Overhauled Classes will include;
- Minor fixes for current classes
- Slight updates to feat lists for new feat availability
- Updates to Assassin, Blackguard and Harper Scout to have proper spell books
- New classes with hardcoded elements in the game already:
- Eye of Gruumsh - A barbarian Half-Orc blind-fighter prestige class
- Note the "blind appearance" might be doable by VFX on the head.
- Shou Disciple - A Monk prestige class who can wear light armor and use more weapons
- Eye of Gruumsh - A barbarian Half-Orc blind-fighter prestige class
- New classes: some ideas will be on subpages, hopefully utilising all the NWN:EE features
General Updates
Some random QOL things:
- More packages / tuned packages which have at least HotU spell selections among other things, will help henchmen if nothing else (although technically they can be edited with JSON)
- Handbook - class, feat and spell guides in-game (encyclopaedia as it were)
- A "better character sheet" might help alleviate some of the issues with the usual one, like showing full weapon effects, full sneak attack and other attack bonuses...
- Additional quickbars for all classes.
- Possibly some automatic ones tailored to their class abilities
- Some custom ones they can change (feats, spells, items)
- KISS - don't have every spell read through JSON just do GetHasSpell with warnings about cure-spontaneous spells
Class Specific Updates
Base Class Updates
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)
| Class | Major Changes | Notes |
|---|---|---|
| Barbarian | Review bugs with various Barbarian Rage feat variants. | |
| Bard | Review Bard Song and some feats related to it. Possibly add some more to it. | |
| Cleric | Add additional domains. Potentially think about expanding (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. | |
| Druid |
| |
| Fighter | Add in Dirty Fighting and Sap to bonus feat list | |
| 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 | |
| Paladin | ||
| Ranger |
| |
| Rogue | Add more feats into the Rogue bonus feat list if appropriate, or added by Overhaul | |
| Sorcerer | Review familiars | |
| Wizard | Review familiars |
Prestige Classes Class updates
- Do we want to remove racial restrictions on Arcane Archer and new one Eye of Gruumsh?
| Class | Source Book(s) | Major Changes | Notes |
|---|---|---|---|
Arcane Archer | Dungeon Masters Guide (p28) |
| Do we want to remove racial restrictions? It along with the Dwarvern Defender are some of the few racially restricted classes. Keep for now. |
| Assassin | Dungeon Masters Guide (p29) |
| |
| Blackguard | Dungeons Masters Guide (p30) |
| |
Divine Champion (was: Champion of Torm) | Forgotten Realms Campaign Setting (p42) |
| |
Dragon Disciple (was: Red Dragon Disciple) | Tome and Blood (p55) |
| |
| Dwarven Defender | Dungeon Masters Guide (p32) |
| Do we want to remove racial restrictions? It along with the Arcane Archer are some of the few racially restricted classes. Keep for now. |
| Forgotten Realms Campaign Setting (p46) |
| 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) | |
Purple Dragon Knight | Forgotten Realms Campaign Setting (p49) |
| |
Pale Master | Tome and Blood (p64) |
| |
Shadowdancer | Dungeon Masters Guide (p34) |
| |
Shifter | Masters of the Wild (p68) |
| 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) |
|
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.
There is also inspiration from NWN2 of course which makes use of a similar engine setup (albeit 3.5E).
New Base Classes
| Class Name | Source | Basic Overview | Notes and Implementation Potential |
|---|---|---|---|
| Archivist | 3.5E Heroes of Horror variant, p. 82 (Archivist) | A wizard, but uses cleric spells essentially. Gets some bonus abilities, uses Int as the DC modifier and Wisdom for the spellbook modifier. This balances it since it needs 2 stat bonuses to really use. | Will need GetSpellSaveDC alterations (since Wisdom is used for the spellbook and learning spells, but Intelligence used for the save DC), but other than that may "just work" more or less. Lore Mastery is probably the only "useless" thing and can perhaps be replaced with a simple Skill Focus: Lore and Greater Skill Focus: Lore as free feats. The bonus abilities are "neat" and at least make use of Lore (or "knowledge") versus monsters. Select feat - select enemy - gain aura to help allies for a while based on their racial type. Yes it's another cleric-like spellcaster but at least a semi-interesting one needing 2 characteristics to invest into so it's not instantly better than either class by itself. Sorta has some wizard stuff (bonus feats) and some cleric. If you want to just class cleric spells pure cleric is probably still "better". Epic Archivist would presumably just take a page from the Cleric feats available. |
| Favoured Soul | 3.5E Complete Divine variant, p. 6 | A sorcerer who casts cleric spells essentially. 2 stat modifiers needed, Wisdom for DC and Charisma to learn spells/slot bonuses, making it "balanced" (really, a bit more tough to use!). Another option is the "Mystic" class which is a Sorcerer-type Cleric but has less spell slots and so forth. | Will need GetSpellSaveDC alterations (uses Wisdom to increase DC, but Charisma for learning spells and slot bonuses). It should just work mostly otherwise. Similar to Sorcerer. Difficult parts mainly is enforcing a particular Weapon Focus or Weapon Specialisation, but could just let them be taken who cares on restricting it. Need to test how Energy Resistance (which is NWN, albeit a epic feat called "Epic Energy Resistance") can be done as a bonus feat selection, else perhaps just pre-select them...? Wings will need level up scripts I think, is hardcoded for Red Dragon Disciple. Will be purely visual. The damage reduction at the end should be 10/+1 I guess, not great but similar to the Monks. |
| Warlock | 3.5E Complete Arcane, p5 (2nd link) | A 3rd kind of caster compared to divine and arcane! | This is potentially difficult to do, due to some limitations around the EE spellbooks. NUI opens this up a little though. |
| Spirit Shaman | 3.5E Complete Divine variant, p. 14 | A rather oddball "things versus spirits" class but has some nice thematic elements. Also acts like a Sorcerer (chooses spells, spontaneous casting) but with Druid spell list, using Wisdom for spell level and Charisma for DC. | While this isn't quite to the 3.5E version it's close enough to use NWN:EEs spellbook functionality. Favored of the Spirits would need editing the player On Death script (or creature On Death if a NPC) to apply. Most other things seem reasonable. |
| Swashbuckler | 3.5E Complete Warrior variant, p. 11 | A class focusing on additional damage, eg bonuses from intelligence or additional reflex and AC. Many abilities only work with light armor. | Some bits of jank abound with NWN but the class may be mostly doable, albeit with some effects involved... Main issue is the On Critical Hit ability. Need some engine entry points for that. But it's reasonably unique at least. This could also be made into a "Parry" class if the engine supported additions to parry (plus the unlocking of all parry attacks working). |
| Warblade | 3.5E Tome of Battle: The Book of Nine Swords variant, p. 20 | A class which has up to 13 "manoeuvrers" which act similar to spells, somewhat swappable, focusing on increasing martial combat abilities generally. | This has some potential but there is some difficulty around the way the "spells" are done. Inherent bonuses it has to adding intelligence to some attack / damage roles may be somewhat doable, but the spells are a mixed bag, and how to implement them might be difficult - will have to see if it feels fun to do or not. Would need an implementation of "Attack (for one attack) this creature" which I wish there was just an DoAttack() function in the game that did all the animations etc. but took over the rounds actions otherwise. |
New Prestige Classes
| 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! Do we keep the racial restrictions? |
| 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).
|
| Mystic Theurge | v.3.5 Dungeon Master's Guide variant, p. 192 | A spellcaster variant that adds caster levels to 2 previous Arcane and Divine base casters. Doesn't really get much else, so you lose class bonuses (eg Wizard bonus feats, Cleric improved Turn Undead) but gain the class spellcasting slots of both classes. | This is actually pretty easy to implement in NWN for the spell slot part. What isn't so easy is the ability to add spells known (eg on a Sorcerer/Bard caster type). The caster level calculations, resist spell checks and other things can be handled in nwscript. Viable as a Wizard/Cleric/Mystic Theurge, not as a Sorcerer/Cleric/Mystic Theurge currently. |
| Sacred Fist | NWN2 | A "Monk with extra Divine spellcasting slots". It adds monk progression to unarmed, can wear light armor and gain some bonus AC, faster movement and some additional use ability to add some damage. | This is hard to do in NWNEE due to the lack of access in SP to add to the monk Unarmed progression/damage or replace it which is a big selling point, else it's a "Cleric with a few less spell slots and a bit of AC when unarmored". The ability swaps when weapons are equipped (or armor if monk based ones) or not are not terrible to do, but still a bit of a pain. It also has the pain of increased movement speed although the Barbarian feat might be enough there to simplify it. |
| Sublime Chord | 3.5E Complete Arcane, p. 60 | A Bard specific prestige class that focuses on higher level spells and some alternative uses of bard song uses. | This is very doable in NWN:EE excepting the lore bonuses. |