- Jun 23, 2001
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NWN2 Vault
Overview
This is my PrC Pack that includes these new PrCs: Anointed Knight, Avenger, Black Flame Zealot, Bladesinger, Champion of the Wild, Dark Lantern, Divine Seeker, Dread Commando, Elemental Archer, Elemental Warrior, Forest Master, Frost Mage, Heartwarder, Hospitaler, Lion of Talisid, Master of Radiance, Nature's Warrior, Nightsong Enforcer, Nightsong Infiltrator, Shining Blade, Skullclan Hunter, Stormsinger, Swiftblade, Tempest, Thug, Warrior of Darkness, and Whirling Dervish
It also includes 60 new spells, the Blackguard and Assassin spellbook upgrade, new and revised cleric domains (13 new, 16 revised), my fletching upgrade, general fixes, an upgraded blackguard servant, and 49 new feats.
New PrCs (bold is new for this release)
The Anointed Knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant.
Details on the Anointed Knight can be found here: Link
The Avenger is the Assassin PRC for Non-Chaotic alignments instead of only evil characters.
Details on the Avenger can be found here: Link
The Black Flame Zealot is a medium BAB PRC that gains increased divine spell ability for 5 of the 10 levels, several dice of Death Attack, and some special divine perks.
Details on the Black Flame Zealot can be found here: Link
Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole.
Details on the Bladesinger can be found here: Link
Champion of the Wild - In order to become a champion of the wild, an initiate must excel in swordplay and exhibit patience, grace, and compassion.
Details on the Champion of the Wild can be found here: Link
Dark Lantern - The Dark Lanterns serve as spies and assassins.
Details on the Dark Lantern can be found here: Link
The Divine Seeker is a medium BAB PRC that focuses on stealth and has High Reflex and Will saves. It comes from the Forgotten Realms Campaign Setting sourcebook. "The divine seeker infiltrates dangerous places to rescue prisoners, reclaim stolen relics, or eliminate enemy leaders."
Details on the Divine Seeker can be found here: Link
Dread commandos are the elite scouts and strike force of a well-trained mercenary band.
Details on the Dread Commando can be found here: Link
Elemental Archer (custom PrC) - Elemental archers wield raw elemental power to supplement their combat prowess with ranged weapons.
Details on the Elemental Archer can be found here: Link
Elemental Warrior - The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality.
Details on the Elemental Warrior can be found here: Link
Forest Master - Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature.
Details on the Forest Master can be found here: Link
Frost Mage - Frost mages usually hail from lands of cold, snow, and ice: tundra, glaciers even outer planes perpetually shrouded in winter.
Details on the Frost Mage can be found here: Link
Heartwarder - Heartwarders are aesthetes and hedonists who actively seek out pleasure and beauty in all things and who nurture the creation of beautiful objects.
Details on the Heartwarder can be found here: Link
The Hospitaler is a Full BAB PRC that gains increased divine spell ability for 7 of the 10 levels, and gains a few bonus fighter feats. It comes from the Complete Divine sourcebook.
Details on the Hospitaler can be found here: Link
The Lions of Talisid protect nature and emulate their patron in more concrete ways.
Details on the Lion of Talisid can be found here: Link
Masters of Radiance channel the pure, undiluted power of the sun.
Details on the Master of Radiance can be found here: Link
Nature's Warrior - Nature's warriors are defenders of the wild, protectors of the natural world, and often druids who have spent "too much time" in wild shape form.
Details on the Nature's Warrior can be found here: Link
The Nightsong Enforcer is a Full BAB PRC that focuses on teamwork based combat and has a High Reflex save. It comes from the Complete Adventurer sourcebook. "The enforcers of the Nightsong Guild focus on the stealth-centered combat training that rogues usually learn."
Details on the Nightsong Enforcer can be found here: Link
The Nightsong Infiltrator is a medium BAB PRC that focuses on improving teamwork and has a High Reflex save. It comes from the Complete Adventurer sourcebook. "The nightsong infiltrator is the perfect thief and the perfect spy."
Details on the Nightsong Infiltrator can be found here: Link
The Shining Blade is a Full BAB PRC that gains increased divine spell ability for 5 of the 10 levels, and the ability to infuse their weapons with divine energy.
Details on the Shining Blade can be found here: Link
Skullclan Hunter - The skullclan hunter is the acclaimed foe of unlife.
Details on the Skullclan Hunter can be found here: Link
The Stormsingers have learned the secret methods of harnessing the magic powers of music to influence and control the weather.
Details on the Stormsinger can be found here: Link
Swiftblades gain increased spellcasting abilities, heightened speed, and unparalleled understanding of the haste spell.
Details on the Swiftblade can be found here: Link
The Tempest is a Full BAB PRC that gains increased skill with two-weapon fighting and has a High Reflex save. It comes from the Complete Adventurer sourcebook.
Details on the Tempest can be found here: Link
Thug - Fighters that forsake heavy armor and shields for agile, devastating attacks.
Details on the Thug can be found here: Link
The Warrior of Darkness, sometimes called the dark knight, is a practitioner of black magic.
Details on the Warrior of Darkness can be found here: Link
Whirling Dervish - Some rogues and monks, especially those that belong to the Ciphers, choose to concentrate on their movement and speed rather than on raw damage.
Details on the Whirling Dervish can be found here: Link
Details on the Blackguard upgrades can be found here: Link
An upgraded pet for the Blackguard can be found here: Link
Details on the Assassin upgrades can be found here: Link
More details on the Paladin spell pack can be found here: Link
More details on the Domain additions can be found here: Link
More details on the crafting additions can be found here: Link
More details on the reserve feats can be found here: Link
New Spells
New spells added: Angel Skin (P2), Awaken Sin (C3, P2), Blessed Aim (C1, P1), Blessing of Bahumut (P3), Blessing of the Righteous (C4, P4), Blood of the Martyr (C4, P4), Castigate (C4, P4), Chasing Perfection (C6, SW6), Cloak of Bravery (C3, P2), Deafening Clang (P1), Draconic Might (P4), Energized Shield (C3, P2), Faerie Fire (D1), Flame of Faith (C3, P2), Hand of Divinity (C2, P2), Heartfire (B2, D2), Inspirational Boost (B1), Lawful Sword (P4), Leonal's Roar (D8), Lesser Energized Shield (C2, P1), Lesser Orb of Fire(SW1), Lesser Orb of Electricity (SW1), Lesser Orb of Cold (SW1), Lesser Orb of Acid (SW1), Lesser Orb of Sound (SW1), Lion's Roar (C8), Living Undeath (C2), Mark of Justice (Domain spell), Nature's Favor (D2, R2), Nixies's Grace (B6), Orb of Fire (SW4), Orb of Electricity (SW4), Orb of Cold (SW4), Orb of Force (SW4), Orb of Acid (SW4), Orb of Sound (SW4), Phantom Bear (D9), Phantom Wolf (D8), Plant Body (D5), Resonating Bolt (B4), Righteous Fury (P3), Righteous Glory (P4), Second Wind (P1), Shield of Warding (C3, P2), Silverbeard (P1), Sirine's Grace (B4, D5), Sonic Shield (B3), Sonic Weapon (B2), Strategic Charge (P1), Strength of Stone (P2), Thorn Skin (D3), Undead Bane Weapon (C4, P3), Weapon of Energy (C3, SW3), Weapon of the Deity (C3, P3), Wild Instincts (D2, R3), Zeal (P2)
Spell information can be found here: Link
New Feats
New Feats: Widen Aura of Despair, Improved Aura of Despair, Ranged Spell Specialization, Touch Spell Specialization, Acidic Splatter, Clap of Thunder, Fiery Burst, Hurricane Breath, Invisible Needle, Storm Bolt, Sickening Grasp, Winter's Blast, Holy Warrior, Touch of Healing, and Umbral Shroud, Epic Skill Focus (Bluff), Epic Skill Focus (Perform), Ranged Weapon Mastery, Crossbow Sniper, Sacred Vow, Exalted Natural Attack, Exalted Wild Shape, Exalted Companion, Crossbow Sniper, Sacred Vow, Exalted Natural Attack, Exalted Wild Shape, Exalted Companion, Blindsense, Toxic Gift, Medium Armor Specialization, Heavy Armor Specialization, Epic Inspiration, Elemental Essence, Fast Healing I, Fast Healing II, Greater Two-Weapon Defense, Song of the Heart, Daylight Adaption, Battle Dancer, Fiery Fist, Fiery Ki Defense, Oversized Two-Weapon Fighting, Unarmed Combat Mastery, Divine Armor, Divine Vigor, Divine Cleansing, Divine Fortune, Deadly Defense
Feat information can be found here:Link
Reserve feats (added in v1.23)
These are feats that grant spellcasting abilities as long as you still have a spell memorized of the type they need. An example would be Clap of Thunder which allows a melee touch attack dealing 1d6 damage per spell level up to the highest sonic spell you still have memorized or able to cast for spontaneous casters. More details on the reserve feats can be found here: Link
New Icons
New icons for classes and domains have been provided by Brian Meyer and Luckmann.
Prefab Armors
Armor suits (available in class preview windows) provided by Yume-Kun.
***
General Fixes
Death Attack and Bleeding Wound correctly qualifies for the Arcane Trickster pre-requisites.
Feats can be selected when leveling up as any class (when you meet the requirements) such as choosing Divine Might during a rogue levelup.
Favored Souls use Wisdom for their spell DCs.
Dispels can target both hostiles and allies now.
Lay on Hands has a new feat that allows targeting of hostiles (still only effective against undead).
Ranged and Melee Touch spells gain sneak attack damage.
***
v1.33 Changes
* New Base Class: Thug
* New PrC: Champion of the Wild
* New PrC: Dark Lantern
* New PrC: Elemental Archer
* New PrC: Elemental Warrior
* New PrC: Forest Master
* New PrC: Frost Mage
* New PrC: Heartwarder
* New PrC: Nature's Warrior
* New PrC: Skullclan Hunter
* New PrC: Whirling Dervish
* New Feat: Deadly Defense
* Avengers and Black Flame Zealots gain a death touch ability (1 minute cooldown). This ability takes 2 rounds to cast and rolls 1d6 for each level of Avenger, BFZ, and Assassin and compares that to the target's health. If the roll is higher, the creature dies (if not immune to death magic and crits).
* Bladesong Style and other equip/unequip abilities have been wrapped in a delaycommand function to make sure they fire as they seem to have stopped without it.
* Classes that require a weapon focus will now recognize Melee and Ranged Touch Attack.
* Drow racial description updated to indicate Faerie Fire (MP needs a new racialsubtypes.2da file that uses the custom.tlk value for Drow)
* Duelist change and cmi_options entry for it (Elaborate Parry like in PnP for Combat Expertise/Improved Combat Expertise/Parry)
* Eldritch Doom will only affect hostiles.
* Elemental/Plant shape gains any enchantments on a bracer like the standard wildshape does.
* Epic Inspiration description (tlk, web) updated for +2, not double
* Fast Healing II is now using a GetHasFeat instead of GetSpellID (since it's flaky called from feats) so you should get the 6 pts/round now.
* Flame of Faith updated to apply the elemental bonus to the character, allowing for stacking.
* Greater Resiliency updated to allow Barbarian, Anointed Knight, and Warrior of Darkness abilities that grant DR to qualify.
* Greater Two-Weapon Defense now fires correctly when equipping/unequipping weapons.
* Harmful version of LoH properly decrements the use count
* Holy Warrior feat gains a "Use: Activated" line in the description
* Inspirational Boost restarts the Inspire Courage ability.
* Inspire Courage bonus damage changed to Magic from Blunt as it should be untyped damage.
* Lion of Talisid changed to allow Animal domain clerics to take the class
* NWN9 gains Craft Alchemy, Craft Trap as class skills as indicated by the class description
* PM description updated to mention the spellcasting progression change.
* Pride domain feat icon updated to new domain icon
* RDD becomes DD and gains the ability to choose dragon color at level 1 (breath weapon becomes based off this choice, cone shape blast only at first, plus immunity)
* Remaining new icons from Luckmann for the spells: Weapon of Energy, Orb of Fire, Lesser Orb of Fire, Orb of Acid, Lesser Orb of Acid, Orb of Cold, Lesser Orb of Cold, Orb of Sound, Lesser Orb of Sound, Orb of Electricity, Lesser Orb of Electricity;
* Sacred Fist feat tweak to allow wildshaped fighting. This is an optional entry in the cmi_options.2da that allows Druids to fight in creature form without penalty.
* Stacking bug with druidic levels fixed (effective druid level was 2 lower than it should be for getting new uses/day and forms)
* Standard Arrow/Bolts now correctly craft with stacks of 99
* Stormbolt set to the correct SpellTargeting UI value
* Stormlord gains Bluff, Craft Alchemy, and Spellcraft as class skills as indicated by the class description, description updated.
* Support for Bouncy Rock's Yuan-Ti and Beholder.
* Tempest grants the normal version of Two-Weapon Fighting and Improved Two-Weapon fighting at level 1 to Rangers.
* The following classes can now take Weapon Mastery (Ranged), Battle Dancer, Fiery Fist, Fiery Ki Defense, Improved Elemental Shield, Improved Elemental Storm, and Deadly Defense as bonus feats: Anointed Knight, Divine Champion, Fighter, Hospitaler, Warrior of Darkness
* The perform skill is now available to all classes. The Bard, Monk, Duelist, Shadow Dancer, Invisible Blade, Harper Agent, and Rogue gain it as a class skill while all others gain it as a cross-class skill.
* Turn Undead variant (Paladins only by default) rule added to the cmi_options.2da file. This alternate turn undead rule from Complete Divine deals 1d6 divine damage per turning level to undead in a 30' area (as well as any appropriate race turned by added abilities such as domains).
* Two-Weapon defense feats grant double the bonus while in defensive fighting modes (combat expertise, improved combat expertise, parry).
* Whirlwind Frenzy alternate class feature for Barbarians
* Wild Instincts spell correctly gives Uncanny Dodge again