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scratch_flannigan
12:39:23 PM 01/19/20
Nature Night begins in about 1.5 hours from the time of this post. That will be 2pm CST (GMT -6).

Please check page 1 of the Nature Night: Phase 4 thread to see the map to the Wild Grove where we meet !

I will be on as Malam. Please shoot a tell to me with any questions.

Glognar
02:57:28 AM 01/19/20
Not sure if my original account was #14 or #33, it's early '04 regardless, but we had a forum on the BioWare site before this one so say I joined Thain late '03... Damn 16 years. Turned 34 in December. 😎🍻 Cheers Thain Family!

scratch_flannigan
11:53:50 PM 01/18/20
Looks like 33 to 47 for me!

C_McG
09:47:54 PM 01/18/20
Oh, just passed by 14 year mark. That would be 30 -> 44 for me.

dontyouknow
08:49:54 PM 01/18/20
25 then, 38 now for me.

Izral
02:07:57 PM 01/18/20
16 > 31 for me.

Zhymm
01:40:53 PM 01/18/20
Young whipper/snappers ... my profile says I joined this forum in 2004 (over 15 years ago). I was a spry 53 YO.

Jandari
01:28:03 PM 01/18/20
35-46

Dogbert
01:12:24 PM 01/18/20
15->31 here!

Jandari
01:11:33 PM 01/18/20
when i started, i mean.



Forums
The Island of Thain :: Forums :: Thain :: Technical Discussion
 
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[ref] Class Changes
Moderators: The Site Master, Squidget, Bonesly, Cuchuwyn, Ogreman007, Vaedryan, Inq_Damocles, Just Miggen, Falkala, jewwe, scratch_flannigan, Tuckerr99, Warlord Kro, Oberon, ChaoticDrow, Alanonas
Author Post
Xerah
08:49:21 PM 02/16/13
Registered Member #140
Joined: 07:40:52 PM 06/15/04
Location: Vancouver
Posts: 4310
Please note that these changes can be modified at any time if we need to do some re-balancing. (list updated 17/01/2020)


2DA Override download:
See this post

This is to be put in your Override folder if:
1. You want to be a ranger - REQUIRED
2. You want to use spears with one hand - OPTIONAL - (if you don't want this, then don't put baseitems.2da in the folder)
3. You want bards to gain +8 skill points at character creation - OPTIONAL




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Arcane Archer PrC Updates
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Racial Requirements
-Any race can be an arcane archer (not just elf/half-elf)

Non-bow use
-You can use crossbows and slings
-- Abilities are based on items, type /arcanearcher and you will gain the items after the next rest
-- Enchant arrow abilities works with /enchantbolt or /enchantbullet, this adds + attack on xbow/sling and + dmg on bolt/bullet (this stacks with the existing attack/dmg bonus like the archer version)
-- Some of the VFXs are slightly different (and a bit slower) than using a bow
-- You shouldn't be able to get the item unless you've taken WF in a xbow or sling
-- If you did, you can get the items, but it won't work with a bow anyway, so don't bother.
-- Enchantments on the bolts/arrows will disappear onunequip so don't try to exchange them to your buddy. Luckily, we have 999 stacks of these, so you don't have to do /enchantbolt too often

Note the above has not been extensively bug tested yet


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Assassin PrC Updates
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-ghostvis at assassin level 5+ is eth vis instead

-darkness gives ultravision at assassin level 8+

-Invis gives +50% movement speed at assassin level 10+ (only for 1r/l)


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Barbarian Updates
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Rage
-Duration changed to add Barb Levels
-Basic rage (Normal Rage/Greater Rage/Final 01-10/11-19/20+)
-- +4/+6/+8 to STR/CON
-- +2/+3/+4 to will saves
-- 3*L / 4*L / 5*L in temp HP
-- 5%/15%/25% Bludgeoning, Piercing and Slashing Immunity
-- fear immunity at @ L11
-Adds Frenzy (Normal Rage/Greater Rage/Final 01-10/11-19/20+)
-- +6/+8/+10 to STR
-- +1/+1/+2 to no. of attacks
-- Conceal 10/15/20
-- 100% spell failure
-- + Level * 3 to movement speed
-- fear immunity at @ L11
-- -4 AC
-- take 3/4/5 damage per round
-Toggle Frenzy with /frenzy command [Note: That you still need to use the rage button to enter range; typing /frenzy again will reset to normal rage]
-End Frenzy with DC20 Will check (use /endfrenzy)
-- This will remove all positive effects
--- The idea is that it takes so much out of you that you lose the magical benefits

Barbarian Rage: Damage immunity now overlaps with item-based damage immunity instead of stacking with it.
Add on Weights: Removed 1/2020

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Bard Updates
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Alignment
-Alignment restrictions are removed
-Note, that there is no way to allow yourself to be a lawful bard on character creation, but a nice DM may change you over to that if you ask.

Skill Points
-Increased to 6 points per level (up from 4)
-Note: to get this during character creation, you need to have classes.2da in your override folder.


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Blackguard Updates
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Touch of Corruption
-Add +1 per 2 Blackguard Levels to hit and Divine Damage for Blackguard turns per level (max +5)
-Once per day @ Lvl 1 - 4; Twice per day @ Lvl 5 - 9; Three times per day @ Lvl 10+
-This effectively gives the Blackguard GMW
--Note, that there are stacking exceptions for this ability

Aura of Depravity
-Add +4 to CHA
-Add immunity to Fear
-Add immunity to Death @ Blackguard Lvl 10+
-Allies gain +5 to fear save and random heal from 1 to 3xBlackguard level + CHA (for evil), lower for the others.
-Lasts for 1 turn per Blackguard level
-Once per day @ Lvl 5 - 9; Twice per day @ Lvl 10+
--This effectively gives the Blackguard Aura of Glory and Deathward + the paladin immunity to fear

Riftfire Eruption
-Enemies around take [Blackguard level] d10 damage, half in negative, half in fire (reflex save for both)
-Those killed by the damage turn into rift shadows for Blackguard level turns (max number = cha bonus)
-Once per day @ Lvl 10+


These abilities are item based. To gain them, type /blackguard chat command, and you will get the specific items and the current ones will be destroyed.


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Champion of Torm PrC Updates
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Alignment ~ Pending for 4.93
-Alignment restrictions are removed

Divine Wrath
-Duration changed to CHA Mod + CoT Level


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Dirgesinger PrC (new)
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Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world. Dirgesingers hold high positions in death-obsessed cultures. Serving as members of a secret guild or as part of a hierarchy of death priests, they are entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving her lament is expected to be. No one will remember the dead queen in a few short generations, but a great lament might be sung a thousand years hence. However, most dirgesingers do not belong to any special hierarchy or guild. Instead, they are rootless wanderers who travel from place to place, wrapped in inconsolable grief from some personal tragedy. These sad wanderers seek to express their grief through songs that teach the hearts of their listeners the meaning of true sorrow. Some of these fallen bards want nothing more than for others to understand the depths of their loss. A few are sinister creatures who believe that, since joy has been extinguished for them, they must in turn extinguish the joy of others by using their powers to teach folk the folly of love, the futility of hope, and the finality of the grave. Dirgesingers of this last sort often associate themselves with powerful undead, serving in the courts of vampire lords or lich-kings.

Requirements: Curse Song feat, Level 11+ Bard

Abilities:

Song of Sorrow
At 11th level and higher, a dirgesinger can strike a sorrowing chord in the hearts of his enemies. Any enemy within 30 feet who can hear the dirgesinger must succeed on a Will save (DC 15 + 2 (skill focus: perform) +1 (artist feat)) or take 1d6 + (Bard Level -10) /2 points of Strength and Dexterity damage. A creature that is affected by a dirgesingerís song of sorrow or a creature that successfully saves against this effect cannot be affected by the same dirgesingerís song of sorrow for 24 hours.
Song stacking: No

Song of Bolstering
At 14th level and higher, a dirgesinger can bolster undead creatures against turning, much as an evil cleric does. All undead within 30 feet of the dirgesinger gain a bonus on their turn resistance equal to the dirgesingerís class level, Level / 2 in STR & CON & AC (natural).
Song stacking: Yes

Song of Grief
A dirgesinger of 16th level or higher can use song or poetics to inspire maddening grief in a living creature. The creature must be within 30 feet of the dirgesinger and able to hear him. Unless the target succeeds on a Will save (DC 16 + 2 (skill focus: perform) +1 (artist feat)) . Song of grief is an enchantment (compulsion), mind-affecting ability.
Song Stacking: No

Song of Horror
At 18th level and higher, a dirgesinger can strike a horrifying chord in the hearts of his enemies. Any enemy within 30 feet who can hear the dirgesinger must succeed on a Will save (DC 17 + 2 (skill focus: perform) +1 (artist feat)) . Song of horror is an enchantment (fear), mind-affecting ability. A creature that is affected by a dirgesingerís song of horror or a creature that successfully saves against this effect cannot be affected by the same dirgesingerís song of horror for 24 hours.
Song Stacking: No

Song of Awakening
At 20th level, a dirgesinger can animate the recently slain corpse of a creature within 30 feet. The creature that is summoned is a vampire, ghoul king or spectre. The awakened creature is completely loyal to the dirgesinger and obeys any commands given it (if no commands are given, it simply attacks the dirgesingerís foes). The creature remains animated for 24 hours.
Song Stacking: Yes


Other Notes:
Duration: As per normal bard songs, 10 rounds + 5 for lingering song
Song stacking: This means that a target can be affected by multiple songs. For example, you can do a bard song, a curse song, an bolstering song. Then an enemy can be under the effect of one Horror, grief or sorrow song at a time. May have to review this as we go if it's too much.
Other Bonus Bard song: The other bard songs are not available to dirgesinger, so don't buy them.


Number of Summons
-You can summon an extra creature when using /undead summon types
-You gain +1 @ level 15 and +2 @ Level 20.


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Dwarven Defender PrC Updates
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Racial Requirements
-Any race can be an dwarven defender (not just dwarves)


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Fighter 'pseudo' PrC Additions
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The Sublime Way

Fighters master an array of special maneuvers and attack to overcome the monsters and villains they encounter. But the highest of a warrior's arts is the Sublime Way - the secret lore that teaches a fighter how to meld his inner strength, training, and discipline into the perfect weapon.

The Sublime Way is not magical - at least, not in a normal sense. It is a fighting system that harnesses a student's discipline and determination through knowledge, practice and study. A master of the Sublime Way can perform martial exploits that are nearly superhuman - and, in fact, some of them actually transcend the natural.

The following is a list of specialization that a fighter can select on Thain.
- Shadow's Hand - Req: Two Weapons + Lightning Reflexes - NPC: Raven's Watch
- Stone Dragon - Req: Two-handed Weapons or only one weapon (i.e. clear hand) + Great Fortitude - Location: Hammersong
- Devoted Spirit - Req: Sword and Shield + Iron Will - NPC: Hamley

Note: Double weapons are for the Shadow's Hand rather than the Stone dragon

As a note on these, you can only select 1. A DM can reset this (which would be consider a class changed). You gain the player feats to use the ability by speaking with the NPC. The NPC will add them to the armour. Thain has been mean to creature skins on PC, so I don't want to re-write all of that, so this is the workaround. The only issue is that you have to put the feats on each set of armour you want to use (which the NPC can do if you come equipped with armour that doesn't have the feets on it).

//////////////////////////////////////////////////////////

Two Weapons - Shadow's Hand

Never show and adversary what he expects to see. The Shadow's Hand discipline emphasizes deception, misdirection and surprise. The most effective blow is one struck against an enemy who does not even know he is in danger. Because the study of deceit as a philosophy often leads into darker practice, some Shadow's Hand maneuvers employ the supernatural cold and darkness of pure shadow, tapping into the the power from a long dead god.

The Shadow's Hand discipline is based upon using two weapons. Each of the ability listed below require the user to have two weapons equipped. To qualify to for this "pseudo" PRC, you need be a Level 11+ fighter (you can multiclass), have the feat Lightning Reflexes, and talk to an NPC who can teach this discipline.


Level 11 - Cloak of Deception

The shadows around you seem to surge forwards and engulf you. For a brief moment, they render you invisible and you lash out at everyone around you.

Ability causes darkness VXF, and everyone get hit for a scaling damage [(Fight level - 10) /3 ] D8 + (Fighter Level - 10) {Touch attack} -- plus it blinds those hit (6sec) and the user turns invis (12sec). The invis is not affected by Invis purge; it's more of a supernatural skill than something magical.

Cool down - 60 Seconds

Useage - Player Feat 1 (note you can target anywhere to have this happen)


Level 15 - Shadow Blink

In the blink of an eye, you disappear and emerge from even the tiniest of motes of shadow across the battlefield.

Teleport to target (15m + 2.5m per level after 15), causes smoke where you were, then where you appear and you attack the target. Only works on hostile creatures.

Cool down - 60 seconds

Useage - Player Feat 2 (target hostile creature within range)


Level 20 - Five Shadow Creeping Ice Enervation Strike

With a single Lunge, you pierce your enemy to the core. A shadow of ultimate cold falls over his heart and begins to worm through his veins to the five points of his body.

Target takes 15d6 dmg, will save for half. Target takes one of three debuffs (ignore second one on will save)
- 1: "Legs": -2d6 dex (1 turn) + -99% movement speed (1d6 rounds)
- 2: "Arms": -2d6 str (1turn) + -6 to hit and Concentrate (1d6 rounds)
- 3: "Heart": -2d6 str & dex (1 turn) + -2d6 to Con (1d6 rounds)
These will work on creature without these traditional parts are still bound by ability decrease immunity.

Cool down - 180 seconds

Useage - Player Feat 3 (target hostile creature within melee range 3.0m)



Stance - Assassin's Stance

As your foe struggles to regain his defensive posture, you line up an exacting strike that hits with deadly force.

Concealment
11 - 14: 10%
15 - 19: 15%
20: 20%
21 - 23: 25%
24 - 26: 30%
27 - 30: 35%

Damage Bonus (Negative) & Reflex Save Bonus
11 - 14: 1
15 - 19: 2
20: 3
21 - 23: 4
24 - 26: 5
27 - 30: 6

Level 20+ immunity - Sneak Attack Immunity

This is activated using the the chat command /stance. It will last for 1 minute.

Cooldown - 5 minutes


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Weapon and Shield - Devoted Spirit

Faith, piety, and purity of body and mind are the wellsprings of a warrior's true power. Devoted Spirit maneuvers harness a practitioner's spiritual strength and her zealous devotion to a cause (be that gods, ideals or anything else). This discipline includes energies baneful to a creature opposed to the Devoted Spirit student's cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to his enemies and strikes infused with vengeful, fanatical power.

The Devoted Spirit discipline is based upon using a weapon and shield. Each of the ability listed below require the user to have a weapon and shield equipped. To qualify to for this "pseudo" PRC, you need be a Level 11+ fighter (you can multiclass), have the feat Iron Will, and talk to an NPC who can teach this discipline.


Level 11 - Shield of the Cause

With a heroic burst of effort, you infuse your shield and thrust it between your allies and your enemies.

-Allies and self gain:
- + (fighter level - 10) / 2 bonus to shield AC
- 1d6 + (fighter level - 10) / 2 divine damage shield
- lasts for fighter level in round


Cool down - 240 Seconds

Useage - Player Feat 1 (note you can target anywhere to have this happen)


Level 15 - Greater Divine Surge

A torrent of divine energy courses through you. With supreme force of will, you channel the energy into a devastating attack even as it saps your mortal form.

Target takes 6d8 divine damage
-Allies (not user) within medium AoE gain:
-+2d8 divine damage
-+1 attack
-Lasts for Fighter level / 2 in rounds
-can effect (fighter level -10 ) / 2 allies
-User loses 1 CON per ally effected for fighter level /2 rounds

Target hostile creature within 3m

Cool down - 240 seconds (4 min)

Useage - Player Feat 2 (target hostile creature within range)


Level 20 - Strike of Righteous Vitality

As your enemy reels from your mighty blow, an ally nearby is simultaneously healed and cleansed of its wounds by divine power.

Target takes 15d6 dmg, on melee touch attack.
Ally (or self) with lowest percentage of HP within medium AoE gets heal spell

Cool down - 300 seconds (5 min)

Useage - Player Feat 3 (target hostile creature within melee range 3.0m)

Target hostile creature within 3m

Stance - Immortal Fortitude

Despite the horrific wounds you suffer, the flash of searing spells, and the crash of a foe's mighty attacks, you stand resolute on the field. While you are still able, you prevent damage and regenerate those wounds that get through.

Damage Immunity:
11 - 14: 10
15 - 19: 15
20: 20
21 - 23: 25
24 - 26: 30
27 - 30: 35

Will Save Bonus
11 - 14: 1
15 - 19: 2
20: 3
21 - 23: 4
24 - 26: 5
27 - 30: 6

Regen
11 - 14: 2
15 - 19: 4
20: 6
21 - 23: 8
24 - 26: 10
27 - 30: 12

Level 20+ immunity - Mind Immunity

This is activated using the the chat command /stance. It will last for 1 minute.

Cooldown - 5 minutes

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One Weapon - Stone Dragon

The strength and endurance of the mountains epitomizes the Stone Dragon discipline. The methodical and relentless application of force allows a student of this philosophy to adept their body to defeat any foe. Strikes of superhuman power and manifestation of perfect, idealized force make up the Stone Dragon maneuvers.

The Stone Dragon discipline is based upon using one weapon (usually 2-handed). Each of the ability listed below require the user to have only one weapon equipped. To qualify to for this "pseudo" PRC, you need be a Level 11+ fighter (you can multiclass), have the feat Greater Fortitude, and talk to an NPC who can teach this discipline.


Level 11 - Mountain Avalanche

With the power of the mountain, you transform yourself into the size of a giant and crush your enemies with stones of the earth.

Change into a mountain giant for 1r (just appearance)
Enemies within Huge shape are hit with a stone (as stone throw)
-Can hit (Fighter - 10) / 2 enemies
-Damage is (fighter / 4 +1) D6 + STR reflex for half

Cool down - 120 Seconds

Useage - Player Feat 1 (Target hostile creature within 17.5 + 2.5 per level over 9)


Level 15 - Earthstrike Quake

With the power of the mountain, you transform yourself into a creature made of stone. Jumping into the air, energy surges out from you, causing the ground to shudder with a sharp tremor.

Change into a Stone Golem for 1r (just appearance)
Cause an earthquake
-Damage = (fighter /2) D6 + STR --> Reflex for half
-Knockdown for 1r --> Fort save

Cool down - 180 seconds (3 min)

Useage - Player Feat 2 (target anywhere, centred on PC)


Level 20 - Adamantium Tombstone Strike

With the power of the mountain, you transform yourself into a creature made of metal. You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe's body is left a crippled, twisted mockery.

Change into a Adamantium Golem for 1r (just appearance)
-Target takes 15d6 dmg, on melee touch attack.
- Shreds the target AC by (Fighter Level)% for 10 rounds. (was previously: Targets looses 2d6 Con. removed 1/2020)
-User gains 20/- DR for 1 round

Cool down - 300 seconds (5 min)

Useage - Player Feat 3 (target hostile creature within melee range 3.0m)


Stance - Crushing Weight of the Mountain

You set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place, those who try will feel the weight of the mountain

Damage Shield:
11 - 14: 4 + 1d4
15 - 19: 8 + 1d6
20: 12 + 2d4
21 - 23: 16 + 2d6
24 - 26: 20 + 2d8
27 - 30: 24 + 2d10

Fort Save Bonus
11 - 14: 1
15 - 19: 2
20: 3
21 - 23: 4
24 - 26: 5
27 - 30: 6

Shield AC Bonus
11 - 14: 3
15 - 19: 5
20: 7
21 - 23: 10
24 - 26: 11
27 - 30: 12

Level 20+ immunity - Knockdown Immunity

This is activated using the the chat command /stance. It will last for 1 minute.

Cooldown - 5 minutes


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Harper Scout PrC Updates
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Spell Casting
-Harper Scouts will gain additional Caster Levels in both Divine and Arcane spells
---- For example, a Bard 10, Harper Scout 5, Cleric 5, will cast Arcane spells as Caster Level 15 and Divine Spells as Caster Level 10
-Harper Scouts will gain additional Caster progression in both Divine and Arcane classes
---- For example, a Bard 10, Harper Scout 5, Cleric 5, will cast have the casts per day as a Bard level 15 and casts per day (including access to new spell levels) as a Level 10 cleric.

Harper Smile (Changed from +2 to saves for 2 turns)
- Bonus to Attack(vs Evil), AC (vs Evil), Saves by +2 and +3 @ L5
- Bonus to AE, Bluff, Heal, Listen, Perform, Search, Spot by HS Level
- Last for HS Level * 2 in hours

Craft Harper Item
These items can be created by Harper Scouts. Note the following:
-- You cannot create more than one
-- It is possible to create more than one but you're basically trying to exploit
-- If you try to get more than one, your second item will be deleted and so will your item/EX/gold (let that be a warning)
-- You can create more than one of the three potions
-- Each harp will give you a custom ability and a NWN cast spell
---- The custom ability is tied to Harper scout levels and you cannot use it at all without some harper scout levels.
---- These are meant to be additional class abilities, rather than crafted items; no different than a shifter being able to shift as a class ability
---- Due to game limitations, this is the best way to get additional abilities in the game

-Adds the following items that can be created:

1. Potion of Antidote (75 GP, 15 XP)

2. Tallar's Harp (REQ: 25000 gp, 2500 EXP, Mithral Bar)
-- Custom scripted version of Deafening Clang tied to HS levels
-- Hold Monster

3. Zunzalor's Harp (REQ: 30000 gp, 3000 EXP, Black Rock (level 15 G Dispel) or Mord's Disj)
-- Custom scripted version of Wounding Whispers* tied to HS levels
-- Greater Dispel

4. Janthra's Harp (REQ: 12000 gp, 1200 EXP, Adamantine bar)
-- Custom scripted version of Stoneskin tied to HS levels
-- Invs sphere

5. Methid's Harp (REQ: 8000 gp, 800 EXP, Ironwood Planks)
-- Custom scripted version of Freedom tied to HS levels
-- Knock

6. Jhannyl Wristlet (REQ: 20000 gp, 2000 EXP, Silver bar)
-- +2 AC (armour)
-- +2 Saves
-- Healing circle 2/d
-- Restoration 1/d


* One note about wounding whispers. The NWN version is bugged to always do the same amount of damage but it has been fixed to do random here (the spell will be updated as well). You will currently not do damage to someone unless they take HP away, so if you've got stoneskin and wounding whispers up and are taking no damage, wounding whispers will not damage your attacker. This is intended.


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Monk Updates
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Stances are now available to monks, starting at level 5.

Radiant Dragon Stance: All hostile creatures within 3 meters of you are blinded for one round. For the next 30 seconds afterwards, one in every four of your strikes is empowered, healing a nearby low-health ally for a value equal to 1d6 + Monk Level/22. 90/60/40 second cooldown at Monk level 5/11/20. Can only occur once every 4 seconds.

Unyielding Bear Stance: Immediately gain 20% of your maximum health as temporary HP for 6 seconds. Gain up to 10% + Monk Level damage immunity for 30 seconds or until you enter another stance. This does not stack with damage immunity from items. 90/60/40 second cooldown at Monk level 5/11/20.

Striking Serpent Stance: Your next 2 attacks deal 2d6 + Monk Level additional piercing damage. For 30 seconds or until you enter another stance, gain +3 AB. 90/60/40 second cooldown at Monk level 5/11/20.

Graceful Crane Stance: Instantly jump to the target location. For the next 30 seconds or until you enter another stance, gain immunity to paralyze entangle, and movement speed decrease effects and the ability to move through other units. 90/60/40 second cooldown at Monk level 5/11/20. Has range limit 10/15/25/35 at Monk level 5/11/20/21

Monk stances cannot be used while wearing armor or holding a shield, and are usable with the following weapons:
Unarmed
Kama
Quarterstaff
Dagger
Club
Handaxe
Katana

Exotic Weapon Mastery: At level 5 and above, Monks gain the equivalent BAB of a Fighter of the same level while using a quarterstaff or a single-handed katana.

Roundhouse Kick: Starting at Monk level 15, gain a Roundhouse Kick. Strike the target with a powerful kick, instantly dealing (Monk Level)/d4 Bludgeoning Damage. The target must make a fortitude save of DC 10 + Monk Level + Strength Modifier or be knocked back. If they are knocked back, any creatures they slam into also take damage and are knocked down. Usable 1/day.

Evasion: Moved to level 4.

Movement speed for monks will not stack above 150%.

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Paladin Updates
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Summon Paladin Mount
-Changed to summon celestials similar to that of blackguards
-- Lvl 5 to 8 = Lantren Archon
-- Lvl 9 to 14 = Hound Archon
-- Lvl 15+ = Celestial Avenger
-Note that like the Blackguard version, you cannot buff up these with items or feats.
-Set Secondary = Lantren Archon (Lvl 9 to 14); Hound Archon (Lvl 15+)
-Set Tertiary = Lantren Archon (Lvl 15+)

Note: If you paladin was created before 1.69 was live, you will need to have the feat LETOed in.


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Palemaster Updates
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Number of Summons
-You can summon an extra creature when using /undead summon types
-You gain +1 @ level 5 and +2 @ Level 10.


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Purple Dragon Knight PrC Updates
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Commands: - Can only have one of the active at a given time. Similarly to extra bard songs. All last for 10 + PDK Level + Cha Mod

Rallying Cry (1)
-10% Movement increase per level
-+1 to attack every 2 levels after first [+3 at level 5]
-Can be done 3/day

Inspire Courage
-+1 to attack and damage every 2 levels after first [+3 at level 5]
-+PDK Level to will saves
-1 / 2 a day at level 2 / 4

Final Stand
- 20 + (CHA mod + Class level) d10 in temporary HP (i.e. be careful)
- SR of 12 + 2 * PDK Level + CHA mod
- 1/day


Shield - Not tied to the Commands above.

Heroic Shield
-+4 AC to one person, not himself
- last for 10 + PDK Level + Cha Mod
-Unlimited times a day (Think of it like a front line fighter protecting another and trying to get in the way)
(basically, this is no different than the original version, you just don't have to do it every round)


Challenge - Not tied to the Commands above.

Oath of Wrath
-Add a bonus of 2 / 3 at level 4 / 5
-Bonus includes Attack, damage, save and skills vs targeted race only
- last for 10 + PDK Level + Cha Mod
-1/day


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Ranger Modification
////////////////////////////////////////////////////////////////////////



Added to 4.93

To gain these changes, you will need to add the above file to your override directory.

Note that this is not required, you can still use the old version of the Ranger on existing characters.

-Both fortitude and reflex as primary saving throws
-6 skill points per level instead of 4
-Dual-wield at level 2 instead of at level 1, Improved Two-Weapon Fighting at level 6 instead of level 9 (there is no way to force people into this at character creation, but it will apply afterwards)
-Rapid shot at level 6 and Point blank short at level 2
-Woodland Stride at level 7
-evasion at level 9
-Hide in plain sight at level 17 (RP wise, this should only work in natural settings, but there isn't a great way to restrict this while still allowing normal stealth in non-natural areas - just keep that in mind, please!)


The changes below are not optional like the class modifications above:

When a level 10+ ranger summons their animal companion, they gain bonuses for ranger level per hour [i](warning: these will likely get tweaked with after live play testing):

Badger: Rage!
  • STR = 1 + (RangerLevel - 10) / 4; (max 3)
  • nCON = 1 + (RangerLevel - 10) / 4; (max 3)
  • nACDecrease = (RangerLevel - 10) / 4; (max 2)


Bear: Strength
  • STR = 1 + (RangerLevel - 10) / 2; (max 5)


Boar: Durability
  • CON = 1 + (RangerLevel - 10) / 2; (max 5)


Dire Rat: Disease
  • Random onhit disease (like contagion spell) on melee weapon or one stack of ranged weapons


Dire Wolf: Strength + AC
  • STR = 1 + (RangerLevel - 10) / 4; (max 3)
  • AC = 1 + (RangerLevel - 10) / 5; (max 2)


Hawk: DEX
  • DEX = 1 + (RangerLevel - 10) / 2; (max 5)


Panther: Sneak attack (by weapon ip)
  • 1d6 @ 10 - 13; 2d6 @ 14 - 17; 3d6 @ 18+


Spider: Poison
  • Onhit Poison, STR dmg, increasing DC


Wolf: Sneaky
  • DEX = (RangerLevel - 10) / 5; (max 2)
  • MS = 1 + (RangerLevel - 10) / 2 ; (max 5)
  • Hide = 1 + (RangerLevel - 10) / 2; (max 5)
  • Movement = RangerLevel; (max 20)



Notes:
-These are not dispellable (but are removed on rest)
-These bonuses do not go away when the companion is unsummoned or killed but it will be something I'm going to keep an eye on if we need to add it.
-The disease DC is a little wonky, I'm aware, and in fact, most things die before incubation, so I may look at changing it. It's just so fitting!
-These are seen as totem companions where as the druid gets shape-shifting ability, the ranger becomes more intuned towards the animal itself. (that's my fluff explanation)


////////////////////////////////////////////////////////////////////////
Shadow Dancer PrC Updates
////////////////////////////////////////////////////////////////////////



Shadow Evade
-Change duration to (Shadow Dancer level)^2 if it is above 5, otherwise it is 5
--Duration is still set to rounds, but it will equal 100 rounds (10 turns by level 10)
--Epic levels it lasts for 12 turns
-Concealment = 5% @ L5; 10% @ L7; 15% @ L9; 20% @ L10
-DR = 5 @ L5; 10 @ L8
-DR avoid = +1 @ L5; +2 @ L7; +3 @ L10
-AC = +1 @ L5; +2 @ L6; +3 @ L8; +4 @ L4

Shadow Daze
-Duration changed to Shadow Dancer level
--Increase this ability to 3/day


////////////////////////////////////////////////////////////////////////
Shifter PrC Updates
////////////////////////////////////////////////////////////////////////



Spell Casting
-Shifters will gain additional Caster Levels in Divine spells at a rate of 1 caster level per 2 shifter levels.
---- For example, a Druid 10, Shifter 6, will cast Divine Spells as Caster Level 13
-Shifters will gain additional Caster progression in both Divine classes at a rate of 1 progression level per 2 shifter levels.
---- For example, a Druid 10, Shifter 6, will have the casts per day (including access to new spell levels) as a Level 13 druid.
-All item properties that normally stack will apply to the shifted form unless the character has monk levels
-Properties from melee weapons or gloves will apply to creature weapons
-Some humanoid forms will be equipped with a ranged weapon if the shifter is using one


////////////////////////////////////////////////////////////////////////
Miscellaneous Changes
////////////////////////////////////////////////////////////////////////



Divine Might/Divine Shield
-Duration changed to 5 + CHA modifier

Two Weapon Bonuses
-If you have Ranger Dual-wield or two weapon fighting feats, you can set a bonus of +2 to AC or Attack
-To do so, type /settwoweapons. Repeating the command will toggle to the other one
-This bonus is removed on unequip.
-I think I've put exceptions for other effects that add to your AC so they don't get removed, but let me know if an issue pops up.


Equipment changing abilities
-There exists equipment which can fundamentally change how certain abilities and spells function.

Elemental Rings
--When equipped, spells of that element will be empowered for damage of that specific element
--Note: You can only have 1 of these in your possession at a given time, if you try to pick up another, it will be destroyed.
--Other elemental spells will be set to half damage
--Spell list:
----Fire: Fireball, burning hands, combust, Inferno, flame arrow, elemental shield, wall of fire, firebrand, delayed fireball, inc cloud, meteor swarm, Flame Lash, Flame Strike, fire storm
----Cold: ice dagger, ice storm, cone of cold, Drown, "cold" fireball, frozen cloud (incendiary cloud)
----Acid: acid arrow, acid breath, acid sheath, acid fog, earthquake, bombardment, crumble, storm of vengeance
----Lightning/Sonic: Elec loop, lightning bolt, scintillating sphere, ball lightning, chain lightning, great thunderclap, Wounding whispers, Horizikaul's Boom, Glyph of Warding, Call Lightning, sound burst, gust of wind, storm of vengeance

Healing Amulet
-Auto empower cure chain of spells
-makes them an AoE.


[ Edited 04:37:43 AM 01/17/20 ]

Llalee Cyrrareenna - Wayward Warden of Yondalla | Best Character, 2015
Alethra Chernin - Blight Druid
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Akazaji
03:14:25 PM 08/02/18

Registered Member #4409
Joined: 05:10:27 AM 02/03/13
Location: NC
Posts: 178
Could this get stickied?

NwN account: Durvayas

Characters:
Nimiel Rydrianna
Marleth Blue
Gau'Xena/Shade Spiderscales
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Tuckerr99
03:22:49 PM 08/02/18


Registered Member #23932
Joined: 08:14:58 PM 05/11/15
Posts: 391
We have a master list stickied for changes on Thain, which is why this thread hasn't been--to reduce clutter

This list can be found here: -Clickedy-

Characters:

Torthoril & Ivy: Spellsayer and Familiar; Theme: -Clickedy-
Corbin DuVall: The Desolator; Theme: -Clickedy-
Kylynyl: Guardian of Greenvale

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Akazaji
04:34:55 PM 08/02/18

Registered Member #4409
Joined: 05:10:27 AM 02/03/13
Location: NC
Posts: 178
Ah. Alright then


NwN account: Durvayas

Characters:
Nimiel Rydrianna
Marleth Blue
Gau'Xena/Shade Spiderscales
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Squidget
08:05:11 PM 08/02/18
Up to no good


Registered Member #20
Joined: 02:30:40 AM 02/25/04
Location: Portland, OR
Posts: 6552
Updated version of the overrides is available below, with a minor change.

You will need this update if you are a pure ranger (no other base classes) and want to use any of the "player tool" feats, which will be used in future scripting.
thain_overrides_20180802.zip

Kallista D'Mora

[ image disabled ]
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C_McG
08:44:21 AM 03/11/19
*lurks from behind the screen*


Registered Member #682
Joined: 05:18:25 PM 01/09/06
Location: Right ... about ... here.
Posts: 2799
Updated version of the Thain Override Pack.

Includes:
  • Spear and Trident Modifications
  • Ranger Class Changes
  • Bard Class Changes


File:
See next post for new versions.

[ Edited 09:21:08 PM 03/11/19 ]

Chracters:
Biado Velen - Maskless One
Bigo Rockherder - Rock herding is much better than dirt farming
Soghedrin - Web Slinger
Roxy Blake - Knight more erring than errant
Chirrok Kurd - Pugilist
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C_McG
09:23:23 PM 03/11/19
*lurks from behind the screen*


Registered Member #682
Joined: 05:18:25 PM 01/09/06
Location: Right ... about ... here.
Posts: 2799
Current Override Files

All Files:
thain_overrides_20190311.zip

BaseItems.2da Only
baseitems.zip

Chracters:
Biado Velen - Maskless One
Bigo Rockherder - Rock herding is much better than dirt farming
Soghedrin - Web Slinger
Roxy Blake - Knight more erring than errant
Chirrok Kurd - Pugilist
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C_McG
11:25:34 PM 05/17/19
*lurks from behind the screen*


Registered Member #682
Joined: 05:18:25 PM 01/09/06
Location: Right ... about ... here.
Posts: 2799
Newest BaseItem.2da:
baseitems.zip

Includes previous changes + Double-Sided Weapon Changes.

Chracters:
Biado Velen - Maskless One
Bigo Rockherder - Rock herding is much better than dirt farming
Soghedrin - Web Slinger
Roxy Blake - Knight more erring than errant
Chirrok Kurd - Pugilist
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