, able to shrug
off ordinary weapons and many spells.
•Gained: 20th level
•Use: Automatic
•Bonuses: Immune to all mind-affecting spells; gains damage
reduction 20/+1
Epic Monk
An epic monk’s speed, power, grace and force of will
are unmatched by mortal beings. Her powers continue
to multiply as she steps away from the mortal shell
and accepts an inner tranquility that lesser characters cannot
even dream of.
•Hit Die: d8
•Skill Points at Each Additional Level: 4 + Int Modifier
•Bonus Feats: The epic monk gains a bonus feat every five
levels after 20th
•Special: Every 3 levels, the monk’s movement speed will