Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Class Specific Updates

Base classes:

  • Spellcasters:
    • Add additional spells and Epic Spells, fix up or rebalance existing spells. This would be Cleric, Druid, Bard, Sorcerer, Wizard and to a minor extent Ranger and Paladin (who both could use some exclusives)
  • Cleric
    • Add additional domains. Potentially think about expanding or rebalancing the default ones(1 spell per level?) or rebalancing in general (changing spells/limiting to 1 slot per level used for them), and look at the feats granted which are sometimes not great at all.
  • 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?
    • Add Favoured Enemy for Ooze and any other racial types
  • 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. Could even have them summon different creatures.
      • Would also need a set of "non-spontaneous" Cure Wound spells. These would be otherwise identical to the Cleric versions.
    • Fix animal companions to be a little more balanced and clear on 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, might add more abilities only martial classes get too)
  • Rogue
    • Add more feats into the Rogue bonus feat list
  • Ranger
    • Can't do yet (need more ability to update feats with more stuff they can do) but a choice between 2 weapon fighting and archery would be a nice addition like 3.5E
    • Ranger only feat abilities might be nice to have

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)
  • 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.
    • Probably replace Slippery Mind and Improved Evasion and change it to just the Rogue bonus feat list, and make it available at more levels. If we then extend the Rogue bonus feat list it'll affect them too.
    • Still is tough to balance/improve - without Sneak Attack it's losing a lot of damage compared to pure rogue.
  • 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.
    • 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

...