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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-72513</guid>
				<title>Make weapon focus (unarmed strike) qualify for weapon master</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-72513/make-weapon-focus-unarmed-strike-qualify-for-weapon-master</link>
				<description></description>
				<pubDate>Sat, 05 Jul 2008 17:59:18 +0000</pubDate>
				<wikidot:authorName>70.152.25.218</wikidot:authorName>								<content:encoded>
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						 <p>The inability to do so is annoying (and an unarmed weapon master seems like a nice thing to try once you get the gloves as weapons system you mentioned in) and by all means a bug that should be fixed (because AFAICT Obsidan doesn't seem to care)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-72432</guid>
				<title>Purgatorio</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-72432/purgatorio</link>
				<description>News related to the Planescape module by Rogue Dao Studios</description>
				<pubDate>Sat, 05 Jul 2008 01:56:45 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm going to be doing some content work for Rogue Dao Studios to deliver nine prestige classes for Purgatorio. <a href="http://nwn2customcontent.wikidot.com/local--files/index/7of9.jpg">Seven of Nine</a> PrCs will be faction PrCs while the last two will be general classes available to anyone. I've put up a page (<a href="http://nwn2customcontent.wikidot.com/purgatorio">Purgatorio</a> link on the left side) that will eventually have the full descriptions as they are revealed. <img src="http://nwn2customcontent.wikidot.com/local--files/nav:side/RDS.ico" alt="RDS.ico" class="image" /></p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-72429</guid>
				<title>crafting ammo</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-72429/crafting-ammo</link>
				<description>when crafting regular iron stuff you get 1 instead of 99 like you should</description>
				<pubDate>Sat, 05 Jul 2008 01:24:00 +0000</pubDate>
				<wikidot:authorName>207.192.229.125</wikidot:authorName>								<content:encoded>
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						 <p>don't know if you've fixed this or not, but in one of the earlier 1.32 versions I found the following</p> <p>tested in both the OC and the JEG's training module, not tested in MotB. when using the recipe to craft a regular iron item you only get one instead of the 99 that you would get when crafting with cold iron, etc.</p> <p>to fix I just made a copy blueprint of the arrow item, deleted the comment of "1" from the item properties, named it as close to your naming convention as possible (to keep it straight for myself) and updated the crafting 2da to use the arrow blueprint I had made. This corrects the issue with arrows.</p> <p>from my testing bolts also have the same issue, so I'm thinking that all the ammo/thrown will be the same way.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-72305</guid>
				<title>happy 4th guys if your</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-72305/happy-4th-guys-if-your</link>
				<description></description>
				<pubDate>Fri, 04 Jul 2008 08:37:08 +0000</pubDate>
				<wikidot:authorName>steelfiredragon</wikidot:authorName>				<wikidot:authorUserId>42273</wikidot:authorUserId>				<content:encoded>
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						 <p>here states side of either pond</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-71776</guid>
				<title>Some stuff from Lost Empires of Faerun ...</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-71776/some-stuff-from-lost-empires-of-faerun</link>
				<description>maybe useful, maybe worthless, just FYI.</description>
				<pubDate>Wed, 02 Jul 2008 21:45:01 +0000</pubDate>
				<wikidot:authorName>Yume-kun</wikidot:authorName>				<wikidot:authorUserId>110601</wikidot:authorUserId>				<content:encoded>
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						 <p><strong>PrC: Glorious Servitor (7 level class)</strong></p> <p>Requirements:<br /> Race: Human, Aasimar or Tiefling<br /> BAB: +7<br /> Skills: Diplomacy 6, Lore 6 (PnP: replace Lore with Knowledge (Mulhorand) 6, Knowledge (Religion) 6)<br /> Feats: Godsight, Improved Turning (down at the feat list)<br /> Spellcasting: 2nd level divine spells</p> <p>HD: d8<br /> AB: Medium<br /> High Saves: Will</p> <p>Proficiencies: Shortsword, longsword, khopesh, all shields except tower shields.</p> <p>Spellcasting progression: None</p> <p>Level 1: Bestial Form, Fearlessness, Spell Resistance<br /> Level 2: Divine Shield +2, STR +1<br /> Level 3: Divine Voice, True Seeing<br /> Level 4: Divine Shield +4, STR +1 (cumulative +2)<br /> Level 5: <em>Greater Command</em>, immune to poison<br /> Level 6: Divine Shield +6, STR +1 (cumulative +3)<br /> Level 7: Divine transformation, <em>mass cure light wounds</em></p> <p>Bestial Form: the Glorious Servitor can assume animal form (PnP: per the patron deity) for 1 hour per use; can use this ability 1/day per level of Servitor.</p> <p>Fearlessness: Immune to fear</p> <p>Spell Resistance: 12+ Glorious Servitor level</p> <p>Divine Shield: deflection bonus to AC while in Bestial Form</p> <p>Divine Voice: can speak/cast spells in bestial form (PnP: only verbal; must still Still Spell/Natural spell for somatic components)</p> <p>True Seeing: per the spell, usable 1/day at character level</p> <p><em>Greater Command</em>: Usable 1/day with a caster level equal to character level</p> <p>Divine Transformation: change type to Outside(native)</p> <p><em>Mass Cure Serious wounds</em>: usable 1/day with caster level equal to character level</p> <p><strong>PrC: Sunmaster (10 level class)</strong></p> <p>Requirements:<br /> Alignment: any Lawful<br /> Skills: Lore 8 (PnP: Knowledge (History) 8, (Geography) 8, (Religion) 4, Language (Loross) 4)<br /> Feat: Servant of the Fallen (Amaunator) (explained in the Feats section)<br /> Spellcasting: 2nd level divine spells<br /> (PnP: Domains: Law and Sun)</p> <p>HD: d8<br /> AB: Medium<br /> High Saves: Fort and Will</p> <p>Proficiencies: None<br /> Spellcasting progression: Divine, full</p> <p>Level 1: Sun spells as normal cleric spells (Basically as NWN2 already treats Domain Spells)<br /> Level 2: Glaring Eyes 1/day<br /> Level 3: Fire Resistance 5<br /> Level 4: Law spells as normal cleric spells (as the Sun spells)<br /> Level 5: Glaring Eyes 2/day<br /> Level 6: Fire Resistance 10<br /> Level 7: Planning Domain<br /> Level 8: Glaring Eyes 3/day<br /> Level 9: Fire Resistance 15<br /> Level 10: Sunform</p> <p>Glaring Eyes: Spell-like ability per the Searing Light spell, cast at character level. Character cannot be blinded (or dazed by spells with the Light Descriptor)</p> <p>Sunform: Take on the form of an insubstantial ball of bright glowing light (effect as <em>daylight</em> spell for illumination) with a fly speed of 120 feet with perfect maneuver, and immunity to fire, light and air spells.<br /> While in this form, you have a melee touch attack that does 6d6 points of fire damage.<br /> Duration: 10 rounds, usable 1/day; equivalent to an 8th level spell.</p> <p><strong>Feats:</strong></p> <p>Arcane Transfiguration:<br /> Requirements: Item Reprieve, Spell Reprieve, specialist wizard level 10th or better<br /> Pick a school of magic prohibited to you by specialization. You can learn and cast spells from that school normally.<br /> Special: the Reprieve feats must match the school chosen for this feat, and it may only be chosen once.</p> <p>Channel Charge:<br /> Requirements: Use Magic Device 5, ability to cast 4th level spells<br /> When triggering an item that has charges, you can sacrifice a prepared spell or spell slot instead of using charges.<br /> The sacrificed spell (slot) must be of one level higher than the level of the desired effect from the item.<br /> Make a DC 15 UMD check; if succes: use spell slot; if failed, lose spell slot and 1 charge.</p> <p>Godsight (regional feat):<br /> Requirements: CHA 13, Human, Aasimar, Tiefling<br /> Gain the following spell-like abilities, all usable 3/day:<br /> <em>Detect evil, detect magic, detect poison, detect undead, read magic</em><br /> Caster level equals character level; may only be chosen at 1st level</p> <p>Greenbound Summoning:<br /> Requirement: ability to cast summon nature's ally<br /> All animals summoned using the required spell gain the Greenbound template.<br /> (Greenbound Template: type changes to plant, DR 10/magic &amp; slashing, Fast Healing 3, Resist Cold &amp; Electricity 10, +6 STR, +2 DEX, +4 CON, +4 CHA, +16 Move Silently/Hide in forests, CR+2, ECL+8)</p> <p>Item Reprieve:<br /> Requirements: Spell Reprieve, specialist Wizard level 5th<br /> Pick a school of magic prohibited to you by specialization. You can use magic items with abilities from that school normally.<br /> Special: the Spell Reprieve feat must match the school chosen for this feat</p> <p>Jergal's Pact:<br /> Requirements: Knowledge (History) 4, Great Fortitude<br /> +2 on all saves to resist negative levels; if the efect allws a Fortitude save to remove it, it can be attempted after 1 hour instead of the normal amount of time.</p> <p>Servant of the Fallen:<br /> Requirements: Cleric level 1st<br /> You can name a dead or forgotten god and still receive cleric spells and power; can callupon the remnants of the dead god to gain a +1 luck bonus on any one die roll once a day.</p> <p>Spell Reprieve:<br /> Requirements: Knowledge (History) 2, Specialist Wizard level 1st<br /> Choose a spell of a level you can cast, from a school prohibited to you; you can learn and prepare that spell normally.<br /> Can choose multiple times; a new spell is chosen each time.</p> <p>Trapmaster:<br /> Requirements: INT 13, Trap Sense +2<br /> Increases Trap Sense bonus by 4, adds +2 to all Disable Device checks.</p> <p>Wounding Spell (Metamagic):<br /> Requirement: Knowledge (history 4), Empower Spell<br /> Adds <em>wounding</em> property to any spell cast; raises spell slot level used by 2</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-71491</guid>
				<title>Archery Re-revisited</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-71491/archery-re-revisited</link>
				<description>Even with recent improvements, it seems much of the spirit of the craft is missing.</description>
				<pubDate>Tue, 01 Jul 2008 19:25:48 +0000</pubDate>
				<wikidot:authorName>conan2005</wikidot:authorName>				<wikidot:authorUserId>87525</wikidot:authorUserId>				<content:encoded>
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						 <p>In the real world, I am a bowhunter and enjoy spending much of my spare time in the forests of Wisconsin observing and photographing wildlife and nature in general. Naturally, I have an affinity toward Rangers. Archery focused Rangers, that is. NWN2 has had it's issues with archery that, thankfully, Kaedrin has addressed with his fletching pack and the upcoming Elemental Archer PrC, and Penetrating Shot and Swarm of Arrows feats. Seems like I'm referring people to your fletching pack weekly. Fighters currently make the best archers with access to GWF, WS, GWS, WM, and epic feats. But, the spirit of the hunter, the wild, and the devotion to the craft are lacking in the existing and upcoming classes, besides the Ranger.</p> <p>Arcane Archer and Elemental Archer are based on supernatural and spell-like abilities that just don't fit my idea of an archer. Other PrCs, like Deepwoods Sniper, Peerless Archer, and Order of the Bow Initiate have extraordinary abilities more fitting to what I'm looking for (think Rambo), but also have abilities dealing with range and cover that cannot be addressed in NWN2, at the moment. A class that uses skill, precision, and power gained by devotion and practice, instead of necromantic magic and swarms of elemental fury.</p> <p>My question: What can be done? What extraordinary abilities are possible? Would another custom PrC melding possible abilities interest more than just me? What would need to be fixed by OEI to implement said abilities?</p> <p>Some of the extraordinary abilities from various PrCs in question:</p> <p><span style="text-decoration: underline;">Deepwoods Sniper</span></p> <p>Keen Arrows (Ex) : At 1st level, all projectiles the deepwood sniper fires behave as if they were keen weapons in addition to any other properties they might possess. Thus, a normal arrow fired by a deepwood sniper has a threat range of 19-20 instead of 20. This effect does not stack with any other keen effect .</p> <p>Concealment Reduction (Ex) : When the deepwood sniper reaches 2nd level, her miss chance against opponents with concealment drops by 10%. Thus, she has a miss chance of 10% rather than 20% against an opponent with one-half concealment . Her miss chance drops by an additional 10% per four deepwood sniper levels she gains thereafter, but this ability never reduces her miss chance against any opponent below 0%.</p> <p>Projectile Improved Critical (Ex) : When the deepwood sniper reaches 2nd level, the critical damage multipliers of all her projectile weapons increase by +1. Thus, an arrow that normally deals damage x3 on a critical hit instead does damage x4 in her hands. When she reaches 7th level, these critical multipliers increase by an additional +1 .</p> <p>Take Aim (Ex) : A 4th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary target by aiming carefully.Taking aim is a full-round action, and if the target moves more than 5 feet during that period, the bonus is lost. No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 at 8th level.</p> <p><span style="text-decoration: underline;">Order of the Bow Initiate</span></p> <p>Ranged Precision (Ex): As a standard action, an initiate may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, an initiate must be within 30 feet of his target. An initiate's ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage.</p> <p>Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat the initiate's ranged precision attack as a sneak attack in all other ways.</p> <p>The initiate's bonus to damage on ranged precision attacks increases by +1d8 every two levels.</p> <p>An initiate can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat.</p> <p>Close Combat Shot (Ex): At 2nd level, an initiate can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity..</p> <p>Extended Precision (Su): A 10th-level Order of the Bow initiate's senses and feel for "the shot" become so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet.</p> <p><span style="text-decoration: underline;">Peerless Archer</span></p> <p>Fletching +1-5 (Ex.): Starting at 2nd level you can craft a stack (99) of +1 arrows for 300 gp and 30 xp. Every two levels the quality of arrows improves by +1, but require more gold and experience.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-71042</guid>
				<title>Casting Time, Instant Feats, Eldritch Blast</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-71042/casting-time-instant-feats-eldritch-blast</link>
				<description></description>
				<pubDate>Mon, 30 Jun 2008 03:12:14 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>Eldritch Blast is one of the many things in the game that make it feel sluggish because it's front loaded with a delay. It kills the fun of action when you go to act but have to first stop everything and wait while getting pummeled and watch all the melee classes shred everything. I see nothing in Complete Arcane that says Warlocks have to just stand around waiting to cast an eldritch blast. EB should be on a cool down timer so you can do other things rather than root on the spot waiting to save your hide. So, I want to know if this can at least be relieved.</p> <p>I toyed around with casting times back when the game first came out. Setting them to 0 did help if not get rid of the delays completely, IIRC. Would it be possible to take some of the delay out of Eldritch Blast by setting the casting time to zero? Maybe quicken it then give it cool down timer to shift the delay to where it should be?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-71016</guid>
				<title>1.33 Beta 1 Feedback</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-71016/1-33-beta-1-feedback</link>
				<description>This thread is for feedback on the first beta of 1.33.</description>
				<pubDate>Mon, 30 Jun 2008 02:24:43 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Just a status report: The beta is going to be delayed some (a night or two).</p> <p>As a consolation prize here is a sneaky preview of some dex combatant love coming in Beta 1.</p> <p>Duelist PrC change: At 7th level duelists gain the PnP Elaborate Parry. This will follow the PnP rules of adding their class level as an AC dodge bonus when Combat Expertise or Improved Combat Expertise is active.</p> <p>Four new feats:</p> <p>Martial Study: Clinging Shadow Strike<br /> You make a single melee attack that deals an extra 1d6 damage and the target must make a Fortitude saving throw (DC 11 + your Wis modifier) or suffer a 20% miss chance for all attacks for one round. If the saving throw is made, the target still takes the extra damage. It has a 5 minute cooldown.</p> <p>Martial Stance: Assassin's Stance<br /> You gain +2d6 dice of sneak attack if you already have it or 2 dice of sneak attack if you don't while in this stance.</p> <p>Shadow Blade<br /> Requires Strength Draining Strike, Assassin's Stance<br /> You add your Dex modifier to your attacks instead of Strength while in Assassin's Stance and when using the following weapons: dagger, short sword, and unarmed strike.</p> <p>Deadly Defense<br /> While wearing light or no armor, using a light weapon which can be finessed, and under the effects of Combat Expertise or Improved Combat Expertise you gain a +1d6 magic damage bonus to your attacks.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70928</guid>
				<title>so there are no</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70928/so-there-are-no</link>
				<description></description>
				<pubDate>Sun, 29 Jun 2008 19:20:01 +0000</pubDate>
				<wikidot:authorName>steelfiredragon</wikidot:authorName>				<wikidot:authorUserId>42273</wikidot:authorUserId>				<content:encoded>
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						 <p>stealthy paladin prcs now on the planned list since grey guard and shadowbane inquisitor were moved to the cut and unlikely?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70782</guid>
				<title>Would it be possible to implement new enchament recepies?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70782/would-it-be-possible-to-implement-new-enchament-recepies</link>
				<description></description>
				<pubDate>Sat, 28 Jun 2008 20:29:51 +0000</pubDate>
				<wikidot:authorName>70.152.25.218</wikidot:authorName>								<content:encoded>
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						 <p>The title should be pretty self explanatory.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70677</guid>
				<title>Placeholders in Classes and Feats.</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70677/placeholders-in-classes-and-feats</link>
				<description>xtc placeholder causes crashing in character editor.</description>
				<pubDate>Sat, 28 Jun 2008 07:07:37 +0000</pubDate>
				<wikidot:authorName>Buyasta</wikidot:authorName>				<wikidot:authorUserId>157100</wikidot:authorUserId>				<content:encoded>
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						 <p>This isn't actually a bug in your pack, but in the latest release, you have some lines in the 2DA's that have placeholder of "xtc" in some fields on as yet unfinished classes and feats.<br /> These cause the character editor by ScripterRon (<a href="http://nwvault.ign.com/View.php?view=NWN2Tools.Detail&amp;id=35">http://nwvault.ign.com/View.php?view=NWN2Tools.Detail&amp;id=35</a>) to crash upon opening due to the fields containing text rather than numbers.<br /> Personally I find that tool invaluable for remaking companions to my own specifications, and undoing mistakes, and no doubt plenty of others also use it. In addition to this, I suspect that there may be other community-created tools that would exhibit similar behaviour.</p> <p>Like I said, its not actually a bug, and its also reasonably easy to fix by simply removing the lines containing the placeholders from the 2DA's, give then fact that those lines don't actually do anything yet, but if its not any trouble, it may be a good idea to either remove placeholder lines from the released versions of the 2DA's, or use a number based placeholder on fields that are expected to be a number (although I suspect this would be more trouble than it's worth, as a number is nowhere near as easy to spot when scanning through a file, and of course its very unlikely to be unique.</p> <p>I have also pointed this problem out to the maker of the character editor, as in that case it *is* actually a bug, however its probably still worth doing in case there are other tools that have the same problem.</p> <p>Its really just a suggestion that would make life easier for some people, although probably not worth doing if it would entail more work for yourself.<br /> I do love your pack, and by all means, keep up the great work!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70644</guid>
				<title>Class Focus: Warlock</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70644/class-focus:warlock</link>
				<description>This thread will be for changes and additions for the Warlock.</description>
				<pubDate>Sat, 28 Jun 2008 02:48:30 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Keep in mind this is a <strong>LONG TERM</strong> set of goals!<br /> <span style="color: green;">Last Updated: June 27th</span><br /> Items in <span style="color: green;">Green</span> are completed.</p> <p>Planned PrC support:</p> <ul> <li><a href="http://nwn2customcontent.wikidot.com/eldritch-spirit">Eldritch Spirit</a> (custom PrC)</li> <li><a href="http://nwn2customcontent.wikidot.com/heartwarder">Heartwarder</a></li> <li><a href="http://nwn2customcontent.wikidot.com/sentinel-of-bharrai">Sentinel of Bharrai</a></li> <li><a href="http://nwn2customcontent.wikidot.com/mystic-witch">Mystic Witch</a> (custom PrC)</li> <li><a href="http://nwn2customcontent.wikidot.com/dragon-slayer">Dragon Slayer</a></li> <li>Future PrCs <strong>MAY</strong> include Platinum Knight, Talon of Tiamat, Doomlord, Daggerspell Mage</li> </ul> <p>Planned New Items:</p> <ul> <li>Chasuble of Fell Power (necklace) - Adds +1d6 to Eldritch Blasts</li> <li>Greater Chasuble of Fell Power - Adds +2d6 to Eldritch Blasts</li> <li>Warlock's Sceptre (+1 light mace) - The first 4 eldritch blasts each day deal +1d6 damage. +1 Attack Bonus for Ranged Touch Attacks with Eldritch Blast.</li> <li>Gauntlets of Eldritch Energy (gloves) - These provide 3 buffs/day which turns your next Eldritch Blast into the element of the gloves. Example: Gauntlets of Eldritch Energy (Cold) turn all eldritch blast damage in to cold damage 3 times per day.</li> <li>Gloves of Eldritch Admixture (gloves) - These provide 3 buffs/day which adds a +2d6 damage bonus to your next eldritch blast of your choice from Cold, Fire, and Acid.</li> <li>Rod of Magical Precision (Rod) - These provide 3 buffs/day which allow the next eldritch blast to ignore concealment.</li> <li>Spell Scroll (Nixie's Grace) - This requires a bard to craft (who has the required level 6 spell) but will allow the Warlock to buff their Dex, Cha, and Wis for 10 minutes/level.</li> </ul> <p>Planned Additions:</p> <ul> <li>Eldritch Blasts will gain sneak attack when valid.</li> <li>Epic Feats from <a href="http://www.wizards.com/default.asp?x=dnd/ei/20061027a">WotC's website</a></li> <li>Possible access to the Martial Study: Shadow Hand line of blade magic.</li> <li>Warlock Dispels upgraded</li> <li>Ranged Touch Specialization will affect Warlock Invocations</li> <li>Utterdark Blast heals allied undead</li> </ul> <p>Planned New Invocations:</p> <ul> <li>Baleful Utterance</li> <li>Breath of the Night</li> <li>Earthen Grasp</li> <li>Enervating Shadows</li> <li>Hungry Darkness</li> <li>Miasmic Cloud</li> <li>Repelling Blast</li> <li>Sickening Blast</li> <li>All-Seeing Eyes</li> <li>Caustic Mire</li> <li>Hellspawned Grace</li> <li>Relentless Dispelling</li> <li>Steal Summoning</li> <li>Witchwood Step</li> <li>Penetrating Blast</li> <li>Ignore the Pyre</li> <li>Eldritch Glaive</li> <li>Deteriorating Blast</li> <li>Eldritch Line</li> </ul> <p>Planned Bugfixes:</p> <ul> <li>Caster Level should be warlock level, not half.</li> <li>ESL is the highest of 1, the Essence, and the Shape (detailed below)</li> <li>Save DC for EB/Invocations is 10 + ESL + Cha Mod</li> <li>Deflection should not block EBs</li> <li>Spell Mantle/Globe checks should be against ESL (if possible to fix)</li> <li>Spell Penetration feats should work when determining Caster Level for beating SR</li> <li>Eldritch Doom should be a self-centered 20' AE that only affects hostiles.</li> <li>Point Blank Shot should add +1 to the touch hit roll and +1 damage to the blast within 30 feet.</li> <li>Touch attacks spells should NOT get the enhance bonus of the equipped weapon.</li> <li>Concentration check for invocation/EB interruption should be Damage Suffered + ESL (if possible to fix)</li> <li>Epic warlock blasts (10d6+) are bypassing SR incorrectly</li> <li>Spell entries for invocations should be marked as Somatic: Draining Blast, Eldritch Spear, Frightful Blast, Hideous Blow, Beshadowed Blast, Bewitching Blast, Brimstone Blast, Eldritch Chain, Eldritch Cone, Noxious Blast, Vitriolic Blast, Binding Blast, Eldritch Doom, Utterdark Blast, Hindering Blast, Hellrime Blast</li> <li><span style="color: green;">Warlock crafting is buggy</span></li> </ul> <p>The concentration damage bug (if I understand it correctly) adds the warlocks level to the damage taken making it hard to concentrate as you level up. I'll probably be fixing this with a +Concentration skill bonus equal to warlock level to compensate until OEI fixes it.</p> <p>The spell mantle/globe issue is a much more difficult issue to fix. We can't fix it on the outside because the globe/mantle part is handled in the resist spell function hidden in the engine. My choices are:</p> <p>A) have the EB bypass globes and mantles completely until OEI fixes the issue.<br /> B) to compare the ESL to the globe/mantle and run the normal function (just to decrement the globe/mantle) if the ESL is not higher than what the globe/mantle handles. This isn't much better than what is currently available (since it will decrement the globe/mantle by a much smaller number).</p> <p>I've also read that NWN2 uses the blast shape for the ESL if a shape is used and the essence if not. So a Vitriolic Spear is level 2 while a Vitriolic Blast (no shape) is level 6. I'll test this to make sure. If so, then Option B isn't that bad except in uncommon cases (low level shapes with high level essences).</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70623</guid>
				<title>Swift Blade and Warlock</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70623/swift-blade-and-warlock</link>
				<description></description>
				<pubDate>Sat, 28 Jun 2008 01:22:28 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>The WoTC <a href="http://www.wizards.com/default.asp?x=dnd/prc/20070327&amp;dcmp=ILC-RSSDND">Swift Blade</a> description says that haste, not arcane casting level 3, is a pre-req. Might that mean that Flee The Scene qualifies warlocks to take the class as per that option in CM(IIRC)?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70604</guid>
				<title>Spellcasting Framework</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70604/spellcasting-framework</link>
				<description></description>
				<pubDate>Fri, 27 Jun 2008 23:39:01 +0000</pubDate>
				<wikidot:authorName>Dragonsbane777</wikidot:authorName>				<wikidot:authorUserId>113896</wikidot:authorUserId>				<content:encoded>
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						 <p>I was wondering if the spells and feats made in your awesome pack are planned for inclusion in the Spell Framework system, its freaking awesome. If they are, I am gonna convert my PWs tons of spells to it as well, since I am gonna make a ley-line system with triggers and whatnot.</p> <p>What say you, oh mighty Matt! :P</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70464</guid>
				<title>Request: Returning throwing weapons</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70464/request:returning-throwing-weapons</link>
				<description></description>
				<pubDate>Fri, 27 Jun 2008 12:22:17 +0000</pubDate>
				<wikidot:authorName>77.11.189.93</wikidot:authorName>								<content:encoded>
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						 <p>It's nice to see that the Elemental Archer is part of the next update and that his special abilities are available for throwing weapons. I've played a character before who used throwing weapons (Stormlord). But as soon as he gets more attacks/round its not very much fun to play because he runs out of ammo too fast. Is it possible to upgrade your "ammo crafting and…" -modification with the returning property for ranged and throwing ammo?</p> <p>Thanks for your good work and the frequent updates!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70248</guid>
				<title>Strife Leader</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70248/strife-leader</link>
				<description>Champions of Faith, p. 204</description>
				<pubDate>Thu, 26 Jun 2008 17:53:54 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>Req: Disguise 8, bluff 4, Intimidate 4, Speak Abyssal, Iron Will, Spell Focus Illusion, Weapon Focus Longsword, 3rd Level Divine Spells, Patron Cyric. Must have killed Illusionist, cleric of Cyric, or someone with Spell Focus Illusion.</p> <p>10 Level PrC<br /> 3/4 BAB<br /> High Fort/Will<br /> 1/1 Spell Casting Progression<br /> 3/10 Sneak Attack<br /> Skilled Prevarification: +2 bluff and intimidate. +4 versus zone of truth and discern lies spells.<br /> Death Attack<br /> Greater Death Attack: +4 Death attack DC<br /> Dominating Aura 10 - 40': Immune to fear. Enemies suffer -2 vs. fear.<br /> Illusions: Adds ghost sound, invisibility, phantasmal killer, minor image, major image, mirror image, silent image to spell list.<br /> 2 + Int Skills per level<br /> Skills: Bluff, Concentrate, Diplomacy, Disguise, Gather Information, Hide, Innuedo, Intimidate, Knowledge Religion, Sense Motive.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70110</guid>
				<title>What book do reserve feats come from anyways</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70110/what-book-do-reserve-feats-come-from-anyways</link>
				<description></description>
				<pubDate>Thu, 26 Jun 2008 01:44:48 +0000</pubDate>
				<wikidot:authorName>70.152.25.218</wikidot:authorName>								<content:encoded>
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						 <p>topic.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70082</guid>
				<title>Change Swiftsurge to better reflect PnP?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70082/change-swiftsurge-to-better-reflect-pnp</link>
				<description>Need some feedback on this.</description>
				<pubDate>Wed, 25 Jun 2008 22:48:15 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>I've gone over the books a bit more trying to make sure I did swiftsurge as well as I could. Turns out I misinterpreted it a bit. I'm looking for feedback on how to proceed and I'll make the changes (or not) after the 4th of July.</p> <p>Normally, you get a 5' movement and a full attack (all possible attacks) in PnP.</p> <p>Swiftsurge is only supposed to kick in when you move 10' in a round (20' for the 2d6). So this means the bonus is only supposed to apply to a single attack made in the round you move 6' or more.</p> <p>The rules do NOT clearly cover the case of haste or other movement modifiers (dash, swiftsurge) on that 5' movement. So if you move at 2x normal (haste spell in PnP) that should be 10' for that small movement and full attack.</p> <p>This implies that the +1d6 swiftsurge bonus *should* be active at level 4 if haste is up and not available without haste at all. The 2d6 should never be applied to all attacks like it currently is.</p> <p>The proposed change is this:<br /> +1d6 damage at 4th and above to all attacks while under the effects of haste.</p> <p>The existing system is this:<br /> +1d6 at 7th and +2d6 at 10th to *all* attacks.</p> <p>Full attacks will always be better than a single attack at +2d6 (which is why the duelist ability like that really sucks) so the 2d6 would be dropped completely.</p> <p>As an aside, the movement buff of swiftsurge will be updated to reflect that it does NOT stack with Haste (players are not moving faster even with 83% set for the movement increase) and thus provides 33% and 50% movement buffs at 4th and 10th, respectively.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70073</guid>
				<title>unfortunate duelist fix delay</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70073/unfortunate-duelist-fix-delay</link>
				<description></description>
				<pubDate>Wed, 25 Jun 2008 22:22:18 +0000</pubDate>
				<wikidot:authorName>Flash_in_the_flesh</wikidot:authorName>				<wikidot:authorUserId>155689</wikidot:authorUserId>				<content:encoded>
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						 <p>hello. long, long time ago i remember count posting on nwn2 forums how he is expecting keadrin's duelist fix on days. it was promised and eventually scheduled with 1.32 release. me and i bet lot of other players anxiously anticipated this fix which would make seriously bugged and crippled class finally usefull. after long waiting i was downcast when i saw no mention of one of my favorite classes. posted on nwvault and got info from You that it will be done a bit later- with 1.33 release. months passed, new 1.32 versions comming, 1.33 is probably still far away in time and im seriously surprized by another delay. duelist fix @ 1.34 version, thats worst custom content information since last delay- months.</p> <p>if there's any chance to quicken duelist fix release im asking for it now. i guess its delayed because its low priority and its low priority because nobody is asking, asking, crying about it. if more opinions are needed i'll make topics on bioware forum.</p> <p>regards</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-69956</guid>
				<title>Which version of the PRC Pack should we use?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-69956/which-version-of-the-prc-pack-should-we-use</link>
				<description></description>
				<pubDate>Wed, 25 Jun 2008 14:21:47 +0000</pubDate>
				<wikidot:authorName>208.71.238.254</wikidot:authorName>								<content:encoded>
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						 <p>Hi there,</p> <p>I just stumbled onto this by playing on a pw that has implemented it. It's amazing! A couple of friends and I are going to play through the OC and MotB and I'd like to use your prc pack in our game. My question is: which version should we download from the vault? The one says it works with the OC but is a single-player version. The others say they are more meant for modules/pw's. Please forgive my noobness :)</p> <p>Thanks again for all your hard work!</p> 
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