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Possible/Upcoming new base classes


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#1
Kaedrin

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Thoughts?

http://nwn2customcon...t.com/alchemist
http://nwn2customcon...arcane-disciple
http://nwn2customcon...m/dark-champion
http://nwn2customcon...m/feral-shifter
http://nwn2customcon...idot.com/knight
http://nwn2customcon...dot.com/marshal
http://nwn2customcon...t.com/songblade
http://nwn2customcon....com/witchblade

I'd put the text here if I could do spoilers (something that could collapse) but since I can't I don't want a 50 page wall of text. :P

Knight, Marshal, and Feral Shifter are a given.

Modifié par Kaedrin, 12 avril 2012 - 11:33 .


#2
kamal_

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Other than the obvious reply of "all of them". I think feral shifter and witchblade sound the most interesting/ have the least overlap with existing class combinations.

A wizard with your unlimited ability use type feats such as "fiery burst" seems somewhat similar to the alchemist.

However, I am no expert on actually playing nwn2.

#3
nicethugbert

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NEAT!

#4
Dann-J

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I'd like to see some non-combat base classes that are geared more towards supporting the party than having new and interesting ways to slaughter things. Playing as a merchant or a diplomat, for instance, might be interesting. Feats could focus on conversation or appraise skills rather than combat.

The alchemist could fit such a role, if they brewed things like polymorph potions (allowing you to stroll past enemies, and even talk to them), improved invisibility potions, or powders that cause so much fear or pain that enemies retreat (which grants you equal experience as killing them would). Simply killing everything gets boring after a while.

A marshal is actually a rank of halfling cleric in the church of Arvoreen. If I *was* to debase myself by resorting to killing everything in sight, then a class designed to turn Arvoreen-worshiping halflings into duel-wielding short sword dervishes (with divine spell progression) would certainly be interesting.
http://nwn2.wikia.com/wiki/Arvoreen

Modifié par DannJ, 13 avril 2012 - 01:06 .


#5
darkling lithely

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I love the alchemist.

The high BAB classes seem really powerful.

#6
Haplose

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Very nice indeed. I particularly like the Arcane Disciple concept.

#7
Arkalezth

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Kaedrin wrote...

Knight, Marshal, and Feral Shifter are a given.

Looking at the others, I find the alchemist specially interesting, both mechanic and RP wise.

Sent you a PM about a possible Hexblade bug.

#8
nicethugbert

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Feral Shifter has a dead level at 19. Could you put a choosable bonus feat there? Levels 14 and 22 also have no feat but they are even so FeSh gets str, dex, con, AC, and traps increase there.

#9
MasterChanger

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Hi Kaedrin,

Very interesting work. I really like the classes that have active things for the player to do, like the songblade, knight, and marshall. I also like the new focus on base classes that play very differently than the existing ones.

I wanted to offer what I hope is constructive criticism about the feral shifter. I've played many shifting characters in many RPGs (my user name is a reference to the concept from Le Guin's Earthsea series). What has always drawn me to them is the ability to change from one kind of character to another, gaining flexibility and giving up some power of any individual form. Different situations call for different forms, whether a hawk for traveling, a rat for sneaking, or a bear for combat.

As a result, being required to choose just one form makes me less likely to choose the class in general. The fact that all the forms have the same stats also makes them less appealing. All the new supporting feats do allow the possibility of more diversified builds, which is good.

I also regret not being able to use special abilities, though I understand the limitation. I know at some point you discussed a GUI-based solution to making character feats and/or special abilities from the form accessible. Doing the GUI work is another whole can of worms that would take way more work, I'm sure.

The only reason I'm being more critical about this class in particular is because I'm very interested in it and think it has great potential. I think your work is great! :happy:

#10
Kaedrin

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Possible new feats
by Kaedrin » Sat Apr 14, 2012 5:50 pm
I'm considering some possible new feats so public feedback/criticism is a good thing as it helps to point out flaws or issues I might not have thought up coming up with these.

Possible new feats:

New Feat: Sacred Touch
Your faith has granted you another use of your Lay on Hands ability.
Prerequisites:
Adds a third use of Lay on Hands (requires Paladin 5) and allows CotSF and Templar levels to count for Lay on Hands.

New Feat: Crushing Blow
Your focus allows you to smash your enemy's defenses.
Prerequisites: Improved Unarmed Strike, Stunning Fist.
Benefit: You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute (penalty may not exceed your Monk level). This bonus is cut in half if you multiclass.

New Feat: Fist of the Heavens
Your favor with the Gods has gifted you with the ability to wreathe your fists with sacred flames.
Prerequisites: Ki strike (Adamantine), Intuitive Attack
Benefit: You add your Wisdom modifier as Divine damage to your unarmed attacks (bonus may not exceed 1/2 your Monk level). This bonus is cut in half if you multiclass.

New Feat: Fury of the Heavens
Your favor with the Gods is such that you may channel some of their power into your attacks.
Prerequisites: Ki Strike (Magic)
Benefit: You can expend a use of Stunning Fist as a full-round action. Your BAB is treated as though the first 10 levels of Monk have a High BAB. This bonus lasts for 10 rounds plus your Wisdom modifier and will not work if you multiclass.

New Feat: Sweeping Kick
Your masterful legwork while fighting allows you to make a sweeping set of strikes to attempt to knockdown all foes within 5' of you.
Prerequisites: Knockdown, Improved Knockdown, Monk 5
Benefit: While unarmed, you make make a special Knockdown attempt against every foe within 5' of you. This ability has a 30s cooldown.

New Feat: Heroic Swagger
You swagger with the skill of a true hero that is not entirely based on bravado.
Prerequisites: Swashbuckler 5
Benefit: You gain the benefits of the Heroism spell at all times. These benefits improve to those of Greater Heroism once you obtain 13 levels in Swashbuckler.

New Feat: Battlefield Surveyor
Your skill at studying the shifting tides of battle have improved your ability to hear or spot enemies.
Prerequisites: Tracking, Scout 5
Benefit: You gain a +1 bonus to Listen and Spot for every 3 levels of Scout and Wilderness Stalker.

New Feat: Dazzling Combatant
Your panache in battle coupled with your skill allow you to
Prerequisites: Improved Reaction, Swashbuckler Dodge
Benefit: Your Improved Reaction ability now lasts 2 rounds for every level of Swashbuckler, Dervish, and Duelist you have. You also gain a bonus on attack rolls equal to half your Intelligence modifier (if any).

New Feat: Swaggering Dance
Your whirling dance of death takes on a new flair for the dramatic as you swagger about the battlefield.
Prerequisites: Swashbuckler Dodge, Dervish Dance
Benefit: For every 3 levels of Swashbuckler you have, your Dervish Dance bonus improves by +1 (maximum +5 bonus).

New Feat: Arcane Bloodline
Your bloodline has a history of strong arcane magic.
Prefequisites: Summon Familiar
Benefit: You activate Reserve feats as though the highest spell level available was 2 higher than normal (maximum spell level of 9).

Combat Focus
Type of Feat: General
The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness.
Prerequisite: Wis 13
Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of battle. The focus lasts for 10 rounds, +1 additional round per combat form feat you have and has a 3 minute cooldown on use.

While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4.
Special: A fighter can select Combat Focus as one of his fighter bonus feats.
Use: Selected.

Combat Stability
Type of Feat: General
When you maintain your combat focus, you become difficult to disloge. Your muscles lock into an unyielding position.
Prerequisite: Combat Focus, BAB +3
Benefit: You gain immunity to knockdown while you maintain your combat focus.
Special: A fighter can select Combat Stability as one of his fighter bonus feats.
Use: Automatic.

Combat Defense
Type of Feat: General
The state of keen focus and mental discipline you attain in combat allows you to shift the focus of your defense with careful, precise maneuvers.
Prerequisite: Combat Focus, Dex 13, Dodge, BAB +6
Benefit: While maintaining your combat focus, you gain a +1 dodge bonus to AC.
Special: A fighter can select Combat Defense as one of his fighter bonus feats.
Use: Automatic.

Combat Vigor
Type of Feat: General
When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow.
Prerequisite: Combat Focus, BAB +9
Benefit: While you maintain your combat focus, you gain regeneration 2. If you have three or more combat form feats, the benefit of this feat improves to regeneration 4.
Special: A fighter can select Combat Vigor as one of his fighter bonus feats.
Use: Automatic.

Combat Awareness
Type of Feat: General
When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponents location.
Prerequisite: Combat Focus, BAB +12
Benefit: While maintaining your combat focus, you gain the benefit of the Blind-Fight feat.
Special: A fighter can select Combat Awareness as one of his fighter bonus feats.
Use: Automatic.

Called Shot
Type of Feat: General
Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.
Prerequisite: BAB +3, Point Blank Shot
Benefit: Your target no longer benefits from concealment for one round. This ability is instant and has a two-round cooldown.
Special: A fighter can select Called Shot as one of his fighter bonus feats.
Use: Automatic.

New Feat: Dirgesinger
Your weave the oral history and traditions of your tribe into your bardic performances.
Prerequisites: Rage 2/day, Bardsong 4/day
Benefit: You add half your Barbarian levels (capped by your Bard level) to your Bard level to determine the effects of songs and inspirations you already know. This does not grant additional uses of bardsong or new songs.

New Feat: Invulnerable Rager
Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These barbarians invite their enemies to attack them, and use pain to fuel their rage.
Prerequisites: Rage 2/day
Benefit: The invulnerable rager gains DR/— equal to half her barbarian level while raging.

New Feat: Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

New Feat: Confusing Blow
You strike your foe with such force they are temporarily confused.
Prerequisites: Crushing Blow
Benefit: You make a melee touch attack against your opponent and if successful, they must make a Fortitude saving throw (DC 10 + 1/2 your Monk level + Wisdom modifier) or suffer a penalty to their Intelligence and Wisdom equal to half your Wisdom modifier (minimum penalty of -4). This ability has a 30s cooldown.

New Feat: Discordant Voice
By singing out a precise tone, you cause discordant vibrations to run through allies' weapons.
Prerequisites: Perform 10, Bard 1
Benefit: You expend a use of bardsong to grant allies within 30' a 1d6 sonic damage bonus to their melee attacks for 1 minute. This bonus does not affect you.

New Feat: Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisites: Toughness
Benefit: One per day you can prepare yourself against the trials to come. This preparation grants you a heal on death effect that will restore 20 points of health. If you are more than 20 points below 0 life then this will not save you from death.


New Feat: Blinding Distraction
You use a handful of fine sand to throw in the face of your opponent, reducing their visibility.
Prerequisites: Feint
Benefit: Your opponent must make a Reflex save (DC equal to your total Bluff skill) or suffer a Spot penalty equal to half their total Spot skill for two rounds. This ability has a 30s cooldown.

New Feat: Wild Marksman
Your bow is not your only companion.
Prerequisites: Marksman 1, Natural Bond
Benefit: Your Marksman level (-3) is added to your Ranger levels for determining your companions effectiveness.

#11
nicethugbert

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Yes, I like how they makes useless class feats useful.

#12
Luminus

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:blink: Wow Kaedrin. I was thinking of posting in the forums a thread about making Blackguard a base class or implementing some Anti-Paladin variant.

I would REALLY like to see the Dark Champion and Alchemist especially, be implemented. I would prefer if Dark Champion was renamed Dark Knight or Death Knight or something with Knight in it, though.
I know you are also creating the Knight class but Champion reminds me of a Prestige class, like Divine Champion, Champion of the Silver Flame/Wild/Corellon Larethian etc.

Maybe just combine Dark Champion and Blackguard together, since it might be a little redundant otherwise, with some adjustments to balance it? The Blackguard should have been a base class anyway. It's abilities scale badly compared to the Paladin (Turn Undead/Smite/Spells) and it's requirements are kinda crap.
Anyone else agree with that?


And the Alchemist looks sweet. A class similar to the Artificer and being a rough combination of Rogue skills and Warlock infinite ranged attacks. Very very diserable and another skillmonkey was really needed.


Witchblade might be a little redundant also, since it's basically a gestalt. Maybe just make a Feat that scales the abilities of Hexblade and Warlock, similar to Daring Outlaw, for example?


The Arcane Disciple kinda reminds of an arcane Psion. Though I might be totally wrong since I don't know that much about Psionics.

The other classes look nice but I would love to see Dark Champion/Blackguard base class and Alchemist the most.

EDIT: For some reason I typed Artificer instead of Alchemist in the last sentence. I want to see Dark Champion and Alchemist the most. :D

Modifié par Luminus, 18 avril 2012 - 12:20 .


#13
Kaedrin

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Heh, forgot I had artificer...
http://nwn2customcon...t.com/artificer

Modifié par Kaedrin, 17 avril 2012 - 09:44 .


#14
likeorasgod

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Luminus wrote...

:blink: Wow Kaedrin. I was thinking of posting in the forums a thread about making Blackguard a base class or implementing some Anti-Paladin variant.

I would REALLY like to see the Dark Champion and Alchemist especially, be implemented. I would prefer if Dark Champion was renamed Dark Knight or Death Knight or something with Knight in it, though.
I know you are also creating the Knight class but Champion reminds me of a Prestige class, like Divine Champion, Champion of the Silver Flame/Wild/Corellon Larethian etc.

Maybe just combine Dark Champion and Blackguard together, since it might be a little redundant otherwise, with some adjustments to balance it? The Blackguard should have been a base class anyway. It's abilities scale badly compared to the Paladin (Turn Undead/Smite/Spells) and it's requirements are kinda crap.
Anyone else agree with that?


And the Alchemist looks sweet. A class similar to the Artificer and being a rough combination of Rogue skills and Warlock infinite ranged attacks. Very very diserable and another skillmonkey was really needed.


Witchblade might be a little redundant also, since it's basically a gestalt. Maybe just make a Feat that scales the abilities of Hexblade and Warlock, similar to Daring Outlaw, for example?


The Arcane Disciple kinda reminds of an arcane Psion. Though I might be totally wrong since I don't know that much about Psionics.

The other classes look nice but I would love to see Dark Champion/Blackguard base class and Artificer the most.



I would allso like to see a base class Anti-Palidin (Black Knight).  The Blackgaurd realy should of been a base class I think to fill this.  Though if the Dark Champion could start this out it would be anouther/faster way to get blackgaurd.   I'm realy waiting for the feralshifter cause I been wanting to do a druid like this, but hate the current animal forms limit.  SOme one needs to do a good update with them and familars that works with your packs.