Shadow Hart
I'd like to do this quest, but my Intelligence is 10 and I don't have any points in Search; do I actually have a chance of finding Shadow Hart? Does anyone have any idea what the DC for the checks is? Is there a limit on attempts?
I'd like to do this quest, but my Intelligence is 10 and I don't have any points in Search; do I actually have a chance of finding Shadow Hart? Does anyone have any idea what the DC for the checks is? Is there a limit on attempts?
Okay, I'm playing NWN:EE for the first time. I'm in SoU, roughly halfway through Chapter 1, and I've met Deekin. I already knew about this kobold—having looked up famous Forgotten Realms kobolds a while back—but I only know the basics about him. I've heard great things about him in this campaign and in HotU, and I want him as a companion in both. Any spoiler-free advice? From what I've seen, you can recruit him in the interlude between Chapter 1 and Chapter 2 so he can join you for Chapter 2 (I need confirmation on this), and I read somewhere that there's a bug in HotU where you have to... dismiss him during Chapter 2 to recruit him again in Chapter 3? I'm not sure if that bug has been fixed or if it's something that doesn't always happen. Basically, I need info to ensure I have him by my side until the end of both campaigns, plus some tips on using him effectively as a companion (gear, strategy, etc.). I also need to know if there are any requirements for him to become a Dragon Disciple in HotU and if it's true that companions can die permanently in these campaigns. I'm playing a Fighter/Paladin who will later focus on Champion of Torm levels, in case that info helps.
Okay, I've decided to start NWN:EE. I was told that melee characters are a good option for a beginner, but the truth is I don't even fully understand how D&D 3.0 works, so I could use some suggestions and information on creating a character.
The adventure is already available, maybe it's a little early to ask, but what do people around here think of Sazz Tam's stat block?
Between the Siege of Neverwinter and the Honor Among Thieves movie, I get the feeling that the Red Wizards have a particular interest in that city. I would understand if they avoided doing that against Waterdeep, but why not go against other cities on the Sword Coast like Baldur's Gate or Luskan?
Okay, lately I've been toying with the idea of including a side quest related to TNO, the protagonist of Planescape: Torment, in a future campaign. One idea I've come up with is adapting the Rune of Torment spell from the game. For those who don't know, and I imagine there are quite a few of you, this was a level 9 spell that dealt 30-100 damage in a 50x50 foot area, with no saving throws. Here's a description of the spell that I took from the game's wiki because I haven't finished it yet due to lack of time: "Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the soul. All will be made clear when the Circle is drawn."
Inspired by this description, I've adapted this spell as a recharge ability for TNO (like the breath of dragons), and it's as follows:
Rune of Torment (Recharge 5~6). The rune of torment lights up at a point 120 feet away. All creatures in a 40-foot radius circle centered on that point suffer one of these effects, chosen by TNO:
Teniendo esto, quería compartirlo y conocer opiniones, para más contexto, esta es una idea para una campaña de alto nivel, por lo que los jugadores fácilmente estarán en niveles altos, y todos sabemos lo poderosos que pueden ser personajes de tier 4 en 5e/5.5.
I just got the second one. I know you can get black pearls to use in it, but they're very rare. I know how to get the first one, but it's still too early for that in my game; I haven't reached my first legacy yet. But I'd like to know which of the two options would be better as an inheritance: the Book of Master (Complete) or the Tidekeeper (assuming I get 3 black pearls). Another option I thought of is using the first one in some legacies and getting the pearls in a later legacy, and then swapping one for the other, but I want to find out more first.
As the title indicates, I'm looking for advice on what items I could get to have better combat equipment. I know the King's Claws are popular, but my combat level is 76, and I don't yet have access to the area where they are obtained. I also have a screenshot of all my equipment.
I imagine Ocean Gloves are a better option for an ocean bonus than enchanting the sword, it's just that I just got those gloves and haven't made the change yet.
Edit: I also have the oar from the summer event, but I don't think it's important beyond fighting golems for the extra enchanting experience.
I like the factions in Sigil; I think they bring the city to life. I don't like it when factions disappear, collapse, or are exiled, so I'm not a big fan of the Faction War lore. I'm currently researching the factions Sigil has had and need help figuring out if I've missed any important ones or if they're worth remembering. For now, this is the list I have:
- Athar
- Believers of the Source
- Bleak Cabal
- Doomguard
- Dustmen (Renamed Heralds of Dust, but I prefer the old name)
- Fated
- Fraternity of Order
- Free League
- Harmonium
- Mercykillers
- Revolutionary League
- Sign of One
- Society of Sensation
- Transcendent Order
- Xaositects
- Ring Givers
- Incanterium
- Mind's Eye (This is a fusion of Believers of the Source and Sign of One; I'm still not sure whether to keep them together) or separate, for the moment I'm leaning more towards the latter)
- Hands of Havoc (Possible merger between Revolutionary League and Xaositects, or maybe just Xaositects with another name, I'm in the same situation as before)
I like the factions in Sigil; I think they bring the city to life. I don't like it when factions disappear, collapse, or are exiled, so I'm not a big fan of the Faction War lore. I'm currently researching the factions Sigil has had and need help figuring out if I've missed any important ones or if they're worth remembering. For now, this is the list I have:
- Athar
- Believers of the Source
- Bleak Cabal
- Doomguard
- Dustmen (Renamed Heralds of Dust, but I prefer the old name)
- Fated
- Fraternity of Order
- Free League
- Harmonium
- Mercykillers
- Revolutionary League
- Sign of One
- Society of Sensation
- Transcendent Order
- Xaositects
- Ring Givers
- Incanterium
- Mind's Eye (This is a fusion of Believers of the Source and Sign of One; I'm still not sure whether to keep them together) or separate, for the moment I'm leaning more towards the latter)
- Hands of Havoc (Possible merger between Revolutionary League and Xaositects, or maybe just Xaositects with another name, I'm in the same situation as before)
I'm thinking of playing Planescape: Torment. I know a bit about the theme, and I'm really drawn to the lore, but it can be intentionally ambiguous at times. The original crime of The Nameless One, the one that caused the planes to die and the gods to hate him, the one that condemned him to fight in the Blood War and pushed him to seek immortality to escape that fate, is one of the biggest mysteries. I've read that the game hints at some possibilities, but I'm wondering, what theories do you have on this topic?
I'm thinking of playing Planescape: Torment. I know a bit about the theme, and I'm really drawn to the lore, but it can be intentionally ambiguous at times. The original crime of The Nameless One, the one that caused the planes to die and the gods to hate him, the one that condemned him to fight in the Blood War and pushed him to seek immortality to escape that fate, is one of the biggest mysteries. I've read that the game hints at some possibilities, but I'm wondering, what theories do you have on this topic?