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These warriors of virtue fight for justice. They can specialize in weaponry to the second level like their brethren rangers, may heal themselves, turn the undead, protect from and detect evil, and gain a +2 bonus to all saving throws. Beginning with level 9, they can cast priest spells. Only lawful good humans may be paladins. All paladins must have high charisma ratings, though strength, constitution, and dexterity are also important. Paladins can only reach level 17.
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Paladin |
The standard paladin may use protection from evil, lay on hands, and detect evil. |
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Cavalier |
Cavaliers specialize in destroying demons and dragons. They gain a +3 bonus to hit and damage vs. demonic or draconic enemies; have use of the remove fear spell once per day per level; are immune to fear, morale failure, and poison; and have a 20 percent resistance to fire and acid. They may only use melee weaponry. |
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Inquisitor |
Inquisitors can cast true sight and dispel magic once per day for every four character levels and may not be held or charmed. Inquisitors do not have the ability to use lay on hands, turn undead, cure disease, or to cast priest spells. |
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Undead Hunter |
A man of undead nightmares, the undead hunter has a +3 bonus to hit and damage vs. the undead, cannot be held or level drained, and cannot use the lay on hands ability either. |
Priests are the fabric that holds a party together in battle. They generally handle all healing, blessing, and morale needs of the party, letting the rest of the group concentrate on destroying its opposition.
People tend to think of a clerics as the weak healer of a party. While clerics are the best healers in the Forgotten Realms, a cleric is far from weak. At higher levels, the offensive spell repertoire of the cleric is almost as formidable as that of the mage. Further, clerics can wear plate mail and still cast spells - a huge plus. While they cannot use bladed or piercing weapons, this inadequacy is more than made up for in the form of the turn undead skill. Turn undead lets a cleric (or paladin) channel power from his chosen deity and terrify or destroy the undead. Evil clerics can sometimes gain control of these creatures, causing them to fight with the party rather than against it. Clerics need a very high wisdom rating to be most effective. All races can be clerics, and clerics can reach the level 21.
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Cleric |
The standard cleric has the turn undead ability, cannot use bladed or piercing weaponry, and may only use one proficiency point per weapon type. |
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Priest of Lathander |
These priests can cast hold undead as well as us a special ability - boon of Lathander - once a day for every tenth level. This ability bestows a +1 bonus to hit, to damage, and to saving throws; an extra attack per round; and immunity to level drain to the caster for six seconds per character level. |
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Priest of Helm |
Helm's priests gain true sight and the special ability seeking sword. Seeking sword creates a magical +4 sword (though the +4 is only used to determine whether the target can be hit - there is no +4 damage bonus), doing two to eight damage per hit and giving the cleric three attacks per round. Duration is one round per character level. |
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Priest of Talos |
These priests gain the lightning bold ability (once a day for every fifth level) and the special ability stormshield, which protects the priest from lightning, fire, cold, and missiles for six seconds per caster level). |
Through a tight connection to the world of nature, druids can shape-change into various animals, including the polar bear, winter wolf, and boring beetle, once each day. They also can cast priest spells like their clerical brethren. Note that only humans and half-elves can be druids, and they can only use leather armor and bucklers, clubs, darts, spears, daggers, slings, and staffs. Druids need high wisdom and constitution ratings. Druids can only advance to level 14.
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Druid |
The standard druid is detailed in the previous section. |
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Shapeshifter |
The shapeshifter can morph into a werewolf once per day every two character levels and to a greater werewolf once per day beginning at level 13. Shapeshifters cannot wear armor or shapeshift into the regular druid forms. |
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Totemic Druid |
The totemic druid's lack of shapeshifting ability is offset by his ability to summon a spirit animal once per day per level. |
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Avenger |
Avengers may shift into the form of a sword spider, baby wyvern, and salamander in addition to the normal druid forms. Also, they can cast the mage spells chromatic orb, web, lightning bolt, improved invisibility, chaos, and chain lightning. They may not wear armor greater than the regular leather variety, and they receive a two-point penalty to strength and constitution. |
Another requisite part of any good party is a rogue. You'll quickly find that the skills of a thief or bard (or both!) will come in quite handy in your travels.
Thieves are the cunning little backstabbers (literally) of Faerūn. They have the special abilities stealth, backstab, pick pockets, pick locks, and find/remove/set traps. Thieves may obviously not be of lawful good alignment, nor can they wear non-leather armor or use regular shields. Their weapons include clubs, daggers, darts, crossbows, short bows, slings, short and long swords, and quarterstaffs. Thieves must have a high dexterity rating. Thieves can advance all the way to level 23.
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Thief |
The standard thief has the backstabbing ability and 20 percentage points per level to use to advance thieving skills. |
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Assassin |
Once per day for every fourth level, the assassin can coat his weapon with a poison that causes six points of damage every six seconds for 30 seconds (30 points total, though a successful saving throw limits the damage to six points total). At level 10, the poison acts twice as fast, and at level 15, it acts three times as fast and does more damage, possibly even slowing the target. The assassin only gains 15 percentage points per level to distribute amongst his thieving skills. |
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Bounty Hunter |
Bounty hunters gain a 15 percent bonus to their trap-setting skills and can lay better traps. First-level traps slow the target, 11th-level traps hold the target; 16th-level traps (called Otiluke's resilient sphere) are cast around the target, and 21st-level traps create a maze around the target. Bounty hunters gain fewer points to distribute each level. |
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Swashbuckler |
The fighting-man's thief, the swashbuckler gains a one-point bonus to his armor class as well as a one-point bonus to his armor class, to hit, and to damage every fifth level. He can also specialize further than normal in weaponry and gain three points to proficiency in the two-weapon style of fighting. He does not, however, receive a multiplier to backstabbing damage. |
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