Neverwinter Nights 2: (SOZ) - P3 ~ Lvling Characters & Setting Spells (RS)
RS warlock/Red Wizard Of Thay req - race: human (only humans are allowed to join the red wizards), Spellcraft 8, Feat req: spell penetration, greater spell penetration, one metamagic or item creation feat (other than scribe scroll), Spellcasting req: Specialist Wizard, Able to cast 3rd-lvl arcane spells. & Alignment req: Any non-good - pale master req - Alignment req Any non-good, Spellcasting ability req: Able to cast 3rd lvl Arcane Spells - Hellfire Warlock req - Intimidate 6, Lore 12, Spellcraft 6, & Spellcasting req: Must have 1 of these spells: Brimstone Blast, or Hellrime Blast (or both)
Sorsha cleric/doomguide req Diplomacy 5 Alignment Lawful, Feat req: Extra Turning & Great Fortitude, Spellcasting req: Ability to cast 3rd lvl Divine spells / warpriest req - Diplomacy 8, Spot 5, & Ability to cast 4th lvl divine spells & combat casting
Melanie Rogue/assassin req -hide 8 move silently 8-/shadow thief of Amn req - bluff 3, hide 8, intimidate 3, move silently 3, feats req: stealthy. Arcane Trickster req - Lore 7, Disable Device 7, Tumble 7, Spellcraft 4, Spellcasting Ability req: Ability to cast at least one Arcane Spell of 3rd lvl, Alignment req Non-Lawful & special sneak attack 2d6
Reina Fgh/ BG req - Base Attack bonus +6 Hide 5 feats req: powerattack, & Cleave, & Alignment req: Any Evil
shadowdancer (SD): operating on the border between light and darkness, they are nimble artists of deception. both mysterious and unknown, never completely trusted but always inducing wonder when met. SD use their abilities to strike their enemies with surprise and skill. an SD also employs the defensive capabilities in the class to allow them to cast spells from safety and move away quickly. SD req: move silently 8, Hide 10, tumble 5, feats req: dodge & mobility
red dragon disciple: often a race born from the union between 1 (any of the races usually female but sometimes male) and a dragon (usually male, but sometimes female assuming one of the race forms: human, elf/dwarf/orc/drow/etc) the intermingling of the two creates a child called a red dragon disciple (one of the race forms that have dragon blood, & dragon powers)
RDD req: Must be a bard job or sorcerer job, lore 8, & alignment: any
divine champion req: base attack bonus +7 & Weapon focus (any)
invisible blades (IB) are deadly with daggers, or small/smaller weapons (that usually a person wouldn't think was a threat) they enjoy cultivating misconceptions about the level of danger they present to others & they relish most of all any chance to demonstrate that the most unimposing seemingly harmless weapon can be the most deadly. they are trained to be even more lethal than the normal fighter. IB req: bluff: 8 feats req: feint (which requires combat expertise), two weapon fighting, weapon focus in dagger or kukri
sacred fist (SF): SF have foresworn the use of weapons & heavy armor. their bodies & minds are gifts from their deity. not developing these gifts to their fullest potential is a sin to them. spellcasting does not dishonor their deity but SF are strong in faith, will & body.
SF req: usually a fighter/rogue/bard or cleric/monk/druids/paladin (paladins must forgo armor & weapon tho). base attack +4 (note: +8 BAB is required for stunning fist or 1st lvl monk), lore 8,
feat req improved unarmed strike, stunning fist, & combat casting, spells req: able to cast 1st lvl divine spells.
eldritch knight req: weapon proficiency (martial), & spellcasting able to cast 3rd lvl arcane spells
weapon master (WM) for WM perfection is found in mastery of a single melee weapon. a WM seeks to unite tis weapon of choice with the body to make them one and to use the weapon as naturally and without thought as any other limb.
WM req: base attack +6, intimidate 4, abilities req dex 13, intelligence 13, feat req weapon focus in melee weapon (unarmed strike does not count & won't satisfy the WF requirement for WM), dodge, mobility, combat expertise, spring attack, whirlwind attack
neverwinter nine (NN) are a close circle of bodyguards that protect lord Nasher & to a greater extent all of Neverwinter. They are selfless wardens with powers to shield others & react to danger with equal focus & fury. while bodyguards by title their abilities aren't just defensive & they are trained to kill swiftly.
NN req base attack bonus +6
(normally has to be a member of neverwinter nine but not required with storm of zehir added)
duelist (DL) a nimble intelligent skilled fighter trained in precision attacks with light weapons like rapiers. they take full advantage of their quick reflexes & wits in a fight. rather than wearing armor, a duelist feels that the best way to protect themselves is not to get hit at all with evasion. they are most often fighters, swashbucklers, rangers, rogue's, bards, wizards, sorcerers, & monks (due to their classes lack of reliance on armor).
DL req Requirements
Base attack bonus: +6, Skills req: Parry 5, Tumble 5, Feats req: Dodge, Mobility, Weapon finesse