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Post by Xzanos on Dec 24, 2019 8:27:53 GMT -5
Hey there my fellow NWN fans! I have been diving into the game files and looking at what it would take to create custom classes. The process seems rather straight forward for the basic stuff albeit a bit time consuming and eye straining.
So before I continue down the rabbit hole I'm wondering if this may have already been done in the past.
The class I'm attempting to create is basically outlined as follows.
The "Hero" (still working on the name) Fighter BAB Custom Saves even in all 3 Ability to choose ANY feat (excluding class specific feats) Bonus Feat progression
Most Skills as class skills (have not yet decided) High Skillpoint Progression Ability to Cast Spells (Normally this is not possible when creating a new class however I'm thinking about modifying an existing casting class such as wizard if possible)
The idea here is to create a base class that is as customizable as possible by the player. This is also a small part of a much larger idea I have been working on. Feedback on the class idea, balance issues ext is also welcome.
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Post by NHmikey on Dec 24, 2019 10:27:08 GMT -5
Just a suggestion, but FRC is pretty strict on changes to the base game and what is allowable. There are all kinds of servers that have far more customized content than FRC allows. You might want to pitch your ideas to the DM Team before wasting too much of your time. Hey there my fellow NWN fans! I have been diving into the game files and looking at what it would take to create custom classes. The process seems rather straight forward for the basic stuff albeit a bit time consuming and eye straining.
So before I continue down the rabbit hole I'm wondering if this may have already been done in the past.
The class I'm attempting to create is basically outlined as follows. The "Hero" (still working on the name) Fighter BAB Custom Saves even in all 3 Ability to choose ANY feat (excluding class specific feats) Bonus Feat progression
Most Skills as class skills (have not yet decided) High Skillpoint Progression Ability to Cast Spells (Normally this is not possible when creating a new class however I'm thinking about modifying an existing casting class such as wizard if possible)
The idea here is to create a base class that is as customizable as possible by the player. This is also a small part of a much larger idea I have been working on. Feedback on the class idea, balance issues ext is also welcome.
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Post by Xzanos on Dec 24, 2019 10:35:13 GMT -5
Just a suggestion, but FRC is pretty strict on changes to the base game and what is allowable. There are all kinds of servers that have far more customized content than FRC allows. You might want to pitch your ideas to the DM Team before wasting too much of your time. I have looked at other servers a bit, but have not really found what I'm looking for. Actually creating a server for this custom content at the moment is a bit outside of my scope, and this is more of a proof of concept on some things. The end idea is to have all players playing the same class and having access to everything on LVL up outside of class specific things such as sneak attack or wild shape but have these abilities still attainable through NPC teachers or books.
The class idea is not really something that I'm looking to have added to FRC, just something I'm experimenting with in my own time.
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Post by DM Maleficent's Kiss on Dec 24, 2019 11:18:11 GMT -5
Hey there my fellow NWN fans! I have been diving into the game files and looking at what it would take to create custom classes. The process seems rather straight forward for the basic stuff albeit a bit time consuming and eye straining.
So before I continue down the rabbit hole I'm wondering if this may have already been done in the past.
The class I'm attempting to create is basically outlined as follows. The "Hero" (still working on the name) Fighter BAB Custom Saves even in all 3 Ability to choose ANY feat (excluding class specific feats) Bonus Feat progression
Most Skills as class skills (have not yet decided) High Skillpoint Progression Ability to Cast Spells (Normally this is not possible when creating a new class however I'm thinking about modifying an existing casting class such as wizard if possible)
The idea here is to create a base class that is as customizable as possible by the player. This is also a small part of a much larger idea I have been working on. Feedback on the class idea, balance issues ext is also welcome.
Hi Xzanos, this is an interesting idea and it could have some merit on a server designed to handle such a diverse mixture of skills/feats/etc. Characters starting out with no real innate class identity from the start could truly make for an amazing customized experience in the right setting.
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Post by Xzanos on Dec 24, 2019 11:37:53 GMT -5
Hi Xzanos, this is an interesting idea and it could have some merit on a server designed to handle such a diverse mixture of skills/feats/etc. Characters starting out with no real innate class identity from the start could truly make for an amazing customized experience in the right setting. Its great to know that someone agrees and the idea did not get set ablaze by the first person to respond.
I also think that it could add a very interesting dynamic for players to be able to teach each other abilities that they may have gained themselves through NPC teachers or books. Example: A character who has trained with an NPC to gain sneak attack, would then be able to mentor another player into gaining the ability as well.
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Post by Animayhem on Dec 24, 2019 12:47:56 GMT -5
I have played on servers that added interaction to advance in a class or a faction. This could be a side story for someone but not mandated. Having to do multiple quests for the same person can get boring. The server I experienced this with was a server with systems so that one could achieve on their own. It got stale after awhile as everyone was off doing their own thing.
There was another server which had a functioning Mystic Thuerge class. You had to see and learn from a npc but the process was not long and the class was fun to play.
Another server was custom script heavy. Many things you could find or buy and interact with and you got skill points. Language books for instance. You have the proper intel/lore to use them plus there was a limit on how many languages you could learn. The plus side of this was you did not have to choose all your languages at start as you do in most places. You would open up the book read the required pages and you would get the language widget. This was not as simple as it sounded. The books were hard to find, plus they may not be the right language combination. For instance (i forget the actual) you may need to know Elven before you can speak drow. That meant you need to find a book that translated one of the languages you spoke to Even so you could learn drow.
Although lengthy, I prefer the role play offered here. Where two players agree on one to be a tutor and one a student. I have played the role or tutor with Marister and A'zu'ra. It was fun and each character got to learn a bit more of each other.
I would love the Mystic Theurge class though.
It is not uncommon to come from one place and make suggestions to a new place however I have learned that one should try and learn and work with the world as it is rather than trying to change it from day one.
NWNEE has brought back the game popularity as the original and now there are many worlds to chose from.
A world should be a comfortable fit between your playing style and your real life. If you are finding you are wanting to change things then try and find a server that fits.
No place is perfect and never will be. The Dm and developer staff here are pretty open minded, they will listen and if something is not feasible they will let people know in a positive way.
I hope you will find your niche here. It is a fun world.
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Post by nemusator on Dec 24, 2019 14:18:12 GMT -5
You can browse through NWN server vault modules with custom made classes. Lots of modules are old and may be bugged. There is f.e. "Psionics module" with Psionic class to be freely taken etc. Usually you can find a contact of the module maker and I had no trouble contacting creators of modules even 10 years old or more. This might be handy if you dive into this and get stuck somewhere. I used to make "imaginary" builds, just text variations though, here are some:
Trident master
Decades of continuous devoted training with trident only and flawless discipline is what makes Trident masters such improbable fighters.
Requirements: Weapon focus trident*, weapon specialization trident*. Discipline, parry and concentration 4.
Proficiences: none
Hit die: d10
BaB: full
Skill points: 4 +int. modifier
Skills: concentration, discipline, heal, listen, spot, search, lore, parry, intimidate, bluff, taunt.
1. Trident combat training +1 all saving throws
2. Firm grip +1 reflex
3. Net +1 reflex
4. Sharpness + 1 will and fortitude
5. Trident mastery +1 all saving throws
1. For every two levels, Trident master receives +1 to ab and +1 piercing damage when wielding trident.
2. Trident master holds his weapon in such manner that doesn't allow disarm to be successful.
3. Tosses one of his favorite assets, rope made web. Target must make a 25+ reflex saving throw or be held in place for 2 rounds. Target can still defend and cast spells. Trident master receives maximum number of attacks per round, +1 to attack rolls, +2 to all skills and +2 dodge ac bonus against webbed opponent. Once per day on a single target. Giants, dragons and other large creatures are immune to this effect. Freedom of movement and woodland stride also negate it.
4. Trident master becomes so skillful, that with every attack he attempts to pierce through opponents defense. On every attack, target must make a reflex save of 10+ or bleed out 2 HP.
5. 5 times per day, Trident master may attempt a spectacular attack. If the attack is successful, following bonuses are added to the hit:
+3 piercing damage critical modifier increased by 1 target instantly bleeds out 5 HP.
Aurist
Aurists origin from a tribe in Faerun which were respectful towards nature and had a vast knowledge about flora. Not fully submitted to nature like druids and taking great pride in their culture, not wanting to change their ways for nothing, they were often hunted down and chased out of their habitats. In time, they developed a set of offensive and defensive abilities to help them survive. They jealously keep their secrets to themselves, but sharing unselfishly among their kind.
Proficiences: None
Hit Die: d8
BaB: Full
Skill points: 4+int. modifier, 8+int. modifier at 1st level.
Skills: animal empathy, concentration, discipline, heal, hide, move silently, lore, spot, listen, search, ride, taunt, bluff, intimidate, persuade, disarm trap, craft weapon, craft armor, parry.
Requirements: heal 5, lore 5, concentration 5, discipline 5, search 5, stealthy and alertness.
Alingment: any non lawful and non evil.
1. Herbal tea
2. Strong roots
3. Woodland stride +1 all saving throws
4. Uncanny dodge I +1 all saving throws
5. Vine mine(8) +1 all saving throws
1. Ingredients required: blood staunch, healer's cup, sphagnum moss, distilling agent, secret ingredient*. Preparation: apothecary table , must roll a sum of 20+ in heal skill to succeed, one shot. From level 5 every attempt is successful. Properties: removes all non magical poisons and diseases and their effects and heals the drinker for his constitution modifier HP. Once per day, selected-when ingredients placed on apothecary table, click the feat, then close the window.
2. Immunity to air elemental's whirlwind attack and gust of wind knockdown.
5. Feat, once per day, selected.
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Post by DM Maleficent's Kiss on Dec 25, 2019 4:51:45 GMT -5
You can browse through NWN server vault modules with custom made classes. Lots of modules are old and may be bugged. There is f.e. "Psionics module" with Psionic class to be freely taken etc. Usually you can find a contact of the module maker and I had no trouble contacting creators of modules even 10 years old or more. This might be handy if you dive into this and get stuck somewhere. I used to make "imaginary" builds, just text variations though, here are some:
Trident master
Decades of continuous devoted training with trident only and flawless discipline is what makes Trident masters such improbable fighters.
Requirements: Weapon focus trident*, weapon specialization trident*. Discipline, parry and concentration 4.
Proficiences: none
Hit die: d10
BaB: full
Skill points: 4 +int. modifier
Skills: concentration, discipline, heal, listen, spot, search, lore, parry, intimidate, bluff, taunt.
1. Trident combat training +1 all saving throws
2. Firm grip +1 reflex
3. Net +1 reflex
4. Sharpness + 1 will and fortitude
5. Trident mastery +1 all saving throws
1. For every two levels, Trident master receives +1 to ab and +1 piercing damage when wielding trident.
2. Trident master holds his weapon in such manner that doesn't allow disarm to be successful.
3. Tosses one of his favorite assets, rope made web. Target must make a 25+ reflex saving throw or be held in place for 2 rounds. Target can still defend and cast spells. Trident master receives maximum number of attacks per round, +1 to attack rolls, +2 to all skills and +2 dodge ac bonus against webbed opponent. Once per day on a single target. Giants, dragons and other large creatures are immune to this effect. Freedom of movement and woodland stride also negate it.
4. Trident master becomes so skillful, that with every attack he attempts to pierce through opponents defense. On every attack, target must make a reflex save of 10+ or bleed out 2 HP.
5. 5 times per day, Trident master may attempt a spectacular attack. If the attack is successful, following bonuses are added to the hit:
+3 piercing damage critical modifier increased by 1 target instantly bleeds out 5 HP.
Aurist
Aurists origin from a tribe in Faerun which were respectful towards nature and had a vast knowledge about flora. Not fully submitted to nature like druids and taking great pride in their culture, not wanting to change their ways for nothing, they were often hunted down and chased out of their habitats. In time, they developed a set of offensive and defensive abilities to help them survive. They jealously keep their secrets to themselves, but sharing unselfishly among their kind.
Proficiences: None
Hit Die: d8
BaB: Full
Skill points: 4+int. modifier, 8+int. modifier at 1st level.
Skills: animal empathy, concentration, discipline, heal, hide, move silently, lore, spot, listen, search, ride, taunt, bluff, intimidate, persuade, disarm trap, craft weapon, craft armor, parry.
Requirements: heal 5, lore 5, concentration 5, discipline 5, search 5, stealthy and alertness.
Alingment: any non lawful and non evil.
1. Herbal tea
2. Strong roots
3. Woodland stride +1 all saving throws
4. Uncanny dodge I +1 all saving throws
5. Vine mine(8) +1 all saving throws
1. Ingredients required: blood staunch, healer's cup, sphagnum moss, distilling agent, secret ingredient*. Preparation: apothecary table , must roll a sum of 20+ in heal skill to succeed, one shot. From level 5 every attempt is successful. Properties: removes all non magical poisons and diseases and their effects and heals the drinker for his constitution modifier HP. Once per day, selected-when ingredients placed on apothecary table, click the feat, then close the window.
2. Immunity to air elemental's whirlwind attack and gust of wind knockdown.
5. Feat, once per day, selected.
You made some very interesting classes there Nemu, several that made me wish they were real.
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Post by Xzanos on Dec 26, 2019 12:26:36 GMT -5
If given the feat/ability, does anyone know if sorcerers can use scribe scroll?
I guess that this is the incorrect ability as it looks like sorcerers already have scribe scroll. Is there a feat/ability associated with the wizards ability to learn spells from scrolls or is this built into the class some other way?
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Post by Warlord on Dec 26, 2019 18:23:24 GMT -5
If given the feat/ability, does anyone know if sorcerers can use scribe scroll? I guess that this is the incorrect ability as it looks like sorcerers already have scribe scroll. Is there a feat/ability associated with the wizards ability to learn spells from scrolls or is this built into the class some other way? Wizards get Scribe Scroll as a free feat upon character creation. Sorcerers do not have Scribe Scroll as a free feat upon creation, but they can take it later. Many sorcerers opt-out of taking Scribe Scroll because Sorcerers are very limited in spell choice, thus limited in production.
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Post by malclave on Dec 26, 2019 23:39:16 GMT -5
If given the feat/ability, does anyone know if sorcerers can use scribe scroll? I guess that this is the incorrect ability as it looks like sorcerers already have scribe scroll. Is there a feat/ability associated with the wizards ability to learn spells from scrolls or is this built into the class some other way? Wizards get Scribe Scroll as a free feat upon character creation. Sorcerers do not have Scribe Scroll as a free feat upon creation, but they can take it later. Many sorcerers opt-out of taking Scribe Scroll because Sorcerers are very limited in spell choice, thus limited in production. I think he meant the ability to learn spells from scrolls, and not the feat at all (which just creates scrolls). As a pure, blind guess, I suspect it's a script on the scroll that then checks for class and spell level, but I have no idea where to look for that.
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Post by Animayhem on Dec 27, 2019 10:47:37 GMT -5
Yes it kinda bites as a sorcerer you can not have all the spells and give up one if you wish another I mean if a sorcerer is a natural, should they not have access to all spells?
Would be nice if this could be changed but the sorcerer class is still fun to play. Az took both the scroll and wand feat to help make gold.
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Post by Dakarizon (Shroud) on Dec 27, 2019 11:07:17 GMT -5
I mean if a sorcerer is a natural, should they not have access to all spells? Sorcerers use their own "ability" to cast a spell repeatedly. They are limited by their own talent on how many spells they can perform. Magical spells are extremely complex to cast. and sorcerers aren't inherently smart enough to learn/prepare/cast them using the "wizard" means. Even wizards with their vast intellect need their spell books to read and prepare their spells. They "load" them up ready to complete, but cannot just perform a spell spontaneously. There's nothing stopping someone from being a sorcerer/wizard. Having a few spells they cast with talent, and the rest with knowledge. This is providing they have both talent and intelligence. I tend to look at it this way: Sorcerers are like someone born with a talent. They can overtime practice their talent to make the most of it. But they are limited to what their potential is. Wizards are people who worked hard and combined with intelligence "cheated" their way into being able to cast spells. They aren't naturally gifted, but with effort they found a way to make it work. Through their studies they've learned vast knowledge of how to prepare and cast spells. They devote their life to this, and aren't talented, but are very skilled professionals Being naturally talented doesn't make you better at something than a professional. Sorcerers had it easier, that's why they can use simple weapons, they've had more spare time
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