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| Class Name | Source | Basic Overview | Notes and Implementation Potential |
|---|---|---|---|
| Eye of Gruumsh | Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 54 | Barbarian Blindfighting Barbarian prestige class | Pretty much can be fully implemented due to existing Bioware work (mainly since they added Blindsight). Not perfect however (eg Barbarian Rage is harder to sort extra uses, but we can fudge with IncrementRemainingFeatUses, and some of the stat bonuses will have to be effects). Adding the eyepatch as a VFX would also be good! |
| Shou Disciple | 3.0 Unapproachable East variant, p. 32 | Monk prestige class who can wear light armour and use more weapons as monk weapons | Many hardcoded things already in the engine from Bioware. Needs fully testing and checking for bugs but seems to be actually pretty close to the PnP and shame it was never finished. |
| Eldricht Knight | 3.0 DMG | Arcane spell progression but at fighter BAB | Mainly need SetCasterLevel to compensate. Note that the "not learning spells" as a sorcerer and bard also suuucckkks. However the rest is reasonably easy - have a bonus fighter feat level 1 and that's pretty much it beyond the BAB and save changes. In NWN you can't skip a level of spellcasting so they get it every level which does allow a "dip" but that's kinda the point of this class. |
| Stormlord (NWN2) | 3.5E Complete Divine variant, p. 65 | Divine caster (3rd levels spells minimum) ability to enhance certain weapons with electricity and gets some immunity to electricity | A decent easy to do class that makes use of the divine bonus spell slots and - hopefully - full normal progression (needs testing). As a caster really needs a SetCasterLevel for proper compatibility. May need to have an active feat to apply the bonus damage / immunity bonus (as unyeilding permanent supernatural effects). But then again probably need to have hooks into various events to stop weapons being transferred. NWN2 implementation is probably fine for this. A bit broader allowances on requirements, and different weapons due to NWN limitations on ranged ones. |
| Divine Crusader | 3.5E Complete Divine, p33 | A limited divine spellbook user that only learns domain spells. | While the NWN:EE I think forces 2 domains to be chosen that would be pretty ok especially with NWN's more limited domain spell availability. I don't think it's really overpowered. Would be certainly an interesting class! The bonus feats are pretty normal, free Weapon Specialization, acid/electricity resistance (and Epic version) for free, Perfect Self, Darkvision. |
| Hierophant | 3.0E Forgotten Realms Campaign Setting p48 Dungeon Master's Guide v.3.5 variant, p. 188 | A high level prestige class for divine casters (need level 7 spells). 5 levels of special ability. | Basic +caster level, but no more spell slots. Then 5 special abilities. Note this is the 3.5E version since the 3.0E version is much more restrictive (ie "must worship the same god" restrictive). The 5 special abilities might be doable as bonus feats from a select list, will have to see if that works well or if Epic Feats mess it up at all. Spell Ability could work as a NUI thing or feat with an icon that's updated. Most are implementable, and possibly can even be restricted (like the Druid/Cleric ones). None of these are updated for NWN, mainly needs a few tweaks on wording for Divine Reach, have the Gift of the Divine/Power of Nature abilities be simplified (gives them a temporary Turn Undead to an ally on rest, or Wild Shape feat) or just binned. Would need SetCasterLevel and SetSpellId for the Divine Reach stuff. Blast Infidel (Su): A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channelling negative energy cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage. Divine Reach (Su): A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet. Faith Healing (Su): A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself ). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot). Gift of the Divine (Su): Available only to hierophants with cleric levels, this ability allows a hierophant to transfer one or more uses of his turn undead ability to a willing creature. (Hierophants who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the hierophant is reduced by the number transferred. The recipient turns undead as a cleric of the hierophant’s cleric level but uses her own Charisma modifier. Mastery of Energy (Su): Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain. Metamagic Feat: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired. Power of Nature (Su): Available only to hierophants with druid levels, this ability allows a hierophant to temporarily transfer one or more of his druid Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the hierophant cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion. The druid’s wild shape ability can be partially or completely transferred. The heirophant choses how many uses of wild shape per day to give to transfer and retains the rest of the uses for himself. If the hierophant can assume the form of Tiny or Huge animals, the recipient can as well. As with the imbue with spell ability spell, the hierophant remains responsible to his deity for any use to which the recipient puts the transferred abilities. Spell Power: This special ability increases a hierophant’s effective caster level by 1 for purposes of determining level-dependent spell variables and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative. |
| Archmage | 3.0 Forgotten Realms Campaign Setting p41 | For high level casters, some bonus arcane mage abilities. | PRC project removes the bonus spells and just adds set feats to choose between per level, which seem suitable for such a class (still adds caster levels for the power of spells).
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