nwn sou shield guardian

Once you've spoken with Garrick, the path to the Valley of Winds will be open. Accompanying each of them are four sixth-level medusa handmaidens. If the saving throw fails, the target is killed instantly. Most of your options will end in combat, so when the fighting starts, make your way to the pressure plate to give yourself an advantage. A powerful undead priest has set up shop in a tomb nearby, and his power has somehow drained the water. There is a great deal of opposition--almost every area is crawling with monsters. His CR was "impossible", but I was able to beat him easily with a level 8 paladin. After you begin spotting its tracks, it will eventually appear. Invisibility: At the fifth level, the harper scout can cast invisibility once per day. Put the materials in the grinder to make a focus crystal. When the lich is dead, the shadow servant will appear and inform you that you are the new lord of the estate. Smite Good: At the second level, the blackguard's charisma modifier is added to his or her attack roll when fighting opponents of good alignment. Quest: Rescue Glendir Glendir is a half-orc imprisoned in a single cell in the eastern section of the caves. Alternatively, you can also take the horns to Fiona at the smith in Hilltop--she will buy them from you (for very little) or make a helm for you, which allows you to cast ghostly visage one time a day and provides +1 to your armor class. Neverwinter Nights (PC) Item FAQ August 30, 2006 Version 1.7 Written by: Dylan Erickson E-mail: razlakh@gmail.com If you're having any problems, please consult the FAQ (Ctrl + F, type in FAQ) first before e-mailing me. For such a huge area, it is almost entirely empty. Kill them all, and destroy the egg sacs. Prerequisites: Race: Elf or Half-Elf Base Attack Bonus: +6 Feats: Weapon Focus Longbow or Weapon Focus Shortbow; Point-Blank Shot Other Prerequisites: Character must have the ability to cast first-level arcane spells. This begins the Oasis of the Green Palm quest, which will be much more complicated than simply fetching a pail of water. This will not work, however, when engaged in combat. Then head down into the underground ruins. Both of the chests are trapped (with DCs of 35), but opening them will yield a wand of lightning, an amulet of health, boots of elvenkind (which offer +2 to dexterity and +10 to the move silently skill), and the aurumvorax armor (light armor that gives you a +2 AC bonus and damage resistance against piercing and slashing weapons). Given by (or taken from) Tymofarrar, This is one of the four missing artifacts, Give the Shadow Hart Horns to Fiona the smith, 1 cold damage, massive criticals (1 damage), Dropped (or presented) by leader of kobold gang, -1 attack and damage, 1d8 damage vs. undead, +2 saving throws vs. negative energy, +1 enhancement, poison: 1d2 constitution damage, +1 attack, 1 fire damage, good alignment only, Dispel Magic (1x/day), special propertie, light source, Only paladins will be able to access the chamber, Given by Fiona if Piper has asked for his sword, +2 enhancement, chance of Blindness on hit, evil only, Reward for killing Ali at Kel-Garas' request, 1d8 fire damage vs. undead, +1 enhancement, +2 enhancement vs. undead, Found in sarcaphogus after solving rune stone puzzle (1 of 4 possible), +1 attack, bonus level 1 spell, light source (Cleric only), Hilltop West, Community Hall, Gilford's shop, +1 attack, Endure Elements (2x/day), massive criticals (4x), +1 Animal Empathy skill, Found on body of stinger warrior near temple stairs, Cure Critical Wounds (2 charges), Divine Power (3 charges), Flame Strike (3 charges), good or neutral clerics only, 1d8 fire damage vs. undead, +1 enhancement, +2 enhancement vs. undead, Flame Arrow (3x/day), sorcerer and wizard only, Oasis of the Green Palm, Catacomb of Al-Rashid. You can sell it to various merchants, including the hermit and Szaren. Each hallway has an elemental pedestal. Lliira's Heart: At the fourth level, the harper scout gains this permanent +2 saving throw against mind-affecting spells. The grand matron is the most challenging, as she is a 10th-level cleric/second-level monk. Got a news tip or want to contact us directly? The minister can also be convinced to give wine to Musharak if the hobgoblin converts to the Ao religion. Note that if you allow Hurc to leave the tavern, he will help you later. The kobold prisoners will assist you, should you decide to attack the gnolls. When you find the sphinx statue, use a stone to flesh spell and it will be restored. Here are the pedestals and the cantrip to cast: Waters of Wisdom: Flare Fires of Knowledge: Ray of Frost Column of Air: Acid Splash Shower of Earth: Electric Jolt. Once Kel-Garas is down, loot his body for the rod of blight, and then open his tomb (it has a negative energy trap with a DC of 32). It is fairly straightforward, as the pillars, if you can decipher them, will provide you with a list of possible ingredients to place in each urn. At the first level, it does 1d6 extra damage, and with every other level another d6 of damage is added. When you reach the queen, she will make a deal with you. It is to create a summonable 'Shield Guardian' to battle for you. Quest: The Lost Sword Continue down the passageway. This task looks to be pretty tough however, as it took no damage from spells. Detailed walk-throughs for every dungeon, cave, and tomb in the game. Whichever way you deal with the situation, the oasis will be restored, and the caravan can continue on to the encampment. Kill the warden and take his key. Note that shadow evade and summon shadow, however, will continue to improve. Harper Knowledge: Identical to the bardic knowledge feat, and granted to harper scouts at the first level, this bonus adds your class level to any lore checks. He will attempt to tell you his story, but he cannot remember very much. Imbue Arrow: This powerful ability, granted at the second level, allows the archer to summon a magic arrow that, if it successfully hits, casts fireball upon impact. But if you do speak with them, you'll learn that they want to be put out of their misery. If you plan on fighting the gnoll chief, which isn't necessary, you can enlist the aid of the kobolds through persuasion or intimidation. The belt is worth buying if you can afford it--it offers +1 damage resistance and allows you to cast haste once a day. Musharak will agree to this deal. Deneir's Eyes: This +2 bonus to reflex saves against traps is granted to harper scouts at level two. It isn't much of a catacomb--in fact, it's more of a "room." The extra damage is applied to attacks successfully executed while the assassin is hidden or invisible. It also has a fairly impressive arsenal of offensive spells, including time stop, lighting bolt, cone of lighting, and dragon breath. You can, however, persuade Riisi to give you some items. He also has numerous shadovar minions around him. The pool is of no use to you yet, so pull the lever. They will offer you gifts, no matter how you treat them. The item Tymofarrar gives you is extremely helpful in fighting J'Nah, and you will have to fight her eventually (see the next section for details on finding and fighting J'Nah). And then also gains access to Red Dragon Disciple and Pale Master. Make sure you rest up (and teleport back to Hilltop for supplies if needed) between battles. The first section of the kobold caves is fairly straightforward. At level six, the effect increases to a 10-percent concealment bonus, +2 to AC, and 5/+2 damage reduction. A. Fixed some errors. This is it--the final fight. Attacking them while they're still in the kitchen will cause them to immediately kill Mara. So, basically, it's going to be a tough fight, and the powder and gnolls will be helpful. For instance, if the light is blue, you can walk down the water hallways without being harmed. At the ninth level, he can summon a vrock. If you attack Kel-Garas, you can quickly defeat him by placing the rod of blight into the altar. Don't bother exploring too thoroughly--just head down into the ruins. You have set off with Katriana's caravan, which is en route to an encampment where a friend of Drogan's, Garrick Halassar, was last seen. There's a chest with a tower shield +1 and some various other loot, but other than that, the place is deserted. You will return to hell, only to find that Karsus has been redeemed. The room to the east cannot be entered yet (see The Elven Test section, below, for details), so proceed down the stairs to the lower level. In the western passage at the far end, you will find three tombs. Thus begins the Identifying the Crystal quest. Before heading into J'Nah's lair, examine the magical pool in the main area. As you approach it, your journal will update and you will receive some experience for your discovery. Your fellow students are rushing to his aid, and you should follow suit. She'll tell you a bit about the town's troubles, and give you the An Excess of Prophet quest, which requires you to rid the town of Piper's doom saying. Inside the coffins you will find, among other less significant items, a monk's belt (a monk-only item that adds the improved critical feat and weapon specialization to unarmed strikes and allows you to cast haste once a day), gloves of the long death +3 (a monk-only item that adds three points to your attack bonus, as well as two points of cold damage), and a helmet of discharge (which adds 25 points to your electrical resistance). The stampede will kill everything in sight. It is available once the harper scout reaches level five. Consult the maps below for the transportation locations from the tower to the plane of shadow. Characters with tracking skills (druids, rangers, and barbarians) and characters with high intelligence will determine that they are kobold tracks. came in really handy). Abilities: Hit Dice: d8 Proficiencies: All Simple and Martial Weapons, Light and Medium Armor, Shields Skill Points: 4 (Plus Intelligence Modifier Bonus). You can pick the door locks and kill the kobolds that ambush you easily. Where appropriate, the quest is linked to its section in the walk-through. You will need the book at area #4 if you want to summon the Guardian Spirit of Helm and restore the Hold. Each pair is associated with a particular alignment. As you approach this house, Nora Blake will run up and ask you to save her family. The library is located in the east fragment. To Hilltop East B. Ferran Valiantheart C. Elven Crypt D. Wounded Bear E. Hurst Farm F. Rumgut's Cave G. To the Nether Mountains H. To Blumberg I. Congratulations! There are 5 new classes in NWN SoU. Once she is dead, grab the dragon's tooth, loot the hall, and leave the gnoll caves. Also in the center of the room are two chests and two weapons racks, each with low-level treasure. You will find yourself in a cavern with four tunnels extending in the cardinal directions. Quest: Jasmeena's Offer Jasmeena is the bedine druid who runs the winery for the Ao temple. They are all trapped (DC 26), but you don't really have much time. The hermit is a strange man who talks in circles. You awake in Undrentide, having been enslaved by the asabi. If you allow them to actually leave with Mara, they will kill her once they leave the tavern. - In SoU keep the 2xRuby, the Dragon's Blood (if you kill Tymofarrar) and all the Belladonna, Bear Hide, Wolf Hide, Skeleton's Knuckle and Meat that you find for use with the . Of the prestige classes available in Shadows of Undrentide, harper scouts are definitely the most role-play-oriented, in that they don't get significant combat bonuses. The answer is "Yes." You can also choose to kill Nimaldor, and if you attempt to open his sarcophagus he will attack you (Nimaldor is a level-five undead). In the center of this cavern is a chest. Quest: Horns of the Shadow Hart The shadow hart can appear in several different locations in the foothills. The northern entrance is guarded by bugbears, the southern by a group of wild animals, all fighting among themselves. The main opponent is a mummy--a level-six undead with an aura of fear. When the lich is dead, search his body for the dark wind. If you are an elf or a half-elf, or if you have a decent lore skill, you can read the scribed pillar in the center of the second room, which will tell you the history of the crypt. Use the key to open the door to the tomb, then get ready for your toughest fight yet. 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And then also gains access to Red Dragon Disciple and Pale Master Palm quest, which will be open to.

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