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- Cleric
- Add additional domains. Potentially think about expanding or rebalancing the default ones
- Monk
- Add Quarterstaff and Shuriken to Flurry of Blows (counts as Monk weapon) since 3.5E adds this and it makes sense and makes them more versatile
- Ranger
- This could use some features from 3.5E and tuning a little. Archery anyone?
- Druid
- Possibly add in a separate line of Summon Nature’s Ally summon spells and make them spontaneous to cast (but only available to Druids) like 3.5E.
Prestige classes:
- Could even have them summon different creatures.
- Fix animal companions to be a little more balanced and clear on their uses.
- Look at Wildshape and if items can be merged in, making the abilities scale better. Review polymorph forms and potentially add more
- Fighter
- Add in Dirty Fighting to bonus feat list (tbh need to review bonus feat lists in general)
Prestige classes:
- General
- Do we want to remove racial restrictions on Arcane Archer and new one Eye of Gruumsh?
- Shifter
- Have the icons for spell abilities that are limited get greyed out when the uses have been depleted - https://nwnlexicon.com/index.php?title=SetTextureOverride
- More consistency on it as well, to be honest why some powerful ones are unlimited and some really bad ones are limited I've no idea
- Better information on what will be copied item-wise to each polymorph (ie "your item set will give these properties in the end:" and a list)
- Have the icons for spell abilities that are limited get greyed out when the uses have been depleted - https://nwnlexicon.com/index.php?title=SetTextureOverride
- Assassin
- Add class spell book
- Hide in Plain Sight add at some later level (NWN2 used level 8)
- Harper Scout
- Add class spell book
- Potentially expand levels with new crafting feats Bioware had planned. Also improve the base crafting feats anyway, with Harper's getting the best crafting options (maybe some free items per day).
- Blackguard
- Add class spell book
- Review summons
- Arcane Archer
- "Proper" attack checks rather than touch attacks (where applicable - some do actually use touch attacks for better to hit!). This hopefully makes it more sane, and also in possibly some ways better for them (since weapon attack bonuses etc., Zen Archery etc. can work). Needs a comprehensive GetEffectInteger set of functions for AC and attack calculations.
- Having the ability to do things other than fireballs might be nice on arrows.
- Shadowdancer
- Change to Hide in Plain Sight to be at a later level (maybe between 5 and 8) to stop 1 level dips since it is super powerful, and helps make it similar to Assassin.
- Also add some better powers - since they have no shadow teleport and some of the powers are a bit naff.
- Champion of Torm
- Rename to Divine Champion there is no reason to tie it solely to Fearun classes or a specific god at all, not sure why Bioware did that. Can relax the restrictions on alignment then.
- Pale Master
- We can at least fix it so the bonus spells provide caster levels for their main caster spells
- Red Dragon Disciple
- We could maybe look at making this a general Dragon Disciple and at level 1 of Dragon Disciple you can choose your upgrades via. a feat. Keep most of the bonuses the same (they are in the original class anyway) which means we can use the HD changes nicely.
- Difficulty with the VFX for the dragon breath but we might be able to have a bonus feat that has prereqs based on the original feat choice and therefore pop in that feat as the only option
- Need to code it so the packages pick Red by default to not break things with modules like Deekin in HotU
- The Fire Immunity can be removed and done with effects to have different damage immunities
- Wings would need recolouring at least - could use texture overrides or use SetCreatureWingType() is easy enough OnPlayerLevelUp.
- Difficulty with the VFX for the dragon breath but we might be able to have a bonus feat that has prereqs based on the original feat choice and therefore pop in that feat as the only option
- Do we add bonus spells as per the original? Annoyingly you can't do 1, 1, 0, 1, 1... but maybe we can fudge something with the floating variable and integer maths it results in
- We could maybe look at making this a general Dragon Disciple and at level 1 of Dragon Disciple you can choose your upgrades via. a feat. Keep most of the bonuses the same (they are in the original class anyway) which means we can use the HD changes nicely.
- Shifter
- Have the icons for spell abilities that are limited get greyed out when the uses have been depleted - https://nwnlexicon.com/index.php?title=SetTextureOverride
- Better information on what will be copied item-wise to each polymorph (ie "your item set will give these properties in the end:" and a list)
- Assassin
- Add class spell book
- Hide in Plain Sight add at some later level (NWN2 used level 8)
- Harper Scout
- Add class spell book
- Potentially expand levels with new crafting feats Bioware had planned. Also improve the base crafting feats.
- Blackguard
- Add class spell book
- Arcane Archer
- "Proper" attack checks rather than touch attacks (where applicable - some do actually use touch attacks for better to hit!). This hopefully makes it more sane, and also in possibly some ways better for them (since weapon attack bonuses etc., Zen Archery etc. can work). Needs a comprehensive GetEffectInteger set of functions for AC and attack calculations.
- Shadowdancer
- Change to Hide in Plain Sight to be at a later level (maybe between 5 and 8) to stop 1 level dips since it is super powerful, and helps make it similar to Assassin.
- Also add some better powers - since they have no shadow teleport and some of the powers are a bit naff.
New Classes
Some ideas for new classes and potential for implementation. Some are easier to do in NWN:EE some are harder, much harder, without potential future patches.
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