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ClassSource Book(s)Major ChangesNotes

Arcane Archer

Dungeon Masters Guide (p28)

  • Some abilities may need "proper" attack checks rather than touch attacks (but not all - 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. Make subspells for variants?
Do we want to remove racial restrictions? It along with the Dwarvern Defender are some of the few racially restricted classes. Keep for now.
AssassinDungeon Masters Guide (p29)
  • Add class spell book (Wizard-like, learn spells from scrolls, ability score: Intelligence)
  • Hide in Plain Sight add at some later level (NWN2 used level 8)

BlackguardDungeons Masters Guide (p30)
  • Add class spell book (Wisdom based, casts as a cleric but no spontaneous spells)
  • Review summons

Divine Champion

(was: Champion of Torm)

Forgotten Realms Campaign Setting (p42)
  • 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
  • Class is pretty powerful already due to it's reach into Epic levels so probably doesn't need any other major tweaks.

Dragon Disciple

(was: Red Dragon Disciple)

Tome and Blood  (p55)
  • Make it a general Dragon Disciple (rename the class as such) 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
      • Alternatively have the ability fire off a new ActionCast... action?
      • 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

Dwarven DefenderDungeon Masters Guide (p32)
  • In a reasonably good place now engine has some bug fixes
  • Could have ways to replenish the uses of Defensive Stance, or for easier difficulty/as an option turn off the limits entirely
Do we want to remove racial restrictions? It along with the Arcane Archer are some of the few racially restricted classes. Keep for now.

Harper Scout

Forgotten Realms Campaign Setting (p46)
  • Add class spell book (Bard-like casting but learn spells from scrolls, ability score: Charisma)
    • Note this requires some engine fixes. It might be we have to use Bard-like spellbook for the time being. See subpage for issues.
  • Potentially expand levels with new crafting feats Bioware had planned (some of the base features increase in power appropriately in the engine).
  • Improve the base crafting feats regardless, with Harper's getting the best crafting options (maybe some free items per day).
While other classes are renamed this one isn't the easiest to rename ("Scout" is pretty generic!) so keeping as-is. There are other "Harper" classes in other books and 3.5E (eg Harper Mage)

Knight

(Purple Dragon Knight)

Forgotten Realms Campaign Setting (p49)Rename to Knight. Removes ties solely to a very very specific part of Fearun.
  • The entire class is not hardcoded so really up to improvements to be made throughout for abilities. The only "horse class" though so needs taking into account.
  • Expand from level 5 upwards.

Pale Master

Tome and Blood  (p64)
  • We can at least fix it so the bonus spells provide caster levels for their main caster spell even if you don't get bonus spells.

Shadowdancer

Dungeon Masters Guide (p34)
  • 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.

Shifter

Masters of the Wild (p68)
  • 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
    • Maybe just make them all unlimited but rebalance them
  • 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)
If future engine changes allow, or perhaps a bit of custom code, the "item melding" should be viable to have more of.

Weapon Master

Oriental Adventures (p53)
  • Make sure all weapons are added to their special feat list if any new ones are added

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Class NameSourceBasic OverviewNotes and Implementation Potential
Eye of GruumshMasters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 54Barbarian 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!

Do we keep the racial restrictions?

Shou Disciple3.0 Unapproachable East variant, p. 32Monk 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 Knight3.0 DMGArcane 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. 65Divine 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 Crusader3.5E Complete Divine, p33A 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).

  • Arcane Fire - Attack damage ability that uses spell slots to cause raw damage
  • Arcane Reach - As Divine Reach, increases range of touch range spells
    • NUI needed
  • Mastery of Elements - Change the descriptors of basic elemental spells around
    • NUI needed
  • Mastery of Shaping - Basically no AOE damage on allies
  • Spell Power +1/2/3 - bonus spell save DC, however the later ones usually cost up to a level 9 spell slot...possibly unbalanced? or make it so you need the previous one and just make it +1/+1/+1
  • Spell Recharge - Rather than a spell-like ability we instead have a spell slot that will recharge, choose the spell in a NUI menu to refresh.




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