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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-201665</guid>
				<title>Do you still need blueprints?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-201665/do-you-still-need-blueprints</link>
				<description>Telthors in particular?</description>
				<pubDate>Thu, 03 Dec 2009 15:19:16 +0000</pubDate>
				<wikidot:authorName>Saralach</wikidot:authorName>								<content:encoded>
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						 <p>Do you still need these? If so, do you have a list?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-201190</guid>
				<title>On a tangent topic</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-201190/on-a-tangent-topic</link>
				<description>Alas...</description>
				<pubDate>Wed, 02 Dec 2009 01:55:53 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>I spent a few hours trying squeeze blood from stone and was unable to get areas to load up from the override. In point of fact, the only way to "dynamically" add areas to a module is to alter the module file itself (either by opening it with the toolset or using code to alter it on the fly like I do 2da's and blueprints).</p> <p>Thus ends my dreams of being able to drop new areas into SoZ (or any module/campaign/PW) on the fly. Given the fact that editing the official modules will break patches its a dead horse topic for me now. :(</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-201176</guid>
				<title>Enchanting Ranged/Thrown Weapons</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-201176/enchanting-ranged-thrown-weapons</link>
				<description>Holy Avenger recipe?</description>
				<pubDate>Tue, 01 Dec 2009 23:38:55 +0000</pubDate>
				<wikidot:authorName>Jax</wikidot:authorName>								<content:encoded>
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						 <blockquote> <p>quoted text</p> </blockquote> <p>Bows, Crossbows, Darts, Shurikens, and Throwing Axes can now be enchanted with the following properties (their recipes are the same as for melee weapons): Damage Bonus (all flavors), Enhance Bonus (all flavors), Keen, Holy Avenger, and Visual Effect.</p> <blockquote> <p>quoted text</p> </blockquote> <p>Hi Kaedrin or anyone else that can assist, I was hoping you could point me in the right direction to find the recipe to make the Holy Avenger on a bow.</p> <p>On a side note: Thanks for CotSF, Swift Blade, and CotW PRC's, and all the other great content.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-200270</guid>
				<title>Quick Question</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-200270/quick-question</link>
				<description>Dragon Lord and Dragonfire Adept</description>
				<pubDate>Fri, 27 Nov 2009 21:05:06 +0000</pubDate>
				<wikidot:authorName>BenRGamer</wikidot:authorName>								<content:encoded>
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						 <p>I've read that the Draconic Aura on Dragonfire Adept will not stack with the Dragon Shamans, but what about the Draconic Aura boosts that the Dragon Lord PrC provides? It specifically says it'll stack with the Dragon Shaman's Aura, but nothing about Dragonfire Adepts.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-199925</guid>
				<title>feat editing</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-199925/feat-editing</link>
				<description>how?</description>
				<pubDate>Thu, 26 Nov 2009 02:05:10 +0000</pubDate>
				<wikidot:authorName>muffildy</wikidot:authorName>								<content:encoded>
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						 <p>I was wondering what program i would need in order to edit feats as well as where i might find said feats to edit them.<br /> I was looking at the 2da files using a tlkeditor i found on nwn2vault but it seems like as though these are merely a listing or a linkage between usages rather than the feat in of itself.<br /> As for why - i want to implement pixes as per DnD rules, So far ive gotten this done:<br /> –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.<br /> Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.<br /> Low-light vision.<br /> Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.<br /> Racial Feats: A pixie receives Dodge as a bonus feat.<br /> +1 natural armor bonus.<br /> Favored Class: Sorcerer.<br /> Level adjustment +4</p> <p>Now as for what i dont know how to do:<br /> Special Attacks: Spell-like abilities.<br /> *special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.</p> <p>Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.</p> <p>Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.</p> <p>A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).<br /> *I can edit the speed, but i dont know how to edit it for them to have a different land speed vs air speed.</p> <p>Special Qualities: Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.<br /> *I gave them 5/cold iron since i found a warlock feat for that, but i need to make my own feat for 10/cold iron, spell resistance i gave them the drow 11+level for the same reason. Not sure how to add spell like 1/day racials yet either.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-199753</guid>
				<title>Elemental Scythe</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-199753/elemental-scythe</link>
				<description>Dark Soul, eat your heart out.</description>
				<pubDate>Wed, 25 Nov 2009 07:34:22 +0000</pubDate>
				<wikidot:authorName>BenRGamer</wikidot:authorName>								<content:encoded>
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						 <p>Here's a little build I came up with, I decided to go with the Scythe when I saw how large it's Crit Multiplier was, though the Scimitar would work well, you'll crit more often, but your crits won't be as powerful, also good if you want to be more defensive.</p> <p>Race: Human<br /> Alignment: Evil or Good</p> <p>1. Fighter (Weapon Focus (Scythe), Luck of Heroes, Dodge)<br /> 2. Fighter (Mobility)<br /> 3. Fighter (Iron Will)<br /> 4. Fighter (Spring Attack)<br /> 5. Fighter<br /> 6. Warrior of Darkness (Combat Expertise)<br /> 7. Warrior of Darkness<br /> 8. Elemental Warrior (Elemental Affinity (Fire))<br /> 9. Elemental Warrior (Whirlwind Attack)<br /> 10. Elemental Warrior<br /> 11. Weapon Master<br /> 12. Weapon Master (Free Choice)<br /> 13. Weapon Master<br /> 14. Weapon Master<br /> 15. Weapon Master (Free Choice)<br /> 16. Weapon Master<br /> 17. Weapon Master<br /> 18. Elemental Warrior (Free Choice)<br /> 19. Elemental Warrior<br /> 20. Warrior of Darkness (Weapon Specialization (Scythe))<br /> 21. Warrior of Darkness (Free Choice)<br /> 22. Fighter (Free Choice)<br /> 23. Fighter (Free Choice)<br /> 24. Fighter (Greater Weapon Focus (Scythe))<br /> 25. Fighter (Free Choice)<br /> 26. Fighter (Epic Weapon Focus (Scythe))<br /> 27. Fighter (Free Choice)<br /> 28. Fighter (Greater Weapon Specialization (Scythe))<br /> 29. Warrior of Darkness (Epic Weapon Specialization (Scythe))<br /> 30. Warrior of Darkness (Weapon Mastery (Slashing))</p> <p>With this and the proper weapon enhancements, it's possible to have the weapon deal almost every type of elemental damage there is, just note that Darkling Weapon and Weapon Enchantments do not stack</p> <p>Basically, with a correctly enchanted Scythe, your attack should deal something along the lines of this.</p> <p>Base Weapon Damage (2d4)<br /> +5 Physical (Base Weapon Enhancement +5)<br /> 1d6 Acid Damage<br /> 1d6 Electrical Damage</p> <p>1d6 Cold Damage (Darkling Weapon)<br /> 2d6 Fire Damage (Elemental Weapon)</p> <p>Crit Chance 17-20(With Keen Edge spell or Improved Critical)/x5<br /> Massive Criticals: 4d6 Fire Damage (Elemental Weapon at 5th Level) OR 2d10 (Darkling Weapon)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-199693</guid>
				<title>sneak attack damage stack</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-199693/sneak-attack-damage-stack</link>
				<description>sneak attack damage stack</description>
				<pubDate>Wed, 25 Nov 2009 00:36:31 +0000</pubDate>
				<wikidot:authorName>nwn2player</wikidot:authorName>								<content:encoded>
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						 <p>It would be nice that sneak attack damage from all the new PRCs could stack. I don't wanna add to your work load, but it would be a logic to had it to the next release (ninja etc…). For example a Ro1/Cle7/Stalk3 would not get the +1d6 sneak attack damage at lvl3.<br /> Thanks nwnplayer<br /> P.S. sorry for my poor english I'm from France</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-199464</guid>
				<title>tower shield is fixed</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-199464/tower-shield-is-fixed</link>
				<description></description>
				<pubDate>Tue, 24 Nov 2009 04:04:45 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>"The description for Tower shields will no longer mention the bogus/incorrect -2 penalty to attack bonus."</p> <p>in wip is perhaps not necessary according to www.nwn2wiki.org<br /> * AC Bonus: 4<br /> * Maximum dexterity bonus: +2<br /> * Arcane spell failure: 50%<br /> * Armor check penalty: -10<br /> * To-Hit Penalty: -2 (Working as of patch 1.23)</p> <p>apparently there is a penatly since 1.23</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-199355</guid>
				<title>Greater two weapon defence</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-199355/greater-two-weapon-defence</link>
				<description></description>
				<pubDate>Mon, 23 Nov 2009 19:25:05 +0000</pubDate>
				<wikidot:authorName>muffildy</wikidot:authorName>								<content:encoded>
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						 <p>Greater two weapon defence doesnt seem to be working; it says i should get +3 normally but im only getting the +2 from improved two weapon defence. It also doesnt seem to be affected by combat expertise as it should according to the wording of the feat.</p> <p>Also, the heartwarder spell progression doesnt seem to be working.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-197637</guid>
				<title>A Few Feat Suggestions</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-197637/a-few-feat-suggestions</link>
				<description>Shield &amp; Two-Handed Weapon Feats</description>
				<pubDate>Tue, 17 Nov 2009 09:28:45 +0000</pubDate>
				<wikidot:authorName>BenRGamer</wikidot:authorName>								<content:encoded>
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						 <p>This has probably been suggested before, but I was thinking, since you've added a couple of feats for Two-Weapon Fighting style, if you could add a few for the others, namely the good ol' Sword &amp; Board and Two-Handed Weapon.</p> <p>I don't wanna add to the work load, but of the ones I've found of Shield feats, they seem pretty similar to feats that are already in there, just, well, for shields.</p> <p>That and I couldn't find very many two-handed feats. Though Gigantic Weapon could be useful for people who want to run around as a halfling with a sword as big as they are.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-197587</guid>
				<title>Small bug in game</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-197587/small-bug-in-game</link>
				<description>Dragonslayer</description>
				<pubDate>Tue, 17 Nov 2009 06:55:31 +0000</pubDate>
				<wikidot:authorName>BenRGamer</wikidot:authorName>								<content:encoded>
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						 <p>You probably already know this, but while going over the classes in the game, I found this little discrepency under the Dragonslayer description.</p> <p>- <strong>Bonus Feats:</strong> At first level, a knight of Tierdrial is granted the Skill Focus (Lore) feat. At 10th level, a knight of Tierdrial is granted the Luck of Heroes feat.</p> <p>Plus, the entire description after that is in bold for some reason.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-196976</guid>
				<title>Suggestion for a Base Class</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-196976/suggestion-for-a-base-class</link>
				<description>The Marshal</description>
				<pubDate>Sun, 15 Nov 2009 05:30:13 +0000</pubDate>
				<wikidot:authorName>BenRGamer</wikidot:authorName>								<content:encoded>
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						 <p>I just recently found out about this class pack, and I've got to say, I'm impressed, especially that it's still being worked on.</p> <p>In any case, my favorite class in the 4E handbook thus far is the Warlord class, and, on a little research, I found that they were inspired by the Marshal base class in 3.0, although I've heard they weren't so great in the PnP, apparently they're similar to Bards but with better armor and no magic, from what I've heard, anyway. I've never played PnP DnD 3.0 or 3.5, just NWN2</p> <p>In any case, if you're interested in taking a look but don't have the book for them, here's where I got my info about them, <a href="http://www.wizards.com/default.asp?x=dnd/ex/20030906b">http://www.wizards.com/default.asp?x=dnd/ex/20030906b</a></p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-196634</guid>
				<title>Heartwarder</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-196634/heartwarder</link>
				<description>Just a thought... Gender requirements?</description>
				<pubDate>Fri, 13 Nov 2009 21:36:01 +0000</pubDate>
				<wikidot:authorName>Saralach</wikidot:authorName>								<content:encoded>
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						 <p>Think about it- the blissful kiss, all the great charisma (magic makeup?) The enthralling voice. The flavor of this class is obviously tied to women. Would it be feasible to make this class for the female gender only? With the exception of Finch in SoZ, never saw any male worshipers of Sune either.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-196589</guid>
				<title>Request for new feat</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-196589/request-for-new-feat</link>
				<description>Familiars for PrC&#039;s</description>
				<pubDate>Fri, 13 Nov 2009 17:53:45 +0000</pubDate>
				<wikidot:authorName>Razenhell</wikidot:authorName>								<content:encoded>
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						 <p>Possible to get a new feat for class specific familars? This request is meant to be an addition to the original familiar. Thinking something like this..<br /> Arcane Scholar of Candle Keep: Potentially a small golem? Thinking it would have defensive spells with only a high con and heavy resistances. The idea of this is that it mostly defends a territory and its master(s)<br /> Pale Master: Still gets the mummy lord. Only he would be a straight lvl 10 cleric. Thats 1 lvl for each lvl of the PrC<br /> Red Wizard of Thay: A different type of homoculous. It would have skills that compliment the masters. Spellcraft, feats in creating stuff like the create wondrous items etc.</p> <p>Loki showed that he could have a familiar summon another familiar. So what i was thinking is that when the character goes to the PrC the new feat would goto the current familiar and it would actually do the summons of the second familiar based on which PrC was chosen. I admit I didnt have this completely figured out when I was submitting this to you because wasnt I even sure if this could be done.</p> <p>Thanks Razenhell</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-195695</guid>
				<title>Shape Question</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-195695/shape-question</link>
				<description></description>
				<pubDate>Tue, 10 Nov 2009 22:35:24 +0000</pubDate>
				<wikidot:authorName>purtellfr</wikidot:authorName>				<wikidot:authorUserId>281510</wikidot:authorUserId>				<content:encoded>
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						 <p>Is it a typo or …</p> <p>Why is :</p> <p>Dragon Shape ( Druid, Epic ) ( Wild 8day and /or Druid lvl 26 ) *Not sure for the lvl 26 !</p> <p>and</p> <p>Magical Beast ( Class, Epic ) ( Wild 4day ).</p> <p>Is t done on purpose, can't find the answer nowhere ? One is for Druid only or not ? What about the lvl requirement ?<br /> Need this to make sure my next build with Daggerspell Shaper will work !</p> <p>Thanks</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-195611</guid>
				<title>Scout</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-195611/scout</link>
				<description></description>
				<pubDate>Tue, 10 Nov 2009 16:14:18 +0000</pubDate>
				<wikidot:authorName>paul</wikidot:authorName>								<content:encoded>
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						 <p>1.39 looks good, but I'm just wondering why Scout has Trapfinding as a feat, but disable device isn't a class skill? Is this intentional?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-194750</guid>
				<title>Anti-Magic Melody</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-194750/anti-magic-melody</link>
				<description>I have a question concerning the upcoming class Dissonant Chord.</description>
				<pubDate>Sun, 08 Nov 2009 04:07:35 +0000</pubDate>
				<wikidot:authorName>striffen</wikidot:authorName>				<wikidot:authorUserId>397402</wikidot:authorUserId>				<content:encoded>
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						 <p>My question.</p> <p>Since Canaith Lyrist adds bard levels no matter which kind of spellcasting you choose to progress in when it comes to determining power of inspirations.. shouldn't your Canaith Lyrist levels count towards Dissonant Chord's Anti-Magic Melody aswell?</p> <p>E.g Bard 10, Cleric 5, Canaith Lyrist 10 (spellcasting progression: cleric) and Dissonant Chord 5 should cast Mordenkainen's Disjunction at casterlevel 25.. or will it be casterlevel 15 making it just as good/bad as greater dispel? Or is it classes like swiftblade that increases your casterlevel and spells known but doesn't add 'bardic levels' as far as determining the power of inspirations go that counts as 'pure bardic levels'? Or does it even need Canaith Lyrist WITH spellcasting progression: Bard to count as pure bardic levels? Really quite puzzled over this, hope somebody knows the answer! Possibly only Kaedrin that does =)</p> <p>Also with the same build shouldn't Countersong SR be 10+25*+charisma modifier/2? Or will it be 10+15+charisma modifier/2?</p> <p>Eagerly waiting for a release date for the 1.39 Kaedrin's Class Pack.</p> <p>// Robin</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-193963</guid>
				<title>Eldritch Disciple</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-193963/eldritch-disciple</link>
				<description>how to qualify</description>
				<pubDate>Wed, 04 Nov 2009 15:07:48 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>warlock class aside<br /> it has to mix with one of the following<br /> 8 level paladin<br /> 3 cleric<br /> 3 favored soul + 1 master of radiance<br /> 3 spirit shaman + 1 master of radiance<br /> 3 druid + 1 master of radiance<br /> Edit: ranger 8+ Master of radiance (thx to mammothtruk)<br /> are these the possibilities for a warlock to qualify?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-193869</guid>
				<title>Stormsinger Eldritch Blast Progression</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-193869/stormsinger-eldritch-blast-progression</link>
				<description>Stormsinger warlock progression does not add to eldritch blast damage until you add another warlock PRC.</description>
				<pubDate>Wed, 04 Nov 2009 07:52:41 +0000</pubDate>
				<wikidot:authorName>William Middlebrook</wikidot:authorName>								<content:encoded>
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						 <p>I tested a Bard 2/ Warlock 3/ Stormsinger 10 in the Uninvited Guests mini-module with a clean override and v1.38.5. Eldritch blast damage averaged 7pts and showed on the character sheet as 2d6. When I added a level Heartwarder or Hellfire Warlock, the eldritch blast jumped to 7d6 and did an appropriate amount of damage.</p> <p>I'm not sure from reading the PRC description if Stormsinger is supposed to advance EB damage, but I figure something's out of whack.</p> <p>Thanks for all the work you've done. Your pack is the main reason this game is still installed on my computer!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-193836</guid>
				<title>Song of Requiem</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-193836/song-of-requiem</link>
				<description>Thought I would make a post here in the Kaedrin forum about the Requiem bug.</description>
				<pubDate>Wed, 04 Nov 2009 02:47:12 +0000</pubDate>
				<wikidot:authorName>striffen</wikidot:authorName>				<wikidot:authorUserId>397402</wikidot:authorUserId>				<content:encoded>
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						 <p>As many people are aware of, casting Song of Requiem will cancel any active inspiration you currently have on.. also if you try to cast Song of Requiem w/o any inspiration active it will often not cast at all but still get the 2 minute (20 rounds) cooldown.</p> <p>I was hoping this could be fixed in any upcoming Kaedrin patch, from what I've heard from other people with experience it hopefully shouldn't be so hard to fix.</p> <p>I'm also aware of that it's not a Kaedrin's Class Pack bug since the spell and inspirations exist pre installment.. but you're the only one I can count on if I wanna see changes like these before the glaciers melt.</p> <p>It might not seem like such a big deal that it cancels the inspirations since it's such a powerful 'spell' as it is.. but when playing on a heavy magic PW like Realms of Trinity, loosing your dodge AC / AB will indeed in many cases drastically reduce the usefulness of the spell. Early in the game I didn't think much of it since the regen from hymn of requiem canceled out the additional damage that I would get from lowering my AC, but when fighting enemies that hit for a high amount of damage per hit the regen doesn't make up for the AC loss.. not by a longshot. So if I rely on the dodge AC provided from Inspire Defense for example I simply cannot cast Song of Requiem because I'll just get crushed. Or if I've reached the dodge cap w/o Inspire Defense then the loss of Inspire Courage will cause me to not be able to hit for 5-10 rounds w/o 20's.. so I'm many situations I just have to do w/o the Requiem in order to survive as long as possible when it's the feat the build was made around.. this just makes me sad tbh.</p> <p>All the info in the middle part of this post might or might not make a difference when determining whether Song of Requiem should be changed or not, It's just an example.. I don't think the argument "it's such a good buff that you can live w/o the Inspirations for the duration" is true.. it is good, but since you need 2 epic feats and 21 bard or 10 bard/10 canaith lyrist just to get it with Hymn, I really think removing this *bug* should be a priority. If it's intentional by Obsidian it isn't mentioned anywhere exept indirectly in the code (correct me if I'm wrong).</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-193701</guid>
				<title>Ranger cmi</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-193701/ranger-cmi</link>
				<description></description>
				<pubDate>Tue, 03 Nov 2009 16:38:35 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>Do ranger also get full caster level like paladin in cmi when you turn cmi to 1?</p> <p>if anyone knows this would help…kaedrin is releasing some cool spells for rangers in 1.40 this is important</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-193541</guid>
				<title>Fire Elemental vs Dinausaur</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-193541/fire-elemental-vs-dinausaur</link>
				<description>which is better?</description>
				<pubDate>Tue, 03 Nov 2009 02:26:06 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>with kaedrins fix in 1.39….I can finally resume my cleric with animal companion or perhaps go with a paladin animal companion</p> <p>which people prefer better? which is better?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-193530</guid>
				<title>Rangers/Spirit Shaman and Natural/Imp. Natural Bond</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-193530/rangers-spirit-shaman-and-natural-imp-natural-bond</link>
				<description></description>
				<pubDate>Tue, 03 Nov 2009 00:58:13 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>If you are a Ranger of level 4 and take Natural Bond feat, does your Animal Companion then act as a level 3 Druid companion? Then with Improved, would it act as a level 4 Druid companion (class cap)?</p> <p>Similarly, a Spirit Shaman of level 5 takes Telthor Companion, and Natural Bond, would it then count as a level 2 Druid companion? With Improved, then would it act as a level 5 Druid companion equivalent (class cap) ?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-193409</guid>
				<title>Divine Shield!</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-193409/divine-shield</link>
				<description>I&#039;d like to see some changes to Divine Shield, basically to make it more reliable.. here are my ideas: (sure it&#039;s been thought of before)</description>
				<pubDate>Mon, 02 Nov 2009 15:23:29 +0000</pubDate>
				<wikidot:authorName>striffen</wikidot:authorName>				<wikidot:authorUserId>397402</wikidot:authorUserId>				<content:encoded>
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						 <p>1. Give Divine Shield the ability to be recast during it's duration, so that you can keep the Dodge AC up for a long duration if you keep track of it.. the 1 round you are w/o it when you need to recast it can be devastating.. and I don't feel it should be like that.<br /> 2. Input a Feat that increases it's duration (like epic divine might).. there isn't really any point to double the dodge ac because of the +20 dodge cap, since the dodge AC shouldn't be doubled perhaps the Epic Divine Shield should give something else along with the longer duration.. like a feat that works under the duration (like evasion during whirlwind rage).. something that fits the concept.</p> <p>I prefer the first one, most spells renews the duration when cast, like concealment, or sirine's grace which I also rely on in a hard battle.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-193208</guid>
				<title>Elemental Dragon Bow</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-193208/elemental-dragon-bow</link>
				<description>Ranger 5/Dragon Warrior 10/Wildbow 10/Elemental Archer 5</description>
				<pubDate>Sun, 01 Nov 2009 19:03:09 +0000</pubDate>
				<wikidot:authorName>Mammothtruk</wikidot:authorName>								<content:encoded>
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						 <p>Thought this would be something interesting for the future when Wildbow is released. Dont really have a theme other than putting damage down ranger and not relying on buffing.</p> <p>Ranger 5</p> <p>Dragon Warrior 10</p> <p>Wildbow 10</p> <p>Elemental Archer 5</p> <p>It pretty much plays into getting Dragon Warrior and Wildbow without using feats to qualify. The only thing you have to pick up is Dodge and Weapon Focus (Longbow) before level 16. Grab the lore 2 for Dragon Warrior and start working on Craft Weapon from lv1 and its smooth sailing into lv30 as far as requirements are concerned. From there just maximizing the damage output with feats that increase crit range, ease of crit confirmation, AB, damage, and thats pretty much it.</p> <p>Ranger spells arent all that great so you will basically be using them for entangle, spike growth to slow enemies and put more damage on target before they get to you. Some minor healing if you need it is about the only thing your going to get out of the spell list after that.</p> <p>You animal companion will be severely lacking so you could invest in the new feat line to increase its level, templates, and throw some spells to buff it if you feel the need to have something tank enemies as you drop them.</p> <p>Your BAB will be 25 +4 AB from level abilities so you will have to increase dex, or wis if you go Zen Archer, heavily to consistently hit heavy AC enemies. With weapon focus and a starting dex of 20 you shouldnt have any issues with hitting at lower levels.</p> <p>You have a slew of class powers to play with including the ability to have arrows on the spot, change their material, hit everything in the area with an arrow witch is good for pulling aggro, damage shield, breath weapon, and a few others. Most of those have cooldowns so your rarely caught without something to help out.</p> <p>Your damage shouldnt have issues as you get 2d6+5 elemental damage +2d6 sneak attack damage just from your classes. You could further increase that by grabbing up crit feats and a decent enchanted bow. Im one that doesnt normally buy enchanted arrows so I never factor that into my damage output.</p> <p>Hope that gets your brains stirring on your no buff archer builds :)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-193198</guid>
				<title>Ability focus(invocation) or blast</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-193198/ability-focus-invocation-or-blast</link>
				<description></description>
				<pubDate>Sun, 01 Nov 2009 18:18:41 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>I have a newb question<br /> but does ability focus invocation for warlock also affect the ''dc'' epic spells that he can get like hellball, entropic husk, damnation???</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-192568</guid>
				<title>Pallock Waradin</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-192568/pallock-waradin</link>
				<description>Paladin 8/ Bone Knight 6/ Warlock 6/ Eldritch Disciple 10</description>
				<pubDate>Thu, 29 Oct 2009 22:00:19 +0000</pubDate>
				<wikidot:authorName>Mammothtruk</wikidot:authorName>								<content:encoded>
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						 <p>Coupling powerful melee attacks and medium armor with an unlimited ranged blast weapon and spell casting the Pallock Waradin is an elegant blending of swordplay and spellcraft. Unlike its Gish cousins and its clerical based brothers the paladin spell list is short and to the point. Powerful buffing for short durations advanced with the Bone Knight PrC gains access to 3th level spells and a powerful divine spirit progression. To accent the shorter duration buffing of the paladin the warlock 24 hour buffs keep you combat prepared until the player has a chance to buff for a hard battle. The base attack bonus progression of the paladin and bone knight keeps you from missing with the eldritch blasts as well as keeping a decent amount of bab without buffing so your melee attacks come in on a regular basis.</p> <p>Both classes rely heavily on charisma so having only 14 wisdom and minor stats in dex due to armor makes spreading out the rest of your stats relatively easy. Increasing your charisma over your 30 levels will allow you to put damage down range and up close at lower levels. Taking Aasimar or any ECL race will advance this character farther in the long run, but may make leveling a little harder than other builds.</p> <p>Paladin 1 Smite evil 1/day; feat<br /> Paladin 2 Divine grace, Lay on hands<br /> Paladin 3 Aura of Courage, Divine health; feat<br /> Paladin 4 Turn undead, Spells; +1 stat<br /> Paladin 5 Smite evil 2/day<br /> Paladin 6 Remove disease 1/day; feat<br /> Paladin 7<br /> Paladin 8 +1 stat<br /> Bone Knight 9 Bonecraft Armor, Spellcasting Progression, Turn Undead; feat<br /> Bone Knight 10 Bone March, Faithful Spirit<br /> Bone Knight 11 Master of the White Banner<br /> Bone Knight 12 Improved Bonecraft Armor; feat; +1 stat<br /> Bone Knight 13 Fill the Ranks 1/day<br /> Bone Knight 14 Bonecraft Weapon<br /> Warlock 15 Eldritch Blast 1d6; feat<br /> Eldritch Disciple 16 Turn Undead, Spellcasting Progression, Gift of the Divine Patron; +1 stat<br /> Eldritch Disciple 17 Eldritch Blast 2d6<br /> Eldritch Disciple 18 feat<br /> Eldritch Disciple 19 Gift of the Divine Patron; Eldritch Blast 3d6<br /> Eldritch Disciple 20 Bonus Feat: Touch of Healing; +1 stat<br /> Eldritch Disciple 21 Eldritch Blast 4d6; feat<br /> Eldritch Disciple 22<br /> Eldritch Disciple 23<br /> Eldritch Disciple 24 Eldritch Blast 5d6; feat; +1 stat<br /> Eldritch Disciple 25 Gift of the Divine Patron<br /> Warlock 26 Eldritch Lore; Eldritch Blast 6d6<br /> Warlock 27 Damage reduction 1/cold iron; feat<br /> Warlock 28 Deceive Item; +1 stat<br /> Warlock 29 Eldritch Blast 7d6<br /> Warlock 30 feat</p> <p>End the end you have plenty of ranged damage backed up by a pretty well buffed melee damage, a few immunities, damage reduction, divine spirit, unlimited healing touch and healing blast, powerful turn undead, the option of taking divine feats with your turn undead uses, powerful bonecrafting of your armor and weapons, and the ability to control a level 30 undead creature.</p> <p>depending on how you decide to put your stats and what equipment you use the numbers could be all over the place, however whatever you decide when doing this build Im sure you will be happy with the end result.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-192309</guid>
				<title>New spell idea: Baleful Polymorph</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-192309/new-spell-idea:baleful-polymorph</link>
				<description></description>
				<pubDate>Wed, 28 Oct 2009 18:28:00 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p><a href="http://www.dandwiki.com/wiki/SRD:Baleful_Polymorph">http://www.dandwiki.com/wiki/SRD:Baleful_Polymorph</a></p> <p>Could reuse the spell for the epic one which turns enemies into chickens and just change it to single target.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-192149</guid>
				<title>New Paladin PrC</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-192149/new-paladin-prc</link>
				<description></description>
				<pubDate>Wed, 28 Oct 2009 06:28:01 +0000</pubDate>
				<wikidot:authorName>Ril</wikidot:authorName>								<content:encoded>
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						 <p>Long time lurker here first time poster! Going to gush for second on how great your Mod is Kaedrin I wouldn't of been able to play through OC or even play NWN2 without it. That being said I have to ask why the new paladin PrC don't allow you do do cleric/fvs with paladin splashes? My favorite type of character to play is a 1-5 level paladin rest cleric/divine caster mainly due to detect evil … got to keep my party members in line! That and I am one the rare eberron and one of my favorite characters was a paladin/cleric/bone knight due to many rp reasons that are to boring and involve pking certain evil characters. I am mainly wondering why you are restricting the new PrC to paladin spell levels only? Is this mainly a balance reason or a coding? And if it is a balance reason is there a chance you can add a side change like you did with the sneak attacks so one could increase other divine spell levels instead of just paladin? I know that you could increase any divine spell level with the Hostipler which was more of a paladin PrC then a cleric one …. though i just might like my battle clerics to much.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-191990</guid>
				<title>Dynamic Classes</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-191990/dynamic-classes</link>
				<description></description>
				<pubDate>Tue, 27 Oct 2009 14:36:32 +0000</pubDate>
				<wikidot:authorName>nicethugbert</wikidot:authorName>				<wikidot:authorUserId>103120</wikidot:authorUserId>				<content:encoded>
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						 <p>010010 is working on dynamic classes and he's doing well so far:</p> <blockquote> <p>Proof of concept working so far.<br /> I was able to create some hidden race filter feats and assignment to the race_feat_** 2da.</p> <p>then the (single Racial paragon class) has just one cls_feat_rparagon.2da<br /> I am able to filter of Race specific feats gained as specific levels via the GrantedPreReq column<br /> For example<br /> Dwarves are the only rae that get heavy armor and shield proficiency at level 1 in their racial paragon class. So Grant Heavy armor prof and shield prof at level 1 but give it a GrantedPreReqFeat of "FEAT_DWARF" (my custom race ID feat, which was granted as a racial feat in in feat_dwarf. Therefore dwarves get the heavy armor and shield prof feats at level 1 but other races do not.</p> <p>The above handles auto-granted feats at given levels and allows filtering by race.</p> </blockquote> <blockquote> <p>Next problem:<br /> Filtering by race (and level) of Bonus feats (ie ones from list 2)</p> </blockquote> <blockquote> <p>For example, elves get a bonus feat at 2nd level of racial paragon in which they can choose a weapon focus in an elven weapon. But humans get a general bonus feat to pick from at level 2.</p> </blockquote> <blockquote> <p>How do you only allow only the elven weapon focus feats to show up when the PC is an elf, and not have the general feats available for humans appear as well?</p> </blockquote> <blockquote> <p>cls_feat_*** needs to respect both the GrantedOnLevel and GrantedPReReq fields for list value 2.</p> </blockquote> <blockquote> <p>How to accomplish this:<br /> On module load, scan classes,2da to get a list of all cls_feat_<strong>.2da files in use.<br /> For each cls_feat_</strong>.2da file create a data set of the following info:<br /> if List value != 3,<br /> feat index, GrantedOnlevel, GrantedPreReq values.<br /> store this info somewhere on the mod.<br /> During level up, in the callback for bonus feat screen OnAdd<br /> determine what class was leveled up.<br /> Find the matched data set for that class.<br /> Alter the bonus feat list box.<br /> For each feat in the listbox, if the feat is one in the list, and the currently level gained is != the granted on level value, or GetHasFeat(GrantedPReReq) is false, remove that feat from the list box.<br /> Thus this restricts the list of available bonus feats.<br /> So the leveling up character being an elf, does not have the race human ID feat. Therefore all the bonus feats which had GrantedPreReq = race human feat, will not show up for the elf.<br /> Have to make sure Its possible to filter the feat list though of course Hopefully the same technique as IDing classes, skills, and spells works.</p> </blockquote> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-191859</guid>
				<title>Hellfire Warlock bug</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-191859/hellfire-warlock-bug</link>
				<description>RESIST FIRE is broken!</description>
				<pubDate>Mon, 26 Oct 2009 23:46:22 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>it says it stacks with warlock resist fire but it doesn't!! My summons turned on me shooting fire and I only absorbed 10 and not 20 when I should have….since I had improve resist and fire resist!</p> <p>*sidenote someone asked me if you fixed the hellfire exploit with death ward bug….it doesn't seem to work …I am glad more legit feel personally</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-191797</guid>
				<title>Neat - Yet another multi-summon mod</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-191797/neat-yet-another-multi-summon-mod</link>
				<description></description>
				<pubDate>Mon, 26 Oct 2009 16:41:01 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p><a href="http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&amp;id=394">http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&amp;id=394</a></p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-191409</guid>
				<title>Druid/Warlock/Blackguard (fun with cmi options)</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-191409/druid-warlock-blackguard-fun-with-cmi-options</link>
				<description>Just a little something I came across by accident...</description>
				<pubDate>Sat, 24 Oct 2009 16:45:12 +0000</pubDate>
				<wikidot:authorName>Sezneg</wikidot:authorName>								<content:encoded>
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						 <p>I was setting up to do an evil playthrough of MOTB with a warlock (because MOTB + evil character = &lt;3), when I came across a fun little potential build.</p> <p>Playing MOTB evil as a non "tankish" character can be a bit painful at first. To do "evil" right, you have to bypass your first chance at a party member who's build out of the box for tanking. (won't spoil the details…)</p> <p>You can SORT of get by by gearing another of your companions up for the role… but it really eats up some resources early to do that.</p> <p>So I wanted to use my warlock as my stop gap tank. He didn't need to do anything fancy, just block some doorways/hallways and soak some damage. I found myself using word of changing coupled with buffs from my party to accomplish this (the form gives a bit of regen and a bit of DR), but i was getting really tired of shifting out constantly to reapply dark foresight. So I plopped open the CMI file and switched "arcane forms can cast" on, and used the console to reward myself natural spell.</p> <p>So I played on for a while, limiting myself to dark foresight… until curiosity got the best of me. Needless to say having a limitless supply of ranged/melee touch attacks lobbed from a form with mid 20's strength and over 30 agility (with buffs) made up for the low bab problems I had always had trying to play a shifting druid in nwn2. Extremely well. The warlock I was using was 16 deep in warlock, with 2 BG levels for the double dip save bonus from the high charisma, so I had a nice high Eldritch dice count. The problem becomes finding a nice sweet spot where you are happy with the form you can use and your eldritch blast progression.</p> <p>Depending on how much you want to get out of your druid levels you can stop at 5 for natural spell/wild shape (if arcane shapes casting is switched on) and use word of changing's deamon form for your shape dujor. The problem with this, is that you are limited to one rather weak druid form per day until grabbing your warlock's 16th level.</p> <p>I have no idea what an optimized version of this would look like, I just know that if it turns out anything like what I was playing around with earlier it will be a fun build.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-191262</guid>
				<title>More feat ideas</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-191262/more-feat-ideas</link>
				<description></description>
				<pubDate>Fri, 23 Oct 2009 18:36:27 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p><a href="http://dnd.savannahsoft.eu/feat-301-celestial-mount.html">Celestial Mount</a> - Paladin 4 - Give your mount (animal companion?) the celestial template<br /> <a href="http://dnd.savannahsoft.eu/feat-1339-hands-of-a-healer.html">Hands of a Healer</a> - For lay-on-hands treat your CHA as 2 higher<br /> <a href="http://dnd.savannahsoft.eu/feat-2049-nemesis.html">Nemesis</a> - add +1d6 damage to evil types of your favored enemy<br /> <a href="http://dnd.savannahsoft.eu/feat-2939-touch-of-golden-ice.html">Touch of Golden Ice</a> - Poison evil creatures you touch (unarmed/natural/touch attack)<br /> <a href="http://dnd.savannahsoft.eu/feat-605-devoted-inquisitor.html">Devoted Inquisitor</a> -Allow Paladins to multiclass to Rogue, sneak attack evil creatures to smite them<br /> <a href="http://dnd.savannahsoft.eu/feat-1175-force-of-personality.html">Force of Personality</a> - CHA for will saves<br /> <a href="http://dnd.savannahsoft.eu/feat-1315-green-ear.html">Green Ear</a> - affect plant creatures with your bard songs<br /> <a href="http://dnd.savannahsoft.eu/feat-1664-insightful-reflexes.html">Insightful Reflexes</a> - INT for reflex saves<br /> <a href="http://dnd.savannahsoft.eu/feat-2094-open-minded.html">Open Minded</a> - Gain 5 skill points<br /> <a href="http://dnd.savannahsoft.eu/feat-2878-tactile-trapsmith.html">Tactile Trapsmith</a> - DEX bonus for Search or Disable Device<br /> <a href="http://dnd.savannahsoft.eu/feat-2078-obtain-familiar.html">Obtain Familiar</a> - Get a familiar, I was thinking it might be nice for a Bard, Avenger/Assassin, Blackguard, etc (arcane casting classes stack)<br /> <a href="http://dnd.savannahsoft.eu/feat-1253-great-and-small.html">Great and Small</a> - use wildshape to grow one size larger or smaller (as enlarge or reduce spells)<br /> <a href="http://dnd.savannahsoft.eu/feat-627-disciple-of-the-sun.html">Disciple of the Sun</a> - spend 2 turn undeads to destroy undead instead of regular turn<br /> <a href="http://dnd.savannahsoft.eu/feat-2688-spectral-strike.html">Spectral Strike</a> - normal dmg to incorporeal<br /> <a href="http://dnd.savannahsoft.eu/feat-3148-wind-guided-arrows.html">Wind-Guided Arrows</a> - reserve - 10ft/level of spell aura of +2 to friendly ranged weapons, -2 to enemy ranged weapons<br /> <a href="http://dnd.savannahsoft.eu/feat-3032-unsettling-enchantment.html">Unsettling Enchantment</a> - Enemy having to save against your enchantments takes -2 to AB/AC for 1 round<br /> <a href="http://dnd.savannahsoft.eu/feat-778-dumb-luck.html">Dumb Luck</a> - deal 1d4 con damage on successful sneak attack, reduces regular damage by 4d6<br /> <a href="http://dnd.savannahsoft.eu/feat-413-concussion-attack.html">Concussion Attack</a> - make sneak attack affect -2 penalty to int/wis on enemy for 10 rounds, reduce damage by 2d6<br /> <a href="http://dnd.savannahsoft.eu/feat-2137-persistent-attacker.html">Persistent Attacker</a> - make sneak attack with reduced damage (-4d6) but subsequent attack is an automatic sneak attack<br /> <a href="http://dnd.savannahsoft.eu/feat-2682-sound-of-silence.html">Sound of Silence</a> - use bard song to deafen foes<br /> <a href="http://dnd.savannahsoft.eu/feat-2915-throat-punch.html">Throat Punch</a> - successful unarmed sneak attack silences foe<br /> <a href="http://dnd.savannahsoft.eu/feat-1108-feral-animal-companion.html">Feral Animal Companion</a> - Adds Feral template - does DC 15 Red Ache disease attacks &amp; +2 to STR and CON, -10 penalty to influence it by others<br /> <a href="http://dnd.savannahsoft.eu/feat-2383-rashemi-elemental-summoning.html">Rashemi Elemental Summoning</a> - Summon a orglash or thomil instead of an air or earth elemental</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-191104</guid>
				<title>Sacred fist of the forest build help</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-191104/sacred-fist-of-the-forest-build-help</link>
				<description>help on build</description>
				<pubDate>Fri, 23 Oct 2009 06:37:29 +0000</pubDate>
				<wikidot:authorName>Issac</wikidot:authorName>								<content:encoded>
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						 <p>I am making a build that is Monk(2) Druid (17) Fist of the Forest(1) Sacred Fist (10). I am not sure if the damage from my fist of the forest level is appearing, i have the feat but do not see 1d6 bludgeoning damage added after my monk damage (unarmed). Also Will the damage appear while i am wildshaped (ember guard or magical beast)? If i use elemental essence or my sacred flame they both appear correctly. However the bludgoening damage from Fist of the forest does not show up on my character sheet? Is it Being calculated but just not showing up on the CS?</p> <p>Anyhow the build has promise I am playing around with it still :P</p> <p>Issac</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190923</guid>
				<title>A hesistant request for Silver flame</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190923/a-hesistant-request-for-silver-flame</link>
				<description></description>
				<pubDate>Thu, 22 Oct 2009 12:46:22 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>I am really shy to ask this because we have been over this before in this past</p> <p>but can champion of silver flame get any divine spirit progression even if its only half progression…</p> <p>because if I take a paladin level 20/silver flame 10 I either get warding of flame at level 30 or I get spirit of the fallen at level 30….when the game is already over….</p> <p>if its too much to ask I understand if you will refuse due to balance reason…..</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190918</guid>
				<title>Paladins getting tumble skill in place of ride skill.</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190918/paladins-getting-tumble-skill-in-place-of-ride-skill</link>
				<description></description>
				<pubDate>Thu, 22 Oct 2009 11:46:23 +0000</pubDate>
				<wikidot:authorName>NatHaz</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>Hi i noticed paladins will be getting tumble as a class skill because they get ride in p&amp;p and that doesnt have a use in nwn2. Am i right? if so i was wondering if other classes that also get ride as a class skill might also be able to get tumble as a class skill, like ranger for example?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190820</guid>
				<title>Hmmmm</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190820/hmmmm</link>
				<description>...</description>
				<pubDate>Thu, 22 Oct 2009 02:43:12 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <p>Question for those who have the site watched: does it email you when I put up new pages that are not actually linked anywhere yet?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190738</guid>
				<title>Anointed weapon</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190738/anointed-weapon</link>
				<description>Can&#039;t apply!</description>
				<pubDate>Wed, 21 Oct 2009 21:59:49 +0000</pubDate>
				<wikidot:authorName>Poddmeister</wikidot:authorName>								<content:encoded>
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						 <p>I'm playing SoZ for the first time with an Anonited knight, have recently made level 2 in the class, but I can't seem to apply the feat anointed weapon on any weapon. is there something I need to do first, or is this a known bug?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190718</guid>
				<title>Descriptions for new domain feats?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190718/descriptions-for-new-domain-feats</link>
				<description></description>
				<pubDate>Wed, 21 Oct 2009 19:53:14 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey Kaedrin, would you mind putting up the descriptions for the new domain feats you made? They aren't detailed on your "new feats" or "new/revised domains" pages. Thanks!!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190706</guid>
				<title>Kaedrin&#039;s 1.39 SoZ Party Builds</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190706/kaedrin-s-1-39-soz-party-builds</link>
				<description></description>
				<pubDate>Wed, 21 Oct 2009 19:16:44 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>Rules:</p> <p>One build where max level is 4, the XP you get at the start of SoZ. One build that progresses to level 8.<br /> Builds that do not overlap the NPCs in SoZ too much get bonus points. (IE no crossbow rangers or dino druids)<br /> Builds that have fewer levels due to ECL or XP penalties lose points.</p> <p>You need a party that has the quadrinity, as idealized in 4E: defender, striker, controller, and leader.</p> <p>Defender: Can take on the toughest opponents in melee<br /> Striker: Big damage and can get out of trouble<br /> Controller: Take enemies out of play or give them other things to worry about<br /> Leader: Support role - healing, buffs, debuffs, etc</p> <p>For base classes, they break down along like this (generally):</p> <p>Defender types: Fighter, Paladin, Barbarian<br /> Striker types: Monk, Ninja, Rogue, Warlock<br /> Controller: Wizard, Sorceror, Druid, Spirit Shaman<br /> Leader: Cleric, Bard</p> <p>Hybrids are:<br /> Defender/Striker: Thug, Swashbuckler<br /> Striker/Leader: Favored Soul<br /> Striker/Controller: Ranger</p> <p>It gets more complicated as you add PrCs, but you can follow the gist. One type can either stay that type or become a hybrid of two types (which may actually cause a hybrid to split three ways or become more focused on one way)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190670</guid>
				<title>Another Alternative to Paladin Mount (or Divine Spirit) - Stand Fast</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190670/another-alternative-to-paladin-mount-or-divine-spirit-stand-fast</link>
				<description></description>
				<pubDate>Wed, 21 Oct 2009 16:56:12 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>From Cityscape excerpt: (<a href="http://www.wizards.com/default.asp?x=dnd/we/20070228a">http://www.wizards.com/default.asp?x=dnd/we/20070228a</a>)</p> <blockquote> <p>Stand Fast</p> <p>While most paladins enjoy the companionship of a summoned mount, those who live amidst large populations often prefer to devote their energies toward protecting those around them and defending the city from outside threats.</p> <p>Class: Paladin.</p> <p>Level: 5th.</p> <p>Replaces: If you select this class feature, you do not gain a special mount.</p> <p>Benefit: Starting at 5th level, a paladin may use the following two abilities, once per day each, as an immediate action. At 11th level, she may use each ability twice per day, and at 18th level she may use each ability three times per day.</p> <p>Add the paladin's divine grace (Charisma modifier) on the saving throw of all allies within 20 feet. She must add this bonus on the same save for each of them; thus, she could add to everyone's Reflex save, or everyone's Will save, but she could not grant some a bonus on Reflex and others a bonus on Will. She does not gain any bonus for using this ability, but neither does she lose her own divine grace bonus. This bonus lasts for 1 round.<br /> Add the paladin's divine grace (Charisma modifier) on any roll she makes to resist a bull rush, disarm, grapple, sunder, or trip attack. She cannot use this ability when she is making such an attack; it is defensive only.</p> </blockquote> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190666</guid>
				<title>Ascetic Hunter feat (Complete Adventurer)</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190666/ascetic-hunter-feat-complete-adventurer</link>
				<description></description>
				<pubDate>Wed, 21 Oct 2009 16:49:57 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>Since it looks like you are adding various feats that synergize different base classes that may not otherwise go together, how about this one from the Complete Adventurer? <a href="http://www.wizards.com/default.asp?x=dnd/ex/20050107a&amp;page=3">http://www.wizards.com/default.asp?x=dnd/ex/20050107a&amp;page=3</a></p> <blockquote> <p>Ascetic Hunter</p> <p>You have gone beyond the bounds of your monastic training to incorporate new modes of bringing the unlawful to justice. Although many of your fellow monks frown on your methods, none can doubt that your diverse training has added to your ability to strike precisely and bring down your foes quickly.</p> <p>Prerequisites: Improved Unarmed Strike, favored enemy.</p> <p>Benefit: When you use an unarmed strike to deliver a stunning attack against a favored enemy, you can add one-half your favored enemy bonus on damage rolls to the DC of your stunning attempt.</p> <p>If you have levels in ranger and monk, those levels stack for the purpose of determining your unarmed strike damage. For example, a human 7th-level ranger/1st-level monk would deal 1d10 points of damage with her unarmed strike.</p> <p>In addition, you can multiclass freely between the monk and ranger classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level apart.</p> </blockquote> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190664</guid>
				<title>Idea - Scout but Riposte instead of Skirmish</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190664/idea-scout-but-riposte-instead-of-skirmish</link>
				<description></description>
				<pubDate>Wed, 21 Oct 2009 16:48:11 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>I know that the skirmish class ability of the scout makes it less than ideal to implement in NWN2. An alternative exists in Cityscape, namely Riposte: <a href="http://www.wizards.com/default.asp?x=dnd/re/20031209a">http://www.wizards.com/default.asp?x=dnd/re/20031209a</a></p> <blockquote> <p>Any time the scout attacks a foe that has made a melee or ranged weapon attack against her within the past round (whether or not the attack hit you), her attack deals an extra 1d6 points of damage. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th).</p> <p>This extra damage applies only against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She can apply this extra damage to ranged attacks, but only if the target is within 30 feet.</p> <p>At 3rd level, the scout gains a +1 competence bonus to Armor Class against any creature to which she has dealt riposte damage, as described above. This bonus lasts until the start of her next turn. If she deals riposte damage to more than one creature in a round, she gains this bonus against all of them; it is not limited to a single foe. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).<br /> <br /> The scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.</p> </blockquote> <p>Would this be more easily implemented in NWN2 or make the Scout worth adding?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190654</guid>
				<title>Idea - Variant on Silverwood Arcanist</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190654/idea-variant-on-silverwood-arcanist</link>
				<description></description>
				<pubDate>Wed, 21 Oct 2009 16:30:33 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>There is a PrC on the Wizard's site called Silverwood Arcanist, which is an arcane spellcaster that can share its "caster-targeted" spell effects with its wild cohort (animal companion), and get arcane spellcasting progression:<br /> <a href="http://www.wizards.com/default.asp?x=dnd/re/20031209a">http://www.wizards.com/default.asp?x=dnd/re/20031209a</a></p> <p>I was thinking a variant on this might be kind of cool, since the other abilities aren't really applicable to NWN2. Arcane spellcasting progression and share spells is good. Would it be possible for the animal companion to be able to cast touch attack spells like a familiar does? I was thinking if it isn't possible, then maybe you could replace the familiar that the arcane spellcaster (IE for bard it wouldn't be possible) has with the animal companion blueprint (and apply any applicable feats or active spells).</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190599</guid>
				<title>Spell specialization?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190599/spell-specialization</link>
				<description></description>
				<pubDate>Wed, 21 Oct 2009 13:28:18 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>I can't pick it with my warlock</p> <p>Even when taking weapon focus spell melee touch…. can only a fighter take this?<br /> caster level 4….<br /> maybe I am just doing something wrong…?</p> <p>is warlock caster level low or doesn't progress saw another bug I couldn't take divine armor or divine fortune asking for caster level 5 until I took knight of tierdral and then it became available</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190078</guid>
				<title>Scaling Undead &amp; New Invocations</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190078/scaling-undead-new-invocations</link>
				<description></description>
				<pubDate>Mon, 19 Oct 2009 17:56:48 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>Kaedrin,</p> <p>Someone made an invocation change to the Dead Walk that scales the undead that is summoned. This sounds a lot like your intention of doing this later (on the Current Plans page) with zombies.</p> <p><a href="http://nwvault.ign.com/View.php?view=NWN2HakpaksOriginal.Detail&amp;id=462">http://nwvault.ign.com/View.php?view=NWN2HakpaksOriginal.Detail&amp;id=462</a></p> <p>Also, some of those invocations seem neat. Would they be easily added to your pack?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-190049</guid>
				<title>Redeemed Warlock/Celestial Bloodline</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-190049/redeemed-warlock-celestial-bloodline</link>
				<description>From chaotic to lawful........
16warlock/4paladin/10 knight of tierdral</description>
				<pubDate>Mon, 19 Oct 2009 15:30:39 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>We have all seen variations of warlock mixed bizarre classes like stormsinger or heartwarder. We have seen the cool Blacklock with blackguard and possibly with hellfire.</p> <p>Now comes something that is the counterpart of the blacklock.</p> <p>16 warlock/4 paladin/10 knight of tierdral<br /> or 12 warlock/8 paladin/10 eldtrich disciple<br /> or 26 warlock/4 paladin an opposite of blacklock</p> <p>starts as a chaotic good moves to lawful good and starts following a righteous path.</p> <p>Rpg style of the enlighten spirit:The enlightened spirit is a warlock who’s seen the light and has turned to good</p> <p>any ideas or comments?</p> <p>edit: look at my link on this post on the bottom to see my try at this.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-189895</guid>
				<title>Enlightened spirit</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-189895/enlightened-spirit</link>
				<description></description>
				<pubDate>Sun, 18 Oct 2009 23:42:56 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>Enlightened Spirit: Warlock who takes on celestial characteristics.<br /> Preq: any good alignment, Knowledge(the planes) 8 ranks, and eldritch blast +3d6.<br /> *does not increase warlock caster level*<br /> <span style="text-decoration: line-through;">-HD d6<br /></span>-Medium BAB<br /> <span style="text-decoration: line-through;">-Good Will saves<br /></span>-2 skill points/level (Bluff, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge [arcana], Knowledge [religion], Knowledge [the planes], Profession, Sense Motive, Spellcraft, Use Magic Device)<br /> <span style="text-decoration: line-through;">-Aura of Courage at 1st-level (as the paladin ability)<br /></span>-Aura of Menace at 1st-level (5-foot radius, as the ability archons gets)<br /> <span style="text-decoration: line-through;">-Spirit Blast invocation (eldritch blast deals 1 point of extra damage per die to undead and affects incorporeal creatures with no miss chance)<br /></span>-Eldritch Blast increases by 1d6 at 2nd, 4th, 6th, 8th, and 10th level (at least this one increases)<br /> <span style="text-decoration: line-through;">-Spirit Armor at 2nd level (gain +1 sacred bonus to AC, increases to +2 at 6th level and +3 at 10th level)<br /></span>-Celestial Flight invocation (sprout shimmering spirit wings and can fly at a speed equal to land speed at good maneuverability)<br /> <span style="text-decoration: line-through;">-Tongues spell continously active<br /></span>-Can learn any one least, lesser, or greater blast shape invocation at 5th-level<br /> <span style="text-decoration: line-through;">-Energy resistance 5 (that stacks) to any two of the following at 5th-level: acid, cold, electricity, and fire<br /></span>-Holy Blast invocation at 7th level (eldritch blast deals 1 point of extra damage per die to evil outsiders and affects them with a dimensional anchor)<br /> <span style="text-decoration: line-through;">-Transform Magic invocation (use melee touch attack to target foe with a greater dispel magic effect. If a spell is successfully dispelled, you or an ally within 30 ft. of you heal 5 points of damage per spell level of the spell that was dispelled. Cannot transform own invocations)<br /></span>-Death Ward at 10th level (immune to death spells, magical death effect, energy drain, and negative energy effects)</p> <p>A good version of warlock…..any thoughts?</p> <p>Looking forward to eldtrich disciple too</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-189719</guid>
				<title>Chain Spell</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-189719/chain-spell</link>
				<description>Some questions and concerns.</description>
				<pubDate>Sun, 18 Oct 2009 13:44:01 +0000</pubDate>
				<wikidot:authorName>blot</wikidot:authorName>								<content:encoded>
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						 <p>First the questions:</p> <p>1. How do chained spells deal with sneak attack? I assume that it would only apply to the first target, but it would be really nasty if it didn't.</p> <p>2. The description seems to allow no damage and no save spells to be chained, does this mean that a spell such as Bigby's Interposing Hand could be chained and not suffer any penalties that the other spells are subjected to?</p> <p>Concerns:</p> <p>I'm assuming that the Bigby line of spells can be chained, as the description indicates; "Any spell that specifies a single target and has a range greater than touch", I think this makes a chained Forceful hand incredibly powerful. Interposing hand also seems quite strong. You could probably also cause a lot of trouble with chained avasculate, destruction etc. In short: there might be some balancing issues here, especially considering that arcane casters are already very strong.</p> <p>I've noted that the feat is disabled by default, but it seems like an interesting topic nonetheless.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-189428</guid>
				<title>Live Oak= elf domain :P</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-189428/live-oak-elf-domain:p</link>
				<description></description>
				<pubDate>Sat, 17 Oct 2009 01:51:14 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>the domain you have been looking for kaedrin for live oak is elf domain ! just thought I'd help</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-189418</guid>
				<title>Classes that prohibit Monk</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-189418/classes-that-prohibit-monk</link>
				<description></description>
				<pubDate>Sat, 17 Oct 2009 00:46:27 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>Some of these should also prohibit Ninja if it is due to balance concerns for Wisdom bonus to AC. Feywild Warden looks like one of these.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-189385</guid>
				<title>Unrelated - Dragon Age? Bioware Social Site?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-189385/unrelated-dragon-age-bioware-social-site</link>
				<description></description>
				<pubDate>Fri, 16 Oct 2009 21:30:32 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>Any of you guys interested in playing Dragon Age? Did you try the character creator? System seems a lot like the Star Wars d20 system used in KOTOR, repurposed to a pseudo-D&amp;D type world. Their equivalent to prestige classes is more like what Kaedrin mentioned he was interested in doing— very few base classes and paths to unlock more specific stuff. There is only Fighter, Rogue, and Mage. Each has four specializations that unlock at level 7, but you have to find a trainer first (although it unlocks for subsequent plays after that for single player). I heard that at level 14 you unlock a second specialization as well.</p> <p>Anyway, if you upload your character to their new Bioware social site (<a href="http://social.bioware.com">http://social.bioware.com</a>) you can get a code for an item in game that boosts your stats by +1. My nick on the site is Kunikos, feel free to add me.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-189384</guid>
				<title>How do you change the stormlords weapon effect to a 24hour cycle?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-189384/how-do-you-change-the-stormlords-weapon-effect-to-a-24hour-cycle</link>
				<description></description>
				<pubDate>Fri, 16 Oct 2009 21:29:47 +0000</pubDate>
				<wikidot:authorName>Erik</wikidot:authorName>								<content:encoded>
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						 <p>Hi,</p> <p>I read in your change log that the stormlord's weapon effect was changed to a 24hour cycle. I have you latest build installed but the stormlord's weapon effect is still only 2m (this is very annoying).</p> <p>How do I change that?</p> <p>Thanks,<br /> Erik</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-188933</guid>
				<title>Radiant Servant</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-188933/radiant-servant</link>
				<description>questions regarding</description>
				<pubDate>Thu, 15 Oct 2009 19:29:54 +0000</pubDate>
				<wikidot:authorName>wizardryforever</wikidot:authorName>				<wikidot:authorUserId>260602</wikidot:authorUserId>				<content:encoded>
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						 <p>In the upcoming Radiant Servant class, would it be possible to take it at level 2? Because a cleric can get all the current requirements at level one. That doesn't seem right. All the other PrCs require you to be at least level six. Maybe add in a requirement for Heal skill 8 or up the divine spellcasting requirement to 3rd level spells instead. Just trying to save you some headaches from those who would scream "OVERPOWERED!"</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-188707</guid>
				<title>Divine Spirit...Spirit of Combat question</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-188707/divine-spirit-spirit-of-combat-question</link>
				<description>for the divine damage</description>
				<pubDate>Wed, 14 Oct 2009 21:51:39 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>when it says it won't stack with other divine damage sources</p> <p>then I shouldn't take the feat sanctify strike or divine might because it won't stack?<br /> also for champion of silver flame sacred flame won't stack either I assume?</p> <p>I am also assuming it won't stack with Bonecraft Weapon (nor with sanctify strike the bonecraft)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-188532</guid>
				<title>Eldritch Disciple</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-188532/eldritch-disciple</link>
				<description>it requires something</description>
				<pubDate>Tue, 13 Oct 2009 23:08:56 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>you need 3 level cleric or 3 level favored soul i think or 8 level paladin or perhaps 4 level blackguard</p> <p>this prc demands "practised caster warlock" if possible</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-188485</guid>
				<title>Dread Pirates and Swashbucklers - Like chocolate and P.B.</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-188485/dread-pirates-and-swashbucklers-like-chocolate-and-p-b</link>
				<description></description>
				<pubDate>Tue, 13 Oct 2009 16:56:30 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>Could the Dread Pirate get something (this could be just a feat it qualifies for) to synergize with the Swashbuckler base class abilities? It seems like they fit together in flavor, and it would be nice to influence builds in that direction rather than isolating them to Bards.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-188468</guid>
				<title>PurePaladin vs BoneKnight vs Silver Flame</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-188468/purepaladin-vs-boneknight-vs-silver-flame</link>
				<description>compare and contrast which would you choose?</description>
				<pubDate>Tue, 13 Oct 2009 15:55:44 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>This is a pure and contrast on what other people suggestions and ideas with the advent of the 1.39/1.40 release paladins seems to be a bit more interesting.</p> <p>Pure paladin</p> <p>Pros<br /> 3 epic feats<br /> full smite progression up to 7 times +extra smite =9 smite perday<br /> full lay on hands progression<br /> full divine spirit progression<br /> full remove disease<br /> can have normal intelligence</p> <p>Cons well no bonuses of the prestiges classes and no tower shield sadly</p> <p>Paladin 20/10 bone knight<br /> pros</p> <p>tower shield<br /> divine spirit 29/30 progression<br /> other cool feats of bone knight such as immunes<br /> summoning a undead and controlling one<br /> death strike<br /> full spell and turn progression<br /> get spellcraft opens doors to practical extend</p> <p>cons<br /> no more smite progression after level 20<br /> no more remove disease after 20<br /> no extra epic feats<br /> have to waste points in bizarre skills like craft wasted points 12 in intelligence for aasimar<br /> 27bab rather then 30 bab</p> <p>paladin 20/Champion of Silver flame10</p> <p>Pros<br /> tower shield<br /> turn undead and spell progression maxed<br /> SPELL RESISTANCE! without being drow or yuanti<br /> extra turn undead so you can use the devotion feats more and opens doors to epic divine vigor easier<br /> extra smite saves you a feat<br /> and the other bonuses<br /> full 30 bab<br /> gets spellcraft opens doors to extend and practical extend</p> <p>Cons</p> <p>the biggest con/flaw it has over bone knight and which saddens me is that he doesn't get divine spirit progression at all<br /> no tumble progression thats ok you can take paladin then silver flame levels and switch to get this<br /> no epic feats<br /> no smite progression<br /> no remove disease progression<br /> waste points in lore and have 12 int with assimar<br /> Sanctify strike doesn't work as of now for champion of silver flame(just updated)</p> <p>So with all this in mind…..which is the coolest picks they all have pros and cons?</p> <p>1.39/1.40 is almost out!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-188461</guid>
				<title>Blessing of Champion and Sacred flame stack????</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-188461/blessing-of-champion-and-sacred-flame-stack</link>
				<description>It doesn&#039;t seem like it.</description>
				<pubDate>Tue, 13 Oct 2009 15:23:38 +0000</pubDate>
				<wikidot:authorName>Celestial Knight</wikidot:authorName>				<wikidot:authorUserId>384668</wikidot:authorUserId>				<content:encoded>
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						 <p>sacred flame gives 1d6 divine damage……when I get this feat blessing of champion +1divine erases is this normal?</p> 
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