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		<title>Kaedrin&#039;s NWN2 Custom Content - new forum threads</title>
		<link>http://nwn2customcontent.wikidot.com/forum/start</link>
		<description>Threads in forums of the site &quot;Kaedrin&#039;s NWN2 Custom Content&quot;</description>
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-227219</guid>
				<title>Remove Feat numbers/codes</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-227219/remove-feat-numbers-codes</link>
				<description></description>
				<pubDate>Mon, 15 Mar 2010 22:04:08 +0000</pubDate>
				<wikidot:authorName>Mydnight</wikidot:authorName>								<content:encoded>
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						 <p>Hi guys/Kaedrin.</p> <p>I'm looking to add remove some Nature's Warrior feats from a character in-game. Anyone know the feat numbers? FOr that matter, is there documentation for all the additional feats? Thanks …</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-226945</guid>
				<title>intuitive attack works with melee touch?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-226945/intuitive-attack-works-with-melee-touch</link>
				<description></description>
				<pubDate>Sun, 14 Mar 2010 21:38:30 +0000</pubDate>
				<wikidot:authorName>curious</wikidot:authorName>								<content:encoded>
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						 <p>Hey does intutive attack feat work with melee touc attacks like eldritch glaive?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-224828</guid>
				<title>General Touch Attack Procedure</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-224828/general-touch-attack-procedure</link>
				<description></description>
				<pubDate>Sun, 07 Mar 2010 14:09:52 +0000</pubDate>
				<wikidot:authorName>Judas</wikidot:authorName>								<content:encoded>
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						 <p>Hi Kaedrin,</p> <p>over the years you have added a lot of Touch Attack spells and now when I've started having fun with scripting again I have started to want to add a lot of Touch Attack spells from the Spell Compendium. For this I actually wrote a general procedure for performing Ranged Touch Attacks (thus far) that I think works and thanks to this it took just a minute or so to script the Langour spell.</p> <p>This made me curious of the reason behind why you haven't done anything similar. Is there reasons that makes this a bad procedure?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-223909</guid>
				<title>Sword Dancer</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-223909/sword-dancer</link>
				<description></description>
				<pubDate>Wed, 03 Mar 2010 13:29:19 +0000</pubDate>
				<wikidot:authorName>Ben Nicholson</wikidot:authorName>				<wikidot:authorUserId>411758</wikidot:authorUserId>				<content:encoded>
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						 <p>First of all, glad you're feeling better, Kaedrin!</p> <p>Quick question about the Sword Dancer PRC (really looking forward to going through the OC &amp; MotB with it): am I right in thinking that Sword Dance ability is quite similar to the Mordenkainen's Sword spell?</p> <p>Also, any idea of roughly when the PRC will be available? :-)</p> <p>Thanks!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-222372</guid>
				<title>Damage Reduction</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-222372/damage-reduction</link>
				<description>Did a search on site and didn&#039;t find anything...</description>
				<pubDate>Thu, 25 Feb 2010 06:37:41 +0000</pubDate>
				<wikidot:authorName>purtellfr</wikidot:authorName>				<wikidot:authorUserId>281510</wikidot:authorUserId>				<content:encoded>
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						 <p>Ember Guard DR15/-<br /> Exalted Natural Shape DR10/Magic.</p> <p>How does dis work now? Do I get a total of 25points of DR with 10 being magical an 15 whatever ?</p> <p>Thanks</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-221890</guid>
				<title>Dervish Dance</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-221890/dervish-dance</link>
				<description>Reports as being tied to the bard song ability.</description>
				<pubDate>Tue, 23 Feb 2010 15:29:19 +0000</pubDate>
				<wikidot:authorName>Carrak</wikidot:authorName>								<content:encoded>
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						 <p>My F(4) Swash(1) Dervish(1) in the OC with both MotB and SoZ installed using version 1.40 of your class pack gets the message "This ability is tied to your bard song ability, which has no more uses for today." when the character uses Dervish Dance. The character does not get the +1 to hit/damage rolls and does not get fatigued after the appropriate time frame, but there is a large burst of light when the ability fails to activate.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-221191</guid>
				<title>Is a Bard using crossbows/bows viable?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-221191/is-a-bard-using-crossbows-bows-viable</link>
				<description>I&#039;m a newbie seeking advice!</description>
				<pubDate>Sat, 20 Feb 2010 22:46:53 +0000</pubDate>
				<wikidot:authorName>MrEpicfail</wikidot:authorName>				<wikidot:authorUserId>444138</wikidot:authorUserId>				<content:encoded>
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						 <p>I'd like to play a Star Elf Bard that utilizes archery while supporting the group with music.<br /> I'm not an experienced NWN2 player at all.<br /> If you have the time and do not mind sacrificing it on this thread maybe you could post some ideas or builds?<br /> Or if there is not a build that is viable for archery and music then how about a Bard/Stormsinger/Canaith Lyricist build?</p> <p>This is for SoZ campaign play!</p> <p>Thanks in advance!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-220362</guid>
				<title>PrC Pack w/o SoZ?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-220362/prc-pack-w-o-soz</link>
				<description></description>
				<pubDate>Thu, 18 Feb 2010 12:18:53 +0000</pubDate>
				<wikidot:authorName>Yu Kee</wikidot:authorName>								<content:encoded>
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						 <p>Hi, just wondering how the pack would work if I don't have SoZ? I haven't gotten that yet? (In fact, it's a bit difficult to find nowadays…)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-220039</guid>
				<title>Battle Blessing</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-220039/battle-blessing</link>
				<description></description>
				<pubDate>Wed, 17 Feb 2010 11:07:58 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>Is it a typo or a actual tone down out of balance concerns the description in the work in progress???</p> <p>New Feat: Battle Blessing (grants a +2 dodge AC bonus for 6 seconds when a spell is cast from a Paladin's spellbook)</p> <p>In your original post you said it would be +4 and not +2</p> <p>Options<br /> Unfold Re: Cool 1.40 feats by NatHaz (guest), 13 Oct 2009, 09:10 -0-400<br /> Fold<br /> Re: Cool 1.40 feats<br /> KaedrinKaedrin 13 Oct 2009, 18:40 -0-400</p> <p>Battle Blessing<br /> Prerequisites: Paladin 4<br /> Benefit: You can cast spells more quickly than usual in the heat of battle enabling you to focus on fighting defensively. You gain a +4 Dodge AC bonus for 6 seconds after casting a memorized spell from the Paladin spellbook.</p> <p>This feat from Complete Champion is supposed to make all of your spells swift actions (thus leaving you the full round to do either a full attack action or a move and single attack). Since we can't force all spells to be quickened (and quicken is broke unless you quicken two spells in a round) I'm going to tweak it slightly. Fighting defensively is a total defense action (full round action) that grants a +4 dodge AC bonus but prevents you from attacking. Since the round is wasted with the casting of the spell, this will simulate the swift spell + fighting defensively for the round. Hence the +4 AC bonus after casting a spell.</p> <p>This will only work with actual memorized spells from the Paladin spellbook. Bless memorized as a cleric spell will NOT get the bonus. Only bless memorized in the Paladin spellbook. Etc, etc.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-219901</guid>
				<title>Teamwork Spells?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-219901/teamwork-spells</link>
				<description>I wonder..</description>
				<pubDate>Tue, 16 Feb 2010 23:41:14 +0000</pubDate>
				<wikidot:authorName>Saralach</wikidot:authorName>				<wikidot:authorUserId>411290</wikidot:authorUserId>				<content:encoded>
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						 <p>This just popped into my head; no idea if it'll work but I see no obvious reason why not. Here goes..</p> <p>You have a caster and another character/NPC with an item. The spell checks for this item and fires a line between the caster and the item holder. This could be a set of bracers or something, but it must be equipped to do anything.</p> <p>Caster<br /> -<br /> -<br /> Enemy<br /> -<br /> -<br /> Item Holder</p> <p>This would be largely situational, but that's kind of the point. You could have your tank as the item holder cracking skulls and one decide to go after the caster- fire it off, it hits the catalyst item and damages everything between the two (within reason). The specific items could be like a mana tap or something that fuel certain types of spells.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-219649</guid>
				<title>Faerie Fire Bugs</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-219649/faerie-fire-bugs</link>
				<description>Faerie Fire = Spiderskin?</description>
				<pubDate>Tue, 16 Feb 2010 02:25:09 +0000</pubDate>
				<wikidot:authorName>FlaminCows</wikidot:authorName>								<content:encoded>
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						 <p>For this test, I used a drow wizard/druid.</p> <p>Whenever I cast Faerie Fire as a racial spell, the opponent got the Spiderskin visual effect (and the little spiderskin square overhead), and was not illuminated in darkness. The opponent did not actually have Spiderskin on it (no additional AC, etc), just the appearance of it.</p> <p>When I cast Faerie Fire as a druid spell, sometimes it illuminates the target like it should but other times it gave the spiderskin appearance.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-219116</guid>
				<title>Assassins and PrC&#039;s</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-219116/assassins-and-prc-s</link>
				<description>Do assassins count as arcane spellcasters for PrCs?</description>
				<pubDate>Sun, 14 Feb 2010 14:37:53 +0000</pubDate>
				<wikidot:authorName>FlaminCows</wikidot:authorName>								<content:encoded>
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						 <p>Do assassins and avengers count as arcane spellcasters for Kaedrin's prestige classes? How about for standard prestige classes? For example, could an assassin become a Bladesinger or Arcane Trickster?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-218981</guid>
				<title>Possible Warlock SR Bug workaround</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-218981/possible-warlock-sr-bug-workaround</link>
				<description>Using EffectiveSpellResistanceDecrease on the target before calling MyResistSpell, then taking the effect off just before exiting the routine.</description>
				<pubDate>Sun, 14 Feb 2010 02:16:30 +0000</pubDate>
				<wikidot:authorName>Ithaqua</wikidot:authorName>				<wikidot:authorUserId>157757</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi, Kaedrin</p> <p>It occurred to me to try to work around the SR bug by:</p> <p>a) figuring out how much the warlock's SR roll would be reduced by the engine, e.g., Level/2 if no other factors apply,<br /> b) creating an EffectiveSpellResistanceDecrease effect on the target, reducing the target's SR by the same amount as the warlock's SR roll is being reduced just before making the spell resistance check, thus cancelling out the effect of the SR roll reduction,<br /> c) removing the EffectiveSpellResistanceDecrease effect before exiting the routine.</p> <p>I tested this by altering your GetEldritchBlastDmg routine in nw_i0_invocatns.nss, then recompiling nw_s0_ieldblast.nss. I went into Vordan's Hero Creator, created an 18th level warlock, and ran her up against an Erinyes (SR20). Sure enough, the Erinyes failed 10 out of 10 SR checks against the plain vanilla eldritch blast, which is right. I commented out the changes to the code (all four lines worth), recompiled the code, and this time the Erinyes made 6 out of 10 SR checks. So there's some evidence that this works, although I was very simplistic about it and didn't do anything other than a level/2 adjustment in the one routine, and added complexity may ruin the whole approach.</p> <p>However, you may have noticed a subtle order of operations error, in that I changed the code before doing the base case test. The trouble is that the SR check isn't made on any but the first attack that hits, and I can't verify that it isn't something I did that causes it. I went to the extreme of removing the entire override folder from the My Documents\Neverwinter Nights 2 directory and of course checking the program files override folder, which was empty, and the SR check still isn't made on any but the first attack. This is true even for non plain vanilla blasts - bewitching blasts and so on - where I've never opened the source code at all. Of course I was exiting the game entirely, then restarting, as I progressively removed more and more stuff, eventually rebooting Vista altogether after removing the override folder.</p> <p>I also ran a 12th level warlock up against the Erinyes, which should knock the Erinyes' SR down by six, thinking that maybe what was happening was that the effect wasn't being removed, so the Erinyes SR was being driven down to zero, causing the SR check not to print anything out. If this was what was happening, I should have gotten three SR checks printed out before no more occurred, but it was still only one SR check, then no more.</p> <p>The "Failed 10 out of 10 SR Checks" applies only to those blasts for which there was an SR check reported in the little window, to clarify a point.</p> <p>OTOH, my expectation is that many people have thought of this approach before me, and it doesn't work for some reason.</p> <p>So, two questions - do you know why this approach wouldn't work, and can you or anyone else verify whether the SR checks work as they now do on my machine, or whether I'm somehow hoist by my own petard? Or give any other advice?</p> <p>Here's the added code, just in case my description of the approach wasn't so clear:</p> <p>int DeltaCasterLevel = nCasterLevel - nCasterLevel / 2;<br /> effect AdjSRDown = EffectSpellResistanceDecrease(DeltaCasterLevel);<br /> ApplyEffectToObject(DURATION_TYPE_PERMANENT,AdjSRDown,oTarget);</p> <p>{ big if statement with MyResistSpell in it}</p> <p>RemoveSpecificEffect(EFFECT_TYPE_SPELL_RESISTANCE_DECREASE, oTarget);</p> <p>Just to make crystal clear, this is NOT a request for debugging help, just for verification of how the SR checks work, and also for input on whether this is even an idea worth pursuing.</p> <p>Thanks,</p> <p>Ithaqua</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-218975</guid>
				<title>Warlock Ability Focus Feats... possible bug</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-218975/warlock-ability-focus-feats-possible-bug</link>
				<description>Looking at GetWarlockDC (cmi_ginc_spells) and the calls to it in nw_i0_invocatns, all the calls pass FALSE as the 2nd parm - which means that only the Eldritch Blast ability focus feat is used.</description>
				<pubDate>Sun, 14 Feb 2010 01:25:06 +0000</pubDate>
				<wikidot:authorName>Ithaqua</wikidot:authorName>				<wikidot:authorUserId>157757</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi, Kaedrin</p> <p>I was trying to remind myself of what the two ability focus feats (eldritch blast, invocations) actually apply to… looking at GetWarlockDC in cmi_ginc_spells and the calls to it in nw_i0_invocatns, all the calls pass FALSE as the 2nd parameter - which means that only the Eldritch Blast ability focus feat is used, both for blast damage and for will and other type saves against non-blast effects (e.g., in the draining blast, frightful blast, beshadowed blast etc. functions.) Of course, other files may contain code that effectively overrides this, but I couldn't find any.</p> <p>Thanks for checking this out…</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-218883</guid>
				<title>Possible feats</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-218883/possible-feats</link>
				<description>Hmmm</description>
				<pubDate>Sat, 13 Feb 2010 16:33:23 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Thoughts?</p> <p>Combat Focus<br /> Type of Feat: General<br /> The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness.<br /> Prerequisite: Wis 13<br /> Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of battle. The focus lasts for 10 rounds, +1 additional round per combat form feat you have and has a 3 minute cooldown on use.</p> <p>While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4.<br /> Special: A fighter can select Combat Focus as one of his fighter bonus feats.<br /> Use: Selected.</p> <p>Combat Stability<br /> Type of Feat: General<br /> When you maintain your combat focus, you become difficult to disloge. Your muscles lock into an unyielding position.<br /> Prerequisite: Combat Focus, BAB +3<br /> Benefit: You gain immunity to knockdown while you maintain your combat focus.<br /> Special: A fighter can select Combat Stability as one of his fighter bonus feats.<br /> Use: Automatic.</p> <p>Combat Defense<br /> Type of Feat: General<br /> The state of keen focus and mental discipline you attain in combat allows you to shift the focus of your defense with careful, precise maneuvers.<br /> Prerequisite: Combat Focus, Dex 13, Dodge, BAB +6<br /> Benefit: While maintaining your combat focus, you gain a +1 dodge bonus to AC.<br /> Special: A fighter can select Combat Defense as one of his fighter bonus feats.<br /> Use: Automatic.</p> <p>Combat Vigor<br /> Type of Feat: General<br /> When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow.<br /> Prerequisite: Combat Focus, BAB +9<br /> Benefit: While you maintain your combat focus, you gain regeneration 2. If you have three or more combat form feats, the benefit of this feat improves to regeneration 4.<br /> Special: A fighter can select Combat Vigor as one of his fighter bonus feats.<br /> Use: Automatic.</p> <p>Combat Awareness<br /> Type of Feat: General<br /> When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponents location.<br /> Prerequisite: Combat Focus, BAB +12<br /> Benefit: While maintaining your combat focus, you gain the benefit of the Blind-Fight feat.<br /> Special: A fighter can select Combat Awareness as one of his fighter bonus feats.<br /> Use: Automatic.</p> <p>Return to Nature<br /> Transmutation<br /> Level: Druid 7<br /> Components: V, S<br /> Range: S<br /> Target: 1 living creature<br /> Saving Throw: None<br /> Spell Resistance: Yes</p> <p>The target creature draws closer to an ideal state of nature. Arcane spellcasters and monstrous humanoids gain 1d4 negative levels when subjected to this spell. Outsiders take 1d8 magic damage per two caster levels and aberrations take 1d6 points of magic damage per caster level.</p> <p>Zone of Natural Purity<br /> Evocation<br /> Level: Druid 2<br /> Components: V, S<br /> Range: S<br /> Area: 20-ft.-radius<br /> Duration: 2 hours/level</p> <p>This spell sanctifies an area to the forces of nature. Every fey and plant creature in the area gains a +1 sacred bonus on attack rolls, damage rolls, and saving throws, while aberrations in the area take a -1 penalty on atack rolls, damage rolls, and saves.</p> <p>Scalding Touch<br /> Evocation (Fire)<br /> Level: Sorcerer/Wizard 7<br /> Components: V, S<br /> Range: Touch<br /> Saving Throw: Fortitude partial.<br /> Spell Resistance: Yes</p> <p>Your hand ignites with the white-hot fury of the sun,</p> <p>MoE</p> <p>***</p> <p>Called Shot<br /> Type of Feat: General<br /> Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.<br /> Prerequisite: BAB +3, Point Blank Shot<br /> Benefit: Your target no longer benefits from concealment for one round. This ability is instant and has a two-round cooldown.<br /> Special: A fighter can select Called Shot as one of his fighter bonus feats.<br /> Use: Automatic.</p> <p>Ranged Recall<br /> Type of Feat: General<br /> Your magical ranged attacks rarely miss.<br /> Prerequisite: Spellcraft 4, Point Blank Shot, Weapon Focus (Ranged Spell)<br /> Benefit: When you miss with a spell or spell-like ability ranged attack against a target within 30 feet, you can reroll the attack with a -5 penalty once per round.<br /> Use: Automatic.</p> <p>Power Shot line</p> <p>***</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-218805</guid>
				<title>Unseen Seer</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-218805/unseen-seer</link>
				<description>Hmm</description>
				<pubDate>Sat, 13 Feb 2010 05:28:58 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Worth adding?</p> <p>Unseen Seer</p> <p>Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her business in the same way that death is the assassin's business, and she uses her magic to help her gather other people's secrets while keeping her own.</p> <p>Requirements</p> <p>Skills: Hide 8, Search 8, Spellcraft 8, Spot 8.<br /> Spellcasting: Ability to cast 1st-level arcane spells</p> <p>Class Features</p> <p>HD: d4<br /> BAB: Medium<br /> High Saves: Will<br /> Weapon proficiency: None.<br /> Armor proficiency: None.</p> <p>Class Skills: Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Concentration, Diplomacy, Hide, Listen, Lore, Move Silently, Search, Spellcraft, and Spot.<br /> Skill points: 6 + Int modifier</p> <p>Class Abilities</p> <p>Level 1: Spellcasting Progression, Sneak Attack +1d6<br /> Level 2: Bonus Spell Slot, Silent Spell<br /> Level 3:<br /> Level 4: Sneak Attack +2d6<br /> Level 5: Bonus Spell Slot<br /> Level 6:<br /> Level 7: Sneak Attack +3d6<br /> Level 8: Bonus Spell Slot<br /> Level 9:<br /> Level 10: Sneak Attack +4d6</p> <p>Spellcasting Progression: At each Unseen Seer level, the character gains new arcane spells per day as if she had also gained a level in her chosen arcane class.</p> <p>***</p> <p>War Weaver</p> <p>By weaving together strands of pure arcane power, the war weaver becomes a force to be reckoned with on the battlefield. A war weaver can establish an eldritch tapestry among her comrades and quickly aid them with her magic.</p> <p>This is a 5 level prestige class.</p> <p>Requirements</p> <p>Skills: Lore 6.<br /> Feat: Extend Spell<br /> Spellcasting: Ability to cast 3rd-level arcane spells</p> <p>Class Features</p> <p>HD: d4<br /> BAB: Low<br /> High Saves: Will<br /> Weapon proficiency: None.<br /> Armor proficiency: None.</p> <p>Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Concentration, Diplomacy, Lore, Spellcraft, and Use Magic Device.<br /> Skill points: 2 + Int modifier</p> <p>Class Abilities</p> <p>Level 1: Spellcasting Progression, Eldritch Tapestry<br /> Level 2:<br /> Level 3:<br /> Level 4:<br /> Level 5:</p> <p>Spellcasting Progression: Beginning at 2nd level, the character gains new arcane spells per day as if she had also gained a level in her chosen arcane class.</p> <p>Eldritch Tapestry: Upon entering the class, you gain an understanding of the rudiments of the war weaver's craft. You can thread together unseen strands of life force to connect willing allies in your party into a magically resonant network known as an eldritch tapestry. You can send your spells across the life-force strands of the tapestry to your allies. Although you cast but a single spell, you can have it affect all creatures in your eldritch tapestry as if the group were a single creature. The maximum level of spell you can cast into an eldritch tapestry is equal to your war weaver level. Personal spells cannot be cast through an eldritch tapestry.</p> <p>For example, a level 2 war weaver could cast bull's strength and have it affect herself and her party members. Each of the party members would gain a +4 enhancement bonus to Strength - at the cost of a single spell, not four separate castings.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-218507</guid>
				<title>Archery</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-218507/archery</link>
				<description>Archery!</description>
				<pubDate>Fri, 12 Feb 2010 08:19:57 +0000</pubDate>
				<wikidot:authorName>blot</wikidot:authorName>								<content:encoded>
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						 <p>I seem to recall there being some improvements to archery on the way. If that's still the case perhaps it could be an idea to look into the possibility of making more feats and abilities usable by archers. A problem that I've run into when wanting to create an archer is that they simply don't get all the good stuff that fighters get. For example it would be nice if you could use crippling strike, expose weakness, smite evil, power attack etc. I think such changes, if possible, would make archers much more fun to play.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-218287</guid>
				<title>Monster Classes!  NEAT!</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-218287/monster-classes-neat</link>
				<description></description>
				<pubDate>Thu, 11 Feb 2010 14:22:38 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>								<content:encoded>
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						 <p>I've been told that auto leveling NPCs is problematic. So, I suggest, off the top of my head, Monster Classes! They already exist in classes.2da, correct? IF they don't exist then I guess three would cover the possibilities. All that would be necessary is to choose a feat at level one that acts as a grantor for a chain of feats as the monster levels. No bonus or general feats necessary, or spellbooks. I think this will make life easier for module builders.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-218240</guid>
				<title>No one claim for Wild Empathy Feat?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-218240/no-one-claim-for-wild-empathy-feat</link>
				<description>Just for druis and ranger lovers</description>
				<pubDate>Thu, 11 Feb 2010 09:41:24 +0000</pubDate>
				<wikidot:authorName>luckybastard</wikidot:authorName>								<content:encoded>
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						 <p>Wild Empathy is disable in feat.2da in NWN2, before it was Animal Empathy Skill in NWN1. Are there any way to activate o get the stuff from nwn1 to implement in nwn2, attaching scripts to the feat?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-217644</guid>
				<title>Barbish Stuff</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-217644/barbish-stuff</link>
				<description></description>
				<pubDate>Mon, 08 Feb 2010 22:14:02 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>								<content:encoded>
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						 <p>I'm vaguely thinking of Tome of Battle, Incarnum, Tattoed Monk, them two Barb PrCs with buff type spellcasting, Totem Barbarians, Rasheman, Native Americans, etc. and I'm thinking that stuff could be repurposed heavily to make a better barb, a custom one. Something a bit shaman like but more of a Primal Warrior type, based on animal spirits, high bab with buffs. I'm thinking it would be str, dex, and con based but somehow avoid the problems with MAD. Gear restrictions would be used to keep it inline with other warrior types, primarily armor restriction. I'm thinking it would be animal skin based. It wears animal parts from which to draw it's powers. Crafting would have to play a part as acquiring the skins would be part of it's survival.</p> <p>It would not be a prostelytizer or spirit conduit for others. It's connection to animal spirits is beyond words and entirely personal. It doesn't slaughter animals indescriminitly. It's more of a Native American approach of taking as little as possible on a need basis and revering the animals one kills. It's not a shape shifter or summoner. I don't see it working with multi classing.</p> <p>That's all I've got for now.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-217458</guid>
				<title>gutteral invocations requirements</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-217458/gutteral-invocations-requirements</link>
				<description></description>
				<pubDate>Sun, 07 Feb 2010 22:14:51 +0000</pubDate>
				<wikidot:authorName>Nagastra</wikidot:authorName>				<wikidot:authorUserId>426523</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey I can't use spells/abilities/invocations from the quickslot bar. I thought maybe gutteral invocations feat was automatic. So I ask how do I get it?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-217455</guid>
				<title>Keadrin class feat and spell icon pack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-217455/keadrin-class-feat-and-spell-icon-pack</link>
				<description></description>
				<pubDate>Sun, 07 Feb 2010 22:03:53 +0000</pubDate>
				<wikidot:authorName>Simon L&#039;aleph</wikidot:authorName>								<content:encoded>
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						 <p>Hi Keadrin,<br /> I'm so fond of your stuff that I'm creating a complete icon pack providing new original icons to all your classes, feats and spells.<br /> I'll upload it on the vault soon. Let me know if you're interested in a permanent integration to your stuff so we can synchronize our work.<br /> Simon</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-217105</guid>
				<title>Small favor</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-217105/small-favor</link>
				<description>polymorph</description>
				<pubDate>Sat, 06 Feb 2010 04:06:31 +0000</pubDate>
				<wikidot:authorName>Saralach</wikidot:authorName>				<wikidot:authorUserId>411290</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey K, I see you have some polymorphs. Would you mind doing the wiki update some time? I tried it a while back and wound up on the wrong page.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-217089</guid>
				<title>arcane spells</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-217089/arcane-spells</link>
				<description></description>
				<pubDate>Sat, 06 Feb 2010 01:49:41 +0000</pubDate>
				<wikidot:authorName>muffildy</wikidot:authorName>								<content:encoded>
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						 <p>So i was replaying BG2 for the umpteenth time and it got me hankering for nwn2 engine to use certain spell mechanics.<br /> Like for example:<br /> stone skin; it was a certain number of hits instead of a DR<br /> contingencies: perhaps the most useful spells ever!<br /> spell sequencers: almost as good as contingencies<br /> protection from xxxx weapons: various levels of protection for short duration<br /> Breach and similar spells: for the removal of protections…<br /> improved haste: double atk per round….why did they remove this? if they capped the atk per round at say 16 then this spell would lessen the number of monk11 splash builds.</p> <p>So out of the vast list of possible spell changes…i would say a stoneskin change would be the best and most useful since adamantite weapons are often frequently in the hands of enemies and so therefore make the spell as it is pretty useless. Perhaps change stoneskin to 8 hits, greater to 12, and premonition to 16 hits. The mechanics for it could just be stolen from mirror image.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-216563</guid>
				<title>Typo Manifest life</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-216563/typo-manifest-life</link>
				<description></description>
				<pubDate>Thu, 04 Feb 2010 03:14:51 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>there is a small typo in the manifest life paladin level 4 spell….it says cleric level 5 can also access it but i tried a cleric and it can't.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-215951</guid>
				<title>v1.40 update progress</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-215951/v1-40-update-progress</link>
				<description>Summary:</description>
				<pubDate>Tue, 02 Feb 2010 17:45:43 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>I'll be pushing a new update tonight with whatever fixes I can get done along with the correct 2da files for the MP versions.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-215895</guid>
				<title>Shadowdancer weapon proficiency</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-215895/shadowdancer-weapon-proficiency</link>
				<description></description>
				<pubDate>Tue, 02 Feb 2010 14:44:22 +0000</pubDate>
				<wikidot:authorName>sergejsvk</wikidot:authorName>				<wikidot:authorUserId>429377</wikidot:authorUserId>				<content:encoded>
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						 <p>This may sound nerdy but i find it a bit weird that Shadowdancers ge just Simple weapon proficiency.<br /> I don't know why it has been done so, i mean they aren't too powerfull or anithing and they should be proficient with rogue like weapons.</p> <p>Could you consider adding Rogue weapon proficiency to Shadowdancers, or would it mess up some requirements for other pretige classes?<br /> It is near identical to what they get in PnP, minus the Hand axe.</p> <p>And if it would make them imbalanced for some reason add the 5 perform requirement (hm… but that may mess up existing characters i beleave).</p> <p>I don't think it would make them too powerfull, it would just bring them a step closer to what they are and ad to the RP factor.<br /> I hope it isn't complicated to implement it, if you decide to.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-215555</guid>
				<title>Telthor Companion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-215555/telthor-companion</link>
				<description>curious question</description>
				<pubDate>Sun, 31 Jan 2010 21:58:52 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>This just out of curiosity but telthor companion having a low con and low life even at higher levels compared to the regular animal companion is it meant out of balance or something like that ???</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214401</guid>
				<title>Strength of Stone</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214401/strength-of-stone</link>
				<description></description>
				<pubDate>Wed, 27 Jan 2010 00:28:28 +0000</pubDate>
				<wikidot:authorName>Kyrate</wikidot:authorName>				<wikidot:authorUserId>433301</wikidot:authorUserId>				<content:encoded>
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						 <p>When I cast Strength of Stone and then cast Righteous Fury after it, SoS does not end after three rounds but ends when Fury does, giving me +12 Strength for the duration of Fury. I tested this in combat on MotB with my lvl 20 Asimar Paladin and the damage I was doing could only be done if that +12 really was applying.</p> <p>This was done in version 1.40.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214223</guid>
				<title>Hellspawned Grace</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214223/hellspawned-grace</link>
				<description>De-shifting</description>
				<pubDate>Tue, 26 Jan 2010 03:40:54 +0000</pubDate>
				<wikidot:authorName>Postosuchus</wikidot:authorName>								<content:encoded>
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						 <p>In 1.40, the hellspawned grace form shifts back to human form immediately after attacking anyone. I'm assuming from the description this is unintended.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214221</guid>
				<title>Upcoming base class discussion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214221/upcoming-base-class-discussion</link>
				<description>Speak now...</description>
				<pubDate>Tue, 26 Jan 2010 03:21:44 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm starting this thread to discuss some of the base classes that I'm looking into adding. Each one includes a section of content that will either be included at release or released later to shore up the class, depending on how balanced it is. It may not be added. It all depends on this discussion.</p> <p>I'd like to hear balance concerns, usability commentary, whether it should default to on or off for PWs, general commentary, and if it meets the goal of being a fun base class. Please speak up and say what's on your mind. I realize balance is a very subjective and tricky issue but I'd like to find a sane balance between fun, useful, and effective.</p> <p>The only two I'm set on adding are the Hexblade and the Dragonfire Adept. If the consensus is that the rest should be cut, so be it.</p> <p>Here are the links to the class description as well as the thread on my forums that deals with the specific class. While I'm open to discussing any of the classes in this thread, I'd rather keep the discussion focused on each thread so that I can keep the comments with the appropriate class.</p> <p>Let me repeat, please speak up as this is the time for it, not later.</p> <p><a href="http://nwn2customcontent.wikidot.com/artificer">Artificer</a> - <a href="http://nwn2customcontent.wikidot.com/forum/t-214216/artificer-discussion">Artificer Discussion</a></p> <p><a href="http://nwn2customcontent.wikidot.com/dark-soul2">Dark Soul2</a> (custom) - <a href="http://nwn2customcontent.wikidot.com/forum/t-214088/dark-soul-discussion">Dark Soul discussion</a></p> <p><a href="http://nwn2customcontent.wikidot.com/dragonfire-adept">Dragonfire Adept</a> - <a href="http://nwn2customcontent.wikidot.com/forum/t-214219/dragonfire-adept-discussion">Dragonfire Adept discussion</a></p> <p><a href="http://nwn2customcontent.wikidot.com/dragon-shaman">Dragon Shaman</a> - <a href="http://nwn2customcontent.wikidot.com/forum/t-214215/dragon-shaman-discussion">Dragon Shaman discussion</a></p> <p><a href="http://nwn2customcontent.wikidot.com/dread-necromancer">Dread Necromancer</a> - <a href="http://nwn2customcontent.wikidot.com/forum/t-214218/dread-necromancer-discussion">Dread Necromancer discussion</a></p> <p><a href="http://nwn2customcontent.wikidot.com/duskblade">Duskblade</a> - <a href="http://nwn2customcontent.wikidot.com/forum/t-214214/duskblade-discussion">Duskblade discussion</a></p> <p><a href="http://nwn2customcontent.wikidot.com/hexblade">Hexblade</a> - <a href="http://nwn2customcontent.wikidot.com/forum/t-214107/hexblade-discussion">Hexblade discussion</a></p> <p><a href="http://nwn2customcontent.wikidot.com/primal-fury">Primal Fury</a> (custom) - <a href="http://nwn2customcontent.wikidot.com/forum/t-214085/primal-fury-discussion">Primal Fury discussion</a></p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214219</guid>
				<title>Dragonfire Adept discussion.</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214219/dragonfire-adept-discussion</link>
				<description>Discussion about the DFA</description>
				<pubDate>Tue, 26 Jan 2010 02:48:21 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>The <a href="http://nwn2customcontent.wikidot.com/dragonfire-adept">Dragonfire Adept</a> will be one of my GUI based casters. It includes a section of content that will either be included at release or released later to shore up the class, depending on how balanced it is. It may not be added. It all depends on this discussion.</p> <p>I'd like to hear balance concerns, usability commentary, whether it should default to on or off for PWs, general commentary, and if it meets the goal of being a fun base class. Please speak up and say what's on your mind. I realize balance is a very subjective and tricky issue but I'd like to find a sane balance between fun, useful, and effective.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214218</guid>
				<title>Dread Necromancer discussion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214218/dread-necromancer-discussion</link>
				<description>Discussion about the DN.</description>
				<pubDate>Tue, 26 Jan 2010 02:47:18 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>The <a href="http://nwn2customcontent.wikidot.com/dread-necromancer">Dread Necromancer</a> will be one of my GUI based casters. It includes a section of content that will either be included at release or released later to shore up the class, depending on how balanced it is. It may not be added. It all depends on this discussion.</p> <p>I'd like to hear balance concerns, usability commentary, whether it should default to on or off for PWs, general commentary, and if it meets the goal of being a fun base class. Please speak up and say what's on your mind. I realize balance is a very subjective and tricky issue but I'd like to find a sane balance between fun, useful, and effective.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214216</guid>
				<title>Artificer discussion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214216/artificer-discussion</link>
				<description>Discussion about the artificer.</description>
				<pubDate>Tue, 26 Jan 2010 02:45:17 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>The <a href="http://nwn2customcontent.wikidot.com/artificer">Artificer</a> will be one of my GUI based casters. It includes a section of content that will either be included at release or released later to shore up the class, depending on how balanced it is. It may not be added. It all depends on this discussion. This class will come paired with the Warforged race.</p> <p>I'd like to hear balance concerns, usability commentary, whether it should default to on or off for PWs, general commentary, and if it meets the goal of being a fun base class. Please speak up and say what's on your mind. I realize balance is a very subjective and tricky issue but I'd like to find a sane balance between fun, useful, and effective.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214215</guid>
				<title>Dragon Shaman discussion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214215/dragon-shaman-discussion</link>
				<description>Discussion about the Dragon Shaman</description>
				<pubDate>Tue, 26 Jan 2010 02:42:52 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>The <a href="http://nwn2customcontent.wikidot.com/dragon-shaman">Dragon Shaman</a> will be one of my GUI based casters. It includes a section of content that will either be included at release or released later to shore up the class, depending on how balanced it is. It may not be added. It all depends on this discussion. The Dragon Shaman will have access to the <a href="http://nwn2customcontent.wikidot.com/dragon-lord">Dragon Lord</a> prestige class.</p> <p>I'd like to hear balance concerns, usability commentary, whether it should default to on or off for PWs, general commentary, and if it meets the goal of being a fun base class. Please speak up and say what's on your mind. I realize balance is a very subjective and tricky issue but I'd like to find a sane balance between fun, useful, and effective.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214214</guid>
				<title>Duskblade discussion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214214/duskblade-discussion</link>
				<description>Discussion about the duskblade.</description>
				<pubDate>Tue, 26 Jan 2010 02:41:12 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>The <a href="http://nwn2customcontent.wikidot.com/duskblade">Duskblade</a> will be one of my GUI based casters. It includes a section of content that will either be included at release or released later to shore up the class, depending on how balanced it is. It may not be added. It all depends on this discussion.</p> <p>I'd like to hear balance concerns, usability commentary, whether it should default to on or off for PWs, general commentary, and if it meets the goal of being a fun base class. It has special access to the Arcane Duelist class. I realize balance is a very subjective and tricky issue but I'd like to find a sane balance between fun, useful, and effective.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214213</guid>
				<title>stupid question about telthor</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214213/stupid-question-about-telthor</link>
				<description></description>
				<pubDate>Tue, 26 Jan 2010 02:40:34 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>is telthor companion concelead and has concelement ?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214107</guid>
				<title>Hexblade discussion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214107/hexblade-discussion</link>
				<description>Discussion of the Hexblade.</description>
				<pubDate>Mon, 25 Jan 2010 18:31:55 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>The <a href="http://nwn2customcontent.wikidot.com/hexblade">Hexblade</a> will be the first of my GUI based casters to hit the field. The page has been updated with the description from pen and paper as well as the actual designers suggestions for improvement. It includes a section of content that will either be included at release or released later to shore up the class, depending on how balanced it is.</p> <p>I'd like to hear balance concerns, usability commentary, whether it should default to on or off for PWs, general commentary, and if it meets the goal of being a fun melee-caster with a focus on debuffing. It has special access to the <a href="http://nwn2customcontent.wikidot.com/arcane-duelist">Arcane Duelist</a> class and has multiple stacking ways to debuff an enemy. I realize balance is a very subjective and tricky issue but I'd like to find a sane balance between fun, useful, and effective.</p> <p>Class debuffs: Hexblade's Curse, Dark companion<br /> Feat debuffs: Dreadful Wrath, Demoralize Opponent<br /> Alternate debuffs: Bard's Curse Song, Blackguard's Aura of Despair (including the epic feat upgrade).</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214088</guid>
				<title>Dark Soul discussion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214088/dark-soul-discussion</link>
				<description>Discussion of the Dark Soul.</description>
				<pubDate>Mon, 25 Jan 2010 17:37:32 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>The <a href="http://nwn2customcontent.wikidot.com/dark-soul2">Dark Soul</a> is a bit of an odd class. It's meant to be a more martial take on a light/high damage fighter while offering a dark spin on it similar to blackguard. Compared to pen and paper it's power level is roughly around the martial classes of tome of battle so I don't believe it has gone too far in any direction.</p> <p>The class has to balance the use of it's activated abilities as while they offer solid bonuses, they also come with penalties. They also have a variety of auras they can use to switch to adapt to combat in a fluid manner while bringing special strikes to bear that have long cooldowns. Their health is a constant concern due to their abilities damaging them, the enemy damaging them, and the fact that healing magic doesn't work on them. They must rely on a mix of regen, damage reduction, healing kits, and a clever use of the strikes to stay alive.</p> <p>It currently has two "companions" (one is feat based that can be turned off separately from the class) which <strong>is</strong> without a doubt too strong since each scales with character level. If need be, I'm willing to add cmi_options to limit either companion as well as swap which companion the class gets by default (such as moving the rogue companion to the feat and the tank to the basic class).</p> <p>I'd like to hear balance concerns, usability commentary, whether it should default to on or off for PWs, general commentary, and if it meets the goal of being a "fun tactical clicky guy" that isn't just swinging away till something is dead. Please keep in mind that the class <strong>may not take levels in any other class or prestige class</strong> as a way to prevent character-building exploits/abuse. It's meant to be a solid, fun package from 1 to 30. I realize balance is a very subjective and tricky issue but I'd like to find a sane balance between fun, useful, and effective.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-214085</guid>
				<title>Primal Fury discussion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-214085/primal-fury-discussion</link>
				<description>Discussion about the primal fury...</description>
				<pubDate>Mon, 25 Jan 2010 17:24:36 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>The <a href="http://nwn2customcontent.wikidot.com/primal-fury">Primal Fury</a> has received a small balance/tweak pass and the changes are in bold. The purpose of the class is to be a "better barbarian" than a barbarian while offering tactical combat options and a choice on how to fight (the stances). Compared to pen and paper it's power level is between the barbarian and the martial classes of tome of battle so I don't believe it has gone too far in any direction.</p> <p>I'd like to hear balance concerns, usability commentary, whether it should default to on or off for PWs, general commentary, and if it meets the goal of being a "fun melee" that isn't just swinging away till something is dead. Please keep in mind that the class <strong>may not take levels in any other class or prestige class</strong> as a way to prevent character-building exploits/abuse. It's meant to be a solid, fun package from 1 to 30. I realize balance is a very subjective and tricky issue but I'd like to find a sane balance between fun, useful, and effective.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-213581</guid>
				<title>Paladin and Holy Mount</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-213581/paladin-and-holy-mount</link>
				<description>Pala 26/4 ranger</description>
				<pubDate>Sat, 23 Jan 2010 02:46:56 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>This build will be perfected in 1.40 releases for more paladin spells for animal companion</p> <p>alignment lawful good<br /> skills: 33 tumble, 33 concentration, 33 diplomacy, 8 in spellcraft<br /> deity: kelemvor</p> <p>yuanti</p> <p>stats</p> <p>str: 14<br /> dex: 12<br /> int: 14<br /> wis: 14<br /> cha 18 +7 = (25)</p> <p>1: Paladin feat:power attack<br /> 2: Ranger<br /> 3: Paladin: extra smite<br /> 4: Ranger<br /> 5: Paladin<br /> 6: Ranger dinausaur companion<br /> 7: Paladin<br /> 8: Paladin<br /> 9: Paladin feat:natural bond<br /> 10: Paladin<br /> 11: Paladin<br /> 12: pala devoted tracker<br /> 13: pala<br /> 14:pala<br /> 15: pala practiced spellcaster paladin<br /> 16: pala<br /> 17: pala<br /> 18: pala improve natural bond<br /> 19: pala<br /> 20: pala<br /> 21: pala divine might<br /> 22: pala<br /> 23: pala divine shield<br /> 24: pala<br /> 25: pala sanctify strike<br /> 26: pala<br /> 27: pala extend spell (replace with protection devotion),divine vigor<br /> 28: pala<br /> 29: pala practical extend spell (replace with law devotion)<br /> 30: pala great smite 1 (replace with good devotion)</p> <p>let me know what you think!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-213465</guid>
				<title>Lythari Champion</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-213465/lythari-champion</link>
				<description>&quot;Soon&quot;</description>
				<pubDate>Fri, 22 Jan 2010 18:42:34 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Race: Lythari<br /> Classes: Silver Wolf 8/Warshaper 4/Anointed Knight 8/MoMF 10</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-213392</guid>
				<title>Crazy Hypothesis: More Multiclassing Restrictions</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-213392/crazy-hypothesis:more-multiclassing-restrictions</link>
				<description>Let us use our imagination to step on that Pirate/Cowboy/Monk&#039;s toes...</description>
				<pubDate>Fri, 22 Jan 2010 13:07:39 +0000</pubDate>
				<wikidot:authorName>Demeanor</wikidot:authorName>				<wikidot:authorUserId>248494</wikidot:authorUserId>				<content:encoded>
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						 <p>I know I'm definitely going overboard with this, but like Kaedrin justly said:</p> <p>"First…let us imagine a lush world where players actually try to make builds around themes and ideas and not try to jam half a dragon, half a fiend, kung fu skills out of the matrix, and "the glow" from the Last Dragon when they move their hands do to how many attacks with chopsticks they can get into a build.</p> <p>Now lets further stretch the absurd into the realm of totally unbelievable (ie, "a wizard did it") and assume that said theme is actually a monk who managed to make it to level 21 (as a monk mind you *slap* for that dumb thought to throw in cowboy and pirate).</p> <p>What kind of feats would such epic monks (singular in the existance of man?) like to see?"</p> <p>I do not know wheter the pnp handbooks pose more restrictions on multiclassing than NWN and NWN2 do (as always, bear with me as a pnp illiterate), but I have always though players have too much freedom with builds since 3rd edition crpgs. Sure, a lot of possible builds do not make any sense, but there are cases where the synergies between class abilities can be shamefully exploited to rack up DPS and whatnot completely disregarding a credible personal background for the character (I always remind myself that these are ROLE playing games, and a Barbarian/Monk, Paladin/Blackguard etc do not seem like credible roles to me). So I guess it would be a cliché like "back in the days we played Baldur's Gate 2, where you had to stick to a definite path…"</p> <p>What if someone introduced additional multiclassing restrictions on PrCs (or even base classes)? Something like this: a player MUST decide on a single base class at lvl 1 (this is a fact), then this class usually can evolve into several PrC (that hopefully make sense) to add different flavours, so it should be allowed to mix certain classes to achieve that PrC, but say, taking a class from that PrC could negate any progressions in another class that does not fit that role.<br /> Example: I choose a Monk at lvl 1. There exists a Monk PrC that mixes Cleric and Monk. Since this PrC exists and makes sense, I take some levels of cleric and can take my PrC advancing both (monk and cleric, but not as good in either areas as a full monk or cleric). But say, when taking the PrC I would lock out other PrCs/base classes who do not fit this profile, like bard, or druid, or pirate, or Ghost Faced Killer.</p> <p>Of course people can say: you do not like those combinations, do not use them - and I don't, even in single player. But if such rules were in place also for multiplayer maybe a content creator would not refuse to create new content for that Dragon Disciple, or that Monk, because the new abilities could not be overly exploited by certain builds (and the PrCs would belong to characters more in line with their class description, btw - do exploiters ever read them I wonder?). I imagine certain abilities could be strenghtened, some classes could become more unique, they would have more definite strong and bad points (saving throws, ability to cast certain magic spells etc).</p> <p>Again, do not take this as a realistic suggestion, but I would like to know what you people think about a NWN2 that is more in line with role-playing the classes and the spirit of D&amp;D 2E, all of this achieved through hypothetical additional restrictions on multiclassing.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-213332</guid>
				<title>Misery Stone</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-213332/misery-stone</link>
				<description>WARNING!</description>
				<pubDate>Fri, 22 Jan 2010 04:11:41 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Do NOT under any circumstances use my content (or any pack that includes my content) with Misery Stone. Even though you see my PrCs at the character creation screen, you WILL screw up your game experience if you do. There are conflicts between the 2da files and making a compatible version would mean a whole new 500 meg hak file.</p> <p>Rename your override and enjoy Misery Stone as it was meant to be played.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-213296</guid>
				<title>Swiftblade: do bard spell levels count?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-213296/swiftblade:do-bard-spell-levels-count</link>
				<description>Do bard spell levels count as &quot;Arcane&quot; to meet swiftblade conditions?</description>
				<pubDate>Fri, 22 Jan 2010 00:42:33 +0000</pubDate>
				<wikidot:authorName>Ben Nicholson</wikidot:authorName>				<wikidot:authorUserId>411758</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm thinking about starting a new game to try out the Swiftblade PrC; it looks like fun. As one of the conditions is Arcane Casting Level 3, do Bard spell levels count towards meeting this condition?</p> <p>As for Swiftblade Arcane Spellcasting Progression, would this mean that my character could continue to gain Bard spells on levelling-up?</p> <p>I'd prefer to play as a Bard rather than Wizard or Sorceror.</p> <p>Thanks!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-213177</guid>
				<title>intuitive attack or zen archery</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-213177/intuitive-attack-or-zen-archery</link>
				<description></description>
				<pubDate>Thu, 21 Jan 2010 18:10:08 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>does any of these two feats work for warlock either ranged or glaive invocations? has anyone tried it?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-213060</guid>
				<title>Daggerspell Shaper Questions</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-213060/daggerspell-shaper-questions</link>
				<description></description>
				<pubDate>Thu, 21 Jan 2010 03:46:58 +0000</pubDate>
				<wikidot:authorName>TallMike</wikidot:authorName>								<content:encoded>
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						 <p>I am trying to plan out a build with Ninja, Druid, Nature's Warrior, and Daggerspell Shaper. I have a few questions about the Daggerspell Shaper's Dagger Claws, but I don't currently have a computer that can run Neverwinter Nights 2, so I can't find the answers myself. First, does the wildshaped form only benefit from the right handed dagger? I thought in PnP they received benefits to each hand. Also, what enhancements transfer to the wildshaped form? Do all magical properties transfer (keen, flaming, etc.) or is it only the enhancement bonus?</p> <p>For reference, here is the site that I was looking at for PnP info on the shaper.<br /> <a href="http://kahdnd.pbworks.com/Daggerspell-Shaper">http://kahdnd.pbworks.com/Daggerspell-Shaper</a><br /> Thanks!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-213046</guid>
				<title>v1.39.6</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-213046/v1-39-6</link>
				<description>...</description>
				<pubDate>Thu, 21 Jan 2010 01:48:41 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Last call for bugs…</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-212922</guid>
				<title>Drow Swiftblade Singer</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-212922/drow-swiftblade-singer</link>
				<description>This build has a BAB high enough to net all 6 attacks at 30, while also maintaining 9th level spells.</description>
				<pubDate>Wed, 20 Jan 2010 16:51:04 +0000</pubDate>
				<wikidot:authorName>Malos</wikidot:authorName>								<content:encoded>
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						 <p><strong>Race:</strong> Drow<br /> <strong>Alignment:</strong> Any<br /> <strong>Diety:</strong> Any</p> <p><strong><span style="text-decoration: underline;">Starting Stats</span></strong><br /> <tt>STR 8<br /> DEX 18<br /> CON 12<br /> INT 20<br /> WIS 8<br /> CHA 10</tt></p> <hr /> <p>1st - Swashbuckler - <strong>Feat:</strong> Weapon Focus (Rapier)<br /> 2nd - Wizard<br /> 3rd - Swashbuckler - <strong>Feat:</strong> Combat Expertise<br /> 4th - Wizard<br /> 5th - Swashbuckler<br /> 6th - Wizard - <strong>Feat:</strong> Dodge<br /> 7th - Wizard<br /> 8th - Wizard - <strong>Feat:</strong> Combat Casting<br /> 9th - Bladesinger - <strong>Feat:</strong> Extend Spell<br /> 10th - Bladesinger<br /> 11th - Swiftblade<br /> 12th - Swiftblade - <strong>Feat:</strong> Improved Critical (Rapier)<br /> 13th - Swiftblade<br /> 14th - Swiftblade<br /> 15th - Swiftblade - <strong>Feat:</strong> Blind-fight (or Practiced Spellcaster (Wizard), your choice)<br /> 16th - Swiftblade<br /> 17th - Swiftblade<br /> 18th - Swiftblade - <strong>Feat:</strong> Persistent Spell<br /> 19th - Swiftblade<br /> 20th - Swiftblade<br /> 21st - Bladesinger - <strong>Feat:</strong> Epic Prowess<br /> 22nd - Bladesinger<br /> 23rd - Bladesinger - <strong>Feat:</strong> Combat Insight<br /> 24th - Bladesinger<br /> 25th - Bladesinger - <strong>Feat:</strong> Great Intelligence (+1)<br /> 26th - Bladesinger<br /> 27th - Bladesinger - <strong>Feat:</strong> Great Intelligence (+2)<br /> 28th - Bladesinger<br /> 29th - Wizard - <strong>Feat:</strong> Great Intelligence (+3) (or Epic Spell, your choice)<br /> 30th - Wizard</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-212897</guid>
				<title>Swiftblade duelist concept.</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-212897/swiftblade-duelist-concept</link>
				<description></description>
				<pubDate>Wed, 20 Jan 2010 15:29:10 +0000</pubDate>
				<wikidot:authorName>sergejsvk</wikidot:authorName>				<wikidot:authorUserId>429377</wikidot:authorUserId>				<content:encoded>
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						 <p>Well i started plaing nwn2 late december (played nwn1 and some pnp befor) and found this pack this year. First thought after seeing the classes was, "What no precision damage?".<br /> So whit a joyfull glee (after being pointed to the nwn2 builder) i started throwing togather an elegant fighter, that could poke constructs to ruin, after a long line of brute smashers.</p> <p>Here he is in 4 variants, but same class selection (race and magic items are quite defining here):</p> <p><strong>Quicksting</strong><br /> Swashbuckler (5), Wizard (5), Swiftblade (10), Duelist (10)</p> <p>Human, moon,sun elf , drow, Yuan-ti races.</p> <p>The top end variant is Swiftscale +12:</p> <p>I made this with pvm in mind.<br /> This is a ligh lvl variant of my other buids, so it is best to start at lvl 20+ (lvl23 bestest) in modules, MotB.<br /> Posible to play it 1-30 whitout xp penalty (8 str sux tho at early game, -1 dmg mod)<br /> Tried to max the build out, bring most out of it.</p> <p>Race: Yuan-ti Pureblood<br /> Alignment: Neutral<br /> Deity: Shaundakul<br /> Background: Veteran<br /> Hit Points: 320<br /> Armor: 31<br /> Spell Resistance: 41</p> <p>Attributes:<br /> (8)8 Strength, (20)30 Dexterity, (14)14 Constitution, (18)18 Intelligence, (8)8 Wisdom, (10)10 Charisma</p> <p>Base Attack Bonus: 27<br /> Melee Attack Bonus: 13<br /> Main Hand: 40 / 35 / 30 / 25 / 20 / 15</p> <p>Saving Throws<br /> Fortitude 15<br /> Reflex 32<br /> Will 15<br /> Spells 6</p> <p>Spellcasting<br /> Arcane Caster Level 15<br /> Arcane Spell Level 6</p> <p>Skillpoints<br /> 254</p> <p>Other variants:<br /> <a href="http://nwn2db.com/build.php?id=16202&amp;version=1">http://nwn2db.com/build.php?id=16202&amp;version=1</a> - base Quicksting<br /> <a href="http://nwn2db.com/build.php?id=16590&amp;version=1">http://nwn2db.com/build.php?id=16590&amp;version=1</a> - drow RP Darksting of Sune<br /> <a href="http://nwn2db.com/build.php?id=16538&amp;version=1">http://nwn2db.com/build.php?id=16538&amp;version=1</a> - Swiftscale for +8 items<br /> <a href="http://nwn2db.com/build.php?id=16712&amp;version=1">http://nwn2db.com/build.php?id=16712&amp;version=1</a> - Swiftscale +12</p> <p>With +12 stats, +8 items<br /> <strong>AB:</strong><br /> AB = 27 + 16(dex) + 1(prow) + 2(swift) + 8(weapon enh) + 1(Haste) - 3(expertise) + 4(gheroism) {+ 2(heroism)} = <strong>56 {58}</strong></p> <p><strong>Damage:</strong><br /> Damage (+8 rapier) = 1d6(rapier) + 10(insight) + 10(insstrike) + 2d6(duelist) + 2d6(Swift) + 1d6(deaddef) + 8(enh) = 6d6 + 28 + 2d6(flourish)/12 sec</p> <p>Max posible damage/hit = 76<br /> 1d6 = 3.5 dmg avg.<br /> 3.5x6 + 28 = 49 - one avg. hit dmg</p> <p>non flourish 7 hits (allways haste) - 49 x 7 = 343 dmg avg.<br /> flourish round 7 hits - 343 + 7 = 350 dmg avg.</p> <p>So if all swings hit 346 avg. damage/round</p> <p>Threat range 15-20/x2, self buff keen. (maxposible crit 100 i think)</p> <p><strong>AC:</strong><br /> AC = 10(base) + 1(Luck) + 1(YT) + 16(dex) + 10(canydef) + 2(swift) + 3(tumble) + 7(nature) + 8(defl) + 8(armorenh) + 5(boots) + 13(elaborexpertise) + 1(haste) + 4(shieldspel) {+ 1(dodge) + 1(Swbdodge) vs. curent target} = <strong>89 {91}</strong> +7AC(max 8 miror images) = <strong>98</strong></p> <p>So with +12 stat items it could be 98 AC vs current target and 50% concealment.</p> <p>Don't know when he hits the dodge cap but… the AC looks insane.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-212804</guid>
				<title>New Ranger spells</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-212804/new-ranger-spells</link>
				<description>yeah yeah, you believe me...</description>
				<pubDate>Wed, 20 Jan 2010 03:53:01 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>I finally ironed out a "top 10" list of ranger spells to add.</p> <p>1. Halo of Sand - Level 2 Ranger spell that adds +4 Deflection AC for 10 min/level.<br /> 2. Skin of the Cactus - Level 3 Ranger spell that adds +5 Natural AC and 1d6 piercing damage shield for 10 min/level.<br /> 3. Briar Web - Level 2 Ranger spell that is Entangle with no save/SR check and deals 6 points of damage per round while inside.<br /> 4. Lesser Aura of Cold - Level 4 Ranger spell that is a cold version of Aura of the Sun.<br /> 5. Embrace the Wild - Level 1 Ranger spell that grants Low-Light, Blind-Fighting, +2 Spot/Listen for 10 min/level.<br /> 6. Animal Growth - Level 4 Ranger spell (for the companion) that adds +8 Str, +4 Con, -2 Dex, +4 Saves, and DR 10/Magic for 1 minute/level.<br /> 7. Trip Vine - Level 2 Ranger spell that affects a 30' area, causing all creatures entering/within to make a reflex save or be knocked down each round. 3 minute duration.<br /> 8. Linked Perception - Level 1 Ranger spell that adds +2 Spot/Listen per ally in the party when cast for 1 minute/level.<br /> 9. Hawkeye - Level 1 Ranger spell that adds +5 Spot, +1 Ranged AB for 1 hour/level.<br /> 10. Enrage Animal - Level 1 Ranger spell that enrages your Animal Companion with the Whirlwind Frenzy rage variant and no fatigue (gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round.)</p> <p>x. Blessed Aim - Level 3 Ranger spell that adds +2 AB with ranged weapons to the party for 1 minute/level. (Added in 1.39.6)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-212796</guid>
				<title>Warlock questions</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-212796/warlock-questions</link>
				<description>Need more input.</description>
				<pubDate>Wed, 20 Jan 2010 02:56:01 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Can anyone <strong>confirm</strong> any of these? Ie, has tested and knows for SURE that these are true.</p> <ol> <li>Ranged touch attack benefits from Dex</li> <li>Melee touch attack (Eld Glaive) benefits from Str</li> <li>Weapon Finesse works for Melee Touch Attacks (Eld Glaive)</li> <li>Intuitive Attack works for Touch Attacks (either Eld Glaive or any ranged blast)</li> </ol> <p>Are there any other AB issues Warlocks suffer?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-212793</guid>
				<title>Epic Monks</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-212793/epic-monks</link>
				<description>The man, the myth.</description>
				<pubDate>Wed, 20 Jan 2010 02:45:09 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Epic Monks:</p> <p>First… let us imagine a lush world where players actually try to make builds around themes and ideas and not try to jam half a dragon, half a fiend, kung fu skills out of the matrix, and "the glow" from the Last Dragon when they move their hands do to how many attacks with chopsticks they can get into a build.</p> <p>Now lets further stretch the absurd into the realm of totally unbelievable (ie, "a wizard did it") and assume that said theme is actually a monk who managed to make it to level 21 (as a monk mind you *slap* for that dumb thought to throw in cowboy and pirate).</p> <p>What kind of feats would such epic monks (singular in the existance of man?) like to see?</p> <p>Something that builds on the abilities they have or branches them into the "transcendent outsiders" they become at 20th with Perfect self.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-212677</guid>
				<title>Spellcasting Prodigy</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-212677/spellcasting-prodigy</link>
				<description></description>
				<pubDate>Tue, 19 Jan 2010 16:17:37 +0000</pubDate>
				<wikidot:authorName>Thunderbane</wikidot:authorName>								<content:encoded>
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						 <p>What is Spellcasting Prodigy??</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-212528</guid>
				<title>Word of Changing Bug</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-212528/word-of-changing-bug</link>
				<description>Gutteral Invocations</description>
				<pubDate>Mon, 18 Jan 2010 22:44:02 +0000</pubDate>
				<wikidot:authorName>BenRGamer</wikidot:authorName>								<content:encoded>
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						 <p>Okay, despite that I thought it was working just after the 1.39.5 update… it appears Gutteral Invocations doesn't work with it at all. Though it works with Hellspawned Grace.</p> <p>I even went so far as to redownload/reinstall 1.39.5, but it still doesn't work with WoC for some reason.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-212161</guid>
				<title>New Year: New Requests</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-212161/new-year:new-requests</link>
				<description>Top 10</description>
				<pubDate>Sun, 17 Jan 2010 21:14:28 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>What are the top 10 things you would like to see added to NWN2? Keep it realistic as there is only so much I can do with it. ;)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-212117</guid>
				<title>sanctify strike</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-212117/sanctify-strike</link>
				<description></description>
				<pubDate>Sun, 17 Jan 2010 19:07:29 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>does sanctify strike stack with divine might and spirit of combat?<br /> i know there was a thread about this months ago but left unanswered before.<br /> it was mentioned divine might doesn't stack with blessing of champion and weapon of the sacred flame but not the question above.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-211963</guid>
				<title>Wildshape</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-211963/wildshape</link>
				<description>Tiers...</description>
				<pubDate>Sun, 17 Jan 2010 05:25:38 +0000</pubDate>
				<wikidot:authorName>purtellfr</wikidot:authorName>				<wikidot:authorUserId>281510</wikidot:authorUserId>				<content:encoded>
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						 <p>That means that now if a server like Trinity, uses your Pack all equipment merges now, since you added the tiers.</p> <p>What bonuses transfers; I know about AC but what else…<br /> Looked on Wikia and they talked about Skill bonuses, elemental resistance bonuses.</p> <p>For example if I have a +8 str helmet does that transfer too. All bonuses basically but only the highest of the same type.<br /> A +2AC shield and a +3AC armor only gives me +3AC not +5AC, got that part right.</p> <p>So now with the tiers I can put enchantments on bracers and all but cloaks only apply to dragons if I remember right.</p> <p>Just trying to get clarification on this.</p> <p>Thanks</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-211890</guid>
				<title>My Second Warlock Build</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-211890/my-second-warlock-build</link>
				<description>W147/R3/HW3/DM10</description>
				<pubDate>Sat, 16 Jan 2010 23:36:09 +0000</pubDate>
				<wikidot:authorName>BenRGamer</wikidot:authorName>								<content:encoded>
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						 <p>This is an (untested) build I came up with, I was wondering if I could make a Warlock Daggerspell Mage, this one takes advantage of Sneak Attack working on Eldritch Blast (and eventually Eldritch Glaive).</p> <p>Stats: 10, 15, 14, 12, 14, 14</p> <p>1. Warlock 1, Feats: Two-Weapon Fighting, Free Feat<br /> 2. Warlock 2<br /> 3. Warlock 3, Feats: Weapon Focus (Dagger)<br /> 4. Warlock 4, Cha 15<br /> 5. Warlock 5<br /> X6. Rogue 1, Sneak Attack 1d6, Feats: Free Feat<br /> X7. Rogue 2<br /> X8. Daggerspell Mage 1, Cha 16<br /> 9. Daggerspell Mage 2, Feats: Practiced Invoker<br /> 10. Daggerspell Mage 3, Sneak Attack 2d6<br /> 11. Daggerspell Mage 4<br /> 12. Daggerspell Mage 5, Cha 17. Feats: Free<br /> 13. Daggerspell Mage 6, Sneak Attack 3d6<br /> 14. Daggerspell Mage 7<br /> 15. Daggerspell Mage 8, Feats: Free<br /> 16. Daggerspell Mage 9, Cha 18, Sneak Attack 4d6<br /> 17. Daggerspell Mage 10<br /> 18. Hellfire Warlock, Feats: Free<br /> 19. Hellfire Warlock<br /> 20. Hellfire Warlock, Cha 19<br /> 21. Warlock, Feats: Free<br /> 22. Warlock<br /> 23. Warlock, Feats: Free<br /> 24. Rogue, Cha 20, Sneak Attack 5d6<br /> 25. Warlock, Feats: Free<br /> 26. Warlock<br /> 27. Warlock, Feats: Free<br /> 28. Warlock, Cha 21<br /> 29. Warlock, Feats: Free<br /> 30. Warlock</p> <p>Here's a rundown of the best possible Eldritch Blast Die.</p> <p>12d6 Base Blast Die<br /> +2d6 Practiced Invoker<br /> +2d6 Greater Chausible<br /> +4d6 Epic Eldritch Blast (It's possible to take it on every epic feat level except the first)<br /> +5d6 Sneak Attack Die<br /> +6d6 Hellfire Blast</p> <hr /> <p>31d6 (Max 186, Avg 93) on a Hellfire/Sneak Attack, 20d6 (Max 120, Avg 60) on a normal attack, 25d6 (Max 150, Avg 75) on a normal Sneak Attack, and 26d6 (Max 156, Avg 78) on a normal Hellfire Attack</p> <p>The highest maximum damage with Empower/Eldritch Master is 419, when Eldritch Sculpter comes out it'll be 540 (you lose +1d6 Epic Eldritch Blast for Eldritch Sculptor, though). Rogues, eat your heart out.</p> <p>Now, you <em>could</em> switch out Warlock levels for Rogue levels for more Sneak Attack Die, but you'd be doing nothing but exchanging Eldritch Blast Die for them, so it wouldn't be worth it.</p> <p>Any suggestions?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-211691</guid>
				<title>big problem for 1.39</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-211691/big-problem-for-1-39</link>
				<description></description>
				<pubDate>Sat, 16 Jan 2010 02:38:12 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>for single version it keeps uploading only the 1.38.5 and there is no 1.39 and i dont get any of the new warlock additions of the 1.39 ….<br /> no more version of 1.39 on that page either to upload for single player</p> 
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