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Yes, complete noob question, but I'm storming the Beggar's Nest in the original campaign as a Paladin accompanied by Tomi Undergallows and I would just about sell my eye teeth for a few bottles of Holy Water to do crowd control on the hordes of Zedz Tomi keeps getting into scraps with.

As I've already discovered, there's a lot of stuff from the 3rd ed basic set that didn't quite make the cut for the original campaign and a few serious game-play elements as well: (Looking at YOU, not being able to give Tom that +1 dagger we found...) but seriously? Alchemist fire and the other splash weapons didn't make the grade?

I've basically accepted that I just don't get those tools till later: my question is "WHEN?" I'm going to run Laura Swift through all 3 campaigns, but at what point do Holy Water, Oil, and the other nifty alchemical splash weapons enter the picture? (Yes, I know, holy water and oil are not strictly alchemical...)

In a wholly unrelated note: anyone with a guild looking for one more, just drop me a PM...
This question / problem has been solved by Darvinimage
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The_Ghost: As I've already discovered, there's a lot of stuff from the 3rd ed basic set that didn't quite make the cut for the original campaign and a few serious game-play elements as well: (Looking at YOU, not being able to give Tom that +1 dagger we found...) but seriously? Alchemist fire and the other splash weapons didn't make the grade?
The grenade-like weapons and henchman inventory management were added in the expansion packs, but the original campaign was never updated to include them. So you can't adjust your henchman's equipment and you can't purchase the grenade-like weapons in the original campaign, but you can in Shadows of Undrentide and Hordes of the Underdark.
Henchman Inventory & Battle AI Mod to make the OC more suitable to your tastes.

Hopefully, you are aware enough of the limitations of each campaign (i.e. examined each Readme) to realize you'll need one Laura Swift for the OC and another fresh one for SoU-thru-HotU series else it's going to be a tedious bore when it comes to combat encounters.

They started adding reagents so trappers could use the new Craft Trap skill (well, new skill in 2003 anyway). Some of these items could also be used for other purposes than crafting traps.

Ummm... if you are a Paladin, why do you need holy water? Turn Undead.
Post edited April 22, 2017 by Chipster
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Chipster: Ummm... if you are a Paladin, why do you need holy water? Turn Undead.
Only Fourth level: Pathfinder this ain't.
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Chipster: Ummm... if you are a Paladin, why do you need holy water? Turn Undead.
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The_Ghost: Only Fourth level: Pathfinder this ain't.
Paladin can turn undead at level 3 since 2002. Only the low HD ones will go *poof* at first but most will flee. Just depends on how lucky that d20 roll is whether you'll get a favorable turn check or not. When in doubt, increase CHA. That'll resolve the effectiveness for the most part.

Thank God it's not Pathfinder.
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Chipster: Thank God it's not Pathfinder.
?

Paladins get Channel Positive Energy at level 4 in Pathfinder.
Pathfinder gives Channel Positive Energy at 4th level, which qualifies you for the Turn Undead feat (so the earliest a Paladin can have it is 5th level)
D&D 3.5 and NWN2 gives Turn Undead at 4th level
D&D 3.0 and NWN1 gives Turn Undead at 3rd level

Kinda funny that the ability kept getting shunted forward a level with each iteration, although in the Pathfinder case it doesn't matter because everything else about the Paladin was so massively buffed that no one cares about Turn Undead anymore.
I see. I mean, you can still use Channel Positive Energy to AoE nuke undead, just not to make them run.