Nwn2 deluxe edition




















Head on to the southern end of the town, to Branson Marlek, the city's self-proclaimed best merchant. He does have a couple of nice things, so feel free to browse his goods. Cross the street to Gera and Zachan, the couple you helped back at the Weeping Willow. Seems their son's gone missing in some ruins outside of town.

Agree to help them, Neeshka will complain about it. Head on up to Par's house. The poor man seems to have unwelcome visitors, so go inside for a wee look. Seems a few sailors have gotten bored and decided to start a new line of business. Take care of them, and loot the place if you wish then return to Par for your reward, a few potions and some XP.

Move over to Edario and see what he can make. He's an armorsmith, and will most likely have a few nice upgrades for you and your companions. Now go across the street and have a word with Captain Flinn - he'll send you to the village elder, so head on up there and have a word with him as well. After some friendly chatter, you'll end up with the quest "ship sabotage". Go over to Juni, the lady who was talking to the Elder when you arrived, and have a chat with her to get another quest, "William's fate".

Move to the north gate and have a chat with Mozah. Seems you're not the first group of brave adventurers to arrive here. Head out the north gate and move to Shandra's farm.

Start by being truthful, then ask her all the questions you can. After a while, a few lizardfolk will arrive, setting fire to her barn and her entire harvest , leaving her rather unfriendly toward you. Move out to the ruins.

Upon arriving to the ruins, move on forward, get off the road to the right when you can. You'll notice a small camp, and William, the lost husband. Seems the poor man would rather stay lost, and begs you to lie to Juni when you return to Highcliff. If your diplomacy check fails, you won't be able to get him to return on his own.

Return to the road, clear the western side until you locate Alex and Andrew, the two lost kids. Seems they ran into a tiny wolf problem, so whack the wolves and talk to the children. Inside the castle ruin, you'll see a lizard, Slaan, fighting a few zombies. Help him out, then talk to him. Seems his tribe is the one attacking the boats and that a group of 'em are now trapped below, with the undead.

Tell him you'll help him get his clansmen out of the castle if he will take you to his chief afterwards. He will join your party and assist you all through the coming dungeon. If you simply kill him, you will find a map on him that gives you the location of the lizardfolk lair.

Once inside, start out by clearing every room of zombies until you reach the spot where a cutscene reveals yet another of those shadowpriests you killed one of at Fort Locke. Seems their commander is called Black Garius. Of course, they'll spot you, so better be prepared for a fight. This fella is a tad tougher than the priest you hammered back at the Fort, but die he must.

Loot his remains as well as the remains of his servants and the chest behind him for Mozah's Backpay as well as the shadow priest journal and a stack of shinies. Return to the main hallway and go eastwards first, clearing the area of any undead still, ehm, standing up. Once you reach the northernmost room a locked one , you'll find Slaan missing friends.

They're not too happy to see you, and not at all when they learn that Slaan has made a deal with you. They're sure you will kill the chieftain.

Ignore them and say you're ready to go see the big boss. If you killed Slaan, you'll have to kill these ones as well, then leave the place and head for the lizardfolk cave yourself continue in 1. Have a few words with him, make your deal. Now we only need to convince the village Elder that this, hmm, arrangement, is the best way to handle this whole matter.

You'll get auto-ported back to Highcliff. Talk to Mozah and finish off that quest, then go convince the Elder that your way is the best way, well, the only way. You'll get auto-ported to the harbor. Finish off any loose ends with Zachan and Gera as well as Juni, then talk to the Elder.

Enjoy the boat trip - and the cutscenes. When Gera gives you the amulet for saving her son, say "is that all? When the elder gives you your reward, again say "that's all? Kill your way through the lizardmen until you reach the cave entrance. When you look at the map, you'll see where the chieftain's room is. We'll take that room last, simply because there's loads of other lizardmen to killand containers to loot. Clear the place out, then proceed to the bossman's room.

Kill the shaman first, then destroy the warriors and finally the boss himself. Remember to loot the little room to the east, that's the treasury after all. Once everything's looted, head out the door in the northwest corner of the chieftain's room, then head back to Highcliff. Hand in the quests see 1. You'll have a few map pins to tell you of certain points of interest, but it's really your call where to go first.

I'd head off to that uncle's tavern, the Sunken Flagon, first though. Enter the tavern and start talking with your uncle. Soon enough, the wizard, Sand, will enter as well. After a long chat, you'll end up with a choice. Either you go to Cormick, join the city guard and enter Blacklake that way, or you find the thieves guild and work your way into Blacklake with their help.

Whichever way you go, consider this inn your base of operations from now on. Whether you do all of this exploring first, or go straight to working for one of the groups is basically your choice. Do consider that you in your third task for the city watch and the thieves get a new party member, the sorceress Qara. She might be quite useful when dealing with the sidequests in Neverwinter, but it's really your choice. If you want Qara first, feel free to jump to the relevant "working for..

Leave the Sunken Flagon, and make a visit to the two outdoor salesmen - an armorer and a weaponsmith. You'll get ambushed by 4 bladelings near the weaponsmith, but I doubt those fellas will cause you any problems by now. You should be a group of well-geared level 7s after all. Head out toward the merchant district by going north around the city watch building.

You'll encounter someone Neeshka knows. Seems there's a bounty out on our little tiefling. Deal with Bennon whichever way you want, you will eventually have to kill him and his thugs.

Head on out to the merchant district. Guess what? Another group of thugs who want to collect the bounty on Neeshka's horns. Yup, not her head, her horns. Yet again, there's no peaceful solution, so handle it however you see fit, and listen to Neeshka's solution to the problem afterwards.

Seems you'll need to take care of that Leldon fella one way or another in any case. Neeshka will inform you that the next step should be to visit Ophala in the Moonstone Mask. Take the first road south though, there's another old Neverwinter character we should meet first. Head down to Deekin's little hideout. If you've played the two expansions to the old Neverwinter Nights, you'd know that Deekin is, well, a kobold with a deep love for adventuring.

Especially writing down the tales of all the magnificent things your character did in those two games. While Deekin will tell you a lot of funny things, he's also looking for a real house to set up shop. Let's keep that in mind. You can buy some very special armors from him, armors designed for the prestige classes of NWN2, as well as a few other spiffy things. Move on, past the Moonstone Mask to find Pap's. He's a merchant specializing in crafting materials.

Nice to know where he is, especially if you intend to enchant items later on. A bit north past Pap's you'll see a little girl being accused of stealing. Handle this situation however you see fit. You'll need to help the kid if you want to enlist Wolf's help later on not that he'll help an awful lot, just some random messenger stuff, at least until chapter 2.

Return back south and enter the Temple of Tyr. Time to find out whether that crazed dwarf can actually get his wish. Seems the poor fella has a long way to go. Three trials await Khelgar in the future, one of which requires you to gain plenty of influence with him. Check out the NPC list in the appendix for more info about these quests. You can also get a little sidequest in the temple.

Enter the left door and talk to Judge Oleff. Seems one of his priests has gone missing in a place called Tomb of the Betrayers. Neeshka will be drooling over the prospect of getting into it. You can convince her not to steal stuff if you tell her that you wouldn't want anyone to rob her crypt once she's dead. In any case, head out to that Tomb thingy - if you're a paladin or cleric I bet you already got one finger on your turn undead hotkey.

Keep 'em there ; Enter the tomb, watch out for traps. Go left first, opening the doors as they come. The second room you'll enter is a room with a lever and a block. Notice the marked areas on the floor? Fireballs will come out and hurt you if that block isn't, heh, blocking them.

Now, the trick is to order your party to "stand your ground" while Neeshka heads off. Let one pull the lever, then move out. Of course, Neeshka's evasion and the resting system makes the whole puzzle thing rather pointless, so feel free to just run over them without bothering with the lever.

The room in the SW corner should be taken care of much like the previous room. Broadcast a stand your ground and let Neeska run like hell. Continue past the two doors in the central south section for now - we'll take them later. Let's clear out the eastern side of this place first.

Now, the southeastern room is a wee strange. First, you need to lure those shadows inside out. Notice how they get hurt every time they step on a specific part of the floor?

Once all the shadows are dead, take over Neeshka, broadcast a stand your ground and run to the trapped chest, avoiding the pressure plates. The northeastern room is another tricky one. You need to keep one member of your party on the pressure plate constantly in order to keep the door open and let Neeshka get to the chest.

The remaining rooms, except the two in the central south area, all have some form of undead monsters, so make sure you clear those as well. It's free XP after all. Once everything's cleared, head down to the southern rooms we passed before.

Take the southern door first to reach the missing priest. You'll soon learn that a powerful traitor has risen from the dead and has taken control of the tomb.

Hmm, seems the undead are rising all over the place these days, wonder if there is a connection, eh? Any case, buff up and head through the door to the north to locate this big traitor-undead-fella. You remember the man that got hanged for treason, aye? Now, it seems to be a wee buggy here. In my case, Fenthick simply attacked me. Or, well, he ran around like the Duracell bunny rather. Use your ranged weapons and spells if you have such things to your disposal, otherwise this'll be a long fight.

Once he's dead, pull the lever to open the door to the outside again, then go fetch the poor priest and lead him safely outside. Since you've already cleared the place, that shouldn't be a problem. Return to Oleff to get your reward. Now off for the Moonstone Mask. Speak with Ophala to learn where Leldon is, and that he's prepared for Neeshka's return with certain magics as well as dogs.

Since his home is in this quarter, let's go there right away, there's not much else to do right now anyway. There's two ways of handling Leldon's hideout. The stealth way, or the direct approach.

The stealth way lets you enter, sneak in, grab the coin and leave, while the direct approach ends up with you fighting Leldon a bit sooner than the storyline expects. You'll miss out on a tiny bit of story about Neeshka, but you'll get the whole thing over with faster. Again, your choice. Leldon's hideout is right next to the entrance to Blacklake district, so go there, and hop inside.

Proceed forward and enter the door to the right. You were told he was prepared for Neeshka, so assume there's a trap wherever one can be placed. These thugs in here are quite strong and hit quite hard, so be prepared for a relatively tough battle if you do the direct approach. Continue through the door to the north. Whack any thugs you encounter, and stay alert about those traps. Continue through the building until you reach the treasure room. Doing the direct approach, you'll fight Leldon here, before you get the magic coin.

He'll use a smoke potion to get away when he gets hurt badly enough. After that, feel free to grab all the loot in the "cage", even Leldon's lucky coin. If you did this the stealthy way and you helped the two kids during the chapter you'll soon get a message that Leldon awaits you in the park.

Go there. You'll end up fighting him and he'll use the smoke bomb, much like in the direct approach. Stealth approach info from Alex Karabis Return to the docks district. It's time to choose a side - to work for the city watch, or to work for Moire and her thugs.

Note that working for the watch or the thieves is more than just a moral choice. Working for the thieves is the ONLY way to unlock the shadow thief prestige class, while the Neverwinter Nine class will be open to both paths. You'll be assigned to duty on the double - seems a merchant has a few problems you need to handle, so better head out. Remember to put on your new shiny cloak.

Notice the alley-looking thing just west of the city watch, basically between you and the shop you need to get to? Go there, and have a word with the wolf. Seems he's yet another druid who can't get out of his wildform. He'll eventually tell you that you need to visit the Skymirror.

This is part of Elanee's quest line. Once inside the shop, have a little chat with both Reesa and Hagen as well as the four thugs showing up a wee later. Kill all four of them and return to Cormick. Cormick's next job is to head out and get a hold of the person behind these extortions, Caleb, so go have a word with this entrepeneuring thug. Caleb is not exactly a clever thug.

Unlike the bandit leader back at Fort Locke, he doesn't realize just who he's up against. So, after a few insults, he'll resort to attacking you. Kill him and his two friends and return to Cormick. The third task is a wee bit larger - make a full sweep through the district, killing any criminal you see, and check up on the watch posts as well. To complete the quest, you need to visit the four City Watch sergeants in the district.

Kill any thugs you encounter on your route as well. Hey, it's a few less troops for Moire, right? During your sweep head on around the Sunken Flagon.

Seems a few magelings are about to start a little brawl - and we all know how bad it can get when mages go on a rampage, so you better stop them before they really start. You'll end up with a new party member as well, the sorcerer Qara. Feel free to enter the Flagon and have a word or two with her, as well as check out her gear and so forth.

Do note that the first two times you leave the Sunken Flagon with her in the group, you will be attacked by academy students who in no way enjoyed that she managed to survive the first "duel" with the two magelings. They will attack no matter what you do.

Fortunately, they're fairly weak. At the second attack, the attack will stop once the leader is killed - so if you have problems it might be best to simply focus on her. You can't do anything special at post number 1, so just move on, killing thugs as they come. At post number 2, the one right beside Sand's shop, you can choose to start accepting bribes, simply say no to it, or threaten to report the sergeant.

And makes the sergeant and his 3 friends attack you, forcing you to kill off four guards. Handle the situation however you see fit. At post 3, just a wee north from the second one, you'll encounter a group of thugs trying to bribe the guardsmen.

Again, handle the situation however you see fit. Just south of post 4, you'll encounter Trent, a fella who enjoys his drinks. Convince him to take his drinking inside for a little XP, then continue to post 4. This sergeant is also corrupted, but you're able to save him.

With a few good checks, you'll turn him into a double-agent. How clever! Just north of post 4, you'll see a few people with a wagon. Go investigate. Seems these fellas are carrying their loot from a burglary. How interesting. Once you complete your sweep, return to the city watch to see it set on fire.

You'll be informed that Cormick has gone to the merchant district to talk to the commander. I suggest you head on out to meet him there. Before you head out completely, turn south at the exit and notice the little merchant getting bullied by a group of Moire's gang. Sort it out and you'll have one more tradesman to go to.

Enter the City Watch building in the merchant district and talk with the commander. Seems her lieutenant, the leader of the docks district got killed during the fire, and she wants YOU to take his place. Your primary assignment will be killing off the smuggling operations, but Cormick would love to root out a few of the turncoats in the city watch as well. Right then - time to put hard to hard and assault those thieves where it hurts them the most.

Off to the dock district and into the Back Alley we go! Right before the Back Alley, you'll see a thug trying to extort Wolf, the leader of the thief kids. Again, up to you how to handle it, but I'd help Wolf, simply because he'll help you out a bit later. Upon entering Back Alley, you'll see a few guards taking a bribe.

A good diplomacy or intimidate check will give you a peaceful solution, otherwise you will have to kill a few of your own troops. Continue forward, clearing the place of thugs as you go.

You'll soon see a rather large group of watchmen and thugs hanging out together, and your party will start wondering how to even the odds a bit. If you have Qara or Neeshka along, you can send off one of them to start a small fire, making the watch go to turn it out and leaving the thugs alone for you to deal with.

When the thugs are dead, go deal with the watchmen. Leave none alive. Moving on, you'll see another group of thugs just ahead. This group is bent on stopping the shipment as well. They don't want a war. You can either enlist them as helpers, or use diplomacy to get them out of harm's way. Your call. After one more group of thugs, you'll see the shipment.

Guarded by gangmembers and city watchmen alike. No matter what you say, the guards will attack you. If you have Qara along, a well-placed fireball will take care of those traitors.

After killing the remainders, a little discussion ensues. Neeshka would prefer to sell off the weapons for our own gain, while Khelgar feels duty-bound. Remember though, you need influence with Khelgar if he is ever to fulfill his dream and become a monk.

If you side with Khelgar, you'll get auto-ported to the city watch post in the merchant quarter. Report your progress to your commander and Cormick, and they will have a new assignment for you. Now it's time to hit the destination of the shipment, so head outside, head to the park and enter the warehouse.

Move forward, killing off thugs as you go. Once you reach the documents, kill the named guard. Upon grabbing the documents, you'll have the option of letting Neeshka search the place. She finds a magic item that I believe is different based on your character as well as a rogue dagger for herself. She will be hiding something for herself as well, but unless you take a good skill check, you'll lose INF with her if you try to get it. It's just a bit of extra vendor loot anyways, so no big deal : Upon leaving the warehouse, you'll meet the famed Neverwinter Nine, preparing to assault the warehouse.

Hope they drink enough to cover the rather large tab Khelgar has been keeping ; If you thought the job was done now, think again. Apparently one of the most important informants has had his cover blown, and guess who's going to have to run off to make sure he stays alive.

Yep, you. The captain says "make haste" so let's move out immediately. Head out to Fihelis' estate only to find out that you're too late. Thugs have already entered.

Brace for combat - clear out the place. All the thugs here are stealthers by the way. Seems the assassins are having a good time. Once it seems all the baddies are dead, head on up to the 2nd floor.

Guess we won't be done so easily. Oh, do remember to loot everything, no alignment hit for it. More stealthers hiding out on the 2nd floor. Clear the rooms one by one, kill them all. Once you reach the final room, and the only closed door, prepare for a tough fight.

Buff up, get ready, and open the door. Moire herself has arrived to finish off the traitor. Of course, once you arrive, she decides you will be a much better victim and attacks you, no matter what you say.

Kill her any way you can, then talk to the poor Fihelis. While the next mission is also for the city watch, it's not inside Neverwinter. With Moire out of the game, Captain Brelaina believes there's surplus to handle some affairs outside of the city walls. It seems an emissary from Waterdeep has gone missing and of course your Cap'n fears the worst. You're to leave for Old Owl Well and find out what has happened to the emissary. First, however, it's time to do some trading.

Sell all the loot you've found during your latest missions and make sure your entire party is geared up. We're going to take a brief stop at the Skymirror for Elanee before we head to Old Owl Well by the way, so make sure she's in your party when you leave Neverwinter. There's apparently some bugs if you arrive to Skymirror without Elanee, so let's do this the safe way, shall we? Hey, it's g just for going there.

Head out to Caleb to get your first mission for the thieve's guild. Seems a merchant is refusing to pay his protection money. Time to show just why he has to pay that cash. Head out to Hagen's shop. Threaten him in whatever way you like, he'll eventually give in and give you the money. When you return to Caleb, however, Hagen and 4 members of the City Watch will arrive, wanting to arrest you. You can either bribe or fightyour way out of it, but Caleb will tell you to go to Moire for more jobs since he needs to lay low for a while.

Head on up to Moire's hideout in the north of the district. After a bit of debate, Moire tells you that she wants you to do a sweep of the district. She wants you to "turn" the four City Watch sergeants to her side, and if that's not possible, kill them. Head on out and start the sweep. You'll encounter several groups of thugs on your way, all of which are from rival gangs, so feel free to kill them all.

Now, your primary mission is to visit the 4 sergeants, but there's also other things to do, so let's take it all in proper order. Right after leaving Moire's hideout, head straight west.

You'll soon see a group of men pushing a wagon. Go have a word with these fellas. Seems that no matter what you say, you'll eventually have to kill them. Remember to loot the wagon when they're dead. Head back west to the guardpost right behind you. With a good diplomacy or intimidate check, you'll convince him that taking the bribe is the best way to go. In the southeastern corner, you'll find Reylene.

After a rather funny dialogue she'll realize that you're asking for protection money and give you g as well as promise to tell other merchants that you're a very dangerous person to cross. Head all the way west, to the docks, then south. You'll see the second guardpost is already being visited, by Luskan thugs. Again, a good diplomacy check makes the sergeant realize where his loyalties are. At least Moire's gold is Neverwinter gold and not Luskan.

The thugs will of course get mad and attack, so kill them. Just south of this post is the third one. He's rather easy to convince into taking a little extra coin, so do that. Seems a few magelings are about to start a little brawl.

Feel free to handle this however you please. Both mages drop magic items when they die, so if you're going the evil way, I would simply kill 'em. Now, the last post is back behind the Sunken Flagon. Again, good diplomacy makes him accept the bribe, while failing it makes them attack.

Bribe them or kill them, handle it how you can. In the corner where Caleb was, you'll find two thugs. They've just killed one of Moire's men, and are looking for more. With a good diplomacy check, you can persuade them to join Moire, otherwise you'll have to kill them. In the alley behind the weaponsmith, you'll find a wounded wolf. I do believe you need to have Elanee in your party for this by the way. Once the sweep is over, head back to Moire for your reward as well as your next assignment.

Your next mission is to burn down the City Watch building in the Docks, and at the same time make sure that nobody gets out alive. So, let's go play a bit with fire.

Head out and to the city watch building. You'll see three stacks of very flammable materials in various places around it. Equip the torch Moire gave you and set fire to all three of them.

Kill any of the Watch trying to stop you. If you wish, you can enter the building afterwards and help get Cormick out. Return to Moire when the mission is complete. She'll tell you that her boss, Axle, is your new commander, so head out to the Merchant's Quarter.

Your next mission is to make sure a delivery of weapons arrive safely at its destination. Seems easy enough. Head straight for the Back Alley. Once you reach the entrance, you'll see a group of smugglers with their cargo.

Talk to the smuggling contact and enter the Back Alley. The first thing you'll encounter is two groups of thugs. Take out their casters first, then finish off the regular thugs. Final 31KB. Cleric FAQ Guide by randomsome1 v. Druid Guide Guide by Sajber v. Duelist Guide Guide by dutman v.

Warlock Guide Guide by PrettyLumiere v. Weapon Master Guide Guide by Sajber v. Weapon Master Guide Guide by Wazat v. Character Build FAQ by randomsome1 v. Crafting Guide by Offkorn v. Golem Construct Guide by randomsome1 v. Namely, it makes a character with 21 Ranger levels the only worthwhile dual-wielder without either a Sneak Attack or self-buffs out the yin-yang. At 2nd level, you take the Archery path, since you've decided that dual-wielding is for chumps and you'd rather have an extra tactical option up your sleeve in case you'll need it.

Basically, you take Power Attack, Cleave, etc. If you take Weapon Focus and Improved Critical, you take it in a melee weapon, obviously. You might play with one of those big two-handed weapons such as a scythe, greatsword, greataxe or falchion, or you might instead opt for a non-finessable one-hander such as a scimitar,longsword, or warhammer, which you can still wield in two hands for the 1.

Unlike above, you actually decide to use it as your main mode of offense, rather than a tactical fallback. NOTE: Even with the expansion, archery is still screwed.

NWN2 decided to carry over NWN1's ridiculous half-baked treatment of bow and arrow attack and damage bonuses. Which still means no true enhancement bonuses. Also, you can't craft arrows out of special metals, which means no penetrating damage reduction there, either. You can't enhance weapons and arrows in crafting, either, which means no penetrating DR against good, chaos, lawful or evil.

So until those glaring issues are dealt with if they even will be , dedication to archery is not a very good choice. One Shot, which normally requires a maddening 27 DEX, is a bow attack that ignores all concealment and cannot be deflected. If it hits, it deals maximum damage and inflicts a critical hit For Aragorn-types and dedicated archers alike, this is at the very least a great way to start out a battle, especially if you're at a good distance from the enemy.

They need Strength to do damage, Dexterity to help armor class, since they wear light armor only, and Wisdom for tracking and spells. Rangers aren't quite as constricted as Paladins and Bards, though, since Rangers do get one genuine dump stat. Here's more details on each stat, and what it means for the different types of Rangers: Strength: The most important stat for Aragorn-style Rangers and STR-based dual-wielders, who should start with no less than a 14 in this stat and preferably with something higher and then increase this as exclusively as possible when when levelling up.

It's somewhat important for dedicated archers, as well, since Mighty bows add a STR modifier to damage. In any case, it should be no less than Dexterity: You need it, since you'll wear nothing but light armor the whole time, and some of your key class skills are governed by it. The question becomes: how much do you need? Try to get it to 16 if you can, though and a race with a DEX bonus has no excuse not to.

A true archer or a Ranger who plans on taking Rogue or Assassin levels will want to take this even higher. Constitution: You don't want a negative modifier at all, and you want a positive modifier of some sort if you can spare it at all. That said, a 12 in CON is typically adequate. The benefits of a CON higher than that are slightly overrated and not worth giving up stat points in other key areas.

Although if you find yourself able to take this to the highest score you can in a 1-for-1 point buy 14 for most races , with everything else satisfied, go right ahead. There is always a use for more skill points. Wisdom: I assume you're going pure here, in which case, WIS should be No more, no less.

It's all you need to get 4th level spells. If I'm wrong about you and you plan to multiclass, read further. If you plan on taking Ranger levels to 12 or higher, or leaving them at 8 or 9, WIS should still be Charisma: If you don't want to be particularly ugly or uncouth, leave this at If you don't care about image, leave it at 8 or lower depending on your race without any guilt whatsoever.

CHA is the Ranger's dump stat and means nothing to the class. Here are some sample starting stat lines. It's two more than he had in 3. Only the Rogue gets more skill points than him, and only the Bard gets as many. After the Rogue and Bard, the Ranger's class skill list is also the most extensive.

But, of course, some skills are a lot more important than others, but at least in this game the Ranger can choose a healthy array of them. Absolutely essential skills: - Hide and Move Silently: I put these together because one without the other is pointless. Stealth is one of the Ranger's key advantages over the other warrior classes, and a couple of his unique class features and even spells have something to do with stealth.

Unlike other warrior classes, you have it as a class skill. So max it. Also good for revealing stealth characters in hiding. Very useful skills: - Concentration: The Ranger didn't get a whole lot of his Compendium spells, but he got one set that's pretty good: Curse of Impending Blades and its Mass brother. It must be cast in the middle of combat, so this skill gained some importance with the expansion. Find out where the enemies are in front of you, set a few traps, turn on Rapid Shot or Manyshot, fire some shots out, watch them run at you right into your little minefield.

Finish them off in melee if you have to. Fun stuff. Somewhat useful skills: - Craft Alchemy: Good to have in combination with Craft Trap, as you can cheaply make the ingredients you need for Craft Trap. Cross-class skills you might consider: - Diplomacy or Bluff, or Intimidate : To help you in conversations.

Two Minutes Hate: Choosing Favored Enemies Your choice of Favored Enemies is going to depend on what module or persistent world you will play, whether you plan to do extensive player-vs-player combat, and so forth. As for a more typical player-vs-enemy campaign, the selection may vary more. If you're downloading an adventure or module, read up on it as much as possible to try getting an idea of what the most prolific or powerful creature types are in it.

For example, if planar travel is being mentioned, Outsiders should be the first thing that comes to mind. If all else fails, though, and you just have to take that blind plunge, you typically can't go wrong with selecting Humans, Undead and Outsiders which, probably not coincidentally, are the three best choices for the OC, and also great choices for MotB.

All three of those enemy types feature some of the toughest and most numerous battles in most campaigns. Other great universal choices include Elementals and Constructs. Both, like Undead, are crit-immune creatures that can get quite dangerous. Elementals, especially, is a fine choice for MotB.

Fey is also a great MotB-specific choice. In fact, I'd recommend taking Fey at Lv. Just a hint. Also remember that with 30 levels in MotB you have two extra Favored Enemy selections to play with, so you can space your selections out accordingly. Dragons are kind of on the fringe. They're a powerful enemy, no doubt, but you usually don't fight enough of them to make it worth a selection.

If MotB is your concern, definitely skip it. Fighters have it easy due to the sheer number they get, and Paladins and Barbarians pretty much have what feats they're going to select to an invariable science. As do the caster classes. For Rangers, it depends on which of the three types of builds they're going to be, and even after that, there is a lot of room for variation. Now, some feats are essential or very useful for any Ranger. These include: - Luck of Heroes: Can only take at 1st level.

This is THE defensive feat to take. If you're going to take ANY defense-boosting feat at all, make it this one. And really, you should take it. Just read what it does and you'll see why. A flat-out lifesaver of a feat against Rogues, mages, and anything dangerous that can hide or cast invisibility.

Just a hint Remember that Ranger caster level is as it is in PnP now, a la half your Ranger level. Which means, for example, that Entangle lasts an additional 4 rounds. Must dip 4 ranks into Spellcraft to unlock this. Take if you can fit it in. And in Epic levels: - Bane of Enemies: Otherwise known as the one feat that made people even bother to look the Ranger's way in Hordes of the Underdark.



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