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Background Info B1. Version History B2. About the Author B2.1. Copyrights and Thanks B3. About the Game B3.1. Glossary B3.2. Controls B4. Character Basics B4.1. Races B4.1.1. Dwarf B4.1.2. Elf B4.1.3. Gnome B4.1.4. Halfling B4.1.5. Half-Elf B4.1.6. Half-Orc B4.1.7. Human B4.2. Abilty Scores B4.3. Classes B4.3.1. Barbarian B4.3.2. Bard B4.3.3. Cleric B4.3.4. Druid B4.3.5. Fighter B4.3.6. Monk B4.3.7. Paladin B4.3.8. Psion B4.3.9. Psychic Warrior B4.3.10. Ranger B4.3.11. Rogue B4.3.12. Sorcerer B4.3.13. Wizard B4.4. Skills and Feats B4.4.1. Skills B4.4.2. Feats B4.4.2.1. General Feats B4.4.2.2. Psychic Feats B4.4.2.3. Magic Feats B4.5. Spells and Powers B4.5.1. Spell Lists B4.5.1.1. Bard B4.5.1.2. Cleric B4.5.1.3. Druid B4.5.1.4. Paladin B4.5.1.5. Ranger B4.5.1.6. Sorcerer/Wizard B4.5.2. Power List B4.5.2.1. Psion B4.5.2.2. Psychic Warrior B5. Character Generation B6. My Characters B6.1. My First Party B6.1. Apex B6.2. Grosh B6.3. Anna B6.4. Tia B6.5. Wen B6.6. Floisa B7. Game Basics Mission Walkthroughs M1. Act 1 Story Missions M1.1. Mission One - The Thieves M1.2. Mission Two - The Crypt M1.3. Mission Three - The Banner M1.4. Mission Four - The Elfwoods M1.5. Mission Five - The Barrows M1.6. Mission Six - The Hollow M1.7. Mission Seven - The Druid M2. Act 1 Optional Missions Shops and Item Information S1. Shops S1.1. Arion Adventurer's Guild S1.2. Jorhelling Temple S1.3. Estmanndal Merchant S1.4. Saxa Court S1.5. Issa Vale Forest Moot S1.6. Elerin Wizard School S1.7. The Eastings Mercenary Guild S1.8. Apple Inn Thieves' Guild S2. Items S2.1. Weapons S2.1.1. Melee S2.1.2. Magic Melee S2.1.3. Ranged S2.1.4. Magic Ranged S2.1.5. Ammunition S2.1.6. Magic Ammunition S2.2. Armor S2.2.1. Armor S2.2.2. Magic Armor S2.2.3. Shields S2.2.4. Magic Shields S2.3. Magic Jewelry S2.3.1. Amulets S2.3.2. Rings S2.4. Wonderous Magic Items _ _ _ _ _ _ _ _ _ _ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ ( B | a | c | k | g | r | o | u | n | d ) \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ _ _ _ _ _ _ _ _ _ _ _ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ ( I | n | f | o | r | m | a | t | i | o | n ) \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ B1. Version History ====================== 1.30 - 16th January 2008 More Updates! This one will get uploaded to Gamefaqs. Two Missions have been updated, there has been a few format changes, and I have added two new missions, The Hollow and The Druid. Maybe one more update before months end. 1.20 - 11th January 2008 Amazingly, I found some spare time today, so I polished of the items and their descriptions from the first seven shops! I won't upload this to Gamefaqs yet though. I will update the last two missions already in this guide to the same standard as the first ones. I may then add a new mission. 1.12 - 10th January 2008 Happy New Year! No more missions added, although I have made a start to the shops and items section before it builds up. I have finished the base information on all melee weapons found in the first six shops. The first six shops have complete listings of the items available. I will not add individual descriptions for scrolls and potions, as each shop they differ slightly in effect and cost. Only weapons, armor and the special items get full descriptions. I have also corrected some grammer and info in the abilities section. Next update hopefully soon. 1.10 - 29th December 2007 No more missions, as my memory stick somehow wiped itself, and like a idiot I didn't have a backup on my PC. Anyway, in this update I added a few sites that are allowed to host this FAQ, added a few reader comments and made some spelling corrections. Maybe more missions in the next week or two. 1.00 - 20th December 2007 Finished the first 5 missions. I am now focusing on the seperate spells guide more. I may get some more missions added before the New Year. Submitted the guide to Gamefaqs. 0.50 - 18th December 2007 Finished Background Information. Started on the Mission Walkthroughs Section. Also, considering the length of this Guide (3000+ lines), I have decided to create a seperate guide for Spells and Powers. 0.25 - 11th December 2007 Started Background Information Section. B2. About Me =============== My name is Rob McDermott, and this is my first walkthrough/Game Guide. No-one has submitted anything yet, so I thought I would give it a go. I am a pen and paper Dungeons and Dragons player primarily, so there may be some references to that in this guide, although I will try to keep them to a minimum. Any constructive critisms are accepted, as well as any tips of your own that you have. Send them to me at [email protected]. Any e-mails with poor grammar or that are hard to understand I will likely not read, or send back to you with a request to re-word or make readable. This way information that is in this Guide will be clear. Also, if any of you have any stats on the monsters that I can add, such as HP, AC number of attacks, I would appreciate it. If you want to send me details on shop lists, please send them to me complete for each shop, so I can keep things organised at my end. B2.1. Copyright and Thanks -------------------------- The work in this guide is Copyright Rob McDermott 2007. All of the D and D content is Open License. For a copy of the Open License, go to www.wizards.com/dnd The latest version of this FAQ can be found at www.gamefaqs.com The only other sites that are allowed to host this FAQ are: www.cheatcc.com www.neoseeker.com www.supercheats.com If you wish to host this FAQ, e-mail me and I will, in all likelyhood agree, and I will add you to this list. If you see this FAQ on a site that is not on this list, please send me the details. I will try to update this FAQ twice a month until it is finished, so sites may have the old FAQ before the new one is out. Note: The rapidness of the updates may be slower, as I have had to redo several things on my PSP. As such, I will complete all the shop info for all the areas unlocked after the first three missions, before moving on to completing the guide. Each update after the first six shops and item stuff is complete will feature a single mission, plus all the shops and items opened up after completing it. Hopefully this will lead to a more complete looking guide for each mission. :) Also thanks to the following people for their contributions: Darren K. - Class and Race opinions Jason Collins - Grammar corrections and ability score correction All contributions to the guide have been helpful in some way. B3. About the Game ====================== Dungeons and Dragons was created in the late seventies by Gary Gygax, based upon "sand-table" style games used in the military to teach soldiers the basics of strategy. Gygax took this and married the concept to the beings that Tolkien had created in Lord of The Rings. Gygax was part of the process until the mid-eighties, when he left due to artisic differences. Over the years, the Core Rules of Dungeons and Dragons has been revewed and updated, until in 2004, the 3.5 Edition Rules were released. These rules are the ones that the PSP Game, Dungeons and Dragons Tactics uses, are are explained in part later in the Guide. The story of Tactics, is that you (the Player) are trying to prevent the destruction of the local cities, predicted by a witch. More of the story is discovered as the game progresses. B3.1. Glossary =============== During the course of this guide, I will use several terms to describe various objects/concepts in the game. Most of these are below, with what their meaning is (if any) next to them. 1. Character Class Abbreviations Brb - Barbarian Brd - Bard Clr - Cleric Dru - Druid Ftr - Fighter Mnk - Monk Pal - Paladin Psi - Psion Psw - Psychic Warrior Rgr - Ranger Rog - Rogue Sor - Sorceror Wiz - Wizard 2. Attribute/Skill Abbreviations Str - Strength Dex - Dexterity Con - Constitution Int - Intelligence Wis - Wisdom Cha - Charisma HD - Hit Dice (The die used to generate hit points) HP - Hit Points (Physical damage your character can take) AC - Armor Class (How difficult you are to hit) Init - Initative (Added to a D20 roll, to determine when you act) BAB - Base Attack Bonus (Ability to hit a target) Fort - Fortitude Save (a roll made to resist posions) Ref - Reflex Save (a roll made to avoid traps and spells) Will - Will Save (a roll made to resist the effects of spells) PP - Power Points.(Used by Psychic characters to manifest Powers) SR - Spell Resistance (AC against spells) PR - Power Resistance (AC against powers) XP - Experience Points DC - Difficulty Class. The difficulty rating of a task. Opening locks has a DC of 20+ B3.2. Controls =============== Menu Controls D-Pad Up/Down - Scroll through menus D-Pad Left - Collapse menus D-Pad Right - Expand Menus X Button - Confirm Selection O Button - Cancel Selection Triangle Button - Help/Information Adventure Controls D-Pad - Moves Cursor around Map. With a character selected, it shows the movement path of the character Analogue Stick - Controls the camera Start Button - Pause Game Select Button - Camera Zoom Controls X Button - Confirm/Select object O Button - Cancel Triangele - Help/Information L/R Buttons - Scroll between characters B4. Character Basics ======================= The first step in playing the game is to create a party of 6 characters to take through the story. I will list the features of each race, class, skill, feat, spell and power here. I will then go through the process of Character Generation in BVII. B4.1. Races =========== There are seven playable races in Tactics. The choices here will affect your character overall. B4.1.1. Dwarf ------------- Game Statistics: Stat Adjustmment: +2 Con, -2 Cha Medium Size Base speed: 20ft (4 Squares) Darkvision 60ft (15 Squares) Stonecunning: +2 on Search checks to notice unusual stonework Familiar with Dwarven Waraxe and Dwarven Ugrosh +2 on saves vs. spells and spell abilities +1 to attack goblinoids and orcs +4 dodge AC bonus vs. Giants +4 to resist Bull Rushes Favoured Class: Fighter Dwarves are a short, stocky race, known for their skill at mining and metal craft, which they hone in their mountain homes. They have a bonus to their Con, which grants +1 hp per level. They have a slower speed than other Medium size creatures, however, they always move at 20ft, regardless of what armor or load they are carrying. Having darkvision, they are able to use both a shield and weapon without worrying about penalties for fighting in the dark, whereas other races need to carry a torch or have the light spell cast on them. The additional attack bonus against orcs and goblinoids is great at the early levels, but it's usefullness tapers off when your BAB rises above 6. At the time of writing this Guide, I have yet to encounter a Giant, so I am not sure on the usefulness of that dodge bonus. The +2 to saves vs. spells is very useful, as the majority of saves that you need to make in this game are from spells being directed at you. None of the monsters seem to realise that the Bull Rush option is there for use, which limits the effectiveness of this bonus. B4.1.2. Elf ------------ Game Statistics: Stat Adjustments: +2 Dex, -2 Con Medium Size Base Speed: 30ft (6 Sqaures) Low Light vision: Doubles the distance that can be seen in low-light conditions (such as torchlight) Immunity to Sleep spells +2 to saves vs. Enchantment spells Proficient with: Longsword, Rapier, Longbow, Shortbow +2 to Listen, Search, Spot Favoured Class: Wizard Elves are commonly found residing in tree-top citadels, practising arts, such as poetry. The dex bonus is offset somewhat by the penalty to con. Essentially, you are gaining +1 Armour and losing 1 Hp per level. The immunity to sleep is rarely useful, as the few spellcasters in the game seem to resort to damage-dealing spells as opposed to enchantments. The bonus to Spot, Listen and Search is overlooked, as it does provide a chance that you can act first in surprise rounds. Definately play this race as a wizard, as the stat bonus provides a few spare points that you can dump into Int. Some advice from Darren K. ************************** Elves: Elven wizards are tempting, but a wizard can not afford a penalty to Con. With d4 hit dice, you *must* have at least +1 hp/level from con to survive. With an 8 con, you're getting 1-3 hp per level. At level 10, that's a *max* of 30 hp. One AoE spell, and you're down. See Gnome. My Reply: I think this is more geared towards Pen and Paper, if you are careful with the location of the wizard in the party, he rarely gets hit. If you give him any of the Summon Monster spells, all the enemies seem to gather their focus on it. But like I said, it's your party, :). B4.1.3. Gnome -------------- Game Statistics: Stat Adjustments: +2 Con, -2 Str Small Size Base Speed: 20ft (4 Squares) Low Light Vision: Doubles the distance that can be seen in low-light conditions (such as torchlight) Familiar with Gnome Hooked Hammer +1 to Attack vs. Kobolds and Goblinoids +4 dodge bonus to Armor vs. Giants +2 to Listen Favoured Class: Bard Gnomes are almost as inquisutive as humans, and have a knack for invention and alchemy. As small creatures, they have a double whamy of penalties to them from their str penalty, as small creatures can only carry 3/4 that of medium creatures. The con bonus is useful, though few of the Gnomes other abilities are. See the dwarf entry for opinions on Familiarity etc. Advice from Darren K. ********************* Gnomes: Gnomes are the ultimate caster race. Casters couldn't care less about strength. +2 con means you can get a 14 or 16 con for cheap, which turns 1d4 hp in to 1d4+3 (2.5 average vs 5.5 average). Plus, gnomes are small, so they get +1 to hit and +1 to ac, which offsets the poor bab and no armor restrictions a bit. They can't carry much with a 6 str and 3/4 carrying, but all they need are a torch or a wand, so who cares? My Reply: Again, this is another power/personal choice. Due to the way I use my sorcerer, a higher strength is what I needed. Again, your party your choice. B4.1.4. Halfling ----------------- Game Statistics: Stat Adjustments: +2 Dex, -2 Str Small Size Base Speed: 20ft (4 Squares) +2 to Move Silently and Listen +1 bonus on all saving throws +2 bonus on saving throws vs. fear +1 to attack rolls when using slings and thrown weapons Favoured Class: Rogue Halflings are a curious race, which often gets them into all sorts of trouble. In game terms, they make excellent rogues, due to the bonuses to Dex and Move Silently. They are small creatures, which limits their load carrying ability, but gives them a bonus to attack. The bonuses to fear are excellent, as many foes use fear spells later into the game. The halflings base save vs. fear is +3, due to the bonus they receive on all saving throws. B4.1.5. Half-Elf ----------------- Game Statistics: Medium Size Base Speed: 30ft (6 Squares) +1 on Search, Spot and Listen Immune to sleep spells and effects, +2 on saves vs. Enchantments Low Light Vision: Doubles the distance that can be seen in low-light conditions (such as torchlight) Elven Blood: for all effects related to race, the character is considered an elf Favoured Class: Any Half-Elves are the offspring of a union between a elf and human, and seem to combine the best aspects of both races. They have few advantages over either full blooded race, as they have no stat adjustments, or much in the way of extra skills. They have an immunity to sleep, which can be useful. Advice from Darren K. ********************* Half-elves: There is *no* reason to play a half-elf. There is no multiclassing, so Half-Elves are just humans with less skills and no bonus feat. My Reply: I quite agree with this, in Pen and Paper, they have a few more advantages, but not enough to make it worthwhile on Tactics. B4.1.6. Half-Orc ----------------- Game Statistics: Stat Adjustment: +2 Str, -2 Int, -2 Cha Medium Size Base Speed: 30ft (6 squares) Darkvision: can see in the dark up to 60 feet away Orc Blood: for all effects related to race, the character is considered an orc Favoured Class: Barbarian Half-orcs are commonly from frontier regions, where peaceful orc tribes mingle with human settlers. The half-orc is an incredible choice for any melee role, and also as a scout, as they can see in dark places without use of a torch. The only real penalty the Half-Orc has to deal with is the -2 Int, as Charisma appears to be little used in the game. B4.1.7. Human -------------- Game Statistics: Medium Size Base Speed: 30ft (6 squares) 1 extra feat at first level 4 extra skill points at first level 1 extra skill point per level after 1st level Favoured Class: Any Humans can excel at any task they set themselves to. The extra feat at first level can add more power to your character depending on the class that you have chosen. The extra skill points should go into one of the knowledge skills, as these can reveal the HP of related monsters. See Skills Section for more info. B4.2. Ability Scores ===================== Some might say that this is an unusual place to put the ability score generation chart/guide. I put it here as this is the point in generation of a character that you get to assign ability scores. I will draw up a table listing the bonuses for having a high score. I will then have a table listing the costs for individual scores. +-------+-----+-----------------------------------+ | Score | Mod | Bonus Spells | | | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +-------+-----+---+---+---+---+---+---+---+---+---+ | 1 | -5 | Can't cast Spells with this score | | 2-3 | -4 | Can't cast Spells with this score | | 4-5 | -3 | Can't cast Spells with this score | | 6-7 | -2 | Can't cast Spells with this score | | 8-9 | -1 | Can't cast Spells with this score | | 10-11 | 0 | | | | | | | | | | | 12-13 | +1 | 1 | | | | | | | | | | 14-15 | +2 | 1 | 1 | | | | | | | | | 16-17 | +3 | 1 | 1 | 1 | | | | | | | | 18-19 | +4 | 1 | 1 | 1 | 1 | | | | | | | 20-21 | +5 | 2 | 1 | 1 | 1 | 1 | | | | | | 22-23 | +6 | 2 | 2 | 1 | 1 | 1 | 1 | | | | | 24-25 | +7 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | | | | 26-27 | +8 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | | | 28-29 | +9 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | | 30-31 | +10 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | +-------+-----+---+---+---+---+---+---+---+---+---+ Now, what all that stuff in the table means. The score part is the number you assigned a ability score at generation. The mod part is the number that is added to various checks and skills. For example, a 14 in Str gives a bonus of 2 to all attack rolls and damage rolls. I will list the skills and checks that are affected by a stat in that stat's section below. The bonus spells part of the table is a number that you add to your characters spells per day when that character can cast spells of that level. i.e, a level 5 Cleric with a 18 in Wisdom gets a bonus spell in of levels 1,2 and 3, but cannot use the bonus 4th level spell as the character isn't of a high enough level to cast that level spell. Now, Tactics uses the point system to generate ability scores. Below is a table listing those costs. A new character starts of with 25 points. +----------------------------+ | Score | Cost | Score| Cost | +-------+------+------+------+ | 9 | 1 | 14 | 6 | | 10 | 2 | 15 | 8 | | 11 | 3 | 16 | 10 | | 12 | 4 | 17 | 13 | | 13 | 5 | 18 | 16 | +-------+------+------+------+ Now, for my recommendations. During the course of the game, you can expect to reach a maximum of 20th level. As you gain a +1 stat point every 4th level, you gain a bonus 5 points. So, I suggest that you put either a 15 in your classes primary ability, then a 14 in Con, which will give you a +2 hp per level bonus. You should then spend the rest of the points as you see fit. In the class descriptions I have listed the primary, secondary and possibly tertiary ablilies for that class. Any race that has a bonus to a score means that you pay the point cost for the score 2 points lower. I.e, an Elf has a Dex bonus of +2, which means a score of 16 costs 6 points not 10. The inverse is true for a penalty. The same Elf has a -2 penalty to Con, which means that a score of 16 costs 16 points, not 10 points. B4.3. Classes ============== B4.3.1. Barbarian -------------------- Vital Statistics **************** HD: D12 (1-12 Hp per level) BAB: +1 per Level Fort: Good Ref: Poor Will: Poor Primary Score: Str. To inflict more damage. Secondary: Con. More Hp means the Barbarian will last longer in combat. Tertiary: Wis. This helps with the Barbarians low Will saves. Class Skills: Intimidate, Listen, Survival Base Skill Points: 4 per level Skills gained at 1st level ************************** Weapon Skills: All Simple and Martial weapons Armor Skills: All Light Armor, Medium armor and shields Fast movement: +10ft to speed (2 squares) Rage: Once per day at first level, and more uses are gained at 4th, 8th, 12th, 16th and 20th levels, rage allows a Barbarian to temporarily increase his strength at the expense of defense. He gains +4 to Str and Con, and +2 to Will saves, but takes a -2 penalty to Armour. The rage lasts 3 rounds, + 1 for every point of (modified) Con bonus. Once the rage ends, the character is fatigued. The rage pretty much gives you +2 damage, +2 Hp per level from the bonuses. Given that this class is desgnined around melee, more Hp is good. Skills gained later ******************* Uncanny Dodge: You retain your Dex bonus to Armor class, even when flat-footed or attacked by an invisible character. Gained at 2nd Level. Trap Sense: You gain a +1 bonus to Reflex saves vs. Traps and a +1 Armour bonus to avoid being hit by traps. This bonus increases by +1 at levels 6th, 9th, 12th, 15th ,18th. Gained at 3rd Level. Improved Uncanny Dodge: You can no longer be flanked. This also means that Rogues can no longer Sneak Attack you. Gained at 5th Level. Damage Reduction: You ignore 1 point of physical damage dealt to you by a weapon (anything not a spell). This increases by one at 10th, 13th, 16th and 19th levels. Gained at 7th Level. Greater Rage: The bonus to your Str and Con increase to +6, and the bonus to Will saves increases to +3. The penalty to Armour remains at -2, and you are still fatigued at the end of the rage. Gained at 11th Level. Indomitable Will: Whilst in rage, you gain a +4 bonus to Will saves vs. Enchantments. Gained at 14th Level. Tireless Rage: You are no longer fatigued at the end of Rage. Gained at 17th Level. Mighty Rage: The bonuses to Str and Con increase to +8, and the bonus to Will saves increases to +4. The -2 penalty to Armour remains. Gained at 20th Level. My thoughts: This is an excellent class to use as a melee fighter. Equipped with a 2-handed weapon, he can dish out the damage to opponents, whilst being able to recieve a heap of damage to himself. The rage ability boosts his damage output, which makes him virtually unstoppable. The downside to this melee prowess is that he can be highly susceptable to spells, so if you see a spellcaster, close as quickly as you can. B4.3.2 Bard --------------- Vital Statistics **************** HD: D6 (1-6 Hp per level) BAB: +3/4 per level Fort Save: Poor Ref Save: Good Will Save: Good Primary Score: Cha. A Cha of 10+ is needed to cast spells Secondary Score: Dex. As a bard is lightly armored, a high Dex adds to his AC. Tertiary Score: Int. This increases his skill points, and the total score of 6 of his skills. Class Skills: Bluff, Concentration, Escape Artist, Hide, Knowledge(Arcane), Knowledge(Dungeoneering), Knowledge(Nature), Knowledge(Religion), Knowledge(The Planes), Listen, Move Silently, Perform, Sense Motive, Spellcraft, Tumble, Use Magic Device. Base Skill points per level: 6 Skills gained at 1st level ************************** Weapon Skills: All Simple Weapons, plus Longsword, Rapier, Short Sword, Shortbow. Armor Skills: All Simple Armor, All Shields (except Tower) Bard Spells: Starting at 1st level, the bard can cast a small number of Arcane spells. He needs a minimum Cha score of 10 + the spells level. The DC of saves against his spells is 10 + Spell Level + Cha Mod. See the table for spell progression. Bards cast their spells on the fly. Bardic Music: The bard can play music, giving stat boosts to his companions. The companions need to be within 30ft (6 squares) in order to recieve the benifits. Bard Spells Table ***************** +----------------------------------+---------------------------+ |Bard | Spells per Day | Spells Known | |Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | +------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ | 1 | 4 | | | | | | | 2 | | | | | | | | 2 | 5 | 2*| | | | | | 3 | 0 | | | | | | | 3 | 6 | 3 | | | | | | 3 | 1 | | | | | | | 4 | 6 | 3 | 2*| | | | | 3 | 2 | 0 | | | | | | 5 | 6 | 4 | 3 | | | | | 3 | 3 | 1 | | | | | | 6 | 6 | 4 | 3 | | | | | 3 | 3 | 2 | | | | | | 7 | 6 | 4 | 4 | 2*| | | | 3 | 3 | 2 | 0 | | | | | 8 | 6 | 4 | 4 | 3 | | | | 3 | 3 | 3 | 1 | | | | | 9 | 6 | 4 | 4 | 3 | | | | 3 | 3 | 3 | 2 | | | | | 10 | 6 | 4 | 4 | 4 | 2*| | | 3 | 3 | 3 | 2 | 0 | | | | 11 | 6 | 4 | 4 | 4 | 3 | | | 3 | 3 | 3 | 3 | 1 | | | | 12 | 6 | 4 | 4 | 4 | 3 | | | 3 | 3 | 3 | 3 | 2 | | | | 13 | 6 | 4 | 4 | 4 | 4 | 2*| | 3 | 3 | 3 | 3 | 2 | 0 | | | 14 | 6 | 4 | 4 | 4 | 4 | 3 | | 4 | 3 | 3 | 3 | 3 | 1 | | | 15 | 6 | 4 | 4 | 4 | 4 | 3 | | 4 | 4 | 3 | 3 | 3 | 2 | | | 16 | 6 | 5 | 4 | 4 | 4 | 4 | 2*| 4 | 4 | 4 | 3 | 3 | 2 | 0 | | 17 | 6 | 5 | 5 | 4 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | | 18 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | | 19 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | | 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | +------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ The *'ed entries on the Known part of the table means that the Bard needs to have a Cha score high enough to gain a bonus spell of that level. See Ability Table earlier in this Guide. The spells that the Bard can choose from are further in the Guide. My thoughts: The bard is a useful class, however, it is not one I play regulary. Most of the spells can be cast by the other classes, often sooner. The one thing that the Bard has is Bardic Music, which is useful at low levels as characters have little chance to hit the target. B4.3.3. Cleric ----------------- Vital Statistics **************** HD: D8 (1-8 Hp per level) BAB: +3/4 per level Fort: Good Ref: Poor Will: Good Primary Score: Wis. A Wis of 10+ is needed to cast spells. Secondary Score: Cha. This helps with Turn Undead. Class Skills: Concentration, Heal, Knowledge(Arcane), Knowledge(Religion), Knowledge(The Planes) and Spellcraft. Base Skill Points per level: 2 Skills gained at 1st level ************************** Weapon Skills: All Simple Weapons, plus Deitie's favoured weapon. Armor Skills: All types of Armor, plus All Shields (not Tower). Spells: Starting at 1st level, Clerics can cast a number of Divine spells. He needs a Wis score of at least 10 + Spell Level to be able to cast spells. The DC of his spells is 10 + Spell Level + Wis mod. Clerics need to prepare their spells in advance. See table for spell progresssion. Domains: A Cleric gains the special abilities of their deities Domains. Spotaneous Casting: A cleric can expend any spell to cast a Curing spell (if good) or a Inflict spell (if evil). Turn Undead: A cleric can force Undead to flee in fear, by Turning Undead. A good Cleric can sometimes destroy undead, while a Evil Cleric can sometimes control Undead. A score of 5 ranks in Knowledge(Religion) grants a +2 to any Turning Check. A Cleric can do this a number of times per day, equal to 3 + his Cha Mod. Cleric Spells Table ******************* +-------+---------------------------------------+ |Cleric | Spells Per Day | |Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +-------+---+---+---+---+---+---+---+---+---+---+ | 1 | 3 | 1 | | | | | | | | | | 2 | 4 | 2 | | | | | | | | | | 3 | 4 | 2 | 1 | | | | | | | | | 4 | 5 | 3 | 2 | | | | | | | | | 5 | 5 | 3 | 2 | 1 | | | | | | | | 6 | 5 | 3 | 3 | 2 | | | | | | | | 7 | 6 | 4 | 3 | 2 | 1 | | | | | | | 8 | 6 | 4 | 3 | 3 | 2 | | | | | | | 9 | 6 | 4 | 4 | 3 | 2 | 1 | | | | | | 10 | 6 | 4 | 4 | 3 | 3 | 2 | | | | | | 11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | | | | | 12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | | | | | 13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | | | 14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | | | 15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | | 16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | | 17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | 18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | | 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | +-------+---+---+---+---+---+---+---+---+---+---+ Clerics also get a single bonus spell per spell level, which is called a Domain spell. I do'not think that this has been fully inplemented, so you instead simply get a extra spell per spell level, excluding 0. My thoughts: Always bring a Cleric along with you, preferably good aligned, so you always have the ability to cure many Hp to a ally. Also, they get lots of "curse" and "buff" spells, such as Doom, Bestow Curse, Bulls Str. When they reach 9th level, they start to get a few damaging spells, such as Flame Strike. Simply due to their buff spells, I bring 2 Clerics, so I can prepare enough to enhance all 6 party members. A new note: give your Clerics the Still Spell Feat if you are going to use them as melee characters, as you can equip shields without sacrificing their spell casting ability. Also, as this doesn't appear to increase the casting time or the level of the spell, metamagic feats have become very tempting to have! B4.3.4. Druid ---------------- Vital Statistics **************** HD: D8 (1-8 Hp per level) BAB: +3/4 per level Fort: Good Ref: Poor Will: Good Primary Score: Wis. A Wis of 10+ is needed to cast Druid spells Secondary Score: Dex. As Druids can only wear non-metal armor, a high Dex is needed to boost their AC. Class Skills: Concentration, Heal, Knowledge(Nature), Listen, Spellcraft, Spot and Survival Base Skill Points per level: 4 Skills gained at 1st level ************************** Weapons Skills: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling and Spear. Armor Skills: Can use non-metallic Light and Medium Armor. These are; Padded, Leather, Studded Leather and Hide. Animal Companion: Druids gain a Dog/Wolf at 1st level that acts as an extra character. The Dog/Wolf also improves as the Druid levels up. Spells: Starting at 1st level, Druids can cast a number of Divine spells. He needs a Wis score of at least 10 + Spell Level to be able to cast spells. The DC of his spells is 10 + Spell Level + Wis mod. See table for spell progresssion. Druid's need to prepare their spells in advance. Skills gained later ******************* Venom Immunity: At 9th Level, the Druid becomes immune to all poisons. Druid Spells Table ****************** +-------+---------------------------------------+ |Druid | Spells Per Day | |Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +-------+---+---+---+---+---+---+---+---+---+---+ | 1 | 3 | 1 | | | | | | | | | | 2 | 4 | 2 | | | | | | | | | | 3 | 4 | 2 | 1 | | | | | | | | | 4 | 5 | 3 | 2 | | | | | | | | | 5 | 5 | 3 | 2 | 1 | | | | | | | | 6 | 5 | 3 | 3 | 2 | | | | | | | | 7 | 6 | 4 | 3 | 2 | 1 | | | | | | | 8 | 6 | 4 | 3 | 3 | 2 | | | | | | | 9 | 6 | 4 | 4 | 3 | 2 | 1 | | | | | | 10 | 6 | 4 | 4 | 3 | 3 | 2 | | | | | | 11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | | | | | 12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | | | | | 13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | | | 14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | | | 15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | | 16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | | 17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | 18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | | 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | +-------+---+---+---+---+---+---+---+---+---+---+ My thoughts: The Druid is normally a excellent class. Notice that I said NORMALLY. For some reason, the developers have not added in the Druid's key ability, Wild Shape. This skill allowed the Druid to change form into an animal, gaining all the stats of the animal, as well as it's attacks. Due to this I have yet to start play as one so any feedback about this class will be gratefully recieved. B4.3.5. Fighter ------------------ Vital Statistics **************** HD: D10 (1-10 Hp per level) BAB: +1 per level Fort: Good Ref: Poor Will: Poor Primary Score: Str. More Str = more damage Secondary Score: Con. As this character is frequently in melee, he needs a high Hp level in order to survive. Class Skill: Intimidate Base Skill Points per level: 2 Skills gained at 1st level ************************** Weapon Skills: All Simple and All Martial Weapons Armor Skills: All Armors, plus All Shields (Except Tower) Bonus Feat: Choose a combat feat that you meet the requirements for. Skills gained later ******************* Bonus Feat: Every 2nd level (2,4,6,8,etc,) choose an extra combat feat that you meet the requirements for. My thoughts: While the fighter doesn't get as many abilities as the other classes, the sheer number of feats he gets allows him to be very versatile. He also gets access to 3 feats that no other class gets, Weapon Spec, Greater Weapon Focus and Greater Weapon Spec. These feats add to his damage total and to his ability to hit the target. See the feats section for more. I would recommend taking at least one fighter in a party, or a similar class (Barbarian, Paladin, Ranger) B4.3.6. Monk --------------- Vital Statistics **************** HD: D8 (1-8 Hp per level) BAB: +3/4 per level Fort: Good Ref: Good Will: Good Primary Score: Wis. Wis adds AC, as well as increasing the DC of many of the monks skills. Secondary Score: Dex. Adds to AC, which is important as the monk doesn't wear any armor. Tertiary Score: Str. As the monk is primarily a melee class, str adds to the overall damage the character can do. Class Skills: Concentration, Escape Artist, Hide, Knowledge(Arcane) Knowledge(Religion), Move Silently, Perform, Sense Motive, Spot and Tumble. Base Skill Points per level: 4 Skills gained at 1st level ************************** Weapon Skills: Club, Crossbow, Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, and Sling. Armor Skills: None. Monks use both their Dex and Wis to generate their AC. Stunning Fist: As per the feat Flurry of Blows: Using either unarmed strikes or monk weapons, the monk can make extra attacks at the expense of accuracy. Refer to the table. Monk Damage: A monk deals 1D6 damage with a unarmed strike, instead of 1D3. This damage improves as the monk increases in level. See the table, as small monks do less damage. Skills gained later ******************* Combat Reflexes: As per the feat. Gained at 2nd level Evasion: On a sucessful Reflex, if the spell/trap would normally do half damage, a monk takes no damage. e.g, a Fireball spell goes of, doing 28 points of damage. If a monk succeeds on the saving throw, he takes no damage, whereas another character would take 14 points of damage. Gained at 2nd level. Improved Speed: Add 10ft (2 squares) to the monks speed. Gained at 3rd level. Ki Strike 1: The monks unarmed attacks are considered magic weapons for the purposes of overcoming damage reduction. Gained at 4th level. Armour Bonus: +1 to AC. Gained at 5th level. Purity of Body: Gain immunity to all diseases. Gained at 5th level. Wholeness of Body: The monk can heal himself once per day, to a total of twice his monk level (a 10th level monk heals 20Hp). Gained at 7th level. Improved Evasion: The monk now only takes half damage on a failed Reflex save. Ki Strike 2: The monks unarmed attacks are considered lawful weapons for the purposes of overcoming damage reduction. Gained at 10th level. Armor Bonus: Get an additional +1 to AC. Gained at 10th level. Diamond Body: Get immunity to all poisons. Gained at 11th level. Diamond Soul: Gain a spell resistance equal to 10 + monk level. Gained at 13th level. Armor Bonus: Get an additional +1 to AC. Gained at 15th level. Quivering Palm: Once per day, you can launch an attack, which if successful, instantly kills the target. This attack will not work on Oozes, Elementals, Undead, Plants, Constructs or Incorporeal creatures. Gained at 15th level. Ki Strike 3: The monks unarmed attacks are considered adamantine weapons for the purposes of overcoming damage reduction. Gained at 16th level. Armor Bonus: Get an additional +1 to AC. Gained at 20th level. Perfect Body: Gain Damage Reduction of 10/Magic, meaning that the first 10 points of damage are ignored, unless the source of the damage is a magic weapon or spell. Gained at 20th level. Monks Unarmed Damage ******************** +-------+--------+--------+ | Monk | Small | Medium | | Level | Monk | Monk | | | Damage | Damage | +-------+--------+--------+ | 1-3 | 1D4 | 1D6 | | 4-7 | 1D6 | 1D8 | | 8-11 | 1D8 | 1D10 | | 12-15 | 1D10 | 2D6 | | 16-19 | 2D6 | 2D8 | | 20 | 2D8 | 2D10 | +-------+--------+--------+ Monks Flurry Table ****************** +-------+--------------------+ | Monk | Flurry | | Level | Attack Bonus | +-------+--------------------+ | 1 | -2/-2 | | 2 | -1/-1 | | 3 | +0/+0 | | 4 | +1/+1 | | 5 | +2/+2 | | 6 | +3/+3 | | 7 | +4/+4 | | 8 | +5/+5/+0 | | 9 | +6/+6/+1 | | 10 | +7/+7/+2 | | 11 | +8/+8/+8/+3 | | 12 | +9/+9/+9/+4 | | 13 | +9/+9/+9/+4 | | 14 | +10/+10/+10/+5 | | 15 | +11/+11/+11/+6/+1 | | 16 | +12/+12/+12/+7/+2 | | 17 | +12/+12/+12/+7/+2 | | 18 | +13/+13/+13/+8/+3 | | 19 | +14/+14/+14/+9/+4 | | 20 | +15/+15/+15/+10/+5 | +-------+--------------------+ My thoughts: This is a good class to use, especially in the later parts of the game, simply because Area Effect spells, like Fireball, come into play more often, so having a fast, spell resistant, evading monk is handy. Just point him at a Wizard, and watch as spells slip off the Monk. Take one along if you want something different. B4.3.7. Paladin ------------------ Vital Statistics **************** HD: D10 (1-10 Hp per level) BAB: +1 per level Fort: Good Ref: Poor Will: Poor Primary Score: Cha. Most of the Paladins abilities use the Cha mod to add to or multiply damages. Secondary Score: Wis. A Paladin gets a few spells, which require a score of 10+ spell level. As Paladins spells only go to 4th level, try not to put more than a 14 here Tertiary Score: Str. The Paladin is primarily a melee warrior, as his special attacks are added to melee attacks. Class Skills: Concentration, Heal, Knowledge(Religion) and Sense Motive. Base Skill Points per level: 2 Skills gained at 1st level ************************** Weapon Skills: All Simple and All Martial Weapons. Armor Skills: All Armors, All Shields (except Tower) Smite Evil: Once per day, a Paladin can add their Cha mod to an attack roll. If the attack hits, the Paladin deals an extra 1 point of damage per Paladin level. E.g, a 5th level Paladin with a Cha score of 14 adds +2 to his attack roll when using Smite, and deals his normal weapon damage +5. Skills gained later ******************* Divine Grace: Add the Paladin's Cha mod to all saving throws. Gained at 2nd level. Lay on Hands: The Paladin can heal damage dealt to itself or another once per day. The amount healed is equal to the Paladin's level times Cha Bonus. Gained at 2nd level. Aura of Courage: The Paladin becomes immune to Fear effects. Any Ally within 10ft (2 Squares) gains a +4 bonus to saving throws vs fear. Gained at 3rd level. Divine Health: The Paladin becomes immune to all diseases. Gained at 3rd level. Turn Undead: As the Cleric ability, though the Paladin is treated as a Cleric of 3 levels lower. Gained at 4th level. Spells: The Paladin learns to cast a small number of Divine spells at level 4 and higher. To cast a spell, the Paladin needs a Wis score of at least 11 to cast level 1 spells. The highest level spell a Paladin gains is level 4. Refer to the table below for the Paladin's spell progression. Paladin's need to prepare their spells in advance. Paladin Spells Table ******************** +---------+---------------+ | Paladin | Spell Level | | Level | 1 | 2 | 3 | 4 | +---------+---+---+---+---+ | 1 | | | | | | 2 | | | | | | 3 | | | | | | 4 | 0*| | | | | 5 | 0*| | | | | 6 | 1 | | | | | 7 | 1 | | | | | 8 | 1 | 0*| | | | 9 | 1 | 0*| | | | 10 | 1 | 1 | | | | 11 | 1 | 1 | 0*| | | 12 | 1 | 1 | 1 | | | 13 | 1 | 1 | 1 | | | 14 | 2 | 1 | 1 | 0*| | 15 | 2 | 1 | 1 | 1 | | 16 | 2 | 2 | 1 | 1 | | 17 | 2 | 2 | 2 | 1 | | 18 | 3 | 2 | 2 | 1 | | 19 | 3 | 3 | 3 | 2 | | 20 | 3 | 3 | 3 | 3 | +---------+---+---+---+---+ *'ed entries indicate that a Paladin only can cast spells of this level if he has a high enough wisdom to get a bonus spell of this level. My thoughts: I like this class. The Paladin spells are mostly buff type spells. The Lay on Hands ability can be used to damage Undead, which the game seems to have in abundance. Use this class instead of a Fighter, or in tandem with. B4.3.8. Psion ---------------- Vital Statistics **************** HD: D4 (1-4 Hp per level) BAB: +1/2 per level Fort: Poor Ref: Poor Will: Good Primary Score: Int. An Int of 10+ power level is required to mainfest a power. Secondary Score: Dex. As Psions wear no armor, a high Dex is needed to improve AC. Class Skills: Bluff, Concentration, Psicraft and Sense Motive. Base Skill Points per level: 2 Skills gained at 1st level ************************** Weapon Skills: Club, Dagger, Crossbow, Quarterstaff and Shortspear. Armor Skills: None, however, armor doesn't interfer with manifesting powers. Power Points: A Psion gains a number of Power Points, which he uses to manifest powers, which are similar to spells. See Table. Powers Known: A Psion only knows a few powers. These are chosen as the character levels up. See Table. Psions use their powers on the fly. Bonus Feat: The Psion gets a bonus feat, which must be a Psionic feat. Skills Gained Later ******************* Bonus Feat: Every 5th level (5,10,15,20) the Psion gains a bonus Psionic based feat. Psion Power Points and Powers Known Table ***************************************** +-------+--------+--------+---------+ | Psion | Power | Powers | Highest | | Level | Points | Known | Power | +-------+--------+--------+---------+ | 1 | 2 | 3 | 1st | | 2 | 6 | 5 | 1st | | 3 | 11 | 7 | 2nd | | 4 | 17 | 9 | 2nd | | 5 | 25 | 11 | 3rd | | 6 | 35 | 13 | 3rd | | 7 | 46 | 15 | 4th | | 8 | 58 | 17 | 4th | | 9 | 72 | 19 | 5th | | 10 | 88 | 21 | 5th | | 11 | 106 | 22 | 6th | | 12 | 126 | 24 | 6th | | 13 | 147 | 25 | 7th | | 14 | 170 | 27 | 7th | | 15 | 195 | 28 | 8th | | 16 | 221 | 30 | 8th | | 17 | 250 | 31 | 9th | | 18 | 280 | 33 | 9th | | 19 | 311 | 34 | 9th | | 20 | 343 | 36 | 9th | +-------+--------+--------+---------+ This table will need some explaining. The Psion only knows a certain number of powers, shown in the third column, restricted to a certain level as shown in the fourth column. However, I have gotten this table from the Expanded Psionics Handbook, so the game may handle the power assignment differently, as I have yet to play as a Psion. My Thoughts: Not having played with a Tactics Psion, I am unsure how they would play. I would assume that they function in the same way a Sorcerer does. B4.3.9. Psychic Warrior -------------------------- Vital Statistics **************** HD: D8 (1-8 Hp per level) BAB: +3/4 per level Fort: Good Ref: Poor Will: Poor Primary Score: Str. As a warrior class, the ability to hit and damage an opponent is a high priority. Secondary Score: Wis. A Wis of 10+ power level is required to be able to manifest a power. Class Skills: Autohypnosis, Concentration and Search Base Skill Points per level: 2 Skills gained at 1st level ************************** Weapon Skills: All Simple and Martial Weapons Armor Skills: All Armor and All Shields (except Tower) Power Points: A Psychic Warrior gets power points according to the following table. Powers: A Psychic Warrior knows 1 power at first level, then gets 1 new power per level after. Psychic Warriors use their powers on the fly. Bonus Feat: A Psychic Warrior recieves a bonus feat, which must be a Fighter or Psionic feat. Skills gained later ******************* Bonus Feat: A Psychic Warrior recieves a bonus feat, which must be a Fighter or Psionic feat. Gained at 2nd, 5th, 8th, 11th 14th, 17 and 20th level. Psychic Warrior Power Points and Powers Known Table *************************************************** +---------+--------+--------+---------+ | Psychic | Power | Powers | Highest | | Warrior | Points | Known | Level | | Level | | | Power | +---------+--------+--------+---------+ | 1 | 0* | 1 | 1st | | 2 | 1 | 2 | 1st | | 3 | 3 | 3 | 1st | | 4 | 5 | 4 | 2nd | | 5 | 7 | 5 | 2nd | | 6 | 11 | 6 | 2nd | | 7 | 15 | 7 | 3rd | | 8 | 19 | 8 | 3rd | | 9 | 23 | 9 | 3rd | | 10 | 27 | 10 | 4th | | 11 | 35 | 11 | 4th | | 12 | 43 | 12 | 4th | | 13 | 51 | 13 | 5th | | 14 | 59 | 14 | 6th | | 15 | 67 | 15 | 6th | | 16 | 79 | 16 | 6th | | 17 | 91 | 17 | 6th | | 18 | 103 | 18 | 6th | | 19 | 115 | 19 | 6th | | 20 | 127 | 20 | 6th | +---------+--------+--------+---------+ This table will need some explaining. The Psychic Warrior only knows a certain number of powers, shown in the third column, restricted to a certain level as shown in the fourth column. However, I have gotten this table from the Expanded Psionics Handbook, so the game may handle the power assignment differently, as I have yet to play as a Psychic Warrior. My thoughts: Another "new" class I have yet to play. Thoughts will be added when I do so. B4.3.10. Ranger ----------------- Vital Statistics **************** HD: D8 (1-8 Hp per level) BAB: +1 per level Fort: Good Ref: Good Will: Poor Primary Ability: Dex or Str. This depends on whether you take Archery or Two-Weapon Combat at 2nd level. Secondary Ability: Wis. A Ranger gets a few spells, which require a score of 10+ spell level. As Ranger spells only go to 4th level, try not to put more than a 14 here Class Skills: Concentration, Heal, Hide, Knowledge(Nature), Listen, Move Silently, Search, Spot and Survival. Base Skill Points per level: 6 Skills gained at 1st level ************************** Weapon Skills: All Simple and All Martial Weapons. Armor Skills: All Light Armour and All Shields (except Tower) Skills gained later ******************* Bonus Feat: In the Pen and Paper game, here Rangers choose whether they will focus on melee combat or ranged combat, which gives them a pre-picked set of feats at certain levels. In Tactics however, they appear to give bonus feats instead. I will now list the feats for each choice, so you can preserve the core aspect. The feats are gained at 2nd level, 6th level and 11th level. +------------------------------------+ | Melee | Archery | +---------------------+--------------+ | Two Weapon Fighting | Rapid Shot | | Improved Two Weapon | Manyshot | | Fighting | | | Greater Two Weapon | Improved | | Fighting | Precise Shot | +---------------------+--------------+ NOTE: Manyshot isn't in this game, as far as I can see, so I think that is why they changed this part of the Ranger. Spells: At 4th level, like the Paladin, the Ranger can cast a small number of Divine spells. The Ranger needs a score of 10 + spell level in order to cast any spells. A Wis score of 14 gives access to all levels of available spells. Refer to the table below for the Ranger's spell progression.Ranger's need to prepare their spells in advance. Animal Companion: Ranger's gain a Dog/Wolf at 1st level that acts as an extra character. The Dog/Wolf also improves as the Ranger levels up. Gained at 4th level. Ranger Spells Table ******************* +---------+---------------+ | Ranger | Spell Level | | Level | 1 | 2 | 3 | 4 | +---------+---+---+---+---+ | 1 | | | | | | 2 | | | | | | 3 | | | | | | 4 | 0*| | | | | 5 | 0*| | | | | 6 | 1 | | | | | 7 | 1 | | | | | 8 | 1 | 0*| | | | 9 | 1 | 0*| | | | 10 | 1 | 1 | | | | 11 | 1 | 1 | 0*| | | 12 | 1 | 1 | 1 | | | 13 | 1 | 1 | 1 | | | 14 | 2 | 1 | 1 | 0*| | 15 | 2 | 1 | 1 | 1 | | 16 | 2 | 2 | 1 | 1 | | 17 | 2 | 2 | 2 | 1 | | 18 | 3 | 2 | 2 | 1 | | 19 | 3 | 3 | 3 | 2 | | 20 | 3 | 3 | 3 | 3 | +---------+---+---+---+---+ *'ed entries indicate that a Ranger only can cast spells of this level if he has a high enough wisdom to get a bonus spell of this level. My thoughts: For some reason, Kuji have removed the Ranger's Favoured Enemy ability, which gave the Ranger some advantages over certain types of foe. However, the Ranger is a good class to use despite this, as you can use him as a forward scout easily, and he does bring an extra "character" in the form of a dog/wolf later in the game. Another class that's interchangable with the standard Fighter class. B4.3.11. Rogue ---------------- Vital Statistics **************** HD: D6 (1-6 Hp per level) BAB: +3/4 per level Fort: Poor Ref: Good Will: Poor Primary Score: Dex. A high Dex score assists with sneaking and Open Lock checks. Secondary Score: Int. A high Int allows you to pick up more skills. Class Skills: Bluff, Disable Device, Escape Artist, Hide, Intimidate, Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Spot, Tumble, and Use Magic Device. Base Skill Points per level: 8 Skills gained at 1st level ************************** Weapon Skills: All Simple Weapons, plus Hand Crossbow, Rapier, Shortbow and Shortsword. Armor Skills: All Light Armor Trapfinding: Rogues are the only class in the game that can Search for traps that are harder then DC20 to find. Sneak Attack: Whenever a Rogue is flanking an opponent, or when they hit a target before it realises that the Rogue is there, the Rogue deals +1D6 damage. This increases every odd level after, by an extra D6. I.e., a 11th level Rogue deals +6D6 damage with a SneaK Attack. Skills gained later ******************* Evasion: On a sucessful Reflex, if the spell/trap would normally do half damage, a monk takes no damage. e.g, a Fireball spell goes of, doing 28 points of damage. If a monk succeeds on the saving throw, he takes no damage, whereas another character would take 14 points of damage. Gained at 2nd level. Trap Sense: You gain a +1 bonus to Reflex saves vs. Traps and a +1 Armour bonus to avoid being hit by traps. This bonus increases by +1 at levels 6th, 9th, 12th, 15th ,18th. Gained at 3rd Level. Uncanny Dodge: You retain your Dex bonus to Armor class, even when Flat-footed or attacked by an invisible character. Gained at 4th Level. Improved Uncanny Dodge: You can no longer be flanked. This also means that Rogues can no longer Sneak Attack you. Gained at 8th level. My thoughts: I have used a Rogue, and they are fairly good. The Sneak Attack ability adds some considerable damage, but as Sneak Attack applies to ranged weapons within 30ft (6 Squares) of the target, if you don't kill with the first shot, you can be in trouble, as Rogues are lightly armored. The skill "Open Lock" is useful, as roughly 60% of chests in most areas are locked. Take along one if you want, a strong fighter will eventually breal his way into anything thats locked. B4.3.12. Sorceror ------------------- Vital Statistics **************** HD: D4 (1-4 Hp per level) BAB: +1/2 per level Fort: Poor Ref: Poor Will: Good Primary Score: Cha. A high Cha is needed to cast the most powerful spells. Secondary Score: Dex. Even though the sorcerer will be behind most of your party, sometimes enemies will get to close combat. A high Dex will boost that AC Class Skills: Bluff, Concentration, Knowledge(Arcane) and Spellcraft Basic Skill Points per level: 2 Skills gained at 1st level ************************** Weapon Skills: All Simple Weapons. Armor Skills: None. Armor interfers with spellcasting. Familiar: During generation, you can pick a familiar, which grants you a small bonus depending on the creature you choose. Consult the table below. +----------+------------------+ | Familiar | Bonus | +----------+------------------+ | Bat | +3 Listen | | Cat | +3 Move Silently | | Hawk | +3 Spot | | Owl | +3 Search | | Rat | +2 Fort | | Snake | +3 Bluff | | Toad | +3 Hp | | Weasel | +2 Ref | +----------+------------------+ While you don't need to take one, I would recommend taking the Toad or Rat as your familiar, to boost the low areas the Sorcerer has. Spells: The Sorcerer learns to cast Arcane spells. The Sorcerer knows a limited number of spells, so plan carefully which spells you will take. The ability the spells are tied to is Cha, so if you want to cast the highest level spells, you will need to have a score of 19 or better. The DC of the spells is 10 + Cha Mod + Spell Level. Refer to the tables for spell progression and spells known. Sorcerers cast their spells on the fly. Sorcerer Spells Known ********************* +----------+---------------------------------------+ | Sorcerer | Spells Known | | Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +----------+---+---+---+---+---+---+---+---+---+---+ | 1 | 4 | 2 | | | | | | | | | | 2 | 5 | 2 | | | | | | | | | | 3 | 5 | 3 | | | | | | | | | | 4 | 6 | 3 | 1 | | | | | | | | | 5 | 6 | 4 | 2 | | | | | | | | | 6 | 7 | 4 | 2 | 1 | | | | | | | | 7 | 7 | 5 | 3 | 2 | | | | | | | | 8 | 8 | 5 | 3 | 2 | 1 | | | | | | | 9 | 8 | 5 | 4 | 3 | 2 | | | | | | | 10 | 9 | 5 | 4 | 3 | 2 | 1 | | | | | | 11 | 9 | 5 | 5 | 4 | 3 | 2 | | | | | | 12 | 9 | 5 | 5 | 4 | 3 | 2 | 1 | | | | | 13 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | | | | | 14 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | | | 15 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | | | | 16 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | | | 17 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | | | 18 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | 19 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | 20 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | +----------+---+---+---+---+---+---+---+---+---+---+ Sorcerer Spell Progression ************************** +----------+---------------------------------------+ | Sorcerer | Spells Per Day | | Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +----------+---+---+---+---+---+---+---+---+---+---+ | 1 | 5 | 3 | | | | | | | | | | 2 | 6 | 4 | | | | | | | | | | 3 | 6 | 5 | | | | | | | | | | 4 | 6 | 6 | 3 | | | | | | | | | 5 | 6 | 6 | 4 | | | | | | | | | 6 | 6 | 6 | 5 | 3 | | | | | | | | 7 | 6 | 6 | 6 | 4 | | | | | | | | 8 | 6 | 6 | 6 | 5 | 3 | | | | | | | 9 | 6 | 6 | 6 | 6 | 4 | | | | | | | 10 | 6 | 6 | 6 | 6 | 5 | 3 | | | | | | 11 | 6 | 6 | 6 | 6 | 6 | 4 | | | | | | 12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | | | | 13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | | | | 14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | | | 15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | | | 16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | | 17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | | 18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | 19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | +----------+---+---+---+---+---+---+---+---+---+---+ My thoughts: Use this character as an artillery unit. Pick up most of the damage spells, taking only 1 or 2 defensive spells. If you want a character thet can continually dish out high numbers of damage, this is the choice. One word of warning, when using spells like Fireball, ensure that you have a perfectly clear path to the target area, as the spell has a habit of detonating where you don't expect. B4.3.13. Wizard ----------------- Vital Statistics **************** HD: D4 (1-4 Hp per level) BAB: +1/2 per level Fort: Poor Ref: Poor Will: Good Primary Score: Int. A high Int is needed to cast the most powerful spells. Secondary Score: Dex. Even though the Wizard will be behind most of your party, sometimes enemies will get to close combat. A high Dex will boost that AC Class Skills: Bluff, Concentration, Knowledge(Arcane), Knowledge(Dungeoneering), Knowledge(Nature), Knowledge(Religion), Knowledge(The Planes) and Spellcraft Basic Skill Points per level: 2 Skills gained at 1st level ************************** Weapon Skills: All Simple Weapons. Armor Skills: None. Armor interfers with spellcasting. Familiar: During generation, you can pick a familiar, which grants you a small bonus depending on the creature you choose. Consult the table below. +----------+------------------+ | Familiar | Bonus | +----------+------------------+ | Bat | +3 Listen | | Cat | +3 Move Silently | | Hawk | +3 Spot | | Owl | +3 Search | | Rat | +2 Fort | | Snake | +3 Bluff | | Toad | +3 Hp | | Weasel | +2 Ref | +----------+------------------+ While you don't need to take one, I would recommend taking the Toad or Rat as your familiar, to boost the low areas the Wizard has. Spells: The Wizard learns to cast Arcane spells. The ability the spells are tied to is Int, so if you want to cast the highest level spells, you will need to have a score of 19 or better. The DC of the spells is 10 + Int Mod + Spell Level. The wizard recieves knowledge of all 0 level spells at 1st level, plus the knowledge of 3 1st level spells, plus 1 spell per point of Int bonus. At each level up, the Wizard adds 2 new spells to his spellbook of any level that he can currently cast. Eg., a 3rd level Wizard can cast 2nd and 1st level spells, when he goes up to 4th level, the spells he can choose are from either 1st or 2nd level. Additionally, a Wizard can write spells to his spellbook by copying them from scrolls. Wizards need to prepare their spells in advance. Wizard Spell Progression ************************ +--------+---------------------------------------+ | Wizard | Spell Level | | Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +--------+---+---+---+---+---+---+---+---+---+---+ | 1 | 3 | 1 | | | | | | | | | | 2 | 4 | 2 | | | | | | | | | | 3 | 4 | 2 | 1 | | | | | | | | | 4 | 4 | 3 | 2 | | | | | | | | | 5 | 4 | 3 | 2 | 1 | | | | | | | | 6 | 4 | 3 | 3 | 2 | | | | | | | | 7 | 4 | 4 | 3 | 2 | 1 | | | | | | | 8 | 4 | 4 | 3 | 3 | 2 | | | | | | | 9 | 4 | 4 | 4 | 3 | 2 | 1 | | | | | | 10 | 4 | 4 | 4 | 3 | 3 | 2 | | | | | | 11 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | | | | 12 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | | | | 13 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | | | 14 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | | | 15 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | | 16 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | | 17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | 18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | 19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | | 20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | +--------+---+---+---+---+---+---+---+---+---+---+ My thoughts: Use a Wizard to have a greater range of spells to use, as opposed to the limited number a Sorcerer has. Generally, a Wizard tends to have those spells that the more combat orientated Sorceror wouldn't choose. With fewer spells per day, you need to plan what spells you will prepare for each adventure. The Great Wizard Vs Sorcerer debate. ************************************ I didn't really want to put this in, but I can see that I will get many e-mails on this subject. In Tactics, wizards and sorcerers are fairly identical, as you can rest, recharging spells at any time in the adventure map. However, as by 7-10th levels, you have more than enough spells to do the, map without resting once. Because of this, you have to pick your spells carefully for both classes, but due to the sorcerer's ability to cast any of his known spells at any time, he has a "slight" edge on the Wizard, if you play without resting. I have played the entire game, and I only rested on 2 or 3 of the maps (out of around 20), and those were ones with protracted battles, and many of them. So, it's up to you, the player, as always, to play the game as you see fit, as a D and D game or as a computer gamer. Nuff Said :) B4.4.1. Skills --------------- In this section, I will list the skills, their usage in game, and what ability score will add to the total in brackets next to the skill name. A skill that has trained only in it means that you need to spend points in it to be able to use it, such as Open Lock. Some skills are able to be used without spending points in it, such as Listen. Autohypnosis(Wis): A successful Autohypnosis check allows a character to resist poisons and even death for a brief time. Trained Only. Bluff(Cha): Mislead an opponent in combat. Doing this usually gives you a bonus to hit the oppponent next round, if they fail their Sense Motive check. Concentration(Con): This skills is important for spell casters and power manifesters when they try to cast spells whilst in melee. A successful check means that the spell/power works normally. Failure means that you lose the spell. Disable Device(Int): The skill used to disable any traps you find. Trained Only. Escape Artist(Dex): Used to escape webs and other forms of confinement. Heal(Wis): A important skill that allows you to stabilise a dying ally. It doesn't restore Hp, just prevents losing more. Hide(Dex): Stay hidden from enemies. Intimidate(Cha): Frighten the enemy. The enemy loses some attack skill when fighting you. Knowledge(Arcana)(Int): Reveals the Hp of Magical Beast, Constructs and Dragons. Trained Only. Knowledge(Dungeoneering)(Int): Reveals the Hp of Aberrations and Oozes. Trained Only. Knowledge(Nature)(Int): Reveals the Hp of Animals, Fey, Giants, Monstrous Humanoids, Plants and Vermin. Trained Only. Knowledge(Religion)(Int): Reveals the Hp of Undead. Trained Only Knowledge(The Planes)(Int): Reveals the Hp of Outsiders and Elementals. Trained Only. Listen(Wis): Detect someone trying to sneak up on you. Move Silently(Dex): Move up to an opponent without being detected. Open Lock(Dex): Used to open locked chests and doors. Trained Only. Perform(Cha): A skill used to play music. A bard needs points in this in order to use Bardic Music. Psicraft(Int): Used to identify powers being manifested by enemies. Trained Only. Search(Int): Used to find hidden doors and traps. Sense Motive(Wis): Used to beat Bluff. Spellcraft(Int): Used to identify spells being cast by enemies. Trained Only. Spot(Wis): Detect hidden enemies. Survival(Wis): Reveals the Hp of Animals, Plants and Vermin. Tumble(Dex): Move around without triggering Attacks of Opportunity. Trained Only. Use Magic Device(Cha): Use a magic item that you can't normally use. Trained Only. B4.4.2. Feats -------------- In this next section I will list the feats available. The format will be: Feat Name Requirements (if any) Usage/Ability Granted I will group the feats into General, Psychic and Magic. Psychic feats usually require that you are a Psion or Pyschic Warrior. Magic feats alter spells in some fashion. Any feat that is on the list for Fighters to choose every 2nd level will have [Fighter] next to it's name. B4.4.2.1. General Feats *********************** Acrobatic: +2 bonus to Tumble checks. Agile: +2 bonus to Escape Artist checks. Alertness: +2 bonus to Listen and Spot checks. Armor Proficiency(Heavy): Allows the character to use Splint Mail, Banded Mail, Half-Plate and Full Plate without penalty. Armor Proficiency(Light): Allows the character to use Padded, Leather, Studded Leather and Chain Shirts without penalty. Armor Proficiency(Medium): Allows the character to use Hide, Scale, Chainmail, and Breastplate without penalty. Blind Fight[Fighter]: In melee, each time you miss due to invisiblity or concealment, re-roll the attack once. Invisible attackers gain no advantaeg when fighting you. Cleave[Fighter]: Requirements: Power Attack If you kill your opponent with an attack, you automatically attack one other opponent within reach. Combat Expertise[Fighter]: Requirements: Int 13+ You take a penalty to your attack and add it to your armor class. Max is -5 attack, +5 AC. The penalty cannot be higher than your BAB. Combat Reflexes[Fighter]: You gain Attacks of Opportunity equal to 1 + Dex Mod. Diehard: If reduced to negative Hp (-1 to -9), you are disabled rather than dying. Dodge[Fighter]: Requirements: Dex 13+ Grants a +1 bonus to AC against an opponent. Extra Turning: Requirements: Turn or Rebuke Undead ability Gives and extra 3 uses per day of Turn or Rebuke Undead. Great Fortitude: Grants an +2 bonus to Fort saves Greater Two Weapon Fighting[Fighter]: Requirements: Dex 19+, BAB +11, Improved Two Weapon Fighting Grants a third attack with the off-hand weapon. Greater Weapon Focus(Axe)[Fighter]: Requirements: Weapon Focus(Axe), Fighter level 8 Gain an additional +1 bonus on attack rolls made with Axe class weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh. Greater Weapon Focus(Blunt)[Fighter]: Requirements: Weapon Focus(Blunt), Fighter level 8 Gain an additional +1 bonus on attack rolls made with Blunt class weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff and Warhammer. Greater Weapon Focus(Bow)[Fighter]: Requirements: Weapon Focus(Bow), Fighter level 8 Gain an additional +1 bonus on attack rolls made with Bow class weapons; Shortbow and Longbow. Greater Weapon Focus(Crossbow)[Fighter]: Requirements: Weapon Focus(Crossbow), Fighter level 8 Gain an additional +1 bonus on attack rolls made with Crossbow class weapons; Hand Crossbow, Light Crossbow and Heavy Crossbow. Greater Weapon Focus(Heavy Sword)[Fighter]: Requirements: Weapon Focus(Heavy Sword), Fighter level 8 Gain an additional +1 bonus on attack rolls made with Heavy Sword class weapons; Bastard Sword, Falchion, Greatsword, Longsword, Scimitar, and Two Bladed Sword. Greater Weapon Focus(Light Sword)[Fighter]: Requirements: Weapon Focus(Light Sword), Fighter level 8 Gain an additional +1 bonus on attack rolls made with Light Sword class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword. Greater Weapon Focus(Polearm)[Fighter]: Requirements: Weapon Focus(Polearm), Fighter level 8 Gain an additional +1 bonus on attack rolls made with Polearm class weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear, Spear, and Trident. Greater Weapon Focus(Thrown)[Fighter]: Requirements: Weapon Focus(Polearm), Fighter level 8 Gain an additional +1 bonus on attack rolls made with Polearm class weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe. Greater Weapon Specialisation(Axe)[Fighter]: Requirements: Greater Weapon Focus(Axe), Fighter level 12 Gain an additional +2 bonus on damage rolls made with Axe class weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh. Greater Weapon Specialisation(Blunt)[Fighter]: Requirements: Greater Weapon Focus(Axe), Fighter level 12 Gain an additional +2 bonus on damage rolls made with Blunt class weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff and Warhammer. Greater Weapon Specialisation(Bow)[Fighter]: Requirements: Greater Weapon Focus(Bow), Fighter level 12 Gain an additional +2 bonus on damage rolls made with Bow class weapons; Longbow and Shortbow. Greater Weapon Specialisation(Crossbow)[Fighter]: Requirements: Greater Weapon Focus(Crossbow), Fighter level 12 Gain an additional +2 bonus on damage rolls made with Crossbow class weapons; Hand Crossbow, Light Crossbow, Heavy Crossbow. Greater Weapon Specialisation(Heavy Sword)[Fighter]: Requirements: Greater Weapon Focus(Heavy Sword), Fighter level 12 Gain an additional +2 bonus on damage rolls made with Heavy Sword class weapons; Bastard Sword, Falchion, Greatsword, Longsword, Scimitar, and Two Bladed Sword. Greater Weapon Specialisation(Light Sword)[Fighter]: Requirements: Greater Weapon Focus(Light Sword), Fighter level 12 Gain an additional +2 bonus on damage rolls made with Light Sword class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword. Greater Weapon Specialisation(Polearm)[Fighter]: Requirements: Greater Weapon Focus(Polearm), Fighter level 12 Gain an additional +2 bonus on damage rolls made with Polearm class weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear, Spear, and Trident. Greater Weapon Specialisation(Thrown)[Fighter]: Requirements: Greater Weapon Focus(Thrown), Fighter level 12 Gain an additional +2 bonus on damage rolls made with Thrown class weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe. Improved Bull Rush[Fighter]: Requirements: Power Attack Gain a +4 bonus on Bull Rush attempts, the opponent no longer gets an Attack of Opportunity. Improved Critical[Fighter]: Requirements: BAB +8 Double the critical threat range of any weapon. Improved Feint[Fighter]: Requirements: Combat Expertise Feint as a standard action, not a full round action. Improved Initative[Fighter]: Gain a +4 bonus to Initiative checks. Improved Precise Shot[Fighter]: Requirements: Dex 19+, BAB +11, Precise Shot You ignore any concealmen the opponent has, up to full concealment. Improved Turning: Requirements: Turn or Rebuke Undead ability Gain a +1 bonus on the character level check part of the Turn Undead rolls. Improved 2 Weapon Fighting[Fighter]: Requirements: Dex 17+, BAB +6, 2 Weapon Fighting Gain a second attack with the off-hand weapon. Improved Unarmed Strike[Fighter]: You are considered armed when fighting barehanded, so you no longer provoke Attack of Opportunity. Investigator Gain a +2 bonus to Search checks. Iron Will Gain a +2 bonus to Will saves. Lightning Reflexes Gain a +2 bonus to Reflex saves. Martial Weapon Proficiency Requirements: Barbarian Level 1, Fighter Level 1, Paladin Level 1, Psychic Warrior Level 1, Ranger Level 1 Gain proficiency will all martial weapons. The above classes get this feat for free at first level. Other characters have to buy weapon proficiency for martial weapons individually. Nimble Fingers: Gain a +2 bonus to Open Lock and Disable Device checks. Point Blank Shot[Fighter]: Gain a +1 attack bonus when shooting at an opponent within 30ft (6 squares) of your character. Power Attack[Fighter]: Requirements: Str 13+ You trade in accuracy for damage. You can take up to 5 off your attack roll and add a like number to damage. Precise Shot[Fighter]: Removes the -4 attack roll penalty for shooting into a melee. Quick Draw[Fighter]: Requirements: +1 BAB You can draw a weapon as a free action. Rapid Shot[Fighter]: Requirements: Dex 13+, Point Blank Shot. Gain an extra attack when using a bow (not a crossbow) at the expense of accuracy. Shield Proficiency: Removes the attack penalty for using a shield untrained. Simple Weapon Proficiency: Allows the character to use all simple weapons without penalty. All classes except for the Druid, Monk, Psion and Wizard start with this feat. Spring Attack[Fighter]: Requirements: Dodge, BAB +4 You can move before and after making an attack. This feat cannot be used whilst wearing Heavy Armor. Stealthy: Gain a +2 bonus to Hide and Move Silently checks. Stunning Fist[Fighter]: Requirements: Dex 13+, Wis 13+, BAB 8+, Improved Unarmed Strike You can make a stunning unarmed attack. Toughness: Gain +3 to maximum Hp Tower Shield Proficiency[Fighter]: Requirements: Shield Proficiency You can use Tower Shields without penalty. Two Weapon Defense[Fighter]: Requirements: Two Weapon Fighting Gain a +1 AC bonus with the weapon in the off hand Two Weapon Fighting[Fighter]: Requirements: Dex 15+ Reduces the penalties for fighting with two weapons. Weapon Finesse[Fighter]: Requirements: +1 BAB Use your Dex Mod instead of your Str Mod when attacking with a light weapon. Weapon Focus(Axe)[Fighter]: Gain a +1 bonus on attack rolls made with Axe class weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh. Weapon Focus(Blunt)[Fighter]: Gain a +1 bonus on attack rolls made with Blunt class weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff and Warhammer. Weapon Focus(Bow)[Fighter]: Gain a +1 bonus on attack rolls made with Bow class weapons; Longbow and Shortbow. Weapon Focus(Crossbow)[Fighter]: Gain a +1 bonus on attack rolls made with Crossbow class weapons; Hand Crossbow, Light Crossbow and Heavy Crossbow. Weapon Focus(Heavy Sword)[Fighter]: Gain a +1 bonus on attack rolls made with Heavy Sword class weapons; Bastard Sword, Falchion, Greatsword, Longsword, Scimitar, and Two Bladed Sword. Weapon Focus(Light Sword)[Fighter]: Gain a +1 bonus on attack rolls made with Light Sword class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword. Weapon Focus(Polearm)[Fighter]: Gain a +1 bonus on attack rolls made with Polearm class weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear, Spear, and Trident. Weapon Focus(Thrown)[Fighter]: Gain a +1 bonus on attack rolls made with Thrown class weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe. Weapon Proficiency(Weapon)[Fighter]: Use the (Weapon) without penalty. I.e., if you took Weapon Proficiency (Gnome Hooked Hammer), you could use a Gnome Hooked Hammer without penalty. Weapon Specialisation(Axe)[Fighter]: Requirements: Weapon Focus(Axe), Fighter level 4 Gain a +2 bonus on damage rolls made with Axe class weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh. Weapon Specialisation(Blunt)[Fighter]: Requirements: Weapon Focus(Blunt), Fighter level 4 Gain a +2 bonus on damage rolls made with Blunt class weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff and Warhammer. Weapon Specialisation(Bow)[Fighter]: Requirements: Weapon Focus(Bow), Fighter level 4 Gain a +2 bonus on damage rolls made with Bow class weapons; Longbow and Shortbow. Weapon Specialisation(Crossbow)[Fighter]: Requirements: Weapon Focus(Crossbow), Fighter level 4 Gain a +2 bonus on damage rolls made with Crossbow class weapons; Hand Crossbow, Light Crossbow, Heavy Crossbow. Weapon Specialisation(Heavy Sword)[Fighter]: Requirements: Weapon Focus(Heavy Sword), Fighter level 4 Gain a +2 bonus on damage rolls made with Heavy Sword class weapons; Bastard Sword, Falchion, Greatsword, Longsword, Scimitar, and Two Bladed Sword. Weapon Specialisation(Light Sword)[Fighter]: Requirements: Weapon Focus(Light Sword), Fighter level 4 Gain a +2 bonus on damage rolls made with Light Sword class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword. Weapon Specialisation(Polearm)[Fighter]: Requirements: Weapon Focus(Polearm), Fighter level 4 Gain a +2 bonus on damage rolls made with Polearm class weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear, Spear, and Trident. Weapon Specialisation(Thrown)[Fighter]: Requirements: Weapon Focus(Thrown), Fighter level 4 Gain a +2 bonus on damage rolls made with Thrown class weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe. Whirlwind Attack[Fighter]: Requirements: Combat Expertise, Dodge, Spring Attack Make one attack against each opponenet with the reach of your weapon. B4.4.2.2. Pyschic Feats ************************ *Coming Soon* B4.4.2.3. Magic Feats ********************** These feats modify a spells effects, or the process of casting them. Augment Summoning: Each summoned creature gains +4 to Str and Con. Enlarge Spell: Doubles the area of a spell that has a range greater than touch. Extend Spell: Doubles the duration of a a spell that has a duration longer than instantaneous. Greater Spell Penetration: Requirements: Spell Penetration Grants a +4 bonus to overcome Spell Resistance. This feat does not stack with Spell Penetration. Silent Spell: Cast a spell without using the Vocal (V) component of the spell. Spell Penetration: Grants a +2 bonus to overcome Spell Resistance. Still Spell: Allows a spell to be cast without using the Somantic (S) component of the spell. . Widen Spell: Increases the area a spell affects by 50%. B4.5. Spells and Powers ------------------------- This section has the lists of spells and powers each class has access to. The spells and Powers themselves will be placed in their own Guide. Spells/Powers I recommend have a + next to them, and spells that are unique to that class have a "u" B4.5.1. Spell Lists -------------------- B4.5.1.1. Bard Spells ********************* Some Spells may be missing from this list, the information has been taken from the Cleric and Sorcerer spell information (using triangle on the spell in question) Level 0: Daze + Detect Magic + Flare + Light + Resistance Level 1: Cause Fear Charm Person Cure Light Wounds + Expeditious Retreat Hypnotism Remove Fear + Sleep + Summon Monster 1 + Level 2: Animal Trance Blindness/Deafness Blur + Calm Emotions Cat's Grace Cure Moderate Wounds + Daze Monster Delay Poison Eagle's Splendor + Fox's Cunning Heroism Hold Person + Hypnotic Pattern Invisibility Rage Scare Silence Sound Burst Summon Monster 2 Level 3: Blink + Charm Monster Clairvoyance Confusion Cure Serious Wounds + Deep Slumber Dispel Magic + Fear Haste + Remove Curse See Invisibility Slow Summon Monster 3 Level 4: Break Enchantment Cure Critical Wounds + Dominate Person Freedom of Movement + Hold Monster + Invisibility, Greater + Neutralise Poison Rainbow Pattern Shout Summon Monster 4 Level 5: Cure Light Wounds, Mass + Greater Heroism + Mind Fog Mislead + Summon Monster 5 + Level 6: Cat's Grace, Mass + Charm Monster, Mass + Cure Moderate wounds, Mass + Fox's Cunning Mass + B4.5.1.2. Cleric Spells *********************** Level 0: Cure Minor Wounds Detect Magic Guidance Inflict Minor Wounds u Light + Resistance + Virtue Level 1: Bless + Cause Fear Command u Cure Light Wounds Detect Chaos u Detect Evil u Detect Good u Detect Law u Detect Undead Divine Favor Doom u,+ Inflict Light Wounds u Magic Weapon + Remove Fear Shield of Faith u,+ Summon Monster 1 Level 2: Aid u Bear's Endurance Bull's Strength + Calm Emotions Cure Moderate Wounds Delay Poison Eagle's Splendor Find Traps u Hold Person + Inflict Moderate Wounds u Owl's Wisdom Remove Paralysis Silence + Sound Burst Spirtual Weapon u,+ Summon Monster 2 Level 3: Animate Dead Bestow Curse Blindness/Deafness Contagion Cure Serious Wounds + Dispel Magic + Inflict Serious Wounds u Invisibility Purge u Magic Vestment u,+ Remove Curse Remove Disease Summon Monster 3 Level 4: Cure Critical Wounds Death Ward Dismissal + Divine Power u,+ Freedom of Movement Inflict Critical Wounds u Neutralise Poison Poison Summon Monster 4 Level 5: Break Enchantment Cure Light Wounds, Mass Flame Strike + Inflict Light Wounds, Mass u Raise Dead u,+ Summon Monster 5 Level 6: Bear's Endurance, Mass Bull's Strength, Mass + Create Undead Cure Moderate Wounds, Mass Eagle's Splendor, Mass Harm u,+ Heal + Inflict Moderate Wounds, Mass u Owl's Wisdom, Mass Death to Undeath Level 7: Cure Serious Wounds, Mass Destruction u,+ Inflict Serious Wounds, Mass u Regeneration + Level 8: Antimagic Field Cure Critical Wounds, Mass + Earthquake Fire Storm + Inflict Critical Wounds, Mass u Level 9: Heal, Mass u,+ Implosion u,+ Miracle u True Resurrection u B4.5.1.3. Druid Spells ********************** Spells will be added when I play with this class. Any spells that are on the lists of classes I have played with will get added as nessecary. B4.5.1.4. Paladin Spells ************************* Level 1: Bless Bless Weapon u Cure Light Wounds Detect Undead Divine Favor Magic Weapon Resistance Virtue Level 2: Delay Poison Eagle's Splendor Owl's Wisdom Remove Paralysis Level 3: Cure Moderate Wounds Neutralise Poison Remove Blindness/Deafness Remove Curse Level 4: Break Enchantment Cure Serious Wounds Death Ward B4.5.1.5. Ranger Spells *********************** Spells will be added when I play with this class. Any spells that are on the lists of classes I have played with will get added as nessecary. B4.5.1.6. Sorcerer/Wizard Spells ******************************** Level 0: Acid Splash u Daze Detect Magic Disrupt Undead u Flare Light Ray of Frost u Resistance Touch of Fatigue u Level 1: Burning Hands u Cause Fear Charm Person Chill Touch u Detect Undead Expeditious Retreat Hypnotism Mage Armor u Magic Missile u Magic Weapon Ray of Enfeeblement u Shield u Shocking Grasp u Sleep Summon Monster 1 True Strike u Level 2: Bear's Endurance Blindness/Deafness Blur Bull's Strength Cat's Grace Control Undead u Darkvision Daze Monster Eagle's Splendor False Life u Fog Cloud Fox's Cunning Hypnotic Pattern Invisibility Knock u Melf's Acid Arrow u Owl's Wisdom Scare Scorching Ray u See Invisibility Summon Monster 2 Web Level 3: Blink Clairvoyance Deep Slumber Dispel Magic Fireball u Flame Arrow u Haste Heroism Hold Person Lightning Bolt u Rage Slow Summon Monster 3 Level 4: Animate Dead Bestow Curse Charm Monster Confusion Contagion Evard's Black Tentacles u Fear Ice Storm Invisibility, Greater Lesser Globe of Invulnerability u Phantasmal Killer u Rainbow Pattern Remove Curse Shout Solid Fog u Summon Monster 4 Wall of Fire Level 5: Break Enchantment Cloudkill u Cone of Cold u Dismissal Dominate Person Feeblemind u Hold Monster Mind Fog Summon Monster 5 Waves of Fatigue u Level 6: Acid Fog u Antimagic Field Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Chain Lightning u Circle of Death u Create Undead Disintegrate u Eagle's Splendor, Mass Fox's Cunning, Mass Globe of Invulnerability u Greater Heroism Mislead Otiluke's Freezing Sphere u Owl's Wisdom, Mass Undeath to Death Level 7: Control Undead u Finger of Death Inivisibilty, Mass u Mordenkainen's Sword u Power Word, Blind u Waves of Exhaustion u Level 8: Charm Monster, Mass Incendiary Cloud u Mind Blank u Moment of Prescience u Polar Ray u Power Word, Stun u Protection From Spells u Level 9: Dominate Monster u Foresight Freedom u Meteor Swarm u Power Word, Kill u Time Stop u Wail of the Banshee u B4.5.2. Pyschic Powers ---------------------- More info coming soon. B4.5.2.1. Psion Powers List *************************** When I play as this class, I will add powers as I discover them. B4.5.2.1. Pyschic Warrior Powers List ************************************** When I play as this class, I will add the powers as I discover them. B5. Character Generation ------------------------ Here, we get to the actual steps of creating a character. This section will be in bullet points, and I will expand the points if they need extra details. 1. Choose Gender and Race - Gender of your character is an personal choice it doesn't affect gameplay. Race, however does. 2. Choose Class - Pick the class you want to play. Remember what the primary score that class needs 3. Assign Ability Scores - Using the point system, buy your abilities. I recommmend the following spend, assign the scores according to the class you picked Primary Score - 15 (8 points) Secondary Score - 14 (6 points) Tertiary Score - 14 (6 points) Other scores - Two scores at 10 (2 points) and one score at 9 (1 point). These last scores shouldn't be ones that the character relies on. Note; this is a RECOMMENDED spend, more experienced players may want to min-max more. Notes Note; Try to have an odd number score in the classes primary ability, as you gain an ability point every 4th level, (to a max of 5) to gain maximum efficiency. 4. Choose skill points 5. Choose feats - My advice, for fighter classes, pick up Weapon Focus in a weapon class that yu like. For spellcasters, pick up Spell or Power Penetration for offensive casters, and Augment Summoning for defensive/buff casters, so you can use a summon as a shield while you heal or enchance the rest of the party. 6. Choose Spells/Powers - If you have chosen a Bard, Psion, Pyschic Warrior Sorcerer or Wizard, you get to pick the spells you have knowledge of initially. 7. Choose Alignment/Deity - This is important for Clerics, choose a good alignment if you want to be a Healer. The Cleric also gains some powers from their deity choice. I will list these somewhere when I find them out. 8. Choose Character head - Another personal choice that doesn't affect gameplay. 9. Name your character. 10. Confirm that the character is OK. B6. My Characters ------------------- B6.1 ---- Here is a list of the characters that I finished the game with first time through. I have only got the stats for the 1st level, and although I was going to add the stats when I finished the game, with the whole memory stick thing, I only have the first. B6.1.1. Party Leader ********************* Name: Apex Race: Human Class: Fighter Stats at 1st level: Str 17 Dex 12 Con 14 Int 8 Wis 10 Cha 8 Skills at 1st level: Intimidate, Tumble (Cross Class) Feats at 1st level: Default Fighter Feats, Blind Fight, Power Attack, Weapon Focus (Polearm) B6.1.2. Tank ************* Name: Grosh Race: Half-Orc Class: Barbarian Stats at 1st level: Str 17 Dex 14 Con 14 Int 6 Wis 13 Cha 6 Skills at 1st level: Intimidate, Survival Feats at 1st level: Default Barbarian Feats, Weapon Focus(Axe) B6.1.3. 1st Healer ******************** Name: Anna Race: Human Class: Cleric of Heironeous Stats at 1st level: Str 10 Dex 10 Con 12 Int 8 Wis 17 Cha 12 Skills at 1st level: Concentration, Knowledge (Religion) Feats at 1st level: Default Cleric Feats, Blind Fight, Augment Summoning B6.1.4. 2nd Healer ******************** Name: Tia Race: Elf Class: Cleric of Corellon Larethian Stats at 1st level: Str 10 Dex 14 Con 10 Int 8 Wis 17 Cha 10 Skills at 1st level: Concentration Feats at 1st level: Default Cleric Feats, Dodge B6.1.5. Arcane Spellcaster **************************** Name: Wen Race: Human Class: Sorcerer Stats at 1st level: Str 10 Dex 14 Con 10 Int 8 Wis 10 Cha 17 Skills at 1st level: Concentration, Tumble (Cross Class) Feats at 1st level: Default Sorcerer Feats, Improved Initative, Dodge Spells at 1st level: Acid Splash, Flare, Daze, Ray of Frost, Mage Armor and Summon Monster 1. B6.1.6. Support Melee *********************** Name: Floisa Race: Human Class: Paladin Stats at 1st level: Str 13 Dex 12 Con 10 Int 10 Wis 14 Cha 14 Skills at 1st level: Sense Motive, Heal, Knowledge(Religion) Feats at 1st level: Default Paladin Feats, Improved Initative, Power Attack. As you can see, this was a healer heavy party. This is due to the way I play Tactics. I tend to split the 6 member team into 2 groups of 3 for many missions, especially in dungeons, where there are multiple paths to explore. The usual split is Apex (armed with a Polearm), Wen (armed with a Crossbow) and Tia (armed with a Blunt) in 1 team, and Gorsh (armed with a Greataxe), Floisa (armed with a Blunt) and Anna (armed with a Crossbow). By mixing the damage types, each team can usually deal with any threat it comes across. The only exception is when they come up against enemies with Spell Resistance, where I use a swarm tactic as Wen seems to fail to beat this SR 8/10 times, and they tend to have AC's of 24 plus, which are hard to hit for the Clerics. I use either Apex or Gorsh to bash open chests, resorting to the Knock spell (cast by Wen) when a chest gets difficult. B7. Game Basics ----------------- The game's manual does a good job of explaining how to move around the map. I will try to expand on a few points. At the start of an Adventure, you get to place your characters on the map, in the yellow squares. You then need to move your characters around the map, using the "Move" command in the menu. Unless you are using a Rogue or Ranger to scout ahead, try to keep your fighters in the front of the group. If you have "buff" type spells, cast them before combat, simpy to save some time, and to prevent the enemy from getting close enough to disrupt(and thus lose) the spell you are trying to cast. Note the duration of these spells. Spells like Bull's Strength can be cast early, as they last a long time, whereas spells like Bless last only a few turns. When combat starts, the character that is spotted by the enemy and the enemy doing the spotting, have a single action available to them, before the rest of the party/enemies can join in. Use this action to either: move towards the enemy to attack in melee, cast a spell, or retreat to the rest of the group, so you have a unified front. In the first few Adventures, try to get your characters into a position to flank the target, ie., having a character directly opposite each other with the opponent in-between them. See the diagrams. +-----+-----+-----+ | | | | | | | | | | | | +-----+-----+-----+ | | | | | C | E | C | | | | | +-----+-----+-----+ | | | | | | | | | | | | +-----+-----+-----+ OR +-----+-----+-----+ | | | | | | | C | | | | | +-----+-----+-----+ | | | | | | E | | | | | | +-----+-----+-----+ | | | | | C | | | | | | | +-----+-----+-----+ OR +-----+-----+-----+ | | | | | C | | | | | | | +-----+-----+-----+ | | | | | | E | | | | | | +-----+-----+-----+ | | | | | | | C | | | | | +-----+-----+-----+ Or +-----+-----+-----+ | | | | | | C | | | | | | +-----+-----+-----+ | | | | | | E | | | | | | +-----+-----+-----+ | | | | | | C | | | | | | +-----+-----+-----+ C = Character E = Enemy You can of course, do this against every enemy you come up against, just be wary of Attacks of Opportunity. If you take take more than a "Step" action to move (found by pressing right on the "Move" in the main menu) in a area where the tiles/grid squares are yellow, the enemy can have a free attack at you. This doesn't apply if the opponent currently has a Bow or Crossbow out. The majority of enemies only have a single AoO (Attack of Opportunity), so you can use this to your advantage, by using a character with a high AC to trigger the AoO, then moving the rest of your party into position. If any of the you readers have any other tips for this section, send them to me, you will be credited. Find my contact details at the start of the guide. _ _ _ _ _ _ _ _ _ _ _ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ ( T | h | e | M | i | s | s | i | o | n | s ) \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ Finally, after, 2700+ lines of background information, we get down to the missions. I will try to include all the chest and items in them, as well as rough stats for the enemies in the adventure. I will reference when cut scenes and in-game dialog takes place. Any magical items will be listed in the items section, in the relevant area. The Quest XP reward is given to all characters; only characters who took part in the adventure get Kill XP. M1.1. Mission One - The Thieves ------------------------------- Level Information ***************** Party Members: 2 Recommended Level: 1 Background: Goblin brigands are holed up in a hideaway by the lake. There's a reward for any party that can kill them. Quest XP reward: 200 XP from kills: 300 Gold Acquired: 584 Chest Count: 2 Monsters: 2 Goblins, AC: 11; Hp: 9 1 Goblin, AC: 13; Hp: 9 Walkthrough *********** You start this map at the beach of a small island, which is on the lake of the World Map site Arion. After a brief conversation about why the characters are there, during which they provide you with a warning about the dangerous goblins, you assume control of your characters. If you haven't done so, check your characters equipment and spell selections. I suggest always having 1 or 2 Light spells prepared, so you can avoid the penalties of carrying a torch and those of fighting in the dark. Once you have made ready, move both characters up to the north. About 60ft (12 squares) you can see a small hut, with a chest to the side. The chest is unlocked. CHEST 1: Gold, 1x Potion of Cure Light Wounds, 1x Potion of Bull's Strength, 1x Scroll of Summon Monster 1, 1x Scroll of Cure Light Wounds. Once you have looted/opened the chest, there is some more dialog, telling you about the Temple of Pelor at Jorhelling, and how there the priests can return any dead characters to life. Move both characters up to the doors of the hut. Make sure that you cast a Light spell or pull out a torch before opening the door, it is dark inside. Once the doors are open, moving a character inside the hut more than about 10ft (2 squares) triggers the first battle. This is a single goblin, with 8hp and an AC of 14, and armed with a club. Use your best character to attack the goblin, and move the other character due north, through the room, where at the top of the room there is another chest. This chest is also unlocked. CHEST 2: 1x Masterwork Morningstar (Blunt Class), 1x Masterwork Chainmail(Medium Armor) Once you have looted the chest, move this character back towards the one fighting the goblin, if it is not dead. When this first goblin is dead, move both your characters to the next room. In here there are 2 more goblins, both AC 14 and 8Hp, however, one is armed with a bow. If you focus on one goblin, then the other, you shouldn't have much trouble. Once you kill the final goblin, the mission ends so make sure you have looted both chests before finishing the final goblin. After a bit more character dialogue, you go to the Adventure Summary screen, and after that, a new area opens up, Jorhelling Temple. M1.2. Mission 2 - The Crypts ----------------------------- Level Information ***************** Party Members: 4 Recommended Level: 1st Background: The remaining goblin raiders are hiding in a temple crypt. Whoever ends the goblin menace will gain great honor. Quest XP reward: 300 XP from Kills: 1400 Gold Acquired: 882 Chest Count: 2 Monsters: Goblin Warrior, AC: 11; Hp: 9 Goblin Fighter, AC: 15; Hp: 9 Goblin Archer, AC: 13; Hp: 9 Goblin Shaman, AC: 14; Hp: 14 Goblin Chest Guard: AC: 14; Hp: 9 Walkthrough *********** You start this mission on a set of stairs that lead down into the crypt. A short conversation takes place about lighting a torch, unless all your party possess darkvision. Move your characters down the stairs and into the room. This will trigger your largest fight so far, as in this room are 3 Goblin Warriors and 1 Goblin Shaman. All of the Goblin Warriors are armed with shortbows, but swap weapons for clubs when you close to melee range. Using the flank attack principal, dispose of the Goblin Warriors first, then focus on the Shaman. Once you have disposed of the Goblins, you can open the chest, near the Goblin Shaman. This chest is unlocked. CHEST 1: Gold, 1x Masterwork Composite Longbow (Bow Class), 1x Quiver of Silver Arrows, 1x Masterwork Falchion (Heavy Sword Class), 1x Potion of Cure Serious Wounds, 1x Potion of Cure Light Wounds. Once you have looted the chest, move your characters up to the only other exit out of this room, directly opposite where you entered. When you open the doors, you get attacked by the last Goblin Warrior who is guarding a chest. Kill the Goblin before opening the chest, because as soon as you open it, the adventure ends, and you can lose out on some XP. The chest is unlocked. CHEST 2: Gold, 1x Ring of Protection +1. Once you have looted the ring, you are taken to the Adventure Summary screen. I suggest that you equip the ring to your Wizard, Sorcerer or Psion, as they are likely to have the lowest AC at the moment. Once you have exited here, move on to the next area, Estmanndal. M1.3. Mission Three - The Banner --------------------------------- Level Information ***************** Party Members: 6 Recommended Level: 1st Background: At the frontier fortress of Estmanndal, stop a warband or wolf raiders from stealing the sacred banner of the Vinsaxi. Quest XP reward: 50 XP from Kills: 4200 Gold Acquired: 1474 Chest Count: 4 Monsters: 4 Nomad Warriors, AC:11; HP: 7 1 Wolf Nomad, AC:11; Hp:7 2 Wolves, AC:14; Hp:10 1 Banner Thief, AC:12; Hp: 13 Walkthrough *********** You start this Adventure just on the eastern side of Estmanndal, outside the walls. Just in front of you is a chest, but before you can open it, a short dialog takes place, suggesting that you loot the chests contents for any healing potions. The chest is unlocked CHEST 1: Gold, 1x Potion of Cure Light Wounds, 1x Quiver of Arrows, 1x Buckler(Shield), 1x Case of Crossbow Bolts. To the north and south of the chest are gaps in the low wall. Before going through these gaps, make sure that your party has the right spells and items equipped, as once the combat starts, it doesn't stop at all. Passing through either of these gaps triggers the Banner Thief to start running away from you, and a Nomad to appear, one at each gap in the wall. Kill both of these warriors as fast as you can, and chase after the Thief. You will be unlikely to catch him until the far east side of the map, but don't worry, he can't leave the map. Just down the road there is a chest, and approaching it reveals the next few opponents, two Nomads and a Wolf. The wolf has a speed of 40ft (8 Squares) and the two Nomads open up with bows, switching to swords when approached. There are in fact three chests in quick succession down this road. None of these chests are locked. CHEST 2: Gold, 1x Masterwork Splint mail(Heavy Armor), 1x Potion of Cure Light Wounds, 1x Two-Bladed Sword(Heavy Sword Class). CHEST 3: Gold, 1x Heavy Crossbow(Crossbow Class), 1x Case of Crossbow Bolts, 1x "Spearfoe" (Shield, Enchanted). CHEST 4: Gold, 1x Potion of Cure Light Wounds, 1x Chainmail Armor (Medium Armor), 1x Greatsword(Heavy Sword). Once you have dealt with the 3 opponents and looted the chests, continue down the path. You will have to kill one more wolf before you can reach the Banner Thief. Once the Thief reaches the far east end of the map, he turns around and moves slowly back towards you. Be wary when fighting him, he uses the Banner as a weapon, which deals either 2-8(2D4) points of damage or 1-10(1D10) points of damage, and has a reach of 10ft (2 squares). If you can make it to base to base contact, you should be safe. When you kill the Thief, your main character makes a short speech, and you go to the Adventure Summary screen. You get then treated to a cut-scene, where a Dragon flies overhead, indicating that the victory over the bandits has been blessed. You also learn more of the main storyline, where you get told the name, "Athearorn", and told to visit the elfs in the local area to find out more about this name. Several new areas are opened up for you to explore, only two of these have any quests for you to do. Also, at this point, all your party should have leveled up to level 2. M1.4. Mission Four - The Elfwoods ---------------------------------- Level Information ***************** Party Members: 6 Recommended Level: 2 Background: The elfhome of Elerin is under siege. Help the elves scourge the high woods of the Goblin Horde Quest XP reward: 250XP XP from Kills: 6300 Gold Acquired: 1084 Chests: 6 Monsters: 8 Goblin Archers, AC: 13; HP: 9 2 Goblin Fighters, AC: 15; HP: 9 1 Goblin Shaman, AC: 13; HP: 14 3 Bugbear Fighters, AC: 17; HP: 13 1 Bugbear Archer, AC: 16; HP: 23 1 Bugbear Boss, AC: 16;, HP: 21 Walkthrough *********** You start this map on a narrow walkway. Most of the combat in this map will be on similar walkways, so keep your melee characters ahead of your spellcasters. Make sure at least two characters have ranged weapons, and plenty of arrows/bolts/bullets, as you need approx. 8 shots to open the various drawbridges. Move your characters onto the first platform, and Sindarel, the leader of the Elven Guards comes out to warn you about the attack. On this platform is the first of six chests. This chest is unlocked. CHEST 1: 1x Shortbow(Bow Class), 1x Light Crossbow(Crossbow Class), 1x Glaive(Polearm Class), 1x Quiver of Arrows, 1x Case of Bolts. Proceed down the other walkway to initiate combat. Like the last mission, once combat starts, it does'nt stop, so be prepared. Straight away you hit a problem, there is no way to cross the 10ft gap between you and the first two Goblins. Never fear, as the dialog will tell you, you just need to shoot the capstans, which look like barrels with chains on them. You hit these automatically when you fire on them, so one shot is enough. Proceed over the new walkway, and dispose of the two Goblins, one on the 1st platform after the walkway, and one near the capstan. Now you have a choice, as two paths split from this platform towards the rest of the invaders. You can split your party here, but remember to send your strongest character one way and your Rogue the other, as the next three chests are locked. Battle your way down the walkways, remembering to keep the fighters to the front of your group. You face a new enemy on the walkways, a Bugbear, one on each of the paths from the first platform. These have a AC 2 or 3 points higher than the Goblins in this area, and wield Morningstars. There are two chests on one path, an a single chest on the other. Chests 2 and 3 are on the same path, 4 is by itself. CHEST 2: Gold, 1x Masterwork Hide Armor(Medium Armor). CHEST 3: Gold, 1x Quiver Masterwork Arrows, "Little Talon" (Bow Class, Enchanted). CHEST 4: Gold, 1x Masterwork Bastard Sword(Heavy Sword Class), 1x Potion of Cure Light Wounds. After a bridge on each path, you have to cross another onto a large platform in order to reach the main boss of the area. On this large platform are two Goblin Archers, and two chests. When you step onto this platform a Bugbear will charge up and engage your party. Defeat these foes, and the last remaining creatures you can fight without the interference of the Elves. These remaining creatures are one Goblin Shaman, one Goblin Warrior, and two Bugbears. You will need to activate another capstan to reach the two Bugbears. The two chests on the large platform are unlocked. CHEST 5: Gold, 1x Potion of Cure Moderate Wounds, 1x Scroll of Barkskin CHEST 6: Gold, 1x Scroll of Cat's Grace, 1x Potion of Haste, 1x Quiver of Arrows, 1x Case of Bolts. Once you have defeated the Bugbear leader, you are taken to the Adventure Summary screen, and after, to another cut-scene, where you are told about the Druid and the Witch, and how to get to them. This opens up the Tower of Crows and Spiderspike areas. However, I recommend tackling the Barrows, and Spiderspike Hollow first, then the Druid's Grove (which is unlocked when you complete The Barrows) and the Tower of Crows. This way you can gain some more experience and gold, as you can do the first area of Spiderspike twice. Now onto the Barrows! M1.5. Mission Five - The Barrows --------------------------------- Level Information ***************** Party Members: 6 Recommended level: 2 Background: At the barrow-mounds, defeat King Vingan's undead weaponthanes. A victory will summon his ghost to speak with you. Quest XP reward: 675XP XP from Kills: 5700 Gold Acquired: 1482 Chests: 12 Monsters: 7 Skeletons, AC: 14; Hp: 12 3 Zombies, AC: 11; Hp: 13 2 Zombie Warrior, AC: 16; Hp: 26 1 Weaponthane, AC: 17; Hp: 35 4 Skeleton Warriors, AC: 17; Hp: 16, 17, 18, 24 Walkthrough *********** Bring torches and have Light spells prepared, as this entire level takes place underground. Once you have placed your characters, you get the same speech as in Mission Two, but with the warning about there being Undead around. For those who don't know, Undead is a term that describes any re-animated being, like Zombies, Skeletons, Ghosts, Ghouls and Vampires. A Cleric with a Cha score of 12 or better will love this level, as he can destroy most of the undead here with his Turn Undead ability (if he's good aligned of course). Also, you can use Cure Wounds spells to inflict damage upon Undead, however, do not use the Inflict Wounds spells, as these heal Undead. The first part of the barrows has two chests, one of which is locked. CHEST 1: Gold, 1x Masterwork Scalemail (Medium Armor), 1x Potion of Darkvision, 1x Torch. CHEST 2: Gold, 1x Scimitar (Heavy Sword Class), 1x Buckler (Shield), 1x Masterwork Thieves Tools. Just a bit further down the corridor is your first Undead encounter. This creature is a Skeleton. Try to use Blunt Class weapons against these creatures, as other weapons do 5 less points of damage to them, although you will always deal 1 point of damage if you hit. The quickest way through this level is to use Turn Undead, as this seems to destroy Undead outright 90% of the time, and the 10% of the time it doesn't, the creatures run away. Anyway, once you have sent the Skeleton back to it's eternal rest, move forward. Here you have the choice of 3 paths. Two of these lead to chests, the othe leads deeper into the barrows. Taking the direction that you enter the intersection as West, the chests are to the North and to the South. As you enter the intersection, you are attacked by a second skeleton. The eastern exit will take you to a dead end wall that slides down to reveal a large chamber. Here, the characters will have a conversation about being invited into the burial chamber. First, loot the two chests, the North chest is guarded by a Zombie. Zombies, like Skeletons have a resistance to a type of damage, for Zombies, the resistance is against Blunt Class weapons and weapons that deal piercing damage, (Bows, Crossbows and most Light Swords fall into this category), so use Slashing type weapons, like axes to deal maximum damage. The southern chest is also guarded by a Zombie, as well as a Skeleton. The North chest is unlocked, the Southern chest is locked. CHEST 3 (North): Gold, 1x Scroll of Inflict Moderate Wounds. CHEST 4 (South): Gold, 1x Sling(Thrown Class), 2x Pouches of Bullets, 1x Scroll of Sleep. Now, when you move into the large burial chamber, you are attacked by a Zombie and a Skeleton. Send them back into the grave, and make use of the only exit currently available to you, which is to your characters left as you enter the chamber. When you reach the intersection about 3 squares into the corridor, you are attacked by another Skeleton. From this intersection, you can go down the passageway the Skeleton came from to find three more chests. The first chest you come across is locked. Just past the chest, you are attacked by a Zombie Warrior. The chest containing the Silver Arrows is locked, the other chest here is unlocked. CHEST 5: Gold, 1x Orc Double Axe (Axe Class), 1x Quiver of Arrows, 1x Case of Bolts. CHEST 6: Gold, 1x Masterwork Chainshirt (Light Armor). CHEST 7: Gold, 1x Quiver of Silver Arrows. Return from the chests, and turn right out of the path you are on. You should now have the large burial chamber to the rear of your party. Here, you will encounter a Skeleton, most likely teamed up with a Zombie Warrior. Once you have dealt with the pair, there is another Skeleton guarding on of the best chests so far, containing Night Slicer, a Silver Dwarven Waraxe. CHEST 8: Gold, 1x Dagger (Light Sword Class), 1x Night Slicer. Return to the path, and go around until you are attacked by a Skeleton. Once you have defeated it, you can go through the door that it is guarding. CAUTION, the next creature is a Weaponthane, a very tough Skeleton based creature that is immune to Turn Undead, you can consider him the boss of this level, especially as he is guarding four chests with some nice loot. CHEST 9: Gold, 1x Scroll of Bless, 1x Quiver of Arrows, 1x Case of Bolts. CHEST 10: Gold, 1x Scroll of Disrupt Undead, 1x Oil of Magic Weapon. CHEST 11: Gold, 1x Masterwork Studded Leather (Light Armor), 1x Quiver of Arrows, 1x Case of Bolts. CHEST 12: Gold, 1x Ring of Protection +1. Once you have defeated the Weaponthane, you can move through the twisting corridor that he comes from as a shortcut to the large burial chamber. Here, you will need to destroy four advanced Skeletons, which are slightly tougher than a normal Skeleton, but not as tough as the Weaponthane. The only thing that makes this fight difficult is that the Skeletons tend to bottle up your party at the entrance to the large chamber from the Weaponthane's room, so you may want to go back around the long way. Once you have defeated the four Skeletons, you will get the Adventure Summary screen, followed by a cutscene, which tells you the same information as that which you got from the Elves. Finishing this mission opens up the path to Spiderspike Hollow, if you haven't yet done the Elf mission. It also adds the Druid's Grove to the World Map. M1.6. Mission Six - Spiderspike -------------------------------- Level Information ***************** Party Members: 6 Recommended level: 3rd Background: The dark hollow hides many evils. Follow the path to find the witch. Quest XP reward: 0XP XP from Kills: 20600 Gold Acquired: 6300 Chests: 3 Monsters: 4 Wolf, AC: 14; Hp: 10 7 Goblin Fighters, AC: 15; Hp: 9 7 Bugbear Fighters, AC: 17; Hp: 18, 16, 16, 23, 19, 17, 25 3 Trolls, AC: 16; Hp: 56 1 Werewolf, AC: 14; Hp: 33 7 Spiders, AC: 14; Hp: 23 1 Erinyes, AC: 24; Hp: 79 As soon as you enter the level for the first time, the witch's familiar appears and warns you of the dangers ahead. Directly ahead there are two openings into the valley caves. With the camera directly behind the party, the left entrance leads to a second area of the Hollow, and to the right there are opportunities to earn XP and treasure. If you proceed directly ahead you will fight several wolves and a werewolf before coming to a door that you cannot enter unless you have the password you get from completing The Tower level. Firstly, I will go into the right-hand set of caves, then work my way back to the start of the level, then do the left-hand caves into the second area. By moving forward, you trigger the first of many Wolf encounters. Once you have defeated the wolf, move into the cave. Once inside the cave (right hand side set), you are attacked by a group of goblins and bugbears. CAUTION, do not go too deep into the caves as there are three trolls in the cave. One can be triggered to approach the party if you go too deep into the cave. Anyway the count of creatures here is: two Goblins, five Bugbears. If you do trigger the troll, don't worry too much, it tends to stay away from combat until you've defeated the majority of the Bugbear/Goblin force. Try to flank the troll, and have each character have a few healing potions handy. A troll can dish out over 20 points of damage in a round, and with the 5 Hp a troll gains every round, it is a difficult foe. For those D and D'ers out there, you don't need fire or acid to kill a troll, Kuji have evidently decided to remove this factor of the troll to make it easier. Anyway, inside the cave, if you go back towards the level start, you can fight two more Bugbears. Further down the corridor leading away from the level start, there are two more trolls, at a intersection where both can see you approach at the same time. My advice is to try and lure one troll out at a time, that way you will have an easier time of it. Once you have defeated the trolls, move forward, and kill the two Goblins that appear. when you exit through the door back into the valley, you are attacked by three wolves, two goblins and a werewolf. Most of this encounter should be easy, except for the werewolf. If you have any Silver weapons, you want to use these on the werewolf, as it'll take 5 less damage from any attack from a non-silver weapon. If you want to get to the "secret" part of this level, don't approach the door with the face on it, as this ends the level. Instead, head back towards the level start, and enter the caves on the opposite side to the ones you just left. Inside this side of the caves, there are many Monstrous Spiders, but this creatures shouldn't cause you too much bother as they only one notable ability, and that is the ability to spin webs. Theses webs half the movement range of any character walking through the web, and if the spiders target you with one of these webs, you can sometimes (if your character fails a Reflex Save) become unable to move. This can be removed using the spell "Remove Paralysis" or a strong enough character can simply break the web. Upon entering the caves, you are attacked by two of the Spiders in this level. Just kill them and move on through the tunnels. You should encounter a total of seven spiders. Once you have killed all the spiders while moving through the cave, you should see a ramp going down. Move your characters onto one of the green squares at the base, and you will enter a new area with a tough enemy, and some good treasure chests. The enemy I am refering to is a Erinyes, refered to in game as Esseriel. This enemy has a damage resistance, (to what I am unsure), Spell Resistance, an AC of 24 and 79 Hp. The best way to ensure that you hit the target is to try and flank the Erinyes to boost your odds of contact. This will be an endurance fight, so try to keep your characters health levels up. Once you have beaten the Erinyes, open the only door in this room to access the treasure. There are traps on the two squares where the doors are before you open them. All three chests are locked. CHEST 1: Gold, 1x Frost Sling (Thrown Class) CHEST 2: Gold, 1x Potion of Shield of Faith (+5) CHEST 3: Gold, 1x Wand of Magic Missles (5th Level) M1.7. Mission Seven - The Druid ------------------------------- Level Information ***************** Party Members: 6 Recommended level: 3rd Background: In the dark stinkwoods of Linaewen, find the old Druid of the forest and ask him about Athearorn Quest XP reward: 1200XP XP from Kills: 9000 Gold Acquired: 738 Chests: 8 Monsters: 1 Goblin Warrior, AC: 15; Hp: 9 8 Goblin Archers, AC: 13; Hp: 9 3 Goblin Shamans, AC: 13; Hp: 21 3 Bugbear Fighters, AC: 17; Hp: 18 1 Fiend Spider, AC: 11; Hp: 29 4 Wolves, AC: 14; Hp: 10 Once you start the level, Sindarel, our Elven friend from the start of the Elfwood mission, approaches the party and offers another grim warning of monsters about. Once he leaves, move your party forward along the wooden walkway towards the first chest. Once you reach the first intersection, you are attacked by several Goblins and a Goblin Shaman, who are supported by a Bugbear. There are three Chests that you can reach during this first fight. Beware, there is a trap located along the walkway. Once again, you will need a ranged weapon to open up the walkway by shooting the capstan. None of these chests are locked. CHEST 1: 1x Shortbow (Bow Class), 1x Light Crossbow (Xbow Class), 1x Case of Bolts, 1x Quiver of Arrows CHEST 2: Gold, 1x Composite Longbow (Bow Class), 1x Quiver of Masterwork Arrows CHEST 3: Gold, 1x Greataxe (Axe Class), 1x Potion of Cure Light Wounds, 1x Quiver of Masterwork Arrows Once you pass near the Stonehenge like arch, you here for the first time the name of an acient war, and the name of the only surviving city, the Dragon city of Aharadum. Once you pass under the arch, you will trigger another combat. This one features several Goblins, a pair of Shamans, some more Bugbears, and a Fiend Spider. There is also several chests to be had. The first chest, located on the wooden platform near the first Shaman is not locked. The next two chests, on near the edge of the cliff, one behind a wall of rock, are not locked either. CHEST 4: Scarecrow (Light Armor), 1x Potion of Bull's Strength CHEST 5: Gold, 1x Little Brother (Xbow Class), 1x Scroll of Fireball 1x Potion of Heroism CHEST 6: Gold, Long Memory (Polearm Class) Once you have looted the chest containing Long Memory, you will have more then likely killed all the enemies apart from one Goblin Archer and a Shaman. There are only two more chests. The one on the walkway is not locked. CHEST 7: Gold, 1x Dagger (Light Sword Class), 1x Potion of Neutralise Poison, 1x Scroll of Bear's Endurance As you approach the next hill/cliff, you are attacked by a quad of wolves. Make sure that you loot the last chest before killing the last wolf, as killing the last one ends the level. CHEST 8: Gold, 1x Black Arm (Heavy Armor), 1x Scroll of Barkskin, 1x Potion of Cure Moderate Wounds Once the wolves are dead, you are treated to a dialogue about how you cannot resurrect a body that has no head. However, once your Cleric has Raise Dead available, he can bring headless bodies to life. (I learnt this from fighting the dreaded Mind Flayer) _ _ _ _ _ _ _ _ _ _ _ _ _ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ ( S | h | o | p | s | a | n | d | I | t | e | m | s ) \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ S1. Shops ========= For hirelings, for lack of a better term, have their stats and skills listed for first level. Any skills that are not at 4 ranks have the number in brackets next to them. The items are listed according to their type, with any magical weapons/armor availble at that shop in a seperate table. The magic weapons and armor have their names listed, refer to the Item section for each weapon and armor individual stats. All weapons with the same name posses the same magical abilities. Any weapon marked with a * are unique weapons, with only one of it in the entire game. These weapons usually posses extra special enchantments, such as adding fire damage to the attacks made with it. The same applies to armor, with armor posses such enchantments as elemental resistance. Shields are included in the Armor section(s) of each shop, however, they have their own section in the items chapter, just to keep things easy to find. S1.1. Arion Adventurer's Guild ------------------------------ Characters for hire ******************* None Items for Sale ************** +----------------+--------+ | Weapon's | Cost | +----------------+--------+ | Battleaxe | 10gp | | Club | 1gp | | Dagger | 2gp | | Dart | 1gp | | Dire Flail | 90gp | | Flail | 8gp | | Greatclub | 5gp | | Handaxe | 6gp | | Heavy Mace | 12gp | | Heavy Pick | 8gp | | Javelin | 1gp | | Light Crossbow | 35gp | | Light Hammer | 1gp | | Light Mace | 5gp | | Light Pick | 4gp | | Longbow | 75gp | | Longspear | 5gp | | Longsword | 15gp | | Morningstar | 8gp | | Orc Double Axe | 60gp | | Quarterstaff | 1gp | | Scimitar | 20gp | | Short Sword | 10gp | | Shortbow | 30gp | | Shortspear | 1gp | | Sickle | 6gp | | Sling | 1gp | | Spear | 2gp | | Throwing Axe | 8gp | | Trident | 15gp | | Warhammer | 12gp | | Arrows | 1gp | | Bolts | 1gp | | Bolt Magazine | 1gp | | Bullets | 1gp | +----------------+--------+ | Masterwork Weapons | +----------------+--------+ | N/A | | +----------------+--------+ | Armor | +----------------+--------+ | Padded Armor | 5gp | | Leather Armor | 10gp | | Hide Armor | 15gp | | Studded Leather| | | Armor | 25gp | | Scalemail Armor| 50gp | | Chainshirt | | | Armor | 100gp | | Chainmail Armor| 150gp | | Breastplate | 200gp | | Splint Armor | 200gp | | Half-Plate | | | Armor | 600gp | | Full Plate | | | Armor | 1500gp | | Buckler | 15gp | | Tower Shield | 30gp | | Light Wooden | | | Shield | 3gp | | Light Steel | | | Shield | 9gp | | Heavy Wooden | | | Shield | 7gp | | Heavy Steel | | | Shield | 20gp | +----------------+--------+ | Masterwork Armor | +----------------+--------+ | N/A | | +----------------+--------+ | Potions and Oils | +----------------+--------+ | Cure Light | | | Wounds | 150gp | +----------------+--------+ |Scrolls | +----------------+--------+ | N/A | | +----------------+--------+ | Misc & Misc Magic Items | +----------------+--------+ | Torch | 1gp | +----------------+--------+ S1.2. Jorhelling Temple ----------------------- Characters for hire ******************* Stiger of Saxa Human Cleric of St. Cuthbert Stats: Str: 12 Dex: 10 Con: 10 Int: 9 Wis: 15 Cha: 15 Skills: Concentration, Heal, Spellcraft Feats: Cleric Default Feats, Improved Turning, Extra Turning Dagmar Dwarf Cleric of Nerull Stats: Str: 10 Dex: 9 Con: 14 Int: 10 Wis: 16 Cha: 12 Skills: Concentration(2), Heal(2), Spellcraft(2), Knowledge(Arcane)(2) Feats: Cleric Default Feats,Default Dwarf Abilities, Spell Penetration Floisa Human Paladin Stats: Str: 13 Dex: 12 Con: 10 Int: 10 Wis: 14 Cha: 14 Skills: Sense Motive, Heal, Knowledge (Religion) Feats: Paladin Default Feats, Improved Initative, Power Attack Ander Human Paladin Stats: Str: 14 Dex: 12 Con: 12 Int: 10 Wis: 12 Cha: 13 Skills: Sense Motive, Heal, Knowledge (Religion) Feats: Default Paladin Feats, Improved Initative, Lightning Reflexes Items for Sale ************** +-------------------+--------+ | Weapons | Cost | +-------------------+--------+ | N/A | | +-------------------+--------+ | Masterwork Weapons | +-------------------+--------+ | N/A | | +-------------------+--------+ | Armor | +-------------------+--------+ | N/A | | +-------------------+--------+ | Masterwork Armor | +-------------------+--------+ | N/A | | +-------------------+--------+ | Potions and Oils | +-------------------+--------+ | Aid | 300gp | | Barkskin (+2) | 300gp | | Bless Weapon | 100gp | | Bear's Endurance | 300gp | | Bull's Strength | 300gp | | Cat's Grace | 300gp | | Eagle's Splendor | 300gp | | Fox's Cunning | 300gp | | Owl's Wisdom | 300gp | | Mage Armor | 50gp | | Remove Deaf/Blind | 750gp | | Delay Poison | 300gp | | Remove Fear | 50gp | | Shield of | | | Faith (+2) | 50gp | | Cure Light Wounds | 50gp | | Cure Moderate | | | Wounds | 300gp | | Greater Magic | | | Weapon (+1) | 750gp | | Blur | 300gp | +-------------------+--------+ | Scrolls | +-------------------+--------+ | Cure Minor Wounds | 13gp | | Inflict Minor | | | Wounds | 13gp | | Light | 13gp | | Resistance | 13gp | | Virtue | 13gp | | Bless | 25gp | | Cause Fear | 25gp | | Cure Light Wounds | 25gp | | Doom | 25gp | | Inflict Light | | | Wounds | 25gp | | Shield of Faith | 25gp | | Summon Monster 1 | 25gp | | Summon Natural | | | Ally 1 | 25gp | | Barkskin | 150gp | | Bear's Endurance | 150gp | | Bull's Strength | 150gp | | Cat's Grace | 150gp | | Cure Moderate | | | Wounds | 150gp | | Inflict Moderate | | | Wounds | 150gp | | Summon Monster 2 | 150gp | | Summon Nature's | | | Ally 2 | 150gp | | Animate Dead | 625gp | | Blindness/Deafness| 375gp | | Cure Serious | | | Wounds | 375gp | | Darkvision | 375gp | | Dispel Magic | 375gp | | Inflict Serious | | | Wounds | 375gp | | Neutralise Poison | 375gp | | Remove Blindness | 375gp | | Remove Disease | 375gp | | Summon Monster 3 | 375gp | | Summon Nature's | | | Ally 4 | 700gp | +-------------------+--------+ | Misc & Misc Magic Items | +-------------------+--------+ | Phylactery of | | | Undead Turning | 11000gp| | Periapt of | | | Wisdom +4 | 16000gp| | Cloak of | | | Charisma +2 | 400gp | +-------------------+--------+ S1.3. Estmanndal Merchant ------------------------- Characters for hire ******************* None Items for sale ************** +----------------+--------+ | Weapon's | Cost | +----------------+--------+ | Dwarven Urgrosh| 50gp | | Dwarven Waraxe | 30gp | | Gnome Hooked | | | Hammer | 20gp | | Shuriken | 1gp | | Arrows | 1gp | | Bolts | 1gp | | Bolt Magazine | 1gp | | Bullets | 1gp | +----------------+--------+ |Masterwork Weapon's | +----------------+--------+ | Bastard Sword | 335gp | | Battleaxe | 310gp | | Club | 300gp | | Dagger | 302gp | | Falchion | 375gp | | Glaive | 308gp | | Greataxe | 320gp | | Great Sword | 350gp | | Guisarme | 309gp | | Halberd | 310gp | | Heavy Crossbow | 350gp | | Heavy Mace | 312gp | | Heavy Pick | 308gp | | Light Crossbow | 335gp | | Composite | | | Longbow | 400gp | | Composite | | | Longbow (S1) | 500gp | | Composite | | | Longbow (S2) | 600gp | | Longsword | 315gp | | Morningstar | 308gp | | Orc Doubleaxe | 660gp | | Ranseur | 310gp | | Rapier | 320gp | | Scimitar | 315gp | | Short Sword | 310gp | | Composite Short| | | Bow | 375gp | | Composite Short| | | Bow (S1)| 475gp | | Composite Short| | | Bow(S2) | 575gp | | Trident | 315gp | | 2-Bladed Sword | 700gp | | Warhammer | 312gp | | Arrows | 140gp | | Bolts | 70gp | | Bullets | 70gp | +----------------+--------+ | Armor | +-------------------------+ | N/A | | +----------------+--------+ | Masterwork Armor | +----------------+--------+ | Studded Leather| 175gp | | Scalemail | 50gp | | Chainshirt | 250gp | | Chainmail | 300gp | | Breastplate | 350gp | | Splint Armor | 350gp | | Light Wooden | | | Shield | 153gp | | Light Steel | | | Shield | 159gp | +----------------+--------+ | Potions and Oils | +----------------+--------+ | N/A | | +----------------+--------+ | Scrolls | +----------------+--------+ | N/A | | +----------------+--------+ | Misc & Misc Magic Items | +-------------------------+ | Torch | 1gp | +----------------+--------+ S1.4. Saxa Court ---------------- Characters for Hire ******************* Danil Human Bard Stats: Str: 12 Dex: 14 Con: 11 Int: 14 Wis: 8 Cha: 14 Skills: Bluff, Concentration, Escape Artist, Hide, Spot(2), Perform, Use Magic Device, Listen, Move Silently Feats: Default Bard Feats, Stealthy, Lightning Reflexes. Valathia Nailo Elven Bard Stats: Str: 11 Dex: 16 Con: 10 Int: 14 Wis: 8 Cha: 14 Skills: Concentration, Spellcraft, Spot(2), Perform, Listen, Use Magic Device, Move Silently, Hide Feats: Default Bard Feats, Default Elf Abilities, Dodge Items for Sale ************** +----------------+--------+ | Weapon's | Cost | +----------------+--------+ | N/A | | +----------------+--------+ | Masterwork Weapons | +----------------+--------+ | N/A | | +----------------+--------+ | Armor | +----------------+--------+ | N/A | | +----------------+--------+ | Masterwork Armor | +-------------------------+ | N/A | | +----------------+--------+ | Potions and Oils | +----------------+--------+ | N/A | | +----------------+--------+ | Scrolls | +----------------+--------+ | N/A | | +----------------+--------+ | Misc & Misc Magic Items | +----------------+--------+ | Bracers of | | | Armor +3 | 9000gp | | Amulet of | | | Health +4 |16000gp | | Ring of | | | Protection +2 | 8000gp | +----------------+--------+ +================+=========+ | Magic Weapons | Cost | +================+=========+ | Sharpsteel | 8320gp | | First Tooth | 2302gp | | Long Memory | 8309gp | | The Twin | 8660gp | | Truthkiller | 18335gp | | Bellyslit | 18310gp | | Langblade | 8308gp | | Battlebride | 18350gp | | Bladetrap | 18310gp | | Tallfellow | 18310gp | | Thirstblade | 18700gp | | Selene* | 2398gp | | Skrep* | 98315gp | | Umhrohir* | 50310gp | | Elian Surebolt*| 18335gp | | Angarvadil* | 50600gp | | Soulreaver* | 18320gp | | Moonkiller* | 50530gp | +================+=========+ | Magic Armor | +================+=========+ | Toroth Nar | 4155gp | | Vingan's Gift | 4750gp | | Glancer | 5650gp | | Ursis | 4153gp | | Iron Wall | 9170gp | | Temple Head | 16175gp | | Pangolin | 9300gp | | Rede Byrnie* | 36300gp | | Dornor Arrow | | | Ward* | 9159gp | | Seven Wind | | | Catcher* | 16153gp | | Frost Scathe | 22200gp | +================+=========+ S1.5. Issa Vale Forest Moot --------------------------- Characters for Hire ******************* Ellirra Human Druid Stats: Str: 11 Dex: 14 Con: 12 Int: 10 Wis: 16 Cha: 8 Skills: Knowledge (Nature), Concentration, Spellcraft, Spot, Survival Feats: Default Druid Feats, Dodge, Point Blank Shot Solis Elven Druid Stats: Str: 13 Dex: 14 Con: 12 Int: 10 Wis: 15 Cha: 8 Skills: Knowledge(Nature)(2), Concentration, Spellcraft, Spot, Survival(2) Feats: Default Druid Feats, Default Elf Abilities, Spell Peneration Leithra Half-Elven Ranger Stats: Str: 11 Dex: 14 Con: 12 Int: 12 Wis: 14 Cha: 10 Skills: Concentration, Hide, Knowledge(Nature), Search, Spot, Survival, Move Silently Feats: Default Ranger Feats, Default Half-Elf Abilities, Point Blank Shot Reic Half-Elven Ranger Stats: Str: 13 Dex: 12 Con: 12 Int: 12 Wis: 14 Cha: 10 Skills: Concentration, Hide, Knowledge (Dungeoneering), Search, Spot, Survival, Listen Feats: Default Ranger Feats, Default Half-Elf Abilities, Weapon Focus (Heavy Sword) Items for sale ************** +----------------+--------+ | Weapons | Cost | +----------------+--------+ | Arrows | 1gp | | Bullets | 1gp | | Silver Arrows | 90gp | +----------------+--------+ | Masterwork Weapons | +----------------+--------+ | Arrows | 140gp | | Bullets | 70gp | +----------------+--------+ | Armor | | +----------------+--------+ | Mithral Shirt | 1100gp | +----------------+--------+ | Masterwork Armor | +----------------+--------+ | Hide | 165gp | +----------------+--------+ | Potions and Oils | +----------------+--------+ | N/A | | +----------------+--------+ | Scrolls | +----------------+--------+ | N/A | | +----------------+--------+ | Misc & Misc Magic Items | +----------------+--------+ | Boots of | | | Striding | 5500gp | | Amulet of | | | Natural Armor | 2000gp | | Gloves of | | | Dexterity +2 | 4000gp | | Cloak of | | | Elvenkind | 2500gp | +----------------+--------+ +=================+=========+ | Magic Weapons | Cost | +=================+=========+ | Flaming Bullets | 18350gp | | Arrows of Icy | | | Burst | 18350gp | | Arrows of | | | Seeking | 32350gp | | Throat Ache | 18500gp | | Dandy Longfellow| 50500gp | | The Sovereign | 32375gp | | Swallowtail | 8475gp | | Long Arm Lally | 18575gp | | Eye Of The Bull | 32330gp | | Stick Is My | | | Friend | 8600gp | | Wyrmbiter | 18315gp | | Green Skinner* | 8310gp | | Snowbride* | 32305gp | | Blackadder* | 18300gp | | Blood Moon | 2396gp | | Three Winds | | | Rising | 32375gp | | Wulfsplinter | 18450gp | | Flame of Ruath | 8335gp | +=================+=========+ | Magic Armor | +=================+=========+ | Scarecrow | 1155gp | | Turtlesnap | 1160gp | | Fang Ward | 1165gp | | Life Line | 16157gp | | Urothim's Hold | 4165gp | | Spearfoe (Armor | 4350gp | | Shieldwall | 9159gp | | Three Bolts | 9400gp | | Swordbane | 17650gp | | Nine Guards Of | | | The Tumult | 27165gp | | Wyrd Bane | 49160gp | | Brodrigg | | | Stormhold | 25170gp | +=================+=========+ S1.6. Elerin Wizard's School ---------------------------- Characters for Hire ******************* Ria Lostsoul Half-Elven Sorcerer Stats: Str: 8 Dex: 12 Con: 12 Int: 11 Wis: 12 Cha: 16 Skills: Knowledge (Arcane)(2), Concentration(3), Spellcraft(3) Feats: Default Sorcerer Feats, Default Half-Elf Abilities, Spell Penetration Doon Ironhide Gnome Sorcerer Stats: Str: 6 Dex: 14 Con: 14 Int: 14 Wis: 9 Cha: 15 Skills: Knowledge (Arcane), Concentration, Spellcraft, Spot(2) Feats: Default Sorcerer Feats, Default Gnome Abilities, Toughness Waylinck Gnome Wizard Stats: Str: 7 Dex: 10 Con: 16 Int: 16 Wis: 12 Cha: 10 Skills: Knowledge (Arcane), Knowledge (Dungeoneering), knowledge (The Planes), Concentration, Spellcraft Feats: Default Wizard Feats, Default Gnome Abilities, Spell Penetration Beaucade Gallo Halfling Wizard Stats: Str: 9 Dex: 16 Con: 10 Int: 16 Wis: 10 Cha: 10 Skills: Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (The Planes), Concentration, Spellcraft Feats: Default Wizard Feats, Default Halfling Abilities, Toughness Items for sale ************** +------------------+--------+ | Weapons | Cost | +------------------+--------+ | N/A | | +------------------+--------+ | Masterwork Weapons | +---------------------------+ | N/A | | +------------------+--------+ | Armor | +------------------+--------+ | N/A | | +------------------+--------+ | Masterwork Armor | +------------------+--------+ | N/A | | +------------------+--------+ | Potions and Oils | +------------------+--------+ | Barkskin +3 | 600gp | | Barkskin +4 | 900gp | | Cure Serious | | | Wounds | 750gp | | Darvision | 300gp | | Flame Arrow | 750gp | | Remove Disease | 750gp | | Remove | | | Paralysis | 300gp | | Greater Magic | | | Weapon +2 | 1200gp | | Greater Magic | | | Weapon +3 | 1800gp | | Haste | 750gp | | Heroism | 750gp | | Invisiblity | 300gp | | Magic Weapon | 50gp | | Neutralise | | | Poison | 750gp | | Shield Of | | | Faith +3 | 300gp | | Shield Of | | | Faith +4 | 600gp | +------------------+--------+ | Scrolls | +---------------------------+ | Acid Splash | 13gp | | Daze | 13gp | | Disrupt Undead | 13gp | | Ray of Frost | 13gp | | Touch of Fatigue | 13gp | | Burning Hands | 25gp | | Chill Touch | 25gp | | Cure Light Wounds| 25gp | | Mage Armor | 25gp | | Magic Missile | 25gp | | Sleep | 25gp | | Summon Monster 1 | 25gp | | Bear's Endurance | 150gp | | Blindness/ | | | Deafness | 150gp | | Blur | 150gp | | Bull's Strength | 150gp | | Cat's Grace | 150gp | | Darkvision | 150gp | | Invisiblity | 150gp | | Melf's Acid Arrow| 150gp | | Summon Monster 2 | 150gp | | Cure Moderate | | | Wounds | 200gp | | Blink | 375gp | | Dispel Magic | 375gp | | Fireball | 375gp | | Flame Arrow | 375gp | | Haste | 375gp | | Lightning Bolt | 375gp | | Slow | 375gp | | Summon Monster 3 | 375gp | +------------------+--------+ | Misc & Misc Magic Items | +------------------+--------+ | Cloak of | | | Resistance | 1000gp | | Headband of | | | Intellect |16000gp | | Periapt of Health| 7500gp | +------------------+--------+ | Rings | +---------------------------+ | Minor Acid | | | Resistance |12000gp | | Minor Cold | | | Resistance |12000gp | | Minor Electricity| | | Resistance |12000gp | | Minor Fire | | | Resistance |12000gp | | Minor Sonic | | | Resistance |12000gp | | Protection +1 | 2000gp | | Force Shield | 8500gp | +------------------+--------+ | Wands | +---------------------------+ | Call Lightning |18000gp | | Contagion |11250gp | | Dispel Magic (5) |11250gp | | Fear |21000gp | | Fireball (6) |13500gp | | Lightning (5) |11250gp | | Melf's Acid Arrow| 4500gp | | Neutralise | | | Poison |21000gp | | Poison |21000gp | | Slow |11250gp | +------------------+--------+ S1.7. The Eastings Mercenary Guild ---------------------------------- Characters for Hire ******************* Gromfeng Half-Orc Barbarian Stats: Str: 18 Dex: 14 Con: 14 Int: 6 Wis: 11 Cha: 6 Skills: Indimidate, Survival Feats: Default Barbarian Feats, Default Half-Orc Abilities, Power Attack Erin Von Marsh Human Fighter Stats: Str: 14 Dex: 16 Con: 14 Int: 8 Wis: 10 Cha: 9 Skills: Intimidate, Escape Artist(2) Feats: Default Fighter Feats, Point Blank Shot, Rapid Shot, Weapon Focus (Bow) Kendra Tealeaf Halfling Barbarian Stats: Str: 14 Dex: 17 Con: 14 Int: 8 Wis: 9 Cha: 8 Skills: Indimidate, Survival, Listen Feats: Default Barbarian Feats, Default Halfling Abilities, Point Blank Shot Durn Shorthaft Dwarf Fighter Stats: Str: 16 Dex: 14 Con: 16 Int: 8 Wis: 11 Cha: 6 Skills: Intimidate Feats: Default Fighter Feats, Default Dwarf Abilities, Dodge, Combat Reflexes Iyesa Tirn Human Pyschic Warrior Stats: Str: 14 Dex: 14 Con: 10 Int: 9 Wis: 16 Cha: 8 Skills: Search(2), Spot(2) Feats: Default Pyschic Warrior Feats, Dodge, Improved Initative, Power Attack Maldir Half-Elven Pyschic Warrior Stats: Str: 16 Dex: 14 Con: 11 Int: 8 Wis: 14 Cha: 8 Skills: Autohypnosis Feats: Default Pyschic Warrior Feats, Default Half-Elf Abilities, Psionic Weapon (Psionic), Weapon Focus (Heavy Sword) Items for Sale ************** +-----------------+--------+ | Weapons | Cost | +-----------------+--------+ | N/A | | +-----------------+--------+ | Masterwork Weapons | +-----------------+--------+ | Arrows | 140gp | | Bolts | 70gp | | Bullets | 70gp | +-----------------+--------+ | Armor | +-----------------+--------+ | N/A | | +-----------------+--------+ | Masterwork Armor | +-----------------+--------+ | N/A | | +-----------------+--------+ | Potions and Oils | +-----------------+--------+ | N/A | | +-----------------+--------+ | Scrolls | +-----------------+--------+ | N/A | | +-----------------+--------+ | Misc & Misc Magic Items | +-----------------+--------+ | Bracers of | | | Armor +1 | 1000gp | | Boots of | | | Striding | 5500gp | +-----------------+--------+ +=================+==========+ | Magic Weapons | Cost | +=================+==========+ | North Beater | 2355gp | | Warspite | 2310gp | | Fang | 2302gp | | Two Brothers | 8690gp | | Orcsticker | 8650gp | | Death Smith | 2330gp | | Torch Of The | | | Blood | 2375gp | | Whirligig | 2308gp | | Legbiter | 2308gp | | Kobold's Ache | 2620gp | | Byrnie's Fear | 2320gp | | Slugger | 2305gp | | Shield Breaker | 2350gp | | Shield Hungary | 2309gp | | Long John | 2310gp | | Little Brother | 2400gp | | Boltspitter | 2350gp | | Wild Wind | 8315gp | | Dog Of The | | | Helmet | 2312gp | | Deep Ore | 8308gp | | Ghost Maker | 8335gp | | Composite | | | Longbow +1 | 2600gp | | Long Man | 8375gp | | Tongue Of The | | | Scabbard | 2315gp | | Bright Spike | 2308gp | | Belly Ache | 2660gp | | Whipbranch | 2600gp | | Ranseur +2 | 8310gp | | Swiftsure | 2320gp | | Addertooth | 2315gp | | Iron Scold | 2310gp | | Little Talon | 2475gp | | Rede Fletch | 8330gp | | Wolfspit | 8302gp | | Three Widows | 2315gp | | Blood-Twin | 2700gp | | Warhammer +1 | 2312gp | | Flaming Arrows | 8350gp | | Frost Arrows | 8350gp | | Shock Bolts | 8350gp | +=================+==========+ | Magic Armor | +=================+==========+ | Spearfoe | | | (Shield) | 1153gp | | Axegrinder | 1159gp | | Sword Breaker | 1170gp | | Emma | 1300gp | | Black Arm | 1350gp | | Three Bolts | 1400gp | | Eanred's Shirt | 4200gp | | Long Guard | 4350gp | +=================+==========+ S1.8. Apple Inn Thieves' Guild ------------------------------ Characters for Hire ******************* Ala Silverhand Elven Rogue Stats: Str: 9 Dex: 16 Con: 10 Int: 14 Wis: 14 Cha: 10 Skills: Disable Device, Escape Artist (2), Hide, Intimidate (2), Open Lock, Search, Spot, Tumble, Use Magic Device, Listen, Move Silently Feats: Default Rogue Feats, Default Elf Abilities, Alertness Ty Two-Finger Halfling Rogue Stats: Str: 10 Dex: 18 Con: 11 Int: 14 Wis: 10 Cha: 8 Skills: Disable Device, Escape Artist, Hide, Intimidate, Open Lock, Search, Spot, Tumble, Listen, Move Silently Feats: Default Rogue Feats, Default Halfling Abilities, Nimble Fingers Items for sale ************** +-----------------+--------+ | Weapons | Cost | +-----------------+--------+ | Sai | 1gp | | Shuriken | 1gp | | Kama | 2gp | | Kukri | 8gp | | Nunchaku | 2gp | | Repeating Light | | | Crossbow | 250gp | | Repeating Heavy | | | Crossbow | 400gp | | Hand Crossbow | 100gp | | Arrows | 1gp | | Bolts | 1gp | | Bolt Magazines | 1gp | | Bullets | 1gp | +-----------------+--------+ | Masterwork Weapons | +-----------------+--------+ | Hand Crossbow | 400gp | | Arrows | 140gp | | Bolts | 70gp | | Bullets | 70gp | +-----------------+--------+ | Armor | +-----------------+--------+ | N/A | | +-----------------+--------+ | Masterwork Armor | +-----------------+--------+ | N/A | | +-----------------+--------+ | Potions and Oils | +-----------------+--------+ | Barkskin +5 | 1200gp | | Blur | 300gp | | Cat's Grace | 300gp | | Cure Light | | | Wounds | 50gp | | Darkvision | 300gp | | Fox's Cunning | 300gp | | Haste | 750gp | | Invisiblity | 300gp | | Neutralise | | | Poison | 750gp | | Remove Disease | 750gp | +-----------------+--------+ | Scrolls | +-----------------+--------+ | N/A | | +-----------------+--------+ | Misc and Magic Misc | +-----------------+--------+ | Thieve's Tools | 30gp | | Masterwork | | | Thieves Tools | 100gp | | Gloves of | | | Dexterity +2 | 4000gp | | Periapt Of Proof| | | Against Poison |27000gp | +-----------------+--------+ +=================+=========+ | Magic Weapons | Cost | +=================+=========+ | Little John | 8310gp | | Fancy Dan | 18320gp | | More Hurt | 18400gp | | Dagger +4 | 32302gp | | Point Blank | 32335gp | | Hammer Of The | | | Underworld* | 18301gp | | Bolts of Seeking| 18350gp | +=================+=========+ | Magical Armor | +=================+=========+ | Blade Turner | 4160gp | | Straw Man | 9155gp | | The Wind of Tir | | | Alassar | 16160gp | | Shadow Friend* | 31175gp | | Svartligga | 54160gp | +=================+=========+ S2. Items Here is a list of all the items listed in the shops. I will also add item's that arev only found as treasure. Such items will be marked with a #. Any *'ed items are unique (one of a kind). S2.1. Weapons The format of the weapons will be as follows: Name Class Type of Weapon (Simple, Martial or Exotic) Type of damage Attack Bonus (if any) Damage Critical Range Hands Required Range/Reach (if any) Magical Bonus (if any) Weight Any Weapon can be found or bought with the title Masterwork. This grants the character using the weapon a +1 bonus to hit a target. Any weapon called Light lessens the penalty when using it as part of the Two Weapon Fighting style. S2.1.1. Melee Bastard Sword Class: Heavy Sword Type: Exotic Damage type: Slashing Attack Bonus: None Damage: 1d10 Critical Range: 19-20/x3 Hands: 1 and 1/2 Reach: 1 Square Magical Bonus: None Weight: 6lbs Battleaxe Class: Axe Type: Martial Damage type: Slashing Attack Bonus: None Damage: 1d8 Critical Range: x3 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 6lbs Club Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: None Damage: 1d6 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 3lbs Dagger Class: Light Sword Type: Simple Damage type: Piercing Attack Bonus: None Damage: 1d4 Critical Range: 19-20/x2 Hands: 1 (Light) Reach: 1 Square Range: 10 Squares Magical Bonus: None Weight: 1lbs Dire Flail Class: Blunt Type: Exotic Damage type: Bludgeoning Attack Bonus: None Damage: 1d8 Critical Range: x2 Hands: 2 Reach: 1 Square Magical Bonus: None Weight: 10lbs Dwarven Urgrosh Class: Axe Type: Exotic Damage type: Piercing Attack Bonus: None Damage: 1d8 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: None Weight: 12lbs Dwarven Waraxe Class: Axe Type: Exotic Damage type: Slashing Attack Bonus: None Damage: 1d10 Critical Range: x3 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 8lbs Falchion Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: None Damage: 2D4 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: None Weight: 8lbs Flail Class: Blunt Type: Martial Damage type: Bludgeoning Attack Bonus: None Damage: 1d8 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 3lbs Glaive Class: Polearm Type: Martial Damage type: Slashing Attack Bonus: None Damage: 1d10 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: None Weight: 10lbs Gnome Hooked Hammer Class: Blunt Type: Exotic Damage type: Piercing Attack Bonus: None Damage: 1d8 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: None Weight: 6lbs Greataxe Class: Axe Type: Martial Damage type: Slashing Attack Bonus: None Damage: 1d12 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: None Weight: 12lbs Greatclub Class: Blunt Type: Martial Damage type: Bludgeoning Attack Bonus: None Damage: 1d10 Critical Range: x2 Hands: 2 Reach: 1 Square Magical Bonus: None Weight: 8lbs Great Sword Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: None Damage: 2D6 Critical Range: 19-20/x2 Hands: 2 Reach: 1 Square Magical Bonus: None Weight: 8lbs Halberd Class: Polearm Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d10 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: None Weight: 12lbs Handaxe Class: Axe Type: Martial Damage type: Slashing Attack Bonus: None Damage: 1d6 Critical Range: x3 Hands: 1 (Light) Reach: 1 Square Magical Bonus: None Weight: 3lbs Heavy Mace Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: None Damage: 1d8 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 8lbs Heavy Pick Class: Axe Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d6 Critical Range: x4 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 6lbs Kama Class: Axe Type: Exotic Damage type: Slashing Attack Bonus: None Damage: 1d4 Critical Range: x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: None Weight: 1lbs Kukri Class: Light Sword Type: Exotic Damage type: Slashing Attack Bonus: None Damage: 1d4 Critical Range: 18-20/x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: None Weight: 2lbs Light Hammer Class: Blunt Type: Martial Damage type: Bludgeoning Attack Bonus: None Damage: 1d4 Critical Range: x2 Hands: 1 (Light) Reach: 1 Square Range: 20 Squares Magical Bonus: None Weight: 2lbs Light Mace Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: None Damage: 1d6 Critical Range: x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: None Weight: 4lbs Light Pick Class: Axe Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d4 Critical Range: x4 Hands: 1 (Light) Reach: 1 Square Magical Bonus: None Weight: 3lbs Longspear Class: Polearm Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d8 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: None Weight: 9lbs Longsword Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: None Damage: 1d8 Critical Range: 19-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 4lbs Morningstar Class: Blunt Type: Simple Damage type: Slashing Attack Bonus: None Damage: 1d8 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 6lbs Nunchaku Class: Blunt Type: Exotic Damage type: Bludgeoning Attack Bonus: None Damage: 1d6 Critical Range: x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: None Weight: 2lbs Orc Doubleaxe Class: Axe Type: Martial Damage type: Slashing Attack Bonus: None Damage: 1d8 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: None Weight: 15lbs Quarterstaff Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: None Damage: 1d6 Critical Range: x2 Hands: 2 Reach: 1 Square Magical Bonus: None Weight: 4lbs Ranseur Class: Polearm Type: Martial Damage type: Piercing Attack Bonus: None Damage: 2d4 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: None Weight: 12lbs Rapier Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d6 Critical Range: 18-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 2lbs Sai Class: Light Sword Type: Exotic Damage type: Bludgeoning Attack Bonus: None Damage: 1d4 Critical Range: x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: None Weight: 1lbs Scimitar Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: None Damage: 1d6 Critical Range: 19-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 4lbs Short Sword Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d6 Critical Range: 19-20/x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: None Weight: 2lbs Shortspear Class: Polearm Type: Simple Damage type: Piercing Attack Bonus: None Damage: 1d6 Critical Range: x2 Hands: 1 Reach: 1 Square Range: 20 Squares Magical Bonus: None Weight: 3lbs Sickle Class: Axe Type: Simple Damage type: Slashing Attack Bonus: None Damage: 1d6 Critical Range: x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: None Weight: 2lbs Spear Class: Polearm Type: Simple Damage type: Piercing Attack Bonus: None Damage: 1d8 Critical Range: x3 Hands: 2 Reach: 1 Square Range: 20 Squares Magical Bonus: None Weight: 6lbs Trident Class: Polearm Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d8 Critical Range: x2 Hands: 1 Reach: 1 Square Range: 10 Squares Magical Bonus: None Weight: 4lbs Two Bladed Sword Class: Heavy Sword Type: Exoctic Damage type: Slashing Attack Bonus: None Damage: 1d8 Critical Range: 19-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 10lbs Warhammer Class: Blunt Type: Martial Damage type: Bludgeoning Attack Bonus: None Damage: 1d8 Critical Range: x3 Hands: 1 Reach: 1 Square Magical Bonus: None Weight: 5lbs S2.1.2. Magic Melee Addertooth Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: +1 Damage: 1d6 +1 Critical Range: 18-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 4lbs Angarvadil* Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: +3 Damage: 1d6+3 Critical Range: x2 Hands: 2 Reach: 1 Square Magical Bonus: +3 Enhancement, Disruption Weapon (Destroys Undead if they fail a Will Save) Weight: 4lbs Battlebride Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: +3 Damage: 1d8 +3 Critical Range: 19-20/x2 Hands: 2 Reach: 1 Square Magical Bonus: Enhancement +2 Weight: 6lbs Belly Ache Class: Axe Type: Exotic Damage type: Slashing Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 15lbs Bellyslit Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: +3 Damage: 1d8 +3 Critical Range: 19-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: Enhancement +2 Weight: 6lbs Blackadder* Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: +1 Damage: 1d6 +1 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement, Disruption Weapon (Destroys Undead if they fail a Will Save) Weight: 3lbs Bladetrap Class: Polearm Type: Martial Damage type: Slashing Attack Bonus: +3 Damage: 2D4 +3 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: +3 Enhancement Weight: 12lbs Blood Moon* Class: Axe Type: Simple Damage type: Slashing Attack Bonus: +1 Damage: 1d6 +1 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of Werewolves and Vampires Weight: 2lbs Blood Twin Class: Heavy Sword Type: Exotic Damage type: Slashing Attack Bonus: +1 Damage: 1d8 +1 Critical Range: 19-20/x2 Hands: 2 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 10lbs Bright Spike Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 6lbs Byrnie's Fear Class: Axe Type: Martial Damage type: Slashing Attack Bonus: +1 Damage: 1d12 +1 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 12lbs Dagger +4 (one of the few magic weapons that has no name) Class: Light Sword Type: Simple Damage type: Piercing Attack Bonus: +4 Damage: 1d4 +4 Critical Range: 19-20/x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: +4 Enhancement Weight: 1lbs Death Smith Class: Axe Type: Exotic Damage type: Slashing Attack Bonus: +1 Damage: 1d10 +1 Critical Range: x3 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 8lbs Deep Ore Class: Axe Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 1d6 +2 Critical Range: x4 Hands: 1 Reach: 1 Square Magical Bonus: +2 Enhancement Weight: 6lbs Dog Of The Helmet Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 8lbs Fancy Dan Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: +3 Damage: 1d6 +3 Critical Range: 18-20/x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: +3 Enhancement Weight: 2lbs Fang Class: Light Sword Type: Simple Damage type: Piercing Attack Bonus: +1 Damage: 1d4 +1 Critical Range: 19-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 1lbs First Tooth Class: Axe Type: Exotic Damage type: Slashing Attack Bonus: +1 Damage: 1d6 +1 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 6lbs Flame of Ruath* Class: Heavy Sword Type: Exotic Damage type: Slashing Attack Bonus: +1 Damage: 1d10 +1 + 1d6 fire Critical Range: x2 Hands: 1 and 1/2 Reach: 1 Square Magical Bonus: +1 Enhancement, Flaming Weapon adds 1d6 fire damage to each successful hit Weight: 6lbs Green Skinner* Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: +1 Damage: 1d6 +1 Critical Range: 19-20x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: +1 Enhancement, Goblin Bane works as a +3 weapon against Goblins, and deals an extra 2d6 points of damage. Weight: 6lbs Hammer Of The Underworld* Class: Blunt Type: Martial Damage type: Bludgeoning Attack Bonus: +2 Damage: 1d4 +2 + 1d8 Sonic Critical Range: x1 Hands: 1 (Light) Reach: 1 Square Magical Bonus: +2 Enhancement, Thundering Weapon adds 1d8 points of Sonic damage to each successful hit. Weight: 2lbs Iron Scold Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: +1 Damage: 1d6 +1 Critical Range: 19-20/x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 2lbs Kobold's Ache Class: Blunt Type: Exotic Damage type: Piercing Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 6lbs Langblade Class: Polearms Type: Martial Damage type: Slashing Attack Bonus: +2 Damage: 1d10 +2 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: +2 Enhancement Weight: 10lbs Legbiter Class: Polearm Type: Martial Damage type: Slashing Attack Bonus: +1 Damage: 1d10 +1 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: +1 Enhancement Weight: 10lbs Little John Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 1d6 +2 Critical Range: 19-20/x2 Hands: 1 (Light) Reach: 1 Square Magical Bonus: +2 Enhancement Weight: 2lbs Long John Class: Polearm Type: Martial Damage type: Piercing Attack Bonus: +1 Damage: 1d10 +1 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: +1 Enhancement Weight: 12lbs Long Memory Class: Polearm Type: Martial Damage type: Slashing Attack Bonus: +2 Damage: 2D4 +2 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: +2 Enhancement Weight: 12lbs Moon Killer* Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: +5 Damage: 2d6 +5 Critical Range: 19-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: +5 Enhancement, Bypasses the Damage Reduction of Werewolves and Vampires Weight: 8lbs Night Slicer*# Class: Axe Type: Exotic Damage Type: Slashing Attack Bonus: +1 Damage: 1D10 +1 Critical Range: x3 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of Werewolves and Vampires Weight: 8lbs North Beater Class: Heavy Sword Type: Exotic Damage type: Slashing Attack Bonus: +1 Damage: 1d10 +1 Critical Range: 19-20/x3 Hands: 1 and 1/2 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 6lbs Orcsticker Class: Axe Type: Exotic Damage type: Piercing Attack Bonus: +2 Damage: 1d8 +2 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: +2 Enhancement Weight: 12lbs Ranseur +2 (one of the few magic weapons that has no name) Class: Polearm Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 2d4 +2 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: +2 Enhancement Weight: 12lbs Selene* Class: Blunt Type: Simple Damage type: Piercing Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of Werewolves and Vampires Weight: 6lbs Sharpsteel Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 1d6 +2 Critical Range: 18-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: +2 Enhancement Weight: 2lbs Skrep* Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: +2 Damage: 1d8+2 Critical Range: 19-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: +2 Enhancement, When this weapon scores a critical hit it instantly kills the target. Weight: 4lbs Shield Breaker Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: +1 Damage: 2d6 +1 Critical Range: 19-20/x2 Hands: 2 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 8lbs Shield Hungry Class: Polearm Type: Martial Damage type: Slashing Attack Bonus: +1 Damage: 2d4 +1 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: +1 Enhancement Weight: 12lbs Slugger Class: Blunt Type: Martial Damage type: Bludgeoning Attack Bonus: +1 Damage: 1d10 +1 Critical Range: x2 Hands: 2 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 8lbs Snowbride* Class: Polearm Type: Martial Damage type: Piercing Attack Bonus: +3 Damage: 1d8 +3 + 1d6 Cold Critical Range: 18-20/x2 Hands: 2 Reach: 2 Squares Magical Bonus: +3 Enhancement, Cold weapon adds 1d6 cold damage to each successful hit Weight: 9lbs Soulreaver* Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 1d6 +2 Critical Range: 15-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: +2 Enhancement, Keen weapon, doubles the threat range of the weapon, giving more critical hits Weight: 2lbs Stick Is My Friend Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: +2 Damage: 1d6 +2 Critical Range: x2 Hands: 2 Reach: 1 Square Magical Bonus: +2 Enhancement Weight: 4lbs Swiftsure Class: Light Sword Type: Martial Damage type: Piercing Attack Bonus: +1 Damage: 1d6 +1 Critical Range: 18-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 2lbs Tallfellow Class: Polearm Type: Martial Damage type: Piercing Attack Bonus: +3 Damage: 1d10 +3 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: +3 Enhancement Weight: 12lbs The Twin Class: Axe Type: Exotic Damage type: Slashing Attack Bonus: +2 Damage: 1d8 +2 Critical Range: x3 Hands: 2 Reach: 1 Square Magical Bonus: +2 Enhancement Weight: 12lbs Thirstblade Class: Heavy Sword Type: Exotic Damage type: Slashing Attack Bonus: +3 Damage: 1d8 +3 Critical Range: 19-20/x2 Hands: 2 Reach: 1 Square Magical Bonus: +3 Enhancement Weight: 10lbs Three Widows Class: Polearm Type: Martial Damage type: Piercing Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x2 Hands: 1 Reach: 1 Square Range: 10 Squares Magical Bonus: +1 Enhancement Weight: 4lbs Torch of the Blood Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: +1 Damage: 2d4 +1 Critical Range: 18-20/x2 Hands: 2 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 8lbs Tongue of the Scabbard Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: +1 Damage: 1d8 +1 Critical Range: 19-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 4lbs Truthkiller Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: +3 Damage: 1d10 +3 Critical Range: 19-20/x2 Hands: 1 and 1/2 Reach: 1 Square Magical Bonus: +2 Enhancement Weight: 12lbs Two Brothers Class: Blunt Type: Exotic Damage type: Bludgeoning Attack Bonus: +2 Damage: 1d8 +2 Critical Range: x2 Hands: 2 Reach: 1 Square Magical Bonus: +2 Enhancement Weight: 10lbs Umhrohir* Class: Polearm Type: Martial Damage type: Slashing Attack Bonus: +4 Damage: 1d10 +4 Critical Range: x3 Hands: 2 Reach: 2 Squares Magical Bonus: +4 Enhancement, Aberrations take an extra 2d6 additional damage Weight: 12lbs Warhammer +1 (one of the few weapons that has no name) Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x3 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 5lbs Warspite Class: Axe Type: Martial Damage type: Slashing Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x3 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 6lbs Whipbranch Class: Blunt Type: Simple Damage type: Bludgeoning Attack Bonus: +1 Damage: 1d6 +1 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 4lbs Whirligig Class: Blunt Type: Martial Damage type: Bludgeoning Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x2 Hands: 1 Reach: 1 Square Magical Bonus: +1 Enhancement Weight: 3lbs Wild Wind Class: Blunt Type: Martial Damage type: Bludgeoning Attack Bonus: +2 Damage: 1d10 +2 Critical Range: 19-20/x2 Hands: 2 Reach: 1 Square Magical Bonus: +2 Enhancement Weight: 10lbs Wolfspit Class: Polearm Type: Simple Damage type: Piercing Attack Bonus: +2 Damage: 1d6 +2 Critical Range: x2 Hands: 1 Reach: 1 Square Range: 20 Squares Magical Bonus: +2 Enhancement Weight: 3lbs Wyrmbiter Class: Heavy Sword Type: Martial Damage type: Slashing Attack Bonus: +3 Damage: 1d8 +3 Critical Range: 19-20/x2 Hands: 1 Reach: 1 Square Magical Bonus: +3 Enhancement Weight: 4lbs S2.1.3. Ranged Crossbow, Hand Class: Xbow Type: Exotic Damage type: Piercing Attack Bonus: None Damage: 1d4 Critical Range: 19-20/x2 Hands: 1 Range: 30 Squares Requires: Bolts Magical Bonus: None Weight: 2lbs Crossbow, Heavy Class: Xbow Type: Simple Damage type: Piercing Attack Bonus: None Damage: 1d10 Critical Range: 19-20/x2 Hands: 2 Range: 120 Squares Requires: Bolts Magical Bonus: None Weight: 8lbs Crossbow, Light Class: Xbow Type: Simple Damage type: Piercing Attack Bonus: None Damage: 1d8 Critical Range: 19-20/x2 Hands: 2 Range: 80 Squares Requires: Bolts Magical Bonus: None Weight: 4lbs Dart Class: Thrown Type: Simple Damage type: Piercing Attack Bonus: None Damage: 1d4 Critical Range: x2 Hands: 1 Range: 20 Squares Magical Bonus: None Weight: 0lbs Javelin Class: Thrown Type: Simple Damage type: Piercing Attack Bonus: None Damage: 1d6 Critical Range: x2 Hands: 1 Range: 30 Squares Magical Bonus: None Weight: 2lbs Longbow Class: Bow Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d8 Critical Range: x3 Hands: 2 Range: 100 Squares Requires: Arrows Magical Bonus: None Weight: 3lbs Longbow, Composite Sx Class: Bow Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d6 Critical Range: x3 Hands: 2 Range: 110 Squares Requires: Arrows Magical Bonus: None Weight: 2lbs Note: To use this bow, you need a min of 12 Str. This bow also adds to damage if you have a Str modifier equal to x. Repeating Crossbow, Light Class: Xbow Type: Simple Damage type: Piercing Attack Bonus: None Damage: 1d8 Critical Range: 19-20/x2 Hands: 2 Range: 80 Squares Requires: Bolt Magazine (You only reload once in 5 shots) Magical Bonus: None Weight: 6lbs Repeating Crossbow, Heavy Class: Xbow Type: Simple Damage type: Piercing Attack Bonus: None Damage: 1d10 Critical Range: 19-20/x2 Hands: 2 Range: 120 Squares Requires: Bolt Magazine (You only reload once in 5 shots) Magical Bonus: None Weight: 12lbs Shortbow Class: Bow Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d6 Critical Range: x3 Hands: 2 Range: 60 Squares Requires: Arrows Magical Bonus: None Weight: 2lbs Shortbow, Composite Sx Class: Bow Type: Martial Damage type: Piercing Attack Bonus: None Damage: 1d6 Critical Range: x3 Hands: 2 Range: 70 Squares Requires: Arrows Magical Bonus: None Weight: 2lbs Note: To use this bow, you need a min of 12 Str. This bow also adds to damage if you have a Str modifier equal to x. Shuriken Class: Thrown Type: Exotic Damage type: Piercing Attack Bonus: None Damage: 1d2 Critical Range: x2 Hands: 1 Range: 10 Squares Magical Bonus: None Weight: 0lbs Sling Class: Thrown Type: Simple Damage type: Bludgeoning Attack Bonus: None Damage: 1d4 Critical Range: x2 Hands: 1 Range: 50 Squares Requires: Bullets Magical Bonus: None Weight: 0lbs Throwing Axe Class: Axe Type: Martial Damage type: Slashing Attack Bonus: None Damage: 1d6 Critical Range: x2 Hands: 1 (Light) Reach: 1 Square Range: 10 Squares Magical Bonus: None Weight: 2lbs S2.1.4. Magic Ranged Boltspitter Class: Xbow Type: Simple Damage type: Piercing Attack Bonus: +1 Damage: 1d10 +1 Critical Range: 19-20/x2 Hands: 2 Range: 120 Squares Requires: Bolts Magical Bonus: Enhancement +1 Weight: 8lbs Composite Longbow +1 (one of the few weapons that has no name) Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +1 Damage: 1d8 +1 Critical Range: x3 Hands: 2 Range: 110 Squares Requires: Arrows Magical Bonus: Enhancement +1 Weight: 3lbs Note: You need a Str of at least 14 to use this weapon Dandy Longfellow Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +5 Damage: 1d8 +5 Critical Range: x3 Hands: 2 Range: 110 Squares Requires: Arrows Magical Bonus: Enhancement +5 Weight: 3lbs Note: You need a Str of at least 12 to use this weapon Elian Surebolt* Class: Xbow Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 1d8 +2 Critical Range: 19-20/x2 Hands: 2 Range: 80 Squares Requires: Bolts Magical Bonus: Enhancement +2, Seeking weapon - ignores any miss chances from concealment Weight: 4lbs Eye Of The Bull Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +6 Damage: 1d6 +4 Critical Range: x3 Hands: 2 Range: 60 Squares Requires: Arrows Magical Bonus: Enhancement +4 Weight: 2lbs Frost Sling*# Class: Thrown Type: Simple Damage Type: Bludgeoning Attack Bonus: None Damage: 1d4 + 1d6 Cold Critical Range: x2 Hands: 1 Range: 50 Squares Requires: Bullets Magical Bonus: Frost Weapon - adds 1d6 Cold damage to a successful hit Weight: 0lbs Ghost Maker Class: Xbow Type: Simple Damage type: Piercing Attack Bonus: +2 Damage: 1d8 +2 Critical Range: x3 Hands: 2 Range: 80 Squares Requires: Bolts Magical Bonus: Enhancement +2 Weight: 4lbs Little Brother Class: Xbow Type: Exotic Damage type: Piercing Attack Bonus: +1 Damage: 1d4 +1 Critical Range: 19-20/x2 Hands: 1 Range: 30 Squares Requires: Bolts Magical Bonus: Enhancement +1 Weight: 2lbs Little Talon Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +1 Damage: 1d6 +1 Critical Range: x3 Hands: 2 Range: 70 Squares Requires: Arrows Magical Bonus: Enhancement +1 Weight: 3lbs Note: You need a Str of at least 12 to use this weapon Long Arm Lally Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +3 Damage: 1d6 +3 Critical Range: x3 Hands: 2 Range: 70 Squares Requires: Arrows Magical Bonus: Enhancement +3 Weight: 2lbs Note: You need a Str of at least 12 to use this weapon Long Man Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 1d8 +2 Critical Range: x3 Hands: 2 Range: 100 Squares Requires: Arrows Magical Bonus: Enhancement +2 Weight: 3lbs More Hurt Class: Xbow Type: Exotic Damage type: Piercing Attack Bonus: +3 Damage: 1d4 +3 Critical Range: 19-20/x2 Hands: 1 Range: 30 Squares Requires: Bolts Magical Bonus: +3 Enhancement Weight: 2lbs Point Blank Class: Xbow Type: Simple Damage type: Piercing Attack Bonus: +4 Damage: 1d8 +4 Critical Range: 19-20/x2 Hands: 2 Range: 80 Squares Requires: Bolts Magical Bonus: +4 Enhancement Weight: 4lbs Rede Fletch Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 1d6 +2 Critical Range: x3 Hands: 2 Range: 60 Squares Requires: Arrows Magical Bonus: Enhancement +2 Weight: 2lbs Swallowtail Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 1d6 +2 Critical Range: x3 Hands: 2 Range: 70 Squares Requires: Arrows Magical Bonus: Enhancement +2 Weight: 2lbs Note: You need a Str of at least 12 to use this weapon The Sovereign Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +4 Damage: 1d8 +4 Critical Range: x3 Hands: 2 Range: 100 Squares Requires: Arrows Magical Bonus: Enhancement +4 Weight: 3lbs Three Winds Rising* Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +3 Damage: 1d8 +3 Critical Range: x3 Hands: 2 Range: 100 Squares Requires: Arrows Magical Bonus: Enhancement +3, Seeking weapon - ignores any miss chances from concealment Weight: 3lbs Throat Ache Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +3 Damage: 1d8 +3 Critical Range: x3 Hands: 2 Range: 110 Squares Requires: Arrows Magical Bonus: Enhancement +3 Weight: 3lbs Note: You need a Str of at least 12 to use this weapon WulfSplinter* Class: Bow Type: Martial Damage type: Piercing Attack Bonus: +2 Damage: 1d6 +2 Critical Range: x3 Hands: 2 Range: 70 Squares Requires: Arrows Magical Bonus: Enhancement +2, Wolfsbane - gains a +4 enchancement bonus and deals +2d6 damage against Wolves and Shapeshifters Weight: 2lbs Note: You need a Str of at least 12 to use this weapon S2.1.5. Ammunition The next 2 sections will look slightly different, all they contain is the type of ammo, and whether it deals any extra damage. For ammo, masterwork grants +1 to attack, however it doesn't stack with the masterwork quality of the bow/crossbow. It is cheaper to have a Masterwork ranged weapon, and use ordinary ammo until you can afford magic ammo. Arrows Attack Bonus: None Damage Bonus: None Magical Bonus: None Quantity of a full case: 20 Weight: 3lbs Bolts Attack Bonus: None Damage Bonus: None Magical Bonus: None Quantity of a full case: 10 Weight: 1lb Bolts, Magazine Attack Bonus: None Damage Bonus: None Magical Bonus: None Quantity of a full case: 5 Weight: 1lb Bullets Attack Bonus: None Damage Bonus: None Magical Bonus: None Quantity of a full case: 10 Weight: 5lbs Silver Arrows Attack Bonus: None Damage Bonus: None Magical Bonus: Not a magical bonus per say, but these arrows beat the DR of werewolves and vampires Quantity of a full case: 10 Weight: 1lbs S2.1.6. Magic Ammunition Arrows of Icy Burst Attack Bonus: +1 Damage Bonus: +1 + 1d6 cold Magical Bonus: +1 Enhancement, Icy burst ammo, deals cold damage to the target, and on a critical deals + 2d10 cold damage Quantity of a full case: 30 Weight: 7lbs Arrows of Seeking Attack Bonus: +3 Damage Bonus: +3 Magical Bonus: Enhancement +3, Seeking ammo - ignores any miss chances from concealment Quantity of a full case: 30 Weight: 7lbs Flaming Arrows Attack Bonus: +1 Damage Bonus: +1 + 1d6 fire Magical Bonus: +1 Enhancement, Flaming ammo, adds fire damage to the attack Quantity of a full case: 30 Weight: 7lbs Flaming Bullets Attack Bonus: +2 Damage Bonus: +2 + 1d6 fire Magical Bonus: +2 Enhancement, Flaming ammo, adds fire damage to the attack Quantity of a full case: 30 Weight: 25lbs Frost Arrows Attack Bonus: +2 Damage Bonus: +2 + 1d6 cold Magical Bonus: +2 Enhancement, Freezing ammo, adds cold damage to the attack Quantity of a full case: 30 Weight: 7lbs Shock Bolts Attack Bonus: +1 Damage Bonus: +1 + 1d6 electrical Magical Bonus: +2 Enhancement, shocking ammo, adds fire damage to the attack Quantity of a full case: 30 Weight: 5lbs Seeking Bolts Attack Bonus: +2 Damage Bonus: +2 Magical Bonus: +2 Enhancement, Seeking ammo - ignores any miss chances from concealment Quantity of a full case: 30 Weight: 5lbs S2.2. Armor On to armor. The armor is listed in Armor Bonus order. Masterwork armor has a check penalty of 1 less, and has a 5% less chance of spell failure. The check penalty of any armor or shield is taken off skills like Move Silently, or Hide, where the armor is stiff or "clinky". Spell failure applies only to three classes, Bard, Sorcerer and Wizard. This number is a percentage that each spell you cast while wearing armor has to fail outright. Bard's can (At least they can in Pen and Paper) wear light armor and ignore the spell failure for this type of armor only. Sorcerers and Wizards cannot wear armor at all. Any class wearing armor they cannot use (see the armor proficiency feats) suffers double the check penalty, and they lose one point of AC from the armor. If the class is not proficient with a shield, any time they use one they take the check penalty to their attack, and the shield provides one less AC as well. IN SHORT, WEAR ONLY THE ARMOR YOU ARE PROFICIENT WITH. Any Unique magical armor will have a *. Any items only found in treasure chests will have a #. The format for the armor section will be: Armor Name Type (Light, Medium or Heavy) AC (Armor Class) Check Penalty Maximum Dexterity Bonus (This is the best Dex score that you can gain the full benefit of.) Magic Bonus (if any) Arcane Spell Failure Speed For Medium Creature Speed For Small Creature Weight S2.2.1. Armor Padded Armor Type: Light AC: 1 Check Penalty: 0 Max Dex bonus: +8 Arcane Spell Failure: 5% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 10lbs Leather Armor Type: Light AC: 2 Check Penalty: 0 Max Dex bonus: +6 Arcane Spell Failure: 10% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 15lbs Studded Leather Armor Type: Light AC: 3 Check Penalty: -1 Max Dex bonus: +5 Arcane Spell Failure: 15% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 20lbs Hide Armor Type: Medium AC: 3 Check Penalty: -3 Max Dex bonus: +4 Arcane Spell Failure: 20% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 25lbs Chain Shirt Type: Light AC: 4 Check Penalty: -2 Max Dex bonus: +4 Arcane Spell Failure: 20% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 25lbs Scale Mail Armor Type: Medium AC: 4 Check Penalty: -3 Max Dex bonus: +3 Arcane Spell Failure: 25% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 30lbs Chainmail Armor Type: Medium AC: 5 Check Penalty: -5 Max Dex bonus: +2 Arcane Spell Failure: 30% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 40lbs Breastplate Type: Medium AC: 5 Check Penalty: -4 Max Dex bonus: +3 Arcane Spell Failure: 25% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 30lbs Banded Armor Type: Heavy AC: 6 Check Penalty: -6 Max Dex bonus: +1 Arcane Spell Failure: 35% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 35lbs Splint Armor Type: Heavy AC: 6 Check Penalty: -7 Max Dex bonus: 0 Arcane Spell Failure: 40% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 45lbs Half Plate Armor Type: Heavy AC: 7 Check Penalty: -7 Max Dex bonus: 0 Arcane Spell Failure: 40% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 50lbs Full Plate Armor Type: Heavy AC: 8 Check Penalty: -6 Max Dex bonus: +1 Arcane Spell Failure: 35% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 50lbs S2.2.2. Magic Armor Magical Armor's are ordered according to their names. Black Arm Type: Heavy AC: 7 Check Penalty: -6 Max Dex bonus: 0 Magical Bonus: +1 Enhancement Arcane Spell Failure: 40% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 45lbs Blade Turner Type: Light AC: 4 Check Penalty: 0 Max Dex bonus: +6 Magical Bonus: +2 Enhancement Arcane Spell Failure: 10% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 15lbs Eanred's Shirt Type: Medium AC: 6 Check Penalty: -2 Max Dex bonus: +3 Magical Bonus: +2 Enhancement Arcane Spell Failure: 25% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 30lbs Emma Type: Medium AC: 6 Check Penalty: -4 Max Dex bonus: +2 Magical Bonus: +1 Enhancement Arcane Spell Failure: 30% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 40lbs Fang Ward Type: Medium AC: 4 Check Penalty: -2 Max Dex bonus: +4 Magical Bonus: +1 Enhancement Arcane Spell Failure: 20% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 25lbs Frost Scathe* Type: Medium AC: 6 Check Penalty: -2 Max Dex bonus: +3 Magical Bonus: +2 Enhancement, Cold Resistant - you take 10 points less damage from any attack that deals cold based damage to you Arcane Spell Failure: 25% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 30lbs Glancer Type: Heavy AC: 10 Check Penalty: 5 Max Dex bonus: +1 Magical Bonus: +2 Enhancement Arcane Spell Failure: 35% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 50lbs Long Guard Type: Heavy AC: 8 Check Penalty: -6 Max Dex bonus: 0 Magical Bonus: +2 Enhancement Arcane Spell Failure: 40% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 45lbs Mithral Shirt Type: Light AC: 5 Check Penalty: 0 Max Dex bonus: +6 Magical Bonus: None, made of Mithral, a special metal Arcane Spell Failure: 10% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 10lbs Nine Guards Of The Tumult* Type: Medium AC: 6 Check Penalty: -2 Max Dex bonus: +4 Magical Bonus: +3 Enhancement, Sonic Resistant - you take 10 points less damage from any attack that deals Sonic based damage to you (Sonic is sound, not the blue hedgehog) Arcane Spell Failure: 35% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 25lbs Pangolin Type: Medium AC: 7 Check Penalty: -2 Max Dex bonus: +3 Magical Bonus: +3 Enhancement Arcane Spell Failure: 25% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 30lbs Rede Byrnie* Type: Medium AC: 8 Check Penalty: -4 Max Dex bonus: +2 Magical Bonus: +3 Enhancement, Medium Fortification - there is a 75% chance that any Sneak Attack or Critical Hit is negated. You still take the damage of the attack, just not all of it Arcane Spell Failure: 30% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 40lbs Scarecrow Type: Light AC: 2 Check Penalty: 0 Max Dex bonus: +8 Magical Bonus: +1 Enhancement Arcane Spell Failure: 5% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 10lbs Shadow Friend* Type: Light AC: 7 Check Penalty: 0 Max Dex bonus: +5 Magical Bonus: +4 Enhancement, Shadowed - Grants +10 to the wearers Hide skill Arcane Spell Failure: 10% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 20lbs Spearfoe (Armor) Type: Medium AC: 7 Check Penalty: -3 Max Dex bonus: +3 Magical Bonus: +2 Enhancement Arcane Spell Failure: 25% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 30lbs Straw Man Type: Light AC: 4 Check Penalty: 0 Max Dex bonus: +8 Magical Bonus: +3 Enhancement Arcane Spell Failure: 5% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 10lbs Svartligga* Type: Light AC: 5 Check Penalty: 0 Max Dex bonus: +6 Magical Bonus: +3 Enhancement, Improved Shadow - Grants +10 to Hide, Improved Slick - Grants +10 to Escape Artist, Improved Silent Moves - Grants +10 to Move Silently Arcane Spell Failure: 10% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 15lbs Swordbane Type: Heavy AC: 12 Check Penalty: -5 Max Dex bonus: +1 Magical Bonus: +4 Enhancement Arcane Spell Failure: 35% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 50lbs Temple Head Type: Light AC: 7 Check Penalty: 0 Max Dex bonus: +5 Magical Bonus: +4 Enhancement Arcane Spell Failure: 15% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 20lbs The Wind Of Tir Alassar Type: Light AC: 6 Check Penalty: 0 Max Dex bonus: +6 Magical Bonus: +4 Enhancement Arcane Spell Failure: 10% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 15lbs Three Bolts Type: Heavy AC: 7 Check Penalty: -5 Max Dex bonus: +1 Magical Bonus: +1 Enhancement Arcane Spell Failure: 35% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 35lbs Note: This armor has the correct stats for Banded Mail +1. This armor is bought in The Eastings Three Bolts Type: Heavy AC: 9 Check Penalty: -5 Max Dex bonus: +1 Magical Bonus: +1 Enhancement Arcane Spell Failure: 35% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 35lbs Note: While the description in game says that this armor is Banded Mail +1 the stats are incorrect for it. I think that this should be Full Plate +1, which would make the stats correct. This is the Three Bolts bought in the Saxa Court. Toroth Nar Type: Light AC: 3 Check Penalty: 0 Max Dex bonus: +8 Magical Bonus: +1 Enhancement Arcane Spell Failure: 5% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 10lbs Turtlesnap Type: Light AC: 3 Check Penalty: 0 Max Dex bonus: +6 Magical Bonus: +1 Enhancement Arcane Spell Failure: 15% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 15lbs Urothim's Hold Type: Medium AC: 5 Check Penalty: -2 Max Dex bonus: +4 Magical Bonus: +2 Enhancement Arcane Spell Failure: 20% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 25lbs Vingan's Gift Type: Heavy AC: 9 Check Penalty: -6 Max Dex bonus: 0 Magical Bonus: +2 Enhancement Arcane Spell Failure: 40% Medium Speed: 4 Squares Small Speed: 3 Squares Weight: 50lbs Wryd Bane* Type: Light AC: 4 Check Penalty: 0 Max Dex bonus: +6 Magical Bonus: +2 Enhancement, Spell Resistant - This armor gives you a SR of 19, which is effectively AC against magic Arcane Spell Failure: 10% Medium Speed: 6 Squares Small Speed: 4 Squares Weight: 15lbs S2.2.3. Shields The shields are listed in Armor Class order here, and in Alphabetical order in the Magic Shields area. Any Class with shield proficiency can use any shield EXCEPT the Tower Shield, which requires a seperate proficiency feat. Also, shields do not have a Spell Failure chance, nor any reductions in a characters speed. As in the Weapons and Armor areas, any *'ed items are Unique, any #'ed ones are only found as treasure. Buckler AC: 1 Check Penalty: -1 Weight: 5lbs Light Steel Shield AC: 1 Check Penalty: -1 Weight: 6lbs Light Wooden Shield AC: 1 Check Penalty: -1 Weight: 5lbs Heavy Steel Shield AC: 2 Check Penalty: -2 Weight: 15lbs Heavy Wooden Shield AC: 2 Check Penalty: -2 Weight: 10lbs Tower Shield AC: 4 Check Penalty: -10 Weight: 45lb Special: As this is like carrying a small wall around, you also take a -2 penalty to all attacks. S2.2.4. Magic Shields Axegrinder AC: 2 Check Penalty: 0 Magical Bonus: +1 Enhancement Weight: 6lbs Brodrigg Stormhold* AC: 4 Check Penalty: -1 Magical Bonus: +2 Enchancement, Medium Fortification - there is a 75% chance that any Sneak Attack or Critical Hit is negated. You still take the damage of the attack, just not all of it Weight: 15lbs Dornor Arrow Ward* AC: 3 Check Penalty: 0 Magical Bonus: +2 Enhancement, Light Fortification - there is a 25% chance that any Sneak Attack or Critical Hit is negated. You still take the damage of the attack, just not all of it Weight: 6lbs Iron Wall AC: 5 Check Penalty: -1 Magical Bonus: +3 Enhancement Weight: 15lb Life Line AC: 6 Check Penalty: -1 Magical Bonus: +4 Enhancement Weight: 10lbs Seven Wind Catcher* AC: 3 Check Penalty: -1 Magical Bonus: +2 Enhancement, Spell Resistant - This shield gives you a SR of 15, which is effectively AC against magic Weight: 5lbs Shieldwall AC: 4 Check Penalty: 0 Magical Bonus: +3 Enhancement Weight: 6lbs Spearfoe (Shield) AC: 2 Check Penalty: 0 Magical Bonus: +1 Enhancement Weight: 5lbs Sword Breaker AC: 3 Check Penalty: -1 Magical Bonus: +1 Enhancement Weight: 15lbs Ursis AC: 3 Check Penalty: 0 Magical Bonus: +2 Enhancement Weight: 5lbs S2.3. Magic Jewelry This section will have the following format for items: Name Weight Magical Function This will be the same format used in the Wonderous Item Section as well. In all cases, some items will have my opinions on who to give them to, or their usefulness. S2.3.1. Amulets Amulet of Health +4 Weight: 0lbs Magical Function: This Amulet, when worn, grants the wearer a +4 bonus to his Constitution score, giving him more Hp. Amulet of Natural Armor +1 Weight: 0lbs Magical Function: When worn, this Amulet grants a +1 bonus to AC. Periapt of Health Weight: 0lbs Magical Function: When worn, this item renders the wearer immune to all diseases. I personally don't think much of this item, as I have come across very few creatures that can infect your party with disease. Periapt of Proof Against Poison Weight: 0lbs Magical Function: When worn, this item makes the wearer immune to all poisons Periapt of Wisdom +4 Weight: 0lbs Magical Function: When worn, the character gains a +4 bonus to his Wisdom score. This will give a character extra spells and power points if his Wisdom score is the stats that is used to generate such numbers. Phylactery of Undead Turning Weight: 0lbs Magical Function: When worn, this allows a Cleric to Turn Undead as if they were 4 levels higher than they actually are. For example, a 4th level Cleric wearing this item Turns undead as a 8th Level Cleric. This item is more useful for a Paladin, as they Turn Undead a 2 levels less than a Cleric. S2.3.2. Rings Ring of Force Shield Weight: 0lbs Magical Function: This ring creates a shield-shaped force-field in front of the wearer, granting a +2 bonus to AC. This shield doesn't work if the character has a shield equiped, but this type of ring is great for Spellcasting, melee focused Clerics, as they gain the AC from a shield, but without it interfering with their spellcasting. Ring of Resistance (Minor) Weight: 0lbs Magical Function: There are 5 "flavors" of these rings, one for each of the 5 elements in D and D. These are Acid, Cold, Fire, Electricity and Sonic. These rings, when worn, allow the wearer to ignore the first 10 points of the damage type crafted into the ring, from each attack. Ring of Protection +1 Weight: 0lbs Magical Function: This Rings grants you a +1 to your AC. Only one of these rings can be worn at once, as only the highest bonus applies. Ring of Protection +2 Weight: 0lbs Magical Function: This Rings grants you a +2 to your AC. Only one of these rings can be worn at once, as only the highest bonus applies. S2.4. Wonderous Magic Items Boots of Striding Weight: 1lb Magical Function: These boots increase the speed at which your character moves by 10ft (2 Squares) regardless of the armor he is wearing Bracers of Armor +1 Weight: 1lbs Magical Function: These bracers grant the wearer a AC of 1. These items are best used by Sorcerers and Wizards, who cannot wear armor. The armor granted by these bracers doesn't stack with Mage Armor or normal armor (like Chainmail). Bracers of Armor +3 Weight: 1lbs Magical Function: These bracers grant the wearer a AC of 3. These items are best used by Sorcerers and Wizards, who cannot wear armor. The armor granted by these bracers doesn't stack with Mage Armor or normal armor (like Chainmail). Cloak of Charisma +2 Weight: 2lbs Magical Function: When worn, this item gives a character a +2 bonus to his Charisma score. This item is most useful for Sorcerers, as it can grant the sorcerer a few extra spells to cast per day. Cloak of Resistance +1 Weight: 1lb Magical Function: When worn, this cloak grants a character a +1 bonus to all his Saving Throws. Cloak of Elvenkind Weight: 1lb Magical Function: This cloak grants the wearer a +5 bonus to his Hide Checks. Gloves of Dexterity +2 Weight: 0lbs Magical Function: When worn, these gloves give a character a +2 bonus to their Dex score, giving them a +1 AC bonus, and a +1 to hit with ranged weapons, and a +1 to Reflex saves. Headband of Intellect +4 Weight: 0lbs Magical Function: When worn, this item grants a +4 bonus to the characters Intelligence score. Whilst this won't give a character more skill points at level up, it does provide Wizards and Psions with extra spells/power points. END OF GUIDE