Player Resource Consortium
Neverwinter Nights => Other Features => Topic started by: clansunstar on July 25, 2015, 10:31:59 PM
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If there is some type of change to the PRC you would like to see you can make the request under here and the team will discuss it.
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If there is some type of change to the PRC you would like to see you can make the request under here and the team will discuss it.
can you use the Vampire subrace system as a guild to create a Vampire template for the PRC which can be added to your character at lvl 1 or/and as a class like the lich so as you gain lvl you unlock new ablilties
Thanks
Can you post a detailed guild how to create a template and i will try to create it myself and send it to you.
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can you use the Vampire subrace system as a guild to create a Vampire template for the PRC which can be added to your character at lvl 1 or/and as a class like the lich so as you gain lvl you unlock new ablilties
Thanks
Can you post a detailed guild how to create a template and i will try to create it myself and send it to you.
I will run this by the rest of the team and see what we can do.
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First, I think it's great there is a team working again. Such dedication!
Second, I'd like to second the vampire idea. I've been seeing that request at least as long as I've been aware of the PRC (about the same time the third NWN I expansion came out, I think). At least some of the features are already coded, because they'd be the same as templates like necropolitan.
Maybe this is more of a bug report than a feature request, but some of the knight of the chalice feats don't work correctly. KOC is supposed to get fear immunity, which broadens to a field and then becomes immunity to enchantment (basically, mind-affecting spells). What happens instead is that KOC short-circuits the immunity a paladin already has to fear, then eventually substitutes its own, which only covers fear and never gets to enchantment.
I'm also seeing weird effects I'm not sure are PRC; they might just be bioware bugs, but I don't remember seeing them before. Some spells, like storm of vengeance, seem to work on characters even if they have immunity to 9th level spells. Cloudkill still reduces constitution in the same situation.
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Thanks for the reply i am glad to see that the PRC pack is still alive.
I notice with the new 1.71 patch that you can pick any of the PRC classes from lvl 1 with the normal creator, is there a workaround for the races as well besides the convo creator or is that impossible.
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'Flayer Slayer.
http://prc.athasreborn.com/index.php/topic,1676.msg7592.html#msg7592 (http://prc.athasreborn.com/index.php/topic,1676.msg7592.html#msg7592)
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My main criticism would be that there seemed to be a focus on being completely authentic to original D&D texts, to the point of confusion. My example would be Hellfire Warlock's prerequisites:
Entry Requirements
Skills: Intimidate 6 ranks, Knowledge (the planes) 12 ranks, Spellcraft 6 ranks.
Language: Infernal.
I had to find the prerequisite 2da to make sure that "Knowledge (the planes)" meant Lore, and had to dig through prereq scripts to find that "Language: Infernal" meant that you needed to be able to cast Hellrime Blast or Brimstone Blast.
Just my two cents! Everything else I can think of is subjective; for example, I have made a few abilities free action to give NWN a more action-ey feel, but that is definitely my own twist on things and not something I'd ask the entire PRC to follow suit on.
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First of all, it is sooo good to know that you are still there, guys!
Talking about new features, i would like to know, is it possible to implement Persistent spell (and its divine metamagic part)? I really do like playing a hit-'em-hard cleric, but there is just no way to do it right without this here lovely feat.
Perhaps a better implementation of a no-party-size-penalty-to-xp workaround could be amazing too. I've tried to do many things suggested somewhere on this forum, but it didn't work out well.
And, maybe, a Bone Knight PrC? (That one from the Five Nations, p. 117)
Thank you guys, and good luck!
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Talking about templates, having a "Saint" template would be awesome. Yes, it is kinda overpowered, but a good one to have nonetheless.
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I had a go at changing stuff for my own playing around only... My list is probably missing things.
CLASS ABILITIES:
Arcane Duelist - Mirror image and blur now cast in one round. (prc_ad_blur, prc_ad_mirror)
Disciple of Baalzebul - Suggestion and beguile now cast in one round. (prc_baal_beguile, prc_baal_suggest)
Disciple of Dispater - Iron body and ironskin now cast in one round. (prc_disp_irnskn, prc_disp_irnbdy)
Disciple of Mephistopheles:
Body of flame now gives the 10/+1 damage resistance advertised, instead of DR 1/- against magical and piercing. (bodyofflame)
Hellfire shield now takes one round to cast. (hellfireshield)
Flare now takes one round to cast. (hellflare)
Drow Judicator:
Command spiders - Commented out several debugging SpeakStrings. (prc_dj_comspider)
Judgement - Now casts in one round (prc_dj_judgement)
Duelist - acrobatic attack - Should now work. (prc_s_acroatk)
Hathran - Fear now casts in one round (prc_hath_fear)
Healer - All class abilities now cast in one round (prc_heal_blind, prc_heal_disease, prc_heal_fear, prc_heal_paral, prc_heal_poison, prc_heal_regen, prc_heal_res, prc_heal_restore, prc_heal_stflesh)
Monk - Now gets correct PnP unarmed damage, as per http://prc.athasreborn.com/index.php/topic,1802.0.html (unarmed_caller)
Thrall of Orcus - Fear touch now casts in one round. (prc_to_fear)
Warpriest - Mass heal, mass hate and healing circle now cast in one round (codi_s0_mashaste, codi_s0_masheal, codi_s0_healcirc)
EPIC SPELLS:
Epic spell reflection: Now reflects spells instead of giving immunity to levels 1-9. (ss_ep_spellrefle)
Greater ruin: No longer ignores spell resistance. (ss_ep_gr_ruin)
Ruin: No longer ignores spell resistance. (ss_ep_ruin)
SPELLS:
Ayialla's radiant burst: No longer ignores (improved) evasion, now offers saves vs Good. (sp_ayialla_rb)
Burning bolt: Now requires a ranged touch attack on every bolt. Can be used against non-enemies. Makes the right number of bolts appear when resisted. (sp_burnbol)
Crushing fist of spite: No longer a summon, now does damage and moves around as per the description. It's rather powerful. (sp_crush_fs, sp_crush_fsai)
Death by thorns: Now causes the target(s) to spasm rather than the caster. (sp_dth_thorns)
Flame arrow: Now requires a ranged touch attack on every arrow. Makes the right nimber of bolts appear when resisted. (nw_s0_flmarrow)
Hammer of the gods: No longer ignores mettle. (nw_s0_hammgods)
Prismatic wall: No longer ignores (improved) evasion; now requires only one spell resistance pass to ignore. (sp_prism_walla)
Prismatic sphere: No longer ignores (improved) evasion; now requires only one spell resistance pass to ignore. (sp_prismt_sphra)
Prismatic ray: No longer ignores (improved) evasion. (sp_prismat_ray)
Rain of embers: No longer ignores (improved) evasion, now a saving throw vs Good, added some VFX as it was not obvious where the damage was coming from. (sp_rain_ember)
Ring of blades: Now lasts 1 min/level instead of 1 round/level. (sp_ring_blds)
Soul Scour: Now offers a will save vs Evil, as per the description. (sp_soulscour)
Storm of shards: No longer ignores (improved) evasion, now saving throw vs Good. (sp_strm_shard)
Unliving weapon: Now kills the target (9999 magical damage as they are always undead), explosion now has a 10ft radius. (sp_unliv_weapon)
Whirling blade: No longer causes the caster to run round meleeing everything. (sp_whrl_blade)
INVOCATIONS:
Eldritch chain: Should no longer hit the same target twice, but it can't extend its jumping range by finding more targets.
PSIONICS:
Psicraft now is displayed in the same manner as spellcraft. See psi_inc_psicraft for details. (changes to psi_inc_psifunc, psi_inc_psicraft; all psi_* scripts recompiled)
Control objects: Now works, and uses PRCGetSpellTargetLocation, which factors in overrides. (psi_pow_ctrlobj)
Empathic transfer, hostile: AoE augmentation option should no longer do nothing but throw a TMI error. (psi_pow_emptrnh)
Energy cone: Commented out DrawLinesInACone as it created a lot of laggy VFX. (psi_pow_encone)
Energy wave: Commented out DrawLinesInACone as it created a lot of laggy VFX. (psi_pow_enwave)
Fate link: No longer throws a TMI error every time it's used.
Share pain, forced: Now functions without extend power (as previously it did nothing unless extend was used). Augmentation now increases DC as per the description.
MANEUVERS + TOME OF BATTLE:
Some strikes should now activate as expected if the target moves out of melee range during the activation time.
Swordsage's recover maneuvers conversation now works. (tob_swd_rcrcnv)
Martial lore:
Is now displayed in the same manner as spellcraft. See tob_inc_martlore for details. (changes to tob_inc_martlore, tob_inc_move; all tob_* scripts recompiled)
Swordsage's discipline focus now correctly applies a +2 bonus to martial lore checks of the same discipline. Previously, if the initiator was a swordsage, the DC required to determine the manuever being used was LOWERED by 2.
Maneuver changes:
(Note: "Improved AoE targeting" usually means that NPCs will be able to use it effectively).
Absolute steel: Added visual effect when it triggers. (tob_inc_tobfunc)
Adamantine bones: Added visual effect. (tob_stdr_adbones)
Adamantine hurricane: Improved AoE target selection, added visual effect. (tob_irnh_adamhr)
Assassin's stance: Now affected by defensive stance, can no longer be dispelled. (tob_sdhd_assassn)
Aura of chaos: Added visual effect. (tob_dvsp_chaos)
Aura of perfect order: Added visual effect. (tob_dvsp_prford)
Aura of triumph: Added visual effect. (tob_dvsp_triumph)
Aura of tyranny: Improved drain target choices. (tob_dvsp_tyrnnya)
Ballista throw: Now damages more than one secondary target, target now flies towards the secondary target(s), improved visual effects. (tob_stsn_blstthr)
Blood in the water: Added more visuals. (tob_tgcw_bldwtr)
Bolstering voice: Improved AoE targeting. (tob_wtrn_blsrvca)
Boulder roll: Now works. (tob_stdr_bldrrll)
Castigating strike: Area damage/effects should now work, added visual effects based on user's alignment. (tob_dvsp_ctgstrk)
Child of shadow: Added visual effects, both constant and when concealment is applied. (tob_sdhd_chldsdw, tob_inc_tobfunc)
Clarion call: Improved AoE targeting, added trigger visuals. (prc_onhitcast)
Claw at the moon: Added visual effect. (tob_tgcw_clwmn)
Clever positioning: Now only teleports on failed reflex save, only rolls reflex save when attack lands; no longer offers will save and spell resistance after the reflex save; changed visual effects. (tob_stsn_vlcpstn)
Clinging shadow strike: Improved visual effect. (tob_sdhd_clngshd)
Colossus strike: Creature size now affects save DC, now knocks down on a failed save, and has visual effects. (tob_stdr_colostr)
Comet throw: Now moves the target, added visual effects. (tob_stsn_cmtthr)
Crusader's strike: Added visual effect based on user's alignment, will now heal non-PCs if a hurt PC is not found. (tob_dvsp_crustrk)
Crushing vise: Now works. (tob_stdr_crshvis)
Dance of the spider: Now applies the effects of defensive stance, and can no longer be dispelled. (tob_sdhd_dncspdr)
Dancing blade form: Improved visual effect. (tob_irnh_dncbldf)
Dancing mongoose: Corrected feedback text, added visual effect. (tob_tgcw_dncmon)
Dazing strike: Improved visual effect. (tob_irnh_dazstr)
Death from above: Added impact and arcing jump visuals. (tob_tgcw_dfa)
Death in the dark: Added visual effect. (tob_sdhd_dthdrk)
Deathmark: Added visual effect, tidyed AoE targeting. (tob_dw_dthmrk)
Defensive rebuke: Added visual effects when the attacks of opportunity hit. (tob_dvsp_defrbka)
Desert tempest: Added visual effects, improved target checking, different initiators using desert tempest at the same time will no longer interfere with each other. (tob_dw_dsttmpta)
Devastating throw: Now knocks back and has visual effects. (tob_stsn_devthr)
Diamond defence: Added some visual effects. (tob_dmnd_dmddef)
Diamond nightmare blade: Added some visual effects. (tob_dmnd_dmndbld)
Disrupting blow: Added visual effects. (tob_dmnd_drptb)
Dragon's flame: Improved AoE targeting, also should now work. (tob_dw_drgnflm)
Drain vitality: Now applies constitution drain on a failed save rather than a successful one, and only makes the saving throw roll when the attack lands. (tob_sdhd_drnvita)
Earthstrike quake: Improved AoE targeting. (tob_stdr_erthstq)
Elder mountain strike: Added visual effect.
Emerald razor: Added a bit more eye candy. (tob_dmnd_emrazor)
Enervating shadow strike: Added visual effects on failed save. (tob_enshds)
Entangling blade: Added visual effects. (tob_dvsp_ntngle)
Exorcism of steel: Added visual effect. (tob_irnh_exostl)
Feigned opening: Improved AoE targeting. (tob_stsn_fgnopn)
Fiery assault: Added visual effect. (tob_dw_fryaslt)
Finishing move: Added visual effect. (tob_irnh_finishm)
Fire riposte: Visual effect no longer permanent. (tob_dw_frrps)
Five shadow creeping ice enervation strike: Added more visual effects. (tob_sdhd_fscies)
Firesnake: Improved AoE targeting, visual effect now travels the full distance and snakes pleasantly. (tob_dw_frsnk)
Flesh ripper: Improved visual effect.
Flashing sun: No longer damages self; added visual effects; attacks now instant, as previously you could gain more by simply attacking two rounds in a row. (tob_dw_flshsun)
Flanking maneuver: Improved AoE targeting. (tob_wtrn_flnkmvr)
Fountain of blood: Now makes an attack, improved AoE targeting. (tob_tgcw_ftnbld)
Giant's stance: Now triggers defensive stance, added visual effects. (tob_stdr_giants)
Girallon windmill flesh rip: Now tracks hits from different creatures separately so they they won't stack, added visual effect. (tob_event_girwfr, tob_tgcw_girwfr)
Greater divine surge: Can now be used; descriptions of the add/clear constitution now the right way round; the add/clear constitution buttons now cast instantly; constitution drain no longer capped at 20; if immune to ability damage the bonus damage is not applied; constitution drain is now applied to the user rather than the target, and produces a visual effect when it happens. (tob_dvsp_dvnsrgg, tob_dvsp_dvnsrg2)
Greater insightful strike: Added a bit more eye candy. (tob_dmnd_ginsts)
Hamstring attack: Added visual effect.
Hatchling's flame: Should now work. (tob_dw_htchflm)
Hearing the air: Added visual effects, now works with defensive stance. (tob_dmnd_heara)
Inferno blast: Improved AoE targeting, added visual effect. (tob_dw_infrnblst)
Insightful strike: Added visual effects. (tob_dmnd_insght)
Iron bones: Added visual effect. (tob_stdr_irnbns)
Iron heart focus: Added visual effect. (tob_irnh_ihfoc)
Irresistable mountain strike: No longer reports "iron bones hit/miss", added visual effect. (tob_stdr_irmstr)
Island of blades: Improved AoE targeting, added visual effect. (tob_sdhd_islebld)
Leading the charge: Improved AoE targeting. (tob_wtrn_ldchrga)
Leaping dragon stance: Added visual effect. (tob_tgcw_lpdrgn)
Leaping flame: Now works, added more visual effects. (tob_dw_lpngflm)
Lightning throw: Is now ranged, added visual effects. (tob_irnh_lgtthr)
Lingering inferno: Added visual effect. (tob_dw_lngrinf)
Martial spirit: Now heals non-PCs if a hurt PC is not found. (tob_inc_tobfunc)
Mighty throw: Now knocks back target, added visual effect. (tob_stsn_mgtythr)
Mithril tornado: Improved AoE targeting, added visual effect. (tob_irnh_mthtrn)
Mountain avalanche: No longer damages the user, and multiple initiators using it next to each other will no longer interfere. (tob_stdr_mtavla)
Obscuring shadow veil: Added cessate negative. (tob_sdhd_obscvl)
Order forged from chaos: Fixed speed bonus, improved AoE targeting, added visual effect. (tob_wtrn_ordchs)
Overwhelming mountain strike: Corrected save DC, added visual effect. (tob_stdr_ovrmnt)
Pearl of black doubt: Should now work, at least some of the time. It also will work with defensive stance. (tob_dmnd_prlbdt, prc_onhitcast)
Prey on the weak: Now triggers defensive stance bonus, now works and can be removed, added visual effect. (tob_tgcw_preywk)
Quicksilver motion: Now works, and has visual effects. (tob_dmnd_qcksil)
Rabid bear strike: Added visual effect. (tob_tgcw_rbdber)
Rabid wolf strike: Added visual effect. (tob_tgcw_rbdwlf)
Rallying strike: Added visual effects based on user's alignment; AoE healing should now work, healing is now properly capped at +15 per initiator level. (tob_dvsp_rlystrk)
Revitalizing strike: Added visual effect based on user's alignment, will now heal non-PCs if a hurt PC is not found. (tob_dvsp_revstrk)
Ring of fire: Added visual effect, improved AoE targeting. (tob_dw_ringfire)
Roots of the mountain: Improved targeting. (tob_stdr_rtmntna)
Ruby nightmare blade: Added visual effects. (tob_dmnd_rubybld)
Sapphire nightmare blade: Added visual effect. (tob_dmnd_snhtbld)
Scything blade: Improved target finding, added visual effect. (tob_irnh_scythbl)
Shadow blink: Added puff visuals. (tob_sdhd_shblnk)
Shadow garrote: Now only functions on living targets as per description. (tob_sdhd_shdgrrt)
Shadow jaunt: Added puff visuals. (tob_sdhd_sdhjnt)
Shadow noose: Added stun visuals, now only functions on living targets as per the description. (tob_sdhd_shdnse)
Shadow stride: Added puff visuals. (tob_sdhd_shstdrd)
Shield block: Added cessate positive. (tob_dvsp_shldblk)
Soaring raptor strike: Enforced target size restriction, added visual effect. (tob_tgcw_srrtpr)
Soaring throw: Now moves target, added visual effect. (tob_stsn_srnthr)
Steel wind: Secondary attack no longer hits friendlies, added visual effect. (tob_irnh_stlwnd)
Steely strike: Added visual effects. (tob_irnh_stlystk)
Stone bones: Added visual effect. (tob_stdr_stnbns)
Stone vise: Saving throw now reflex, now applies the effect on a failed save instead of a successful one, saving throw only made when attack connects, added isual effect. (tob_stdr_stnvise)
Strike of perfect clarity: Added visual effect. (tob_irnh_strpclr)
Strike of righteous vitality: Now heals the user's allies instead of the target's, added visual effect based on user's alignment, will now heal non-PCs if a hurt PC is not found. (tob_dvsp_rghtvt)
Strike of the broken shield: Added visual effect. (tob_stsn_brkshld)
Supreme blade parry: Added visual effect. (tob_irnh_supbldp)
Swarm tactics: Improved AoE targeting, removed need to be in melee range as that would stop it from working. (tob_wtrn_swarmta)
Swarming assault: Improved AoE targeting, added visual effect. (tob_wtrn_swrmalt)
Swooping dragon strike: Improved visual effect. (tob_tgcw_swpdrg)
Tactical strike: Added visual effect, improved AoE targeting. (tob_wtrn_tacstrk)
Tactics of the wolf: Now correctly applies damage bonus of 1/2 per initiator level, improved AoE targeting. (tob_wtrn_tctwlfb)
Thicket of blades: Added hit visuals, improved target choice. Can now make more than one attack per round, but not more often than every 0.8s against the same target. (tob_dvsp_thkblda)
Time stands still: Added visual effects. (tob_dmnd_timess)
War master's charge: Relaxed BAB restriction to 0.7, enforced melee weapon requirement, improved AoE targeting, added visual effects. (tob_wtrn_warmtrc)
White raven hammer: Added more visual effects. (tob_wtrn_wtrvnhr)
White raven strike: Added visual effects. (tob_wtrn_whtrns)
White raven tactics: Added visual effects. (tob_wtrn_wtrvnt)
Wind stride: Corrected movement speed increase, added visual effect. (tob_dw_wndstrd)
Wolf climbs the mountain: Added visual effect. (tob_tgcw_wolfcm)
Wolf pack tactics: Now triggers the effects of defensive stance. (tob_tgcw_wlfpck)
Wyrm's flame: Improved AoE targeting. Should also work. (tob_dw_wyrmflmt)
Zephyr dance: Changed visual effects to be more exciting. (tob_dw_zphdnc)
OTHER
Racial spell like abilities now activate in a single round. (race_sla)
Spell turning will no longer drain at approximately double speed. (Added additional argument to PRCGetSpellTargetObject, changed many ability scripts so that they wouldn't drain spell turning levels (such as smite evils)
Less obvious/behind-the-scenes changes:
prc_inc_combat: Added a new mode flag (PRC_COMBATMODE_SKIP_MELEE_RANGE_CHECK) that causes the range check to be skipped for melee attacks, but not cleaves/circle kicks etc for obvious reasons. Used for whirling blade and ToB stuff - most of the scripts assumed the hit variable would be set immediately, but if the target backed away then the actual attack could be delayed causing the fancy on-hit effects to not apply.
Whirling blade and all ToB strikes that have a condition on hit use this.
prc_inc_combmove: Added a no knockdown argument for DoTrip. Setting sun throws were knocking enemies down before you could move them.
Added new file prc_inc_events, included in inc_utils. Adds several new events (such as OnHealed, OnSave, OnSpellResistance...) which required changes in other scripts.
In an ideal world...
The following would use AoE stuff (so need entries in vfx_persistant.2da)
Crushing fist of spite
Rain of embers
Somewhere I had a list of some TLK and 2da bugs that I didn't get round to fixing. If memory serves, the shadow sun disciple requires ranks in hide which aren't mentioned in the TLK strings. And the damage/healing touch ability can be spammed whilst paused to kill anything instantly.
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First, I think it's great there is a team working again. Such dedication!
Second, I'd like to second the vampire idea. I've been seeing that request at least as long as I've been aware of the PRC (about the same time the third NWN I expansion came out, I think). At least some of the features are already coded, because they'd be the same as templates like necropolitan.
Maybe this is more of a bug report than a feature request, but some of the knight of the chalice feats don't work correctly. KOC is supposed to get fear immunity, which broadens to a field and then becomes immunity to enchantment (basically, mind-affecting spells). What happens instead is that KOC short-circuits the immunity a paladin already has to fear, then eventually substitutes its own, which only covers fear and never gets to enchantment.
I'm also seeing weird effects I'm not sure are PRC; they might just be bioware bugs, but I don't remember seeing them before. Some spells, like storm of vengeance, seem to work on characters even if they have immunity to 9th level spells. Cloudkill still reduces constitution in the same situation.
Thank you Calirion,
I truly appreciate any report of bugs, I will take note of the knight of chalice and the bugs you have reported, I will cake sure to see if we can find a way to make things work the way they should.
I will look into both storm of vengeance and cloudkill and immunity to 9th level spells, I personally don't use the immune to spell levels but I will see if I can figure a way to make this work properly . :)
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Thanks for the reply i am glad to see that the PRC pack is still alive.
I notice with the new 1.71 patch that you can pick any of the PRC classes from lvl 1 with the normal creator, is there a workaround for the races as well besides the convo creator or is that impossible.
I believe the 1.71 patch is somthing created by the communiyt member shaddow ( or is it shadoow?) , I will try and touch bases with him to see if we could possiably use his work to improve the PRC. :)
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'Flayer Slayer.
http://prc.athasreborn.com/index.php/topic,1676.msg7592.html#msg7592 (http://prc.athasreborn.com/index.php/topic,1676.msg7592.html#msg7592)
I would love to see this added, I will try and contact Atalsen and see if anything was ever created, and if not I will see what I can do.
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My main criticism would be that there seemed to be a focus on being completely authentic to original D&D texts, to the point of confusion. My example would be Hellfire Warlock's prerequisites:
I had to find the prerequisite 2da to make sure that "Knowledge (the planes)" meant Lore, and had to dig through prereq scripts to find that "Language: Infernal" meant that you needed to be able to cast Hellrime Blast or Brimstone Blast.
Just my two cents! Everything else I can think of is subjective; for example, I have made a few abilities free action to give NWN a more action-ey feel, but that is definitely my own twist on things and not something I'd ask the entire PRC to follow suit on.
Thank you for pointing this out, one of the things I want to do is make the PRC less confusing. I may need to find a way to update the Manual. :)
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First of all, it is sooo good to know that you are still there, guys!
Talking about new features, i would like to know, is it possible to implement Persistent spell (and its divine metamagic part)? I really do like playing a hit-'em-hard cleric, but there is just no way to do it right without this here lovely feat.
Perhaps a better implementation of a no-party-size-penalty-to-xp workaround could be amazing too. I've tried to do many things suggested somewhere on this forum, but it didn't work out well.
And, maybe, a Bone Knight PrC? (That one from the Five Nations, p. 117)
Thank you guys, and good luck!
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Talking about templates, having a "Saint" template would be awesome. Yes, it is kinda overpowered, but a good one to have nonetheless.
Thank you for all the suggestions, I will take note of each one and pass it along to the team. :)
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I had a go at changing stuff for my own playing around only... My list is probably missing things.
CLASS ABILITIES:
Arcane Duelist - Mirror image and blur now cast in one round. (prc_ad_blur, prc_ad_mirror)
Disciple of Baalzebul - Suggestion and beguile now cast in one round. (prc_baal_beguile, prc_baal_suggest)
Disciple of Dispater - Iron body and ironskin now cast in one round. (prc_disp_irnskn, prc_disp_irnbdy)
Disciple of Mephistopheles:
Body of flame now gives the 10/+1 damage resistance advertised, instead of DR 1/- against magical and piercing. (bodyofflame)
Hellfire shield now takes one round to cast. (hellfireshield)
Flare now takes one round to cast. (hellflare)
Drow Judicator:
Command spiders - Commented out several debugging SpeakStrings. (prc_dj_comspider)
Judgement - Now casts in one round (prc_dj_judgement)
Duelist - acrobatic attack - Should now work. (prc_s_acroatk)
Hathran - Fear now casts in one round (prc_hath_fear)
Healer - All class abilities now cast in one round (prc_heal_blind, prc_heal_disease, prc_heal_fear, prc_heal_paral, prc_heal_poison, prc_heal_regen, prc_heal_res, prc_heal_restore, prc_heal_stflesh)
Monk - Now gets correct PnP unarmed damage, as per http://prc.athasreborn.com/index.php/topic,1802.0.html (unarmed_caller)
Thrall of Orcus - Fear touch now casts in one round. (prc_to_fear)
Warpriest - Mass heal, mass hate and healing circle now cast in one round (codi_s0_mashaste, codi_s0_masheal, codi_s0_healcirc)
EPIC SPELLS:
Epic spell reflection: Now reflects spells instead of giving immunity to levels 1-9. (ss_ep_spellrefle)
Greater ruin: No longer ignores spell resistance. (ss_ep_gr_ruin)
Ruin: No longer ignores spell resistance. (ss_ep_ruin)
SPELLS:
Ayialla's radiant burst: No longer ignores (improved) evasion, now offers saves vs Good. (sp_ayialla_rb)
Burning bolt: Now requires a ranged touch attack on every bolt. Can be used against non-enemies. Makes the right number of bolts appear when resisted. (sp_burnbol)
Crushing fist of spite: No longer a summon, now does damage and moves around as per the description. It's rather powerful. (sp_crush_fs, sp_crush_fsai)
Death by thorns: Now causes the target(s) to spasm rather than the caster. (sp_dth_thorns)
Flame arrow: Now requires a ranged touch attack on every arrow. Makes the right nimber of bolts appear when resisted. (nw_s0_flmarrow)
Hammer of the gods: No longer ignores mettle. (nw_s0_hammgods)
Prismatic wall: No longer ignores (improved) evasion; now requires only one spell resistance pass to ignore. (sp_prism_walla)
Prismatic sphere: No longer ignores (improved) evasion; now requires only one spell resistance pass to ignore. (sp_prismt_sphra)
Prismatic ray: No longer ignores (improved) evasion. (sp_prismat_ray)
Rain of embers: No longer ignores (improved) evasion, now a saving throw vs Good, added some VFX as it was not obvious where the damage was coming from. (sp_rain_ember)
Ring of blades: Now lasts 1 min/level instead of 1 round/level. (sp_ring_blds)
Soul Scour: Now offers a will save vs Evil, as per the description. (sp_soulscour)
Storm of shards: No longer ignores (improved) evasion, now saving throw vs Good. (sp_strm_shard)
Unliving weapon: Now kills the target (9999 magical damage as they are always undead), explosion now has a 10ft radius. (sp_unliv_weapon)
Whirling blade: No longer causes the caster to run round meleeing everything. (sp_whrl_blade)
INVOCATIONS:
Eldritch chain: Should no longer hit the same target twice, but it can't extend its jumping range by finding more targets.
PSIONICS:
Psicraft now is displayed in the same manner as spellcraft. See psi_inc_psicraft for details. (changes to psi_inc_psifunc, psi_inc_psicraft; all psi_* scripts recompiled)
Control objects: Now works, and uses PRCGetSpellTargetLocation, which factors in overrides. (psi_pow_ctrlobj)
Empathic transfer, hostile: AoE augmentation option should no longer do nothing but throw a TMI error. (psi_pow_emptrnh)
Energy cone: Commented out DrawLinesInACone as it created a lot of laggy VFX. (psi_pow_encone)
Energy wave: Commented out DrawLinesInACone as it created a lot of laggy VFX. (psi_pow_enwave)
Fate link: No longer throws a TMI error every time it's used.
Share pain, forced: Now functions without extend power (as previously it did nothing unless extend was used). Augmentation now increases DC as per the description.
MANEUVERS + TOME OF BATTLE:
Some strikes should now activate as expected if the target moves out of melee range during the activation time.
Swordsage's recover maneuvers conversation now works. (tob_swd_rcrcnv)
Martial lore:
Is now displayed in the same manner as spellcraft. See tob_inc_martlore for details. (changes to tob_inc_martlore, tob_inc_move; all tob_* scripts recompiled)
Swordsage's discipline focus now correctly applies a +2 bonus to martial lore checks of the same discipline. Previously, if the initiator was a swordsage, the DC required to determine the manuever being used was LOWERED by 2.
Maneuver changes:
(Note: "Improved AoE targeting" usually means that NPCs will be able to use it effectively).
Absolute steel: Added visual effect when it triggers. (tob_inc_tobfunc)
Adamantine bones: Added visual effect. (tob_stdr_adbones)
Adamantine hurricane: Improved AoE target selection, added visual effect. (tob_irnh_adamhr)
Assassin's stance: Now affected by defensive stance, can no longer be dispelled. (tob_sdhd_assassn)
Aura of chaos: Added visual effect. (tob_dvsp_chaos)
Aura of perfect order: Added visual effect. (tob_dvsp_prford)
Aura of triumph: Added visual effect. (tob_dvsp_triumph)
Aura of tyranny: Improved drain target choices. (tob_dvsp_tyrnnya)
Ballista throw: Now damages more than one secondary target, target now flies towards the secondary target(s), improved visual effects. (tob_stsn_blstthr)
Blood in the water: Added more visuals. (tob_tgcw_bldwtr)
Bolstering voice: Improved AoE targeting. (tob_wtrn_blsrvca)
Boulder roll: Now works. (tob_stdr_bldrrll)
Castigating strike: Area damage/effects should now work, added visual effects based on user's alignment. (tob_dvsp_ctgstrk)
Child of shadow: Added visual effects, both constant and when concealment is applied. (tob_sdhd_chldsdw, tob_inc_tobfunc)
Clarion call: Improved AoE targeting, added trigger visuals. (prc_onhitcast)
Claw at the moon: Added visual effect. (tob_tgcw_clwmn)
Clever positioning: Now only teleports on failed reflex save, only rolls reflex save when attack lands; no longer offers will save and spell resistance after the reflex save; changed visual effects. (tob_stsn_vlcpstn)
Clinging shadow strike: Improved visual effect. (tob_sdhd_clngshd)
Colossus strike: Creature size now affects save DC, now knocks down on a failed save, and has visual effects. (tob_stdr_colostr)
Comet throw: Now moves the target, added visual effects. (tob_stsn_cmtthr)
Crusader's strike: Added visual effect based on user's alignment, will now heal non-PCs if a hurt PC is not found. (tob_dvsp_crustrk)
Crushing vise: Now works. (tob_stdr_crshvis)
Dance of the spider: Now applies the effects of defensive stance, and can no longer be dispelled. (tob_sdhd_dncspdr)
Dancing blade form: Improved visual effect. (tob_irnh_dncbldf)
Dancing mongoose: Corrected feedback text, added visual effect. (tob_tgcw_dncmon)
Dazing strike: Improved visual effect. (tob_irnh_dazstr)
Death from above: Added impact and arcing jump visuals. (tob_tgcw_dfa)
Death in the dark: Added visual effect. (tob_sdhd_dthdrk)
Deathmark: Added visual effect, tidyed AoE targeting. (tob_dw_dthmrk)
Defensive rebuke: Added visual effects when the attacks of opportunity hit. (tob_dvsp_defrbka)
Desert tempest: Added visual effects, improved target checking, different initiators using desert tempest at the same time will no longer interfere with each other. (tob_dw_dsttmpta)
Devastating throw: Now knocks back and has visual effects. (tob_stsn_devthr)
Diamond defence: Added some visual effects. (tob_dmnd_dmddef)
Diamond nightmare blade: Added some visual effects. (tob_dmnd_dmndbld)
Disrupting blow: Added visual effects. (tob_dmnd_drptb)
Dragon's flame: Improved AoE targeting, also should now work. (tob_dw_drgnflm)
Drain vitality: Now applies constitution drain on a failed save rather than a successful one, and only makes the saving throw roll when the attack lands. (tob_sdhd_drnvita)
Earthstrike quake: Improved AoE targeting. (tob_stdr_erthstq)
Elder mountain strike: Added visual effect.
Emerald razor: Added a bit more eye candy. (tob_dmnd_emrazor)
Enervating shadow strike: Added visual effects on failed save. (tob_enshds)
Entangling blade: Added visual effects. (tob_dvsp_ntngle)
Exorcism of steel: Added visual effect. (tob_irnh_exostl)
Feigned opening: Improved AoE targeting. (tob_stsn_fgnopn)
Fiery assault: Added visual effect. (tob_dw_fryaslt)
Finishing move: Added visual effect. (tob_irnh_finishm)
Fire riposte: Visual effect no longer permanent. (tob_dw_frrps)
Five shadow creeping ice enervation strike: Added more visual effects. (tob_sdhd_fscies)
Firesnake: Improved AoE targeting, visual effect now travels the full distance and snakes pleasantly. (tob_dw_frsnk)
Flesh ripper: Improved visual effect.
Flashing sun: No longer damages self; added visual effects; attacks now instant, as previously you could gain more by simply attacking two rounds in a row. (tob_dw_flshsun)
Flanking maneuver: Improved AoE targeting. (tob_wtrn_flnkmvr)
Fountain of blood: Now makes an attack, improved AoE targeting. (tob_tgcw_ftnbld)
Giant's stance: Now triggers defensive stance, added visual effects. (tob_stdr_giants)
Girallon windmill flesh rip: Now tracks hits from different creatures separately so they they won't stack, added visual effect. (tob_event_girwfr, tob_tgcw_girwfr)
Greater divine surge: Can now be used; descriptions of the add/clear constitution now the right way round; the add/clear constitution buttons now cast instantly; constitution drain no longer capped at 20; if immune to ability damage the bonus damage is not applied; constitution drain is now applied to the user rather than the target, and produces a visual effect when it happens. (tob_dvsp_dvnsrgg, tob_dvsp_dvnsrg2)
Greater insightful strike: Added a bit more eye candy. (tob_dmnd_ginsts)
Hamstring attack: Added visual effect.
Hatchling's flame: Should now work. (tob_dw_htchflm)
Hearing the air: Added visual effects, now works with defensive stance. (tob_dmnd_heara)
Inferno blast: Improved AoE targeting, added visual effect. (tob_dw_infrnblst)
Insightful strike: Added visual effects. (tob_dmnd_insght)
Iron bones: Added visual effect. (tob_stdr_irnbns)
Iron heart focus: Added visual effect. (tob_irnh_ihfoc)
Irresistable mountain strike: No longer reports "iron bones hit/miss", added visual effect. (tob_stdr_irmstr)
Island of blades: Improved AoE targeting, added visual effect. (tob_sdhd_islebld)
Leading the charge: Improved AoE targeting. (tob_wtrn_ldchrga)
Leaping dragon stance: Added visual effect. (tob_tgcw_lpdrgn)
Leaping flame: Now works, added more visual effects. (tob_dw_lpngflm)
Lightning throw: Is now ranged, added visual effects. (tob_irnh_lgtthr)
Lingering inferno: Added visual effect. (tob_dw_lngrinf)
Martial spirit: Now heals non-PCs if a hurt PC is not found. (tob_inc_tobfunc)
Mighty throw: Now knocks back target, added visual effect. (tob_stsn_mgtythr)
Mithril tornado: Improved AoE targeting, added visual effect. (tob_irnh_mthtrn)
Mountain avalanche: No longer damages the user, and multiple initiators using it next to each other will no longer interfere. (tob_stdr_mtavla)
Obscuring shadow veil: Added cessate negative. (tob_sdhd_obscvl)
Order forged from chaos: Fixed speed bonus, improved AoE targeting, added visual effect. (tob_wtrn_ordchs)
Overwhelming mountain strike: Corrected save DC, added visual effect. (tob_stdr_ovrmnt)
Pearl of black doubt: Should now work, at least some of the time. It also will work with defensive stance. (tob_dmnd_prlbdt, prc_onhitcast)
Prey on the weak: Now triggers defensive stance bonus, now works and can be removed, added visual effect. (tob_tgcw_preywk)
Quicksilver motion: Now works, and has visual effects. (tob_dmnd_qcksil)
Rabid bear strike: Added visual effect. (tob_tgcw_rbdber)
Rabid wolf strike: Added visual effect. (tob_tgcw_rbdwlf)
Rallying strike: Added visual effects based on user's alignment; AoE healing should now work, healing is now properly capped at +15 per initiator level. (tob_dvsp_rlystrk)
Revitalizing strike: Added visual effect based on user's alignment, will now heal non-PCs if a hurt PC is not found. (tob_dvsp_revstrk)
Ring of fire: Added visual effect, improved AoE targeting. (tob_dw_ringfire)
Roots of the mountain: Improved targeting. (tob_stdr_rtmntna)
Ruby nightmare blade: Added visual effects. (tob_dmnd_rubybld)
Sapphire nightmare blade: Added visual effect. (tob_dmnd_snhtbld)
Scything blade: Improved target finding, added visual effect. (tob_irnh_scythbl)
Shadow blink: Added puff visuals. (tob_sdhd_shblnk)
Shadow garrote: Now only functions on living targets as per description. (tob_sdhd_shdgrrt)
Shadow jaunt: Added puff visuals. (tob_sdhd_sdhjnt)
Shadow noose: Added stun visuals, now only functions on living targets as per the description. (tob_sdhd_shdnse)
Shadow stride: Added puff visuals. (tob_sdhd_shstdrd)
Shield block: Added cessate positive. (tob_dvsp_shldblk)
Soaring raptor strike: Enforced target size restriction, added visual effect. (tob_tgcw_srrtpr)
Soaring throw: Now moves target, added visual effect. (tob_stsn_srnthr)
Steel wind: Secondary attack no longer hits friendlies, added visual effect. (tob_irnh_stlwnd)
Steely strike: Added visual effects. (tob_irnh_stlystk)
Stone bones: Added visual effect. (tob_stdr_stnbns)
Stone vise: Saving throw now reflex, now applies the effect on a failed save instead of a successful one, saving throw only made when attack connects, added isual effect. (tob_stdr_stnvise)
Strike of perfect clarity: Added visual effect. (tob_irnh_strpclr)
Strike of righteous vitality: Now heals the user's allies instead of the target's, added visual effect based on user's alignment, will now heal non-PCs if a hurt PC is not found. (tob_dvsp_rghtvt)
Strike of the broken shield: Added visual effect. (tob_stsn_brkshld)
Supreme blade parry: Added visual effect. (tob_irnh_supbldp)
Swarm tactics: Improved AoE targeting, removed need to be in melee range as that would stop it from working. (tob_wtrn_swarmta)
Swarming assault: Improved AoE targeting, added visual effect. (tob_wtrn_swrmalt)
Swooping dragon strike: Improved visual effect. (tob_tgcw_swpdrg)
Tactical strike: Added visual effect, improved AoE targeting. (tob_wtrn_tacstrk)
Tactics of the wolf: Now correctly applies damage bonus of 1/2 per initiator level, improved AoE targeting. (tob_wtrn_tctwlfb)
Thicket of blades: Added hit visuals, improved target choice. Can now make more than one attack per round, but not more often than every 0.8s against the same target. (tob_dvsp_thkblda)
Time stands still: Added visual effects. (tob_dmnd_timess)
War master's charge: Relaxed BAB restriction to 0.7, enforced melee weapon requirement, improved AoE targeting, added visual effects. (tob_wtrn_warmtrc)
White raven hammer: Added more visual effects. (tob_wtrn_wtrvnhr)
White raven strike: Added visual effects. (tob_wtrn_whtrns)
White raven tactics: Added visual effects. (tob_wtrn_wtrvnt)
Wind stride: Corrected movement speed increase, added visual effect. (tob_dw_wndstrd)
Wolf climbs the mountain: Added visual effect. (tob_tgcw_wolfcm)
Wolf pack tactics: Now triggers the effects of defensive stance. (tob_tgcw_wlfpck)
Wyrm's flame: Improved AoE targeting. Should also work. (tob_dw_wyrmflmt)
Zephyr dance: Changed visual effects to be more exciting. (tob_dw_zphdnc)
OTHER
Racial spell like abilities now activate in a single round. (race_sla)
Spell turning will no longer drain at approximately double speed. (Added additional argument to PRCGetSpellTargetObject, changed many ability scripts so that they wouldn't drain spell turning levels (such as smite evils)
Less obvious/behind-the-scenes changes:
prc_inc_combat: Added a new mode flag (PRC_COMBATMODE_SKIP_MELEE_RANGE_CHECK) that causes the range check to be skipped for melee attacks, but not cleaves/circle kicks etc for obvious reasons. Used for whirling blade and ToB stuff - most of the scripts assumed the hit variable would be set immediately, but if the target backed away then the actual attack could be delayed causing the fancy on-hit effects to not apply.
Whirling blade and all ToB strikes that have a condition on hit use this.
prc_inc_combmove: Added a no knockdown argument for DoTrip. Setting sun throws were knocking enemies down before you could move them.
Added new file prc_inc_events, included in inc_utils. Adds several new events (such as OnHealed, OnSave, OnSpellResistance...) which required changes in other scripts.
In an ideal world...
The following would use AoE stuff (so need entries in vfx_persistant.2da)
Crushing fist of spite
Rain of embers
Somewhere I had a list of some TLK and 2da bugs that I didn't get round to fixing. If memory serves, the shadow sun disciple requires ranks in hide which aren't mentioned in the TLK strings. And the damage/healing touch ability can be spammed whilst paused to kill anything instantly.
Thank you Loggy,
this is exactly the type of reports I need. nicely detailed, I'll copy this list and pass it along to the rest of the team. :)
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I'll keep throwing more things here I remember changing at some point...
The provided epic spell AI script has multiple issues preventing it from working. I seem to remember it has the wrong sort of IDs in a few places in the script which mess the whole thing up, but I don't remember even how the internals of the epic spellcasting system work let alone exactly what needs fixing in the script itself.
The unique power script(s) don't use PRCGetSpellTargetObject/Location so can't be overridden.
I made lantern light actually shoot one ray per round with a ranged touch attack, and have ray visuals. Couldn't get the eye glow to work properly though.
The spell "darkbolt" does some really really weird stuff and fires way too many projectiles. I only found this one by accident with randomly generated scrolls/staffs.
Crisis of breath instant kill against invincible targets is a TMI loop where each iteration inflicts magical damage, causing the game to lag horribly. Having some kind of unified "kill target" function which does sensible stuff to the victim if they are immortal or whatever might be useful.
I had some rather curious issues with the PRC/CEP merge which made the epic gem animations appear when using rainbow burst or whatever the spell is that shoots rays of all different energy types.
Prismatic sphere doesn't like to go away or leave any visual effects. Didn't find the cause of this one.
I changed the spell resistance text from "target is affected by the spell" or whatever to look more like NWN vanilla and showing the rolls. Might be nice to have a switch to hide that for those who don't want to know what their enemy's SR actually is.
Exhalation of the black dragon (the single target one) seemed to do too much damage, it sometimes does a similar amount of physical damage to the acid damage but again the cause of this escaped me.
The "player time" switch I think it is sometimes causes odd bugs with timestop. I don't remember completely what happened but I think that the game used to become "frozen" in time stop with characters getting stuck repeating the casting animation until you paused/unpaused the game.
In case the spell turning issue isn't clear based on my description, the problem is that the process of casting one spell (especially via new spellbook system) results in so many calls to PRCGetSpellTargetObject that the spell turning levels will deplete very quickly. So I made an argument which described how to interact with spell turning and changed all the stuff in shared bits like the spellhook which would respect spell turning but not reduce the stored number of levels.
The 2 round casting was caused by the fake spell queuing. In the end I made DoRacialSLA look up the cast time of the real spell to see if it was necessary to do a fake cast or not.
The "targeting improvements" for tome of battle abilities made NPCs affect other NPCs with the positive effects rather than it seeking out just PCs. I probably changed it to use reaction types instead of PC-ness or something.
I'm sure more stuff will come back to me once I hit post...
Edit: I found a little to-do list. I know I had a few other notes scattered around but I can't remember where I put them.
Whirling blade: DelayCommand on each perform attack or TMI builds up so quickly
Melf's acid arrow description says it should not offer SR
Kapak draconians etc on death effects aren't in existence anywhere [or other races']
Holy aura doesn't do what the description says!
Gate: allow NPCs to get something random out of it
Allow NPCs to use true resurrection and other spells with a dynconv component
Hammer doesn't include a range check for some reason
2das: reduce lightning throw range
scything blade shouldn't target self
Flashing sun
All cls_move_* need the realspellid of greater divine surge changing to 17467
Swap the StrRefs of 17465 and 17466, both need conjtime of 0 too, both should be selftarget only
Descriptions/names for swordsage defensive stances and insightful strikes appear to be backwards
Warblade's stance mastery needs to let you turn off the first stance
Why do you have to wait 60s to recover maneuvers out of combat?
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Thank you Calirion,
I truly appreciate any report of bugs, I will take note of the knight of chalice and the bugs you have reported, I will cake sure to see if we can find a way to make things work the way they should.
I will look into both storm of vengeance and cloudkill and immunity to 9th level spells, I personally don't use the immune to spell levels but I will see if I can figure a way to make this work properly . :)
Thanks!
The last part occasionally arises in modules that have items for spell immunity. Storm of Vengeance is tricky also in that it sometimes attacks members of the caster's party, even when the setting prohibit spells from affecting friendly targets, but I suspect that's some kind of bioware bug.
Another thing that might be nice if its doable is to substitute a list for the icons in the PRC spell scroll store, or at least a switch players can use if they want. I don't know about anyone else, but given the number of spells, I have a hard time finding the right one by staring at the icons, and I end up spending longer having to buy spell scrolls than I really want to.
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That malonkey1 guy needs to finish his Incarnum stuff so it can be added! :P
But seriously, I need to get back on that.
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That malonkey1 guy needs to finish his Incarnum stuff so it can be added! :P
But seriously, I need to get back on that.
I think that would be awesome. ;D
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One other thing I've noticed. The practiced invoker feat for warlocks does apply up to four levels to the invoker level (which it should), but it also unlocks higher level invocations earlier (which it shouldn't).
A long time ago (under the previous management), I was asked about the warlock prestige classes. Both eldritch disciple and eldritch theurge are only ten level classes. It might be nice to make them have an epic progression, like mystic theurge has. Also, I believe someone else suggested removing the turn undead prereq for eldritch disciple. The class requires turn undead but then gives turn undead at the first level, at least according to the description. If this is so, it would be nice to not require it to enter the class. There are some intriguing build possibilities involving classes like archivist and favored soul. The problem with eldritch disciple as it currently exists is that it depends upon too many different abilities. Wisdom is something a warlock can do without, but obviously a cleric can't. Being able to use a divine class that had charisma or intelligence as its spellcasting stat would make eldritch disciple more viable. Alternatively, if there were a feat divine spellcasters could take to get turn undead (and qualify for eldritch disciple), that would also work, though I'm not sure there is such a feat in PNP. I doubt it would be hard to code, though.
On the subject of warlock prestige classes, I've also become aware of an eldritch shadow prestige class (warlock-rogue blend). That would be cool, too, if anyone had time to make it. :)
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One other thing I've noticed. The practiced invoker feat for warlocks does apply up to four levels to the invoker level (which it should), but it also unlocks higher level invocations earlier (which it shouldn't)
???
http://www.dandwiki.com/wiki/Practiced_Invocation_%283.5e_Feat%29 (http://www.dandwiki.com/wiki/Practiced_Invocation_%283.5e_Feat%29)
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[Cringe] What does the official [WotC geniuses!] material say? [/Cringe]
http://dnd-wiki.org/wiki/Practiced_Invoker_%283.5e_Feat%29 (http://dnd-wiki.org/wiki/Practiced_Invoker_%283.5e_Feat%29)
"This feat does not affect your invocations known . . ."
http://aaronwiki.us/index.php?title=Practiced_Invoker (http://aaronwiki.us/index.php?title=Practiced_Invoker)
"This feat does not affect your invocations per day or invocations known . ."
The only reason I could think WotC would add that kind of juice (+invokes known) would be to get more folks playing invoke classes.
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???
http://www.dandwiki.com/wiki/Practiced_Invocation_%283.5e_Feat%29 (http://www.dandwiki.com/wiki/Practiced_Invocation_%283.5e_Feat%29)
Interesting! Thanks for the clarification. It's nice to see you still pop by occasionally, XWarren.
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Another bug of long-standing it might be nice to address is a crafting one. I use arbitrary crafting (makes sense for the module I play most often, which features a lot of items with randomly generated attributes). Anyway, I can add the "On hit cast spell" to items successfully, but just plain "cast spell" always freezes the game when I attempt it.
I believe this may have something to do with the number of spells involved, since the attempt always generates a TMI error. the on hit routine only includes the most popular spells. It might be better to limit the list on "cast spell" too rather than not have it work at all.
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Calirion,
RE: Dual progression invokers & pre-reqs
If you're putting in the work, should set whatever you want.
One option would be to take the current Invoke dual-ers up to ~ L30 with current Pre-reqs and call them "PnP," then come back with a home brew variant (no turn undead).
Samurai v. Samurai CW (Complete War?) & Shifter v. Shifter PnP, so PRC has done variants before.
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Currently a couple other bugs, not sure if they are mentioned above but didn't see them.
-Combat Sense for Knight of the Middle Circle has no script for the ability.
-Defensive Strike for Sohei does not give the +4 to AC as it should.
-The spells Armor of Darkness and Blacklight are not on any spell lists and not available as part of the Darkness Domain either.
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Calirion,
RE: Dual progression invokers & pre-reqs
If you're putting in the work, should set whatever you want.
One option would be to take the current Invoke dual-ers up to ~ L30 with current Pre-reqs and call them "PnP," then come back with a home brew variant (no turn undead).
Samurai v. Samurai CW (Complete War?) & Shifter v. Shifter PnP, so PRC has done variants before.
Lost Boy, I was making the requests because I don't know how to do the coding. At some point I may try to learn, but I don't have much time to spare right now.
Eldritch Disciple is a very odd case, because it requires turn undead to enter but gives a character turn or rebuke undead at first level. I thought that might be a mistake that crept into the PRC somehow, but online sources describe the class that way. The class uses turn undead attempts to power the gifts of the divine patron, so obviously the character needs it, but if the character gets it at first level in the class, why require it as a prereq? You can see why that bothered me, even if it is PNP.
That said, it may be the prereq is there to prevent a really overpowered character. 3.5 Warlocks, because of their inexhaustible eldritch blasts and invocations, are already pretty powerful. Connecting one with a charisma based divine caster might be too strong for a lot of mods. Perhaps trying to force a player into a MAD situation was a deliberate choice to avoid that problem.
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WotC & logic? ??? Glad someone still tries.
WL & Path of Shadow is uber. E-Blast can be a little one-tricky to play.
Change of subject to "Slayer." Calirion mentioned likely inclusion in next update. "Breach power resist" (http://www.d20srd.org/srd/psionic/prestigeClasses/slayer.htm (http://www.d20srd.org/srd/psionic/prestigeClasses/slayer.htm)) may be difficult on Bozo-ware monks.
Bozo-ware supposedly hardwired Monk SR to never change (See DMHS input from Sept 24, 2010, http://prc.athasreborn.com/index.php/topic,776.msg3850.html#msg3850 (http://prc.athasreborn.com/index.php/topic,776.msg3850.html#msg3850)). Whoever is coding that one will need an override.
Too strong a build? Volrath and I are still trying to find that one!
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WotC & logic? ??? Glad someone still tries.
WL & Path of Shadow is uber. E-Blast can be a little one-tricky to play.
Change of subject to "Slayer." Calirion mentioned likely inclusion in next update. "Breach power resist" (http://www.d20srd.org/srd/psionic/prestigeClasses/slayer.htm (http://www.d20srd.org/srd/psionic/prestigeClasses/slayer.htm)) may be difficult on Bozo-ware monks.
Bozo-ware supposedly hardwired Monk SR to never change (See DMHS input from Sept 24, 2010, http://prc.athasreborn.com/index.php/topic,776.msg3850.html#msg3850 (http://prc.athasreborn.com/index.php/topic,776.msg3850.html#msg3850)). Whoever is coding that one will need an override.
Too strong a build? Volrath and I are still trying to find that one!
The link you provided suggests the Slayer can only choose psionic creatures as favored enemies, so only monks from psion races or multiclassed with psion classes would raise the issue.
Your statement raises an interesting issue. I think whether a build is too strong or not depends entirely on the module. A lot of them are just too limited to survive the addition of PRC features the developer didn't anticipate, or they're limited to pre-epic levels, or otherwise too constraining. I like to be able to play from level 1 to level 40. I like mods that have an overall quest but also feature random events and treasure to enhance replayability. I also like high gold, high XP to fund arbitrary crafting (though in a mod that included decent crafting services, I wouldn't bother with it). My person favorite is Endless Nights IV, but I've discovered a number of builds that make the ending too easy above about level 32. Fighter 1/COT 3/Warlock 36 blows pretty much any adversary away. Once you get epic feats Lord of All Essences (allows 2 EB essences at same time) Eldritch Sculptor (double EB and double distance) and Shadow Master (basically improved invisibility 24/7), you're good to go if you have enough protection (and Warlock 36 has a fair amount of innate DR anyway). EB with vitriolic essence (ignores spell resistance) and binding blast (stuns) will take out almost any adversary if the character can just stay standing. Foes with high reflex and will saves and/or acid immunity are tougher, but the non-warlock levels are in there to give the character four attacks per round (or seven with the right two-weapon fighting progression, and I always try to build that in for characters that can't use shields anyway), and COT is in there to endow all weapons with divine damage if a demilich or similar gets in the way. I've actually found a few other builds that are tough to beat at level 40. PRC World Ultimate used to be a nice option, but the developer didn't carry it past PRC 3.0, and I think the last version uploaded to the vault didn't work. :(
Since I know you've developed some badass builds over the years, that suggests you must know mods that stay tough through level 40 and are PRC compatible. Any suggestions?
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RE: Dual Progression Warlock builds.
WL-Caster Dual progression might get out of hand v. Warlock-Manifester (Psi) Dual-progression classes (if WotC created). Epic casters can access Epic spells (Contingent Resurrection = try to kill me 4-5X), demilich templates and Lich prestige classes. WL-Psi types can't touch those.
A WL-Psi build will quickly reduced to a psionically defenseless (due to fast pp burndown) char that just fires EB's and unlimited full-heals. EB's are punked by high SR, so at least the WL-Psi has some weakness.
RE: Breach PR
Think the slayer ability can be activated v. any joker, as opposed to just favored enemies.
"A slayer of 8th level or higher can enhance her weapon with psionic might. Each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance temporarily reduces its power resistance by 1. Unless the creature is slain, its lost power resistance returns all at once 12 hours later. This ability is active as long as the slayer is psionically focused."
Hope Breach PR can be implemented with PC's current (magical) weapons. Spellsword "Multiple Channel Spell" only worked with non-magical weapons. Can't hit anyone with non-magical wep.
Some psi-powers (Energy Current) could really use the monk-punk SR/PR capability.
Most uber-builds start getting out of control around L30. Typically where you get L10 Lich, demilich templates or Dev Crit / Perf TWF. WL+caster builds tend to peak VERY late (L16 WL for Path of Shadow + L21 caster for Epic Spells).
RE: Cool mod suggestions? Wish I had some. Just have PRC Char tester. Heard EN-IV is the best out there, too. Never installed bc don't have CEP.
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There is a version of EN-IV without the CEP. Actually, the one with the CEP update didn't work well with PRC.
Thanks for the other observations.
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Got a link?
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Got a link?
I was wrong. I thought the one I was using was without CEP, but apparently both versions have it; the newer one just uses a newer CEP. :(
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Are there any updates for the next version? I'd love to play a fixed ToB class but I'm waiting for the next version to drop since it seems like the current versions have lots of issues.
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I am still in the process of getting the team together and assembling a list of bugs and known issues. We're still in the starting stages of the next update.
Personally I have always wanted to see a hunter of the dead prestige class added to the PRC. That and the Ogre Mage/Magi might be my contributions to the next update. along with bug fixes and other tweaks that might be needed.
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I would love to see this added, I will try and contact Atalsen and see if anything was ever created, and if not I will see what I can do.
Wow its been like 2 years since I last logged in here - life got and still is a bit crazy for me.
I did actually complete like 90% of the Slayer class in my own build of the PRC. Maybe you guys already have a version by now.
I can see if I can put together the changed files I have for Slayer and submit them; no promises at this point since my life is still not at a point I can devote much time to NWN.
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Hello,
If you are working on this, I noticed a few things:
The Summon IV Spell summons an invisible creature that does nothing.
It is not possible to level all the way up in the Shaman Class. It fails eventually.
The Warlock Negative Spell hurts the undead (including an undead player) instead of healing them.
Thank you.
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Adding a Spell to a Wand or Rod in the new Crafting System does not appear to work. I tried, and the Negative Burst Spell was not added. (Yes, I had the Proper Crafting Feats and Spells). If I turned on the flag that allows me to add things such as Sorcerer Level 1, etc, adding a Spell caused a "Too Many Instructions" Error to occur.
Feature Request:
For the Good Wizard Spells that cannot be cast by Spontaneous Casters, would you please change this so that a Sorcerer can cast them?
Thank you.
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It is not possible to level all the way up in the Shaman Class. It fails eventually.
I can't comment on the other stuff, but I'm going to guess that the Shaman class fails at a level it receives a bonus class feat. If so, its a known issue.
See, the Shaman MUST select a class feat from its (limited) list, however it’s quite possible that it cannot meet the prerequisites of any of the feats it has, or it might even be possible to previously TAKE all the feats (from multiclassing), and have nothing left to select. At that point you are screwed and cannot take anything, and cannot level.
I guess I'd solve this by giving it some feat chain that has no prerequisites and can be taken multiple times, like the Epic Toughness chain (not that I'm suggesting that, just top of my head thinking of a chain that qualifies). That way the class has a guaranteed selection available when receiving a bonus feat.
That said, if you are very careful in your build, and ensure you hit the prerequisites for bonus feats in time to take them, then the shaman should be able to level without issues.
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Suggestions:
-If possible, although I know there are some problems, to be able to use rods.
-Create a switch that allows you to deactivate or activate the option that allows you to access the global spell shop (Accessible from the radial menu button of the PRC). It would be interesting the option, because in servers or modules, it is better option to get spells in stores or chests.
Important:
-Fix the bug that allows cloning objects spending just 1gp when crafting. That spoils the entire crafting system, because a player can clone objects and distribute them among other players. Has no sense and brokes all the system.
-When I use the store to buy materials (PRC button), the game crashes. :(