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Topic: Custom Classes / Races / Feats

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Custom Classes / Races / Feats
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I still stand by Kaedrin's, mostly because it adds far more variety, especially to under-appreciated classes such as Paladin, Warlock, Druid, apart from the few unbalanced gishes (see: Whirling Dervish, Scout combo). Besides, if we're going to stick with the one-group-going-about-the-planes, we shouldn't come to blows and balance should be less of an issue + it adds nowhere near anything as broken as HiPS, unresistable Bigbies or that epic spell that wipes out encounters.



-- Edited by Tomekk on Saturday 10th of November 2012 08:28:15 AM

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The Archbuilder
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There's been some talk of this lately. Sigil had some special stuff like the warlock buddy (I think that's what the extra warlock stuff was anyway?), special spells, and the mystic theurge. They also had a bunch of custom spells. Do we want things like this eventually?

Now, Tomek already brought up the idea of adding Kaedrins. Light was talking about possibly making classes, and Emy about Scarn classes. 

I think we should have the monster races from Sigil, with some additions for common special race requests (like half-fiends, half-celestials). But I think that should be it, since its not fair to ask Emy to put all the work into SSRs. I also think we'd want to steer away from the pure outsiders or abominations anyway, since while they could be around, they're going to be harder to fit in as anything more than occasionally appearing personalities (more like NPCs than PCs, and we have DM's to play those).

I have shifter and lycanthrope classes which I offer as possible additions to the world, if we go the custom classes route (though I would probably turn the lycan class into a natural shapeshifter race). 

I'm personally not that crazy about Kaedrin's, since I think his classes are overpowered. But, he has some nice stuff, and its hard to take one thing out of that pack without the rest.

So, what do people think?

And does anybody else want to tackle this? If I do it, then it'll be dead last, and probably only the custom races that go in at launch.



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The Archbuilder
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Custom classes aren't ultimately about the DM's though, they're about us as players. I'm not sure how well the AI handles them (not that it has more than a few strategies anyway).

That said, if everyone did want Kaedrins, I drop my objections. But, if I do the adding, it will be the whole thing, since sorting through is a major project.



-- Edited by MimiFearthegn on Saturday 10th of November 2012 03:07:18 PM

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While I have never really chased after custom classes much myself (barely even use PRC's) , Tomekk does have a point in that balance shouldn't be that harsh of an issue, considering we are not intending on encouraging PVP very much, and the potential balance issues shouldn't be a huge problem in PVE scenarios.

Guess it can't hurt at the end of the day.

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This is sort of a side branch off of that tidbit. But we could have more of the pnp skills added to the skill list which would provide for opportunities to script in special options in certain areas. (e.g.) Climb skill which could be used to give players with the training an opportunity to use a shortcut that they otherwise would not be able to utilize. I've seen servers with the extra skills. It can be nifty to have and it creates a bit more variety to what you see people build as far as characters.

We will need to watch some of the kaedrin content because Kaedrin intentionally altered some classes out of a desire to 'improve' upon the classes that were given in sourcebooks and or some classes are not so easy to mechanically implement in a game like nwn. That said, balance issues stem as much from the availabe armaments and types of encounters you throw at the players.

In the early stages I would say that little things are good to try until we find that happy medium that we can all agree upon. I would like to stress that in classic tabletop you generally don't have the player numbers or the general setup to encourage direct player character vs player character conflict. That would indicate to me that we could just take this in the same mindset. Let's build to make it fun and full of variety . The more tools and variety we give the dms to play with. The more creative our dms could get with their plots and events.

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How about I worry about dealing with the kaedrin stuff for now as I know you've got some really nifty projects in the works already Mimi.

I have no qualms about gutting the kaedrin pack and pulling out the items we really want from it. Personally I'd rather we choose the high quality stuff to implement and leave the questionable stuff for bugfixing until it can be implemented as it should be. That said. What classes out of the Kaedrin packs would people really find interesting to play?



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Awesome, thanks Light. :)

I haven't looked at Kaedrins in a while, but I seem to remember thinking the following were cool:
- The RDD to dragon disciple with multiple types to choose from.
- All of the prestige classes that allow warlocks spellcasting progression (as opposed to favoring every *other* spellcasting class), as well as Eldritch Disciple.

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I'm going to have to see what he did with the disciple and how far he deviated that one from the sourcebooks. I heard over on dalelands that Kaedrin is not a fan of any class that permits dual caster progression for spells and I do believe he set the disciple up in a manner that only progresses the class you choose with the prc. I'll pull the files out and look em over though.

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The more stuff to play with, the merrier as far as I'm concerned. I haven't seen any custom stuff that felt like it was more broken than certain baseline classes with optimized builds. Did NWN 2 make it any easier to make/modify classes? It seemed like NWN 1 had some fairly difficult barriers when it came to creating custom class material.


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NWN1 and NWN2 are basically the same when you get down and look under the hood.

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Damn you tool set, you crash every time I launch thee! If I can get that problem fixed, I'm going to play around with stuff myself.

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I have not looked at this particular pack to see what custom classes there are. as it stands.. I'd continue to play Vil on the server unless something happens to her then i'd roll up one of my alternate characters.which I've give you the stats for Light.


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I definitely agree with adding the Dragon Disciple that lets you pick which dragon you are a descendent of. And would wings for characters with 9 levels of Dragon Disciple be added in, as well as wings for whichever other class gives them at whichever level they do?

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As for custom classes... how about this? Tome of Battle: The Book of Nine Swords



-- Edited by Tomekk on Monday 12th of November 2012 10:26:49 PM

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Its certainly an option if we use the wings-as-cloaks. If we're using default wings added straight onto the character model, I think xp_craft gives this functionality, but I'm really not sure.

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Those look horrible, just saying

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Lord Reppington of Reptopia
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Tomekk wrote:

Those look horrible, just saying


 



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I have no clue when/if I will get to make this, but the idea of a lawyer amuses me, so what about this:

Lawyer PRC

Requirements:
Skills: Bluff 8, Diplomacy 8, Lore 8
Feats: Negotiator

HP:
Skill Points: 4+int
Class Skills: same as rogue or bard
Weapon / Armor Prof: Simple Weapons
BAB: Medium

Level 1: Profiling 1, Weapon Focus ("Briefcase")
Level 2: Lawyer's Briefcase 1
Level 3: Contacts (1)
Level 4: Lawyer's Briefcase 2
Level 5: Profiling 2
Level 6: Contacts (2), Lawyer's Briefcase 3
Level 7: Improved Critical ("Briefcase")
Level 8: Lawyer's Briefcase 4
Level 9: Contacts (3)
Level 10: Profiling 3, Lawyer's Briefcase 5

Lawyer's Briefcase: After level 2, the lawyer may never loose his briefcase. At every other level after that, the briefcase becomes a more and more powerful weapon.

Profiling: This functions the same as the ranger's favored enemy ability. The Lawyer gets various and sundry bonuses "against" these special races.

Contacts: The lawyer may call upon up to 3 toadies (at 9th level) to do his bidding. They function as cohorts, and stick around (unless unsummoned) until next reset. They may or may not have combat abilities, but are ready to support the lawyer in any rp situation!


. . . it makes a good politican in general, really, minus the briefcase.



-- Edited by MimiFearthegn on Friday 23rd of November 2012 11:29:29 PM

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Combat Lawyer PRC. It can be based on this.

http://www.dandwiki.com/wiki/Lawyer_(3.5e_Class)

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Just saying it now; I automatically support any motion the Gnolls moves for, for he is the Gnolls Royce. The Gnolls Royce is always right, even when he's wrong. HEED THE GNOLLS!

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http://www.youtube.com/watch?v=fCm8h0M4umM

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amusing


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I note that they never actually defined the damage dice for the briefcase. I mean what kinda progression are we talking here? That class is so funny that its almost tempting to make it just for the laughs.

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I just threw it together quickly, and couldn't make up my mind what the progression should be. Something that would turn the briefcase into a formidable weapon for sure. :p

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Call for Dismissal: At level 3, a Combat Lawyer can request a motion that an extra-planar witness/combatant be dismissed from the current combat or legal trial once per level of Combat Lawyer. At level 8, the lawyer's persuasiveness allows him to severely damage the extra-planar being's credibility and essentially Banish it from the plane for the duration of the trial, or maybe forever. Same stats as http://www.dandwiki.com/wiki/SRD:Dismissal and http://www.dandwiki.com/wiki/SRD:Banishment



-- Edited by Discopanda on Tuesday 27th of November 2012 10:28:11 PM

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Special ability: OBJECTION! Starting at level one, a Combat Lawyer may loudly OBJECT during courtroom proceedings, brawls, heated debates, and sometimes while asleep during particularly scary nightmares. Can be cast 1 time per day per level. At level 8, his ability to object to things, and also stuff, becomes particularly powerful. At level 10, he can use this ability infinite times per day.

OBJECTION! Same stats as Shout. http://www.dandwiki.com/wiki/SRD:Shout

(greater) OBJECTION! Same stats as Greater Shout. http://www.dandwiki.com/wiki/SRD:Greater_Shout

Special ability: HOLD IT! Starting at level 5, a Combat Lawyer has become adept at dragging out proceedings to make sure that his billable hours are as high as possible. Starting at level 5, a Combat Lawyer bog down his enemies with excessive legal procedure once per every level of Combat Lawyer. At level 10, his ability can be used at will and also casts Greater Dispel Magic, to completely halt the momentum of a trial/combat/trial by combat/spooky nightmare.

HOLD IT! Same stats as Slow, and then Greater Dispel Magic. http://www.dandwiki.com/wiki/SRD:Slow http://www.dandwiki.com/wiki/SRD:Greater_Dispel_Magic

Special Class Language: Legalese. Combat Lawyers' immense knowledge of even the most obscure of laws allows them to communicate in Legalese, a (legal) code that is nearly impossible for lesser beings (non-lawyers) to understand without years of similar training, or a month-long seminar/training course.


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Special ability: Badger Witness. Beginning at level 7, a lawyer may summon a Dire Badger once per day. This badger is skilled in combat, and is also an extremely trustworthy and reliable witness in a legal trial.

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We could define a new weapon category and texture a briefcase up after Taurus is done with the jammer hehehe.


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The Archbuilder
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Oh we have a briefcase, its just a club. I was under the impression that new weapon categories were a pain. . .

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Nah. Not anymore than other types of special scripts. But that's part of the reason I'm working to implement the CSF into our module. It will make these daunting tasks manageable.

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Does that mean we could have whips and double-blades/axes?



-- Edited by Tomekk on Friday 30th of November 2012 08:27:49 AM

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Lord of the Forge
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Double axes? Well people already fake those with staffs, so in theory.

Whips? No, because that requires models and animations which we do not - and will not- have.

....to my knowledge at least.....



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The Archbuilder
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I don't think quarterstaves get the double weapon attack rules applied to them, so unless we're talking just about appearances (for double axes, double swords, etc.), we'd need to apply some extra scripting trickery.

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I saw some double-bladed swords on staves, but that's just looks. Where I got the idea from.

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