This thread is for requests on which PrCs you would like to see. If you can, include which sourcebook the PrC is from.
dread commando and dark hunter, well since draco is out on standby.
dread commando is from heroes of battle and darkhunter is CW.
id ask for Champion of Corellon Larethian too, but id have no idea how hard it would be to get what of it draco had done and finish it…..
if need be i can get you the discriptions and info on them since i still have them typed up on my pc and all id need to type is the discription itself
I've got access to the books so I'll just need to take a look at them and see what they need to be done.
http://drowcampaign.roleplaynexus.com/prestigesworddancer.html
I was digging through my books trying to find some simple PRCs to do and I found this class from the Faiths and Pantheons book located at the link and it provides all the details on the class, and from looking at the abilities I don't think it would be way too hard to pull off at all. I would love to see this done.
Class requirements:
Elf or Half Elf
Gender: Female (but not really necessary)
BaB: +5
Skills: Diplomacy 5, Perform 5
Feats: Dodge, Combat Expertise, skill focus perform, any one of the following weapon foci: short sword, scimitar, falchion, long sword, great sword, bastard sword, katana.
Patron:Eilistraee
Class Skills:
Concentration
Craft Weapon
Diplomacy
Hide
Listen
Move Silently
Perform
Tumble
Skill Points: 2+ int modifier
Sword song would be simple enough as a class feat via a scripted spell, 1 use a day.
Moonlight could be as the light spell cast as a class feat.
Sword Dance could be a modified mordenkainen's sword or the ability from the silver sword of gith that attacks from the OC. Uses per day equal to class level or less perhaps.
Mobility: as per the feat.
Maidens Sword: craft magic arms and armor feat
Lesser Spellsong: I don't know if it's possible but set up spontaneous conversion tables to cast selected domain specific spells depending on which domains were chosen.
Spring Attack: as per the feat
Spellsong: See lesser spellsong
Sword Shield: Again could be modified version of mordenkainen's sword, or could use the defensive blade ability from the silver sword of gith from the OC.
____
I tired to go about doing this all myself but I really couldn't pull it off as I don't have much expertise in scripting. This is the same guy that was looking for info on making a ghost touch spell. If you could pull this off though I would surely adore your PRC package.
Furthermore I forgot the the class also gains spells per day similar to eldritch knight etc.
I would also LOVE to see the domains for Moon, Portal, and Charm.
the hammers of moradin prc from players guide to faerun with a bonus to ab or ac feature since the throwing hammer isnt doable at all….
I read the prc. There are a few abilities we can't do in NWN2 that would have to be changed. The throwing hammer part could be changed to a ranged hammer attack (activated feat). Thunderous blow would need a complete replacement as would that level 10 ability.
two more
the nentyar huntre from Ueast
cultist of the shattered peaks from lost empires
darkhunter from CW…..
Another vote for Champion of Corellon and Dread Commando!
I've got Champion of Corellon on my list and it's planned for the Paladin and Champion update.
I don't have the lost empires or unapproachable sourcebooks quite yet so I can't even scan them to see if they are doable. I can scan the dark hunter but there was a reason I didn't add it to the "first up" list but I don't remember what it was. My notes are back at my place so I'll check them when I get home.
Which book is Dread Commando in?
Dread Commando is in Heroes of Battle.
d8 hit die.
Reqs: Bab +5, Hide and Move Silently, 6 ranks each, Dodge and Mobility.
Skills: 6 + int / level
Class Skills: Climb, Craft, Disable Device, Disguise, Escape Artist, Hide, Jump, Knowledge (geography), Listen, Move Silently, Open Lock, Profession, Search, Spot, Swim, Use Rope.
1: +1d6 Sudden Strike, Team Initiative Bonus
2: Armored Ease 2
3: +2d6 Sudden Strike
4: Armored Ease 4, Stealthy Movement
5: +3d6 Sudden Strike
Team Initiative Bonus: All allies within 30ft gain a competence bonus on initiative equal to the Dread Commando's class level.
Armored Ease: At second level, the Armor Check Penalty of the armor the Dread Commando is wearing is reduced by 2. At fourth level, the ACP is reduced by 4 (Min 0 in both cases)
Stealthy Movement: The Dread Commando can move at full speed when stealthed.
It also has a good reflex save.
Full BAB and good sneak attack progress (sudden attack is just sneak attack) as well.
When I get a chance let me test the Stealth Run feat and see if it is still giving a bonus to movement speed while stealthed. If not I can probably do a heartbeat that checks if the activated mode is stealth and if so applies a movement buff (30% maybe). It's abilities (teamwork style auras, armor check bonus) have already been done when I did the Nightsong prcs so the stealth run is the only new thing to look at.
Monday is patch 1.11 so I'm going to be pretty busy with that one. Given how simple this one is I'll see if I can roll it in with the Reserve Feats. Depends on how fast narrowing down the reserve feat triggers (all the spells with the fire, acid, cold, etc descriptors) goes as to if this makes it in before Christmas.
Sweeet =)
Dread Commando and CoCL are among my favorite PrCs.
(Those last two anon posts are me)
Deepwood Sniper is a pretty cool PrC for archers, but Im not sure which book is from, basically it's like Weapon Master but for ranged weapons
The Deepwood Sniper is from Masters of the Wild (3rd edition) sourcebook and unfortunately has a LOT of abilities that can't be done in NWN2. Only 3 of their 8 class abilities can really be done in NWN2.
I made up two custom PrCs, one is a Dragon Disciple type but for divine casters (Progeny of Coatl is what I call it) and the other is similar to the Warmage (Battlemage of Aglarond).
http://www.geocities.com/mattdkerr/nwn2stuff.html
Could the second one could be modified to only be able to take Evocation and Abjuration spells during its level ups, instead of using the Warmage spellbook, and limited to being of caster level equivalent to its number of levels in the PrC (and DC determined by their Charisma)? The idea is to augment the fighting ability of a non-caster with some sorceror battle spells.
Heh, forgot to login. Last post was by me.
Cool! I'm going to give the pnp stuff a strong run first before I start doing variants and customizations. The exception I've been doing to this is the elemental archer because I think archery in NWN needs a good boost (not a lot, but more than it has).
Does the Battlemage have a custom spellbook?
Yes, but it's extremely limited in nature like the Warmage and casts as a Sorceror (CHA). So I would cherry pick some Evocation and Abjuration spells and implement them as you did the Assassin or Blackguard spells on feat radials (not ideal, but oh well).
I'm looking forward to the Bladesinger PrC though, a W5/EK5/BS10 would be pretty nasty.
I'm a few days behind (just wrapped the Warrior of Darkness, need to test it) due to chasing an issue with custom classes in the toolset. Found and documented a solution so that's good news at least. I'll see how far I get with Bladesinger but with me going out of town this weekend it might not be till Monday unless tonight and tomorrow go really well.
Have a nice weekend then, and don't worry about being late a few days. ;)
Also, hey is there any way that I can get all the custom content stuff you've been working on to behave properly in say, Schegels' Pools of Radiance Remastered campaign?
Working on it till Monday means the Stormsinger will likely be done as well since Monday is a holiday.
As for PRR, I'm downloading it now to take a look. With v1.27 I'm going to have the new hooks in the pack so that it's easier to integrate CC packs together (the same hooks I'm hoping Ossian includes in MoW). This means when you open PRR it should be a simple matter of either A) pasting a few lines from the readme into a script or B) pasting a script name into an event handler. The same thing could be done now but the lines you would paste in (or script names) will be changing with v1.27.
I'll know more when I look at the module file.
Cool, yeah I didn't even realize that modules needed specific support until I read it the other day. I was wondering why things were kinda weird with certain classes in Vordan's Hero Creator. I had to switch to using FRW Character Creator instead (which was not actively maintained until recently).
I'm suprised this hasn't been suggested yet, but a very simple and
colorful prc that is in line with the balance of the NWN series, The
Rage Mage. Finally a good crossover for the Barbarian that
doesn't involve only melee options. Its a seemingly goofy combination
but it brings the feel of say, a warmage, without bringing that style of
play into the game in such an overbearing manner.
Mystic Wanderer (Magic of Faerun)
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.
Mystic wanderers are divine spellcasters who eschew normal church hierarchies and instead embrace freedom, wanderlust, and independence. They believe that to serve their deities they need to experience the world, learn about its hidden beauties and truths, and learn how their own inner selves relate to the outer world. Mystic wanderers are known for their skill in creating potions and magic gems.
Most mystic wanderers begin as clerics, although some druids and rangers pursue the life of a mystic wanderer as well. Because of the mystic wanderer’s independence and disdain for authority figures, monks and paladins only become mystic wanderers if they have lapsed from their vows. Most mystic wanderers follow deities of beauty, individualism, love, hedonism, charisma, self-perfection, darkness, the moon, joy, fertility, motherhood, dance, music, disease, poison, luck, misfortune, or the seasons.
Requirements:
Alignment: Any nonlawful.
Spellcasting: Able to cast 2nd level divine spells.
Skills: Craft Alchemy 3 ranks, Diplomacy 8 ranks, Lore 3 ranks, Perform 3 ranks.
Feats: Iron Will
Class Features:
Hit Die: d8
Base Attack Bonus: Low.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 2 + Int modifier.
Class Skills: Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Perform, and Spellcraft.
Divine Spellcasting: When a new mystic wanderer level is gained, the character gains new spells per day (and spells known, if applicable) as though she had gained a level in whatever divine spellcasting class gave her access to 2rd-level divine spells. If the character has more than one applicable divine spellcasting class, she must pick one to improve.
Glory of the Divine: A mystic wanderer who wears no armor or shield gains a sacred (or profane, if her patron deity is evil) bonus to AC equal to her Charisma bonus (if any).
Sleep: The mystic wanderer can use sleep once per day as a sorcerer equal to her mystic wanderer level plus her highest divine spellcaster level (DC = 11 + Cha modifier).
Familiar: Beginning at 2nd level, a mystic wanderer can obtain a familiar, just as a sorcerer or wizard can. A mystic wanderer with sorcerer or wizard levels can treat her mystic wanderer levels as sorcerer or wizard levels for determining her familiar’s natural armor, Intelligence, and special abilities.
Lore of Nature: At 2nd level, the mystic wanderer gains a +2 competence bonus on all Craft Alchemy and Lore checks.
Gem Magic: A 3rd-level mystic wanderer learns the secret of gem magic. She gains the Attune Gem feat, and she can use the feat to store any spell she can cast, whether arcane or divine (regardless of the usual arcane restriction).
Attune Gem
You can magically imbue gems to hold a spell until triggered.
Prerequisites: Intelligence 13+, arcane spellcaster level 3rd
Benefit: You can store an arcane spell in a gem. You must have the spell available to cast (prepared if you must prepare spells; known otherwise) and must provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay the cost upon beginning the attunement in addition to the XP cost for making the attuned gem itself. Likewise, material components are consumed when you begin casting, but focuses are not. (A focus used in attuning a gem can be reused.) The caster level of the spell must be sufficient to cast the spell in question and no higher than your own caster level. A gem can only be attuned with a single spell. The gem must have a minimum value equal to 50 gp per level of the spell to be stored. The base price of an attuned gem (not including the gem’s inherent value) is equal to 50 gp per spell level times the caster level. You must spend 1/25 of the base price in XP and use up raw materials costing half this base price. Attunement requires 1 hour plus the spell’s normal casting time. The magic gem’s market price equals its base price plus its inherent value as a gem.
Resist Charm: Beginning at 3rd level, the mystic wanderer gains a +2 sacred (or profane, if her patron deity is evil) bonus on saving throws against enchantment (charm) effects.
Brew Potion: The mystic wanderer gains the Brew Potion feat at 4th level.
Suggestion: At 5th level, the mystic wanderer can use suggestion once per day as a sorcerer equal to her mystic wanderer level plus her highest divine spellcaster level (DC = 13 + Cha modifier).
Greater Potion I: The 6th-level mystic wanderer can brew potions as if she had access to all 0- and 1stlevel sorcerer/wizard spells (even those not on her spell list). She need not have prepared the spell to brew the potion; instead, she must leave one spell slot (of the appropriate level) open when brewing a potion of a spell not on her spell list. She must still provide any material components or focuses needed.
Charm Monster: At 7th level, the mystic wanderer can use charm monster once per day as a sorcerer equal to her mystic wanderer level plus her highest divine spellcaster level (DC = 14 + Cha modifier).
Greater Potion II: As greater potion I, except that the 8th-level mystic wanderer can brew potions as if she had access to all 2nd-level sorcerer/wizard spells.
Mass Charm Monster: The 9th-level mystic wanderer can use mass charm monster once per day as a sorcerer whose level is equal to her mystic wanderer level plus her highest divine spellcaster level (DC = 18 + Cha modifier).
Greater Potion III: As greater potion I, except that the 10th-level mystic wanderer can brew potions as if she had access to all 3rd-level sorcerer/wizard spells.
Timeless Body: After achieving 10th level, a mystic wanderer no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the mystic wanderer still dies of old age when her time is up.
Note: I've replaced references to skills with NWN2 versions, but otherwise left the class features as they are in the book (except for a couple of grammar fixes and clarifications). Attune Gem is just begging to be replaced by Scribe Scroll IMO; Suggestion and the Greater Potion feats would also probably need replacements, and Timeless Body should just be cut.
I'll admit it isn't the most powerful of PrCs, but I like the flavor (always hated the way all Clerics are identical) and I've long wished for a way to treat CHA the way Monks treat WIS. Obviously it would have to be made not to stack with Divine Shield though…
I'd really like seeing the bard/sorc prereq taken away from RDD and some other more sensible thing added instead. It's such a blatantly melee oriented prc, am I the only one who is tired of all the bard 1/rdd 10 builds?
In terms of new PRC, an Arcane PRC focused around building Golems would be a real hoot… maybe the final class ability would be Wear Golem, so my gnome could ( from an rp sense) ride inside an iron golem when she wanted to.
The class as I concieve it would maybe be a 3/4 spell progression arcane caster who could build ( using crafting materials) permanent companions, perhaps summoned from inventory via a "Golem kit" for game purposes, since I'd hate spending ten thousand gold on a golem to stand in for Khelgar only to lose it when I changed zones…
I'll tentatively add the Mystic Wanderer to the list for the Divine update. I'd probably replace Attune Gem with Craft Wondrous and the potion line with Brew Potion. Maybe add Craft Wand and Scribe Scroll as the other 2 potion feat replacements.
I'm not familiar with the Rage mage so I'll need to check which sourcebook it's in to see if I can read up on it.
Instead of building a PrC around a golem I'd rather implement a Manual of Golems if those still exist in 3.5. Mini-construct system like the OC had.
Not tying it into a class with some drawbacks ( 75% spell progression or something) seems like it might not be all that fair though. Maybe requiring Transmutation specialization too? The ability to take on golem physical stats and appearance but maintain casting at max level in the theory-prc would be worth the price of admission however it's sliced.
I didn't mean the manual of golems would give any changes to the player. It would allow for the crafting of a golem servant like in the OC (which is what it's supposed to do).
Doing a PrC that makes the player into a construct (such as the Green Star Adept) isn't really worth the investment time right now because so many spells have to be adjusted along with new spells added for repairs. The bang for the buck just isn't there for the prc compared to what else I can do in the same time frame.
I'd really, REALLY, REALLY like a Monk PrC that didnt require a dip into 1 level of Cleric or something… what's with these PRCs that require a dip into a class you don't want? 1 bard for RDD, one Cleric for Sacred Fist etc…
Ideal thing would be
A high BAB progression
Free Improved Uncanny Dodge ( Why dont monks get uncanny dodge/imp uncanny anyways? They lose all dex and wis AC so easily in nwn, and their ac is already lower than fighters anyways! time to open cls_feat_monk.2da I think…)
A REASON to be Unarmed instead of grabbing those boring old Kamas. Is it possible to create some kind of Supreme Flurry mode, to add an additional 2 attacks over Greater Flurry?( so +4 attacks) but only if fighting unarmed?
Or what about a class feat that adds some percentage of the character's total charlevel to their unarmed damage? That would be fair, and make UA more attractive in the face of those epic enchanted +15d6 keen vorpal kamas…
Or Maybe a Monky version of Duelist, sort of like an aikido master so fighting in Parry mode all the time would make a good deal of sense? But again, only if you're unarmed?
Yeah, definitely going over it unarmed monks really fall behind. Hell pure monks do too, no wonder you'll never see anybody create a build with more than 11 monk and never any UA monk builds, always Kama!
1d20 fist damage doesnt mean much compared to 2d6+str bonus in full plate plus supreme cleaves and enhanced power attack no matter how it's sliced. I've seen too many kung fu movies for this not to annoy me.
oh, make that 2d6+str bonus *150%! Watch the ftr/brd/rdd/fb slap for 50+ on non crits and even get devcrit and the like in epic levels with merry glee all while having better AC than the fist monk too. Bah. Monks don't even get dev/ovcrits either. I dont think stunning fist makes up for that, nor quiverring palm. ( in fact quiverring palm just kind of sucks, does it ever actually work on anybody?)
Maybe I can just take care of this myself. Is there any way to apply monk unarmed damage progression to another class, or to make that other class at least treat leveling in it like it was a monk level?
Combat Trapsmith (Complete Scoundrel p34)
Source: Complete Scoundrel (EDIT by Kaedrin: Sorry, I prefer not to have links to content that isn't free)
Kind of an interesting 5 level PrC focusing on trapsetting and Combat Traps(ex). Useful for rangers, rogues, assassins, etc. Nothing really like this out there.
I was thinking that the Combat Traps(Ex) could possibly be implemented like the Blackguard/Assassin spellbooks using the upcoming Symbol spells of 1.13(?).
The combat trapsmith would be really cool but I'd need to come up with a new trap system or wait and see how the Symbol spells can be used. I'll keep an eye on the symbol spells with this in mind though.
Kaedrin can you maybe bring the Shifter back to life for nwn2? (Master of Many Forms)
http://nwn2.wikia.com/wiki/Master_of_many_forms
Or something like it? As a base class?
Isnt there a class that can take the shape of things it performs an action on? ( i.e. use action on Spectre, gain ability to polymorph into a Spectre.. could do it the easy way with a ton of feats or could do it the harder better way by copying the stats/feats/abils of the acted upon npc to a database(campaign db?) and reading from that? I know this was doable in nwn1)
I think new spellcasting base-classes are currently a no-go in NWN2.
I have the Master of Many Forms on my list but I was hoping for more player generated models first. There aren't a lot of poly options as things stand. :(
I'm kind of new to NWN and almost everything that is DnD related, but so far i'm really into it. i haven't read any books on classes and stuff, but i do have a lot of ideas. instead of sleeping through my sociology class usually i'm coming up with Prestige classes. because i don't know alot of rules my classes are probably unbalanced and overpowered or have abilities that couldn't work. but if you want some of my ideas and i can email them to you. or i can send them to someone else first for balancing and weed out the ones that couldn't work then they could send them to you. just let me know what you want to do.
I think Kaedrin's PrC list right now is getting pretty long, and he doesn't really do many custom class requests because of the thing you just said— balance problems.
How about epic prestige classes?
Legendary Dreadnaught (Epic Fighter-Type) - http://www.d20srd.org/srd/epic/prestigeClasses/legendaryDreadnought.htm
Perfect Wight (Epic Rogue-Type) - http://www.d20srd.org/srd/epic/prestigeClasses/perfectWight.htm
Cosmic Descryer (Epic Conjurer) - http://www.d20srd.org/srd/epic/prestigeClasses/cosmicDescryer.htm
Caster PrCs:
Thaumaturgist (Conjurer) - http://www.d20srd.org/srd/prestigeClasses/thaumaturgist.htm
Loremaster (Secrets) - http://www.d20srd.org/srd/prestigeClasses/loremaster.htm
Knight of the Weave (Spellfire/Armored Caster) - http://forgottenrealms.wikia.com/wiki/Knight_of_the_Weave
War Wizard of Cormyr - http://forgottenrealms.wikia.com/wiki/War_Wizard_of_Cormyr
Shadowcrafter (Illusionist) - http://forgottenrealms.wikia.com/wiki/Shadowcrafter
Arcane Devotee (Divine Abilities) - http://forgottenrealms.wikia.com/wiki/Arcane_Devotee
Rogue PrCs:
Night Mask Deathbringer (Undead/Rogue hybrid) - http://forgottenrealms.wikia.com/wiki/Night_Mask_Deathbringer
Warrior PrCs:
Triadic Knight - http://forgottenrealms.wikia.com/wiki/Triadic_Knight
Runescarred Berserker - http://forgottenrealms.wikia.com/wiki/Runescarred_Berserker