Reworkings of base classes, new prestige/base classes, feats and spell enhancements.
Version 1.26b
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- Added Cleave to Eldritch Glaive. If you have the feat you can apply its effects to the Glaive.
- Added Weapon Finesse to Eldritch Glaive. If you have it the melee touch uses dexterity instead of strength.
- Corrected all the bugs of Eldritch Glaive's attacks of opportunity, namely no more AoO if the caster is stunned, paralyzed, knockdown etc.
- Finely tuned Attacks of Opportunity routine of Eldritch Glaive to work better.
- Corrected bug with Eldritch Blast not having impact visual appears for some blasts.
Version 1.26a
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- Corrected touch attacks: they no more take into account equipped weapons enhancements to calculate the roll. This was a bug of NWN2; if you had a +5 weapon equipped and you had a BAB of 10 the base touch attack roll (assuming 10 dex on a ranged touch) was 15 instead of 10. Now it is corrected. All spells requiring a touch attack will not take in consideration the enhancement bonus of the equipped weapon.
Version 1.26
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- Added Eldritch Glaive blast shape as per DnD:
Your eldritch blast takes on physical substance, appearing similar to a glaive. As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike Hideous Blow, you cannot combine your Eldritch Glaive with damage from a held weapon.
Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your Eldritch Glaive. These are melee touch attacks.
If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your Eldritch Glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +6, and again with a base attack bonus of +1.
(NOTE: I cannot hook the new metamagic to appear on the metamagics list and make the users be able to select essences inside the Eldritch Glaive as you can do for other shapes because it's a thing that must be done internally; the engine doesn't recognize the new metamagic feat and the GUI (quickspell.xml) doesn't add it.
No problems at all, however. Just use the essences instead. For example, select "sickening blast" and you will find the icon "Eldritch Glaive" inside it to use. If you instead want to use the Eldritch Glaive without essences there's no problem, it's under the spells, as usual.)
- Adjourned Elritch Sculptor to work with the new shape. If you have Eldritch Sculptor you add an extra 1d6 damage for every two blast levels.
- Removed Eldritch Master. Sorry, but Eldritch Sculptor and Eldritch Master are too overpowered togheter, also because Eldritch Master is the Obsidian Eldritch Sculptor. I think my version is better. If you prefer Eldritch Master no problem, simply go inside feat.2da and remove the "1" on the last column of the 1958 feat. Do the same with Eldritch Sculptor (putting it to 1 this time, feat #3000).
- Reworked a bit Flee the Scene to work better. Now you can query actions while you teleport; for example you can teleport and query an attack to a creature that will be executed after the teleport.
- Corrected bug on Flee the Scene that made the spell not work if one moved while teleporting.
- Better implementation of Repelling Blast.
- Small changes to shapes and essences to make them work better.
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MODIFICATIONS
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General
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- Modified Saving Throws to work as DnD, with racial restrictions (for example Constructs are immune to all effects having a fortitude saving)
- Corrected touch attacks:(NEW) they no more take into account equipped weapons enhancements to calculate the roll. This was a bug of NWN2; if you had a +5 weapon equipped and you had a BAB of 10 the base touch attack roll (assuming 10 dex on a ranged touch) was 15 instead of 10. Now it is corrected.
- Implemented the possibility to change racial type for the player.
- Implemented the possibility to modify caster level on the fly (see for example Death Knell in the spell changes for an example)
- Added sudden metamagic feats (sudden extend, sudden empower, sudden maximize, sudden still and sudden quicken)
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Classes
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Warlock
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- Added all Warlock Epic Feats and Invocations. To know more read the feats section.
- Fixed Warlock to have the right save DC on eldritch blasts (10 + half-level, shape level or essence level whatever is higher + Charisma modifier)
- Fixed all Invocations with the right save DC and right caster level (including Practiced Spellcaster that I added)
- Implemented Eldritch Glaive as per DnD:(NEW) Your eldritch blast takes on physical substance, appearing similar to a glaive. As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike Hideous Blow, you cannot combine your Eldritch Glaive with damage from a held weapon. Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your Eldritch Glaive. These are melee touch attacks. If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your Eldritch Glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +6, and again with a base attack bonus of +1.
- Implemented point blank shot to work as DnD on eldritch blasts (giving +1 to damage if below 30 feet)
- Changed Hindering Blast to Repelling Blast as per DnD - Any medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d6x5 feet directly away from you and knocked prone by the energy of the attack.
- Draining Blast changed to Sickening Blast (-2 to skills, savings, abilities, BAB and damage rolls) on a failed fort save, as per DnD
- Frightful Blast changed to a shaken effect (-2 to skills, savings, abilities, BAB and damage rolls + frightened) on a failed will save, as per DnD
- Changed Utterdark blast to stack with itself as it should do and last 1 hour and kill enemies with as many negative levels as HDs
- Noxious Blast modified to have a nauseated effect (similar to daze), as per DnD
- Doom Shape changed to affect only enemies 20 feet around the caster as per DnD.
- Corrected bug stacking of effects with multiple rays with differents shapes/essences
- Hellrime Blast -4 to dexterity duration is now correctly 10 minutes
- The Dead walk now works as DnD. It animated 1*Caster level (max 20) of undead and put them under your control for 1 minute. You can cast it as many times you want but you cannot control more than 2*Caster Level HD of undead. Those in excess will be removed from your control.
- Flee the Scene is now a teleport spell
- Word of Changing is now an hostile polymorph spell that change creatures to 1 HD ones if failed save
- Retributive Invisibility last 1 round/level as it should
- Added Enervating Shadow Greater Invocation for Warlock
- Better implementation of Voracious Dispelling
- Better implementation of Devour Magic, now it gives temporary hit point to ANY spell removed as per description and DnD.
- Added Practiced Spellcaster as a selectable feat for the class.
Palemaster
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Completely reworked:
Class Levels: 13
BAB: Medium
High Saves: Will
Proficiency: Light and Medium Armor
Abilities:
- Arcane/Invocation (and eldritch blast if applicable) spell progression at every odd level
- Undead Affinity: 10% spell failure reduction at 1st level then +10% every 4 level above 1st, plus the class levels add to the amount of undead a palemaster can raise with Animate Dead or The Dead Walk
- Ghastly Visage: -1 to bluff and diplomacy for every class level, +1 to intimidate and saves against fear and mind-spells every 3 levels
- Unholy Strength: +2 strength that increase of +2 every four levels above 1st (+4 at 5th, +6 at 9th, etc.)
- Control Undead: as the spell but with no save (+1/day every four class levels above 2nd.)
- Tough as a bone: +2 inherent bonus to Constitution, which increases by +2 every 4 levels after 3rd, +1 inherent bonus to Fortitude saves, which increases by +1 every 4 levels after 3rd, Damage Reduction 1/- , which increases by 1 every 4 levels after 3rd and stack with damage reduction of Warlock if the palemaster has any
- Deathless Vigour: immune to poison and disease. At 6th level immune to Sleep effects. At 8th level, immune to paralysis and stunning.
- Baleful Flesh: various touch abilities starting from 4th level (one more touch every two levels after 4th). If the touch requires a save, the DC is 10 + his Pale Master class level + his Charisma modifier.
- Deathless Mastery: Palemaster becomes almost an undead, becoming immune to almost all things immune undeads are immune, apart fortitude savings.
- Plague of Undead: More potent version of Animate Dead/Dead Walk.
- Death: Palemaster becomes fully an undead.
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Spells
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- All bug fixes by Player1
- Fixed epic save DC for spell feats (as Vampiric Feast).
- Fixed BladeWave to have correct save DC
- Animate Dead now works as DnD. It animated 1*Caster level of undead and put them under your control for 1 minute. You can cast it as many times you want but you cannot control more than 2*Caster Level HD of undead. Those in excess will be removed from your control.
- Death Knell changed to work more similar to Dnd: if target is near death and fails a will save the caster gets temporary hit points, 2 more strenght and 1+ caster level.
- Other small fixes
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FEATS
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- Epic (NEW)
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Eldritch Sculptor
You control and shape your eldritch blasts like a master sculptor.
Prerequisites: Spellcraft 24 ranks, Eldritch Blast
Benefit: The power and size of all your eldritch blasts is increased. Activating this ability is part of the action to use an eldritch blast. If you use an eldritch blast or imbue it with the eldritch spear blast shape, you apply the damage of two blasts in one, at the same target. If you imbue your eldritch blast with the hideous blow shape, the damage will be increased by 1d6 for every two eldritch blast levels. If you imbue your eldritch blast with the eldritch chain blast shape, the maximum distance between each target increases to 60 feet, the maximum number of targets you can affect double, the damage of succesive targets is not halved, and the damage is increased by 1d6 for every four eldritch blast levels. If you use an eldritch cone shape the range increase to 120 feet and the damage is increased by 1d6 for every three eldritch blast levels. If you use the eldritch doom blast shape the area of effect increases to 40 feet from you and the damage is increased by 1d6 for every three eldritch blast levels.
Furthermore you gain +2 bonus on attack rolls to hit an opponent with your eldritch blast. This is an extraordinary ability.
Lord of all Essences
You have mastered the art of enhancing your eldritch essences.
Prerequisites: Spellcraft 24 ranks, Eldritch Blast
Benefit: When you use an essence with an eldritch blast the power of the essence is increased, and the type of increase depends on the effect of the essence. If you use an essence that have a sicken effect, the effect increase in power and become a shaken effect. If you use an essence that drain levels, the level drain is doubled. If you use an essence that does damage over time, the damage is doubled, and so on. Activating this ability is part of the action to use an eldritch blast.
In addition, the DC of all eldritch essence invocations you use increases by 2. This is an extraordinary ability.
Master of Elements
You have achieved mastery of the four elements -- air, earth, fire, and water.
Prerequisites: Spellcraft 24 ranks, Concentration 12 ranks. Warlock
Benefit: As a full-round action, you can summon a swarm of elder elementals of the air, earth, fire, and water subtype. The monsters serves you for a number of rounds equal to your caster level. Activating this ability requires a standard action. You can use dominate monster on elementals. This effect lasts for a number of days equal to your caster level. Activating this ability requires a standard action.
You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. If you have energy resistance from the warlock class, your resistance to those two elements increases by 10. This is an extraordinary ability.
Morpheme Savant
Your words are charged with supernatural power.
Prerequisites: Spellcraft 24 ranks, Bluff 12 ranks. Warlock
Benefit: You can use power word blind, power word kill, or power word stun. Activating this ability requires a standard action.
When you use your beguiling influence invocation, the bonus granted on your Bluff, Diplomacy, and Intimidate checks is equal to double your Charisma bonus or +6, whichever is greater. Using this ability is part of the casting of the beguiling influence invocation. It is an extraordinary ability.
Paragon Visionary
Your powers of perception are beyond mortal ken.
Prerequisites: Spellcraft 24 ranks, Craft Alchemy 12 ranks. Warlock
Benefit: You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing) and you receive concealment. Furthermore every creature targeted by your eldritch blast lose any form of concealment, if he has any. This is a supernatural ability.
You receive a bonus on Listen and Spot checks equal to double your Wisdom modifier or +6, whichever is greater. This is a supernatural ability.
Shadow Master
You have walked the path of shadows, and now you have mastered its secrets.
Prerequisites: Spellcraft 24 ranks, Lore 12 ranks. Warlock
Benefit: You can create streaking masses of shadow around your form, providing you with a 50% miss chance against all attacks. Activating this ability requires a standard action and last 1 minute/caster level.
For every minute you pass in this shadow-form you are fully healed and all not extraordinary or supernatural hill effects are removed as if you had fully rested. This is an extraordinary ability.
Souleater Incarnate
You have mastered the fusion of invocation and incarnum.
Prerequisites: Spellcraft 24 ranks, Intimidate 12 ranks. Warlock
Benefit: By studying the unique qualities of the mysterious souleater, you have learned a variety of secret powers. When using this feat, you consume the soul of any living hostile creature that is near death within 60 feet of you. For 10 minutes following the death, you gain +10 temporary hit points, +1 bonus on attack rolls and saving throws and +1 caster level from any creature that had her soul consumed.
Furthermore for 1 minute you radiate an aura that makes it difficult for enemies within 30 feet to cast spells. Any hostile creature within 30 feet must succeed on a Concentration check (DC 10 + half your caster level + your Charisma bonus) or be unable to cast any spell. This is an extraordinary ability.
Verminlord
You have unparalleled insight into the ways of vermin.
Prerequisites: Spellcraft 24 ranks, Warlock.
Benefit: You can summon ten swarms of Gargantuan centipedes. The centipedes do 2d6 + 4 damage, have a BAB of +6 plus double your Charisma modifier and inflict poison. The attacks of any centipede swarms summoned are threated as +5 weapons to overcome damage reduction. Activating this ability requires a standard action and it last for 1 round/caster level.
When you use the tenacious plague invocation, the summoned creatures bypass damage reduction in the way listed above and the two swarms can be used one above the other. Using this ability is part of the casting of Tenacious Plage. This is an extraordinary ability.
- General
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Ignore Arcane Spell failure (Light Armour). Required: Dex 13, Ability to cast 1st level spells, Light armour feat
You completely ignore the chance of spell failure incurred by the wearing of light armour. The most common light armours are padded armour, leather armour, studded leather and the chain shirt. This feat has no effect on any armour check penalty imposed by the armour, nor does it confer any benefit for armour classed as medium or heavy, or any shields.
Ignore Arcane Spell failure (Medium Armour). Required: Dex 13, Ability to cast 1st level spells, Medium armour feat, Ignore Arcane spell failure (Light Armour) feat
You completely ignore the chance of spell failure incurred by the wearing of medium armour. The most common medium armours are hide armour, scalemail, chainmail and the breastplate. This feat has no effect on any armour check penalty imposed by the armour, nor does it confer any benefit for armour classed as heavy, or any shields.
Ignore Arcane Spell failure (Heavy Armour). Required: Dex 13, Ability to cast 1st level spells, Heavy armour feat, Ignore Arcane spell failure (Medium Armour) feat.
You completely ignore the chance of spell failure incurred by the wearing of heavy armour. The most common heavy armours splint mail, banded mail, half-plate and full plate. This feat has no effect on any armour check penalty imposed by the armour, nor does it confer any benefit against the use of shields.
- Ignore Arcane Spell failure (Shields). Required Dex 13, Ability to cast 1st level spells, Shield proficiency
You completely ignore the chance of spell failure incurred by the use of any shield smaller than a tower shield. This includes light shields, heavy shields and bucklers made of wood, metal or any other material. This feat has no effect on any armour check penalty imposed by the shield, nor does it reduce the spell failure chance gained from wearing armour or using tower shields.
Ignore Arcane Spell failure (Tower Shields). Required: Dex 13, Ability to cast 1st level spells, Tower Shield proficiency, Ignore Arcane Spell failure (Shields) feat.
You completely ignore the chance of spell failure incurred by the use of a tower shield. This feat has no effect on any armour check penalty imposed by the shield, nor does it reduce the spell failure chance gained from wearing armour.
- Metamagic
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Sudden Extend. Required: any metamagic feat
Once per day, you can apply the effect of the Extend Spell feat to any spell you cast in a round without increasing the level of the spell or specially preparing it ahead of time. You can still use Extend Spell normally if you have it.
Sudden Empower. Required: any metamagic feat
Once per day, you can apply the effect of the Empower Spell feat to any spell you cast in a round without increasing the level of the spell or specially preparing it ahead of time. You can still use Empower Spell normally if you have it.
Sudden Maximize. Required: any metamagic feat
Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast in a round without increasing the level of the spell or specially preparing it ahead of time. You can still use Maximize Spell normally if you have it.
Sudden Still. Required: any metamagic feat
Once per day, you can apply the effect of the Still Spell feat to any spell you cast in a round without increasing the level of the spell or specially preparing it ahead of time. You can still use Still Spell normally if you have it.
Sudden Silent. Required: any metamagic feat
Once per day, you can apply the effect of the Silent Spell feat to any spell you cast in a round without increasing the level of the spell or specially preparing it ahead of time. You can still use Silent Spell normally if you have it.
Sudden Quicken. Required: Quicken spell, Sudden Maximize.
Once per day, you can apply the effect of the Quicken Spell feat to any spell you cast in a round without increasing the level of the spell or specially preparing it ahead of time. You can still use Quicken Spell normally.
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CLASSES
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New Base classes
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- Samurai:
Wielding two katanas simultaneously, samurai are as potent in melee as a fighter, although they are less versatile. Their adherence to the code of bushido is intimidating to their foes, and the fixed stare of a samurai can unnerve most opponents.
Abilities: Daisho proficency, Two Swords as One, Kiai Smite, Improved Initiative, Staredown, Mobility, Improved Two Swords as One, Improved Staredown, Greater Two Swords as One, Frigthful Presence, Perfect Two Swords as One, Greater Staredown
New Prestige Classes
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- Abjurant Champion:
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While the Eldritch Knight strives to balance her mystical and martial prowess, the Abjurant Champion focuses her spells to enhance her defensive ability and hinder enemy spellcasters. Perfectly suited for martial stalwarts who dabble in magic, this class offers the ability to improve their combat skills in ways neither pure soldiers nor spellcasters can.
Class Levels: 5
BAB: High
Savings: Fort and Will
Abilities: Arcane Spellcasting Progression (full), Abjurant Armor, Luminous Armor, Greater Luminous Armor
- Bladesinger:
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Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, belying their deadly martial efficiency.
Class Levels: 10
BAB: High
Savings: Fort and Will
Abilities: Arcane Spellcasting Progression (half), Bladesong Style, Spellsong, Song of Celerity, Song of Fury
- Blood Magus:
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Death is the ultimate risk that warlocks, like all adventurers, must contend with. Some are cut down before they have a chance at true glory; others find true peace only in the afterlife; and others are brought back from death by companions with the powerful magical resources to perform such a miracle. For a rare few such individuals, this trip to the great beyond and back brings a new enlightenment— a comprehension of the body and its individual parts that transcends the understanding of those who have not experienced death and returned to tell the tale.
Class Levels: 10
BAB: Medium
Savings: Will
Abilities: Invocations progression (full but level 5 and 10), Improved Caster Level (eldritch blast and caster level progression, full), Blood Component, Stanch, Death Knell, Bloodseeking Blast, Thicker Than Water, Awaken Blood, Infusion, Bloodwalk
- Fochlucan Lyrist:
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Warrior, thief, spy, poet, woodland champion -- the Fochlucan lyrist is a legendary figure who serves as the herald and teacher to great kings, the champion of the common folk, and the keeper of lore long forgotten elsewhere. Only the best and brightest are invited to become Fochlucan lyrists, and those who eventually win the approval of the Fochlucan College's masters are remarkable individuals indeed, skilled in swordplay, magic, and diplomacy.
Class Levels: 10
BAB: Medium
Saving: Ref and Will
Abilities: Divine and Arcane Spellcasting Progression (full), Bardic Music, No XP penalty for multiclassing
- Enlightened Spirit:
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Although the fiendish origins of the warlock's power can't be denied, he need not fully embrace the darkness. Some warlocks start down the fiendish path, then repent and turn towards the light. Such rare individuals are called enlightened spirits.
Only good-aligned warlocks can take this prestige class. Enlightened spirits lose the flexibility of knowing all invocations but instead gain specific, powerful invocations abilities to use in the fight against evil.
Class Levels: 10
BAB: Medium
High Saves: Will
Abilities: Invocations progression (half), Eldritch Blast progression (+1d6 every even-numbered level), Aura of Courage, Aura of Menace, Spirit Blast, Spirit Armor, Celestial Speed, Diplomatic, Energy Resistance, Holy Blast, Transform Magic, Death Ward
- Initiate of the Sevenfold Veil:
---------------------------------
A master of defensive magic, the Initiate of the Sevenfold Veil works with the innate power of colors. Their properties can be brought forth by the skilled mage, culminating in the perfection of the prismatic wall or prismatic sphere. The Initiate of the Sevenfold Veil approaches the prismatic barrier by mastering one by one its constituent veils or layers. Her skillful wardings can deflect many of the most perilous attacks enemy spellcasters or monsters can muster, shielding herself and her companions against harm. Her keen insight into the ultimate secrets of abjuration also allows her to easily unbind the defenses of others, and in time she learns the most dreadful of magical attacks: the spectacular and lethal kaleidoscopic doom.
Class Levels: 10
BAB: Low
Saving: Will
Abilities: Arcane Spellcasting Progression (full), Warding (personal, area, sight), Veils (red, orange, yellow, green, blue, indigo, violet), Double Warding, Kaleidoscopic Doom
- Recaster:
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Adept at casting spells swiftly, with more power and to their maximum potency, most recasters are self-taught scholars and experimenters. While the techniques of the class grow from a philosophical perspective shared by many who study arcane magic, that perspective isn't necessarily taught in specific schools or widely promulgated through other means. In many ways, the Recaster is simply an outgrowth of a very natural caster question: "Can I change my spells without altering the way they are casted?" Magicians who manage to discover the affirmative answer to that question become recasters.
Class Levels: 10
BAB: Low
Savings: Will
Abilities: Arcane Spellcasting Progression (full), Metamorphic Spell (Strength: sudden empower, Time: sudden quicken, Destruction: sudden maximize)
- Spellsword:
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Spellswords are spellcasters who have managed to blend the art of wearing armour and hitting foes over the head with big swords as well as wielding magic. They forgo some spellcasting powers in return for great proficiency with weapons and the ability to use those weapons as a conduit for their magic. There are no organisations of spellswords and each one is unique. They may not even use swords, prefering other weapons such as staffs, spears or whips.
Class Levels: 10
BAB: High
Savings: Fort and Will
Abilities: Arcane Spellcasting Progression (half), Ignore Spell Failure Light Armor, Ignore Spell Failure Medium Armor, Ignore Spell Failure Shields, Ignore Spell Failure Heavy Armor, Ignore Spell Failure Tower Shields
- Wild Mage:
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The wild mage aspires to cast spells without structure. By taking the risk of substituting an element of randomness, she gives up the safe predictability of other arcane spellcasters. This risk allows for the potential of power greater than other casters can hope for. Of course, she also risks the potential for less power, but what is magic if not risky? Chaos is strong, and her magic often carries her to heights of power that other casters cannot reach.
Class Levels: 10
BAB: Low
Savings: Will
Abilities: Warlock/Arcane Spellcasting Progression (full), Wild Magic, Spells Absorber, Chaotic Mind, Improved Wild Magic, Wildstrike
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RECENT CHANGES
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Version 1.25
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- Removed a bug that caused epic warlock feats to not be selectable if taking many levels in prestige classes.
- Added new Grapple routine.
- Reworked all spells that require a grapple to better conform with DnD.
- Reworked Creeping Doom and Tenacious plague: they no more stack with themselves, do more damage and are more closer to DnD now.
- Added all Warlock's epic feats and invocations.
Version 1.24:
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- Totally reworked the Palemaster.
- Removed little bug with icon effects not appearing also if the effects where applied
Version 1.23
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- Implemented new saving throw system, taking in account racial immunities as per DnD (for example Constructs are immune to fortitude saving throws)
- Implemented new racial type routine for changing the racial type of player (used for custom classes)
- Added New Prestige Class:
"Enlightened Spirit (invocation class)
Although the fiendish origins of the warlock's power can't be denied, he need not fully embrace the darkness. Some warlocks start down the fiendish path, then repent and turn towards the light. Such rare individuals are called enlightened spirits.
Only good-aligned warlocks can take this prestige class. Enlightened spirits lose the flexibility of knowing all invocations but instead gain specific, powerful invocations abilities to use in the fight against evil.
Class Levels: 10
BAB: Medium
High Saves: Will
Abilities: Invocations progression (half), Eldritch Blast progression (+1d6 every even-numbered level), Aura of Courage (as Paladin), Aura of Menace (-2 to AC, attack and saving throws to creatures in a 5 foot radius), Spirit Blast (Eldritch Blast does 1 extra damage per Hit Die to Undead, plus remove concealment for incorporeals), Spirit Armor (increased AC - +1 level 2, +2 level 6, +3 level 10), Celestial Speed (double speed as free action), Diplomatic (+class level to diplomacy), Energy Resistance (5/damage reduction to two energy types), Holy Blast (Eldritch Blast does 1 extra damage per Hit Die against evil Outsiders, plus remove from them the possibility to use conjuration and illusion spells), Transform Magic (heal caster and nearby allies 1 hit point per class level for every spell dispelled), Death Ward (as the spell but permanent)"
- Corrected all invocations to have the right spell save DC.
- Changed Blood Magus to be usable only by non-good Warlocks
- Corrected a Bug with blood component and bloodseeking blast being selectable also by other party members
- Corrected a Bug with the original Hellfire Blast
Version 1.22
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- Added the new prestige class Blood Magus: (for Warlocks)
Death is the ultimate risk that warlocks, like all adventurers, must contend with. Some are cut down before they have a chance at true glory; others find true peace only in the afterlife; and others are brought back from death by companions with the powerful magical resources to perform such a miracle. For a rare few such individuals, this trip to the great beyond and back brings a new enlightenment— a comprehension of the body and its individual parts that transcends the understanding of those who have not experienced death and returned to tell the tale.
Class Levels: 10
BAB: Medium
Savings: Will
Abilities: Invocations progression (full but level 5 and 10), Improved Caster Level (eldritch blast and caster level progression, full), Blood Component, Stanch, Death Knell, Bloodseeking Blast, Thicker Than Water, Awaken Blood, Infusion, Bloodwalk
The class perk is the possibility to increase caster level and eldritch blast damage on the fly, teleportation with damage and a blood damage melee touch attack. For more informations read the class description inside the pack.
- Added Practiced Spellcaster for the Warlock.
- Changed the Death Knell spell to work more similarly to DnD:
If target is near death and fails a will save the caster gets temporary hit points, 2 more strenght and 1+ caster level.
- Corrected bug with certain abilities that didn't remove effects correctly due to a missed loop close.
- Corrected eldritch blast save DC bug; now it correctly stops at level 9 the max level of spells, but can still be raised by caster level mods as blood component
Version 1.21d
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- Reworked Repelling Blast to finally work as DnD:
"This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d6x5 feet directly away from you and knocked prone by the energy of the attack."
- Polished all the invocations to have better feedback
- Resolved some little bugs with the new feats
Version 1.21b:
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- Draining Blast changed to Sickening Blast (-2 to skills, savings, abilities, BAB and damage rolls) on a failed fort save, as per DnD
- Noxious Blast modified to have a nauseated effect (similar to daze), as per DnD
- Frightful Blast changed to a shaken effect (-2 to skills, savings, abilities, BAB and damage rolls + frightened) on a failed will save, as per DnD
- Hellrime Blast -4 to dexterity duration is now correctly 10 minutes
- Doom Shape changed to affect only enemies 20 feet around the caster as per DnD.
- Changed Repelling Blast (was hindering blast): any Large or smaller creature struck by a repelling blast must make a Reflex save or be knocked prone by the energy of the attack. (I had to remove the hurl effect, now it does only knockdown, but modded the creatures affected by large or inferior).
- Better implementation of Voracious Dispelling
- Better implementation of Devour Magic, now it gives temporary hit point to ANY spell removed as per description and DnD.
- Corrected bug stacking of effects with multiple rays with differents shapes/essences
Version 1.21a:
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Modified The Dead Walk and Animate Dead spells to work as per Dnd - this is the description:
"This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead will follow you and attack any creature hostile. They remain animated until they are destroyed or turn into dust after 1 minute.
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than your caster level (max 20) with a single casting of animate dead.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit."
I changed the amount of HD per single cast to the caster level and the max to 2x or it was too much of a mess. I also changed the fact that the total is for a party, not for the single. Believe me, if you will have a screen full of undead you will get why I did it.
Version 1.21:
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Added the Wild Mage Prestige class (a caster adept at randomizing effects of spells and defend against them).
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INSTALL
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The installation is simple. You will only have to put all the content of the pack inside your Override folder (foundable in "My Documents/Neverwinter Nights 2" folder), and then add the dialog.tlk inside the folder where you installed NWN2 (usually "Program Files/Atari/Neverwinter Nights 2"). Before doing it however first make a backup of the previous dialog.tlk in case you want to remove the pack.
To disinstall just remove the directory inside the override folder and replace the old dialog.tlk.
I suggest you to create different folders for all the packs you have inside the override. NWN2 take the LAST version of a file it found inside the override. This means that you can have multiple same files in separate folders. I will make an example. Suppose you have two folders with two packs, one called "My_pack" and this one called "Prestige_classes" inside your override. Both have classes.2da inside. Since alphabetically P comes after M the classes.2da of the folder "Prestige_classes" will be the one used by the engine. So remember to put the file you want NWN2 to use in a folder that comes alphabetically after all the others. Use numbers for example, as I do.
NOTE: This pack requires Storm of Zehir. Sorry, but I didn't do a version for MoTB. If you REALLY want, I will do a version for it, it's not difficult, it's only time consuming.
Attachment | Size |
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![]() | 5.72 MB |
you forgot to add all the classes to the packages.2da
Only the Blood Magus and the Enlightened Spirit are present