classes.2da defines the NWN class system. You can add new base and prestige classes. NWN:EE has expanded the "unhardcoded" parts of this 2da significantly.
There are two presitege classes from lines 39 and 40 not implemented by Bioware for whatever reason (and were they going to be patched in or HotU content?), this is why they are dummied out and skipped for the Purple Dragon Disciple (which contains no engine specific coding). They contain special feats and even some engine-tied abilities in the case of the Shou Disciple since they act like a Monk.
Some associated feats are also left in the game again as dummied out lines. Many entries in ruleset.2da also reference these classes. However there is no artwork - ie the class icon.
Assessments of getting these back in the game and extent they're complete will come in the future. The Community Patch Project included versions of these. The notes below on hardcoded lines are where the notes are.
Lines with hardcoded effects, although there may be ruleset.2da entries you cannot change what lines these are applied to. If you want to replicate these features you have to reuse the line. NWN:EE has removed some of these limitations so they are not listed here but will be in the 2da documentation further down.
NOTE: Scripts that run (eg; Turn Undead or Lay on Hands) for feats are not considered hardcoded!
Barbarians (very likely - need to confirm) get Movement Speed Bonuses applied, which is tied to the class line not feat - the feat just is a nice UI bonus for players. Not sure how this affects NPCs.
| 307 | BARBARIAN_ENDURANCE_BONUS | 0.1f | FEAT_BARBARIAN_ENDURANCE provides this amount of % EffectMovementSpeedIncrease. So 0.1f is 10% bonus. It is probably specially hardcoded to CLASS_TYPE_BARBARIAN as well. |
Uncanny dodge II grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, and barbarian than the defender. (Shadowdancer and blackguard levels are not counted.) For example, a level 10 rogue would have this immunity when attacked by a level 13 rogue, but not when attacked by a level 14 rogue. This immunity does not apply when the defender is flat-footed.
In NWN:EE it has unhardcoded spellcasting tied to an Arcane spellbook and Charisma.
Bard Song is scripted.
Bardic Knowledge feat is tied to Bard and Harper class levels combined.
No known limitations. In NWN:EE it has unhardcoded Domains choice and spellcasting ability tied to Divine spellbook and Wisdom.
Turn Undead is scripted.
No known limitations. In NWN:EE it has unhardcoded Animal Companions (the option to combine class levels for the Animal Companion level is a ruleset.2da entry) and spellcasting ability tied to Divine spellbook and Wisdom.
No known limitations.
Monks get a wide array of "Monk Bonuses". These equally apply to the missing "Shou Disciple" line below. These include a different Base Attack Bonus progression, Unarmed Strike damage and ability to use "Monk abilities" in armour (just giving the feat doesn't seem to work in many cases).
Monk feats - like Ki Strike, Quivering Palm etc. may be tied to having a particular class level, or that the DC includes monk class levels, or sometimes they just fail altogether. Need to document all of these limitations (so you don't go adding Ki Strike to a monster NPC and expect it to work properly).
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In NWN:EE it has unhardcoded Divine spellbook based on Wisdom.
Champion of Torm and paladin levels are added together to determine the bonus damage to Smite Evil.
Other abilities such as Lay on Hands and Turn Undead are scripted.
In NWN:EE it has unhardcoded Animal Companions (the option to combine class levels for the Animal Companion level is a ruleset.2da entry) and spellcasting ability tied to Divine spellbook and Wisdom.
Note according to nwn.fandom.com the class choosing a Favoured Enemy determines the class level associated with it.
Having a single rogue class level unlocks these two "high DC" for disarming and detecting traps.
Note that Flagging, Examining and even Recovering are still possible actions if the trap is found from some means (commonly Find Traps being altered to not disable traps, only detect them).
| 40 | MAX_NON_ROGUE_DISARM_LEVEL | 35 | The maximum DC of a trap that can be disabled by a non-Rogue class using SKILL_DISARM_TRAP. |
| 41 | MAX_NON_ROGUE_DETECT_LEVEL | 35 | The maximum DC of a trap that can be detected by a non-Rogue class using SKILL_SEARCH. |
Uncanny dodge II grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, and barbarian than the defender. (Shadowdancer and blackguard levels are not counted.) For example, a level 10 rogue would have this immunity when attacked by a level 13 rogue, but not when attacked by a level 14 rogue. This immunity does not apply when the defender is flat-footed.
In NWN:EE it has unhardcoded Familiar availability (and they stack with other Familiar compatible classes) and spellcasting ability tied to Arcane spellbook and Charisma.
In NWN:EE it has unhardcoded Familiar availability (and they stack with other Familiar compatible classes) and spellcasting ability tied to Arcane spellbook and Intelligence.
Aberration, Animal, Construct, Humanoid, Monstrous, Elemental, Fey, Dragon, Undead, Commoner, Beast, Giant, MagicBeast, Outsider, Shapechanger, Vermin have no special qualities at all.
No known hardcoded things, go mad adding Hide in Plain Sight feat to things.
Worth noting: NWN:EE now allows this class to have a proper spellbook.
Bardic Knowledge feat is tied to Bard and Harper class levels combined.
No known hardcoded things.
Uncanny dodge II grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, and barbarian than the defender. (Shadowdancer and blackguard levels are not counted.) For example, a level 10 rogue would have this immunity when attacked by a level 13 rogue, but not when attacked by a level 14 rogue. This immunity does not apply when the defender is flat-footed.
Assassins Death Attack is tied to Assassin levels.
Class levels of Blackguard are tied to the Feat: Smite Evil.
Champion of Torm and paladin levels are added together to determine the bonus damage to Smite Evil.
Superior Weapon Focus bonus is tied to Weapon Master Levels.
Ki Damage uses/day are tied to Weapon Master.
NPC class not used specially (note the racial type doesn't even have a favoured enemy type!).
Book Information: https://www.realmshelps.net/charbuild/classes/prestige/general/eyeofgruumsh.shtml
Basically a Barbarian prestige class for Half-Orcs only, so very narrow focus (possibly better if it was made more generic? although there are some specific bonuses for other Half-Orcs too!). Some slight Rage bonuses, and Blindsight 5 and 10 feet distances, and some other bits and bobs.
Book Information: https://www.realmshelps.net/charbuild/classes/prestige/realms/shoudisciple.shtml
Basically a Monk Prestige Class that can use light weapons instead of fists. Has a variety of ruleset.2da entries for the other bonuses it has tied to feats that are dummied out. See the Monk line for further information on hardcoded aspects of this class.
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No hardcoded lines this is essentially a custom content class.