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General Discussion / Re: The Enhanced Edition
« on: April 03, 2018, 06:25:09 PM »
With the announced possible changes, maybe the PRC will get new life.
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I really didn't meant to discourage you. Personally I try to stay as close to PnP rules as possible (though there are some exceptions - ie. Witch class). Frankly I haven't played NWN2 much and don't even know how Kaedrin implemented the class, but if it's fun to play, maybe it's worth to be implemented in NWN too?
Requirements:
Feats: Dodge, Mobility.
Weapon Proficiency: Bard, Elf, Grey Orc, or Martial.
Base Attack Bonus: +3
Skills: Concentration 6, Spellcraft 6.
Spellcasting: Able to cast 3rd level arcane spells.
Spell Known: Haste
Class Features:
HD: d6
BAB: High
High Saves: Reflex, Will
Weapon and Armor proficiency: None.
Skill points: 4 + Int modifier
Class Skills: Bluff, Craft Weapon, Craft Armor, Craft Alchemy, Concentration, Diplomacy, Listen, Lore, Parry, Spellcraft, Spot, Tumble.
Class Abilities:
Level 1: Bonus Feat: Spring Attack, Swift Surge (+1 AB, +1 Dodge AC, +1 Reflex Save), Arcane Spellcasting Progression
Level 2: Blurred Alacrity
Level 3: Residual Celerity
Level 4: Arcane Reflexes
Level 5: Evasive Celerity
Level 6: Fortified Hustle
Level 7: Bonus Feat: Uncanny Dodge, Swift Surge (+2 AB, +2 Dodge AC, +2 Reflex Save, +d6 damage)
Level 8: Diligent Rapidity
Level 9: Perpetual Celerity
Level 10: Innervated Speed, Swift Surge (+2 AB, +2 Dodge AC, +2 Reflex Save, +2d6 damage)
Arcane Spellcasting Progression: At levels 2,3,5,6,8, and 9 you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. If you had more than one arcane spellcasting class before becoming a swiftblade, you must decide which class gains the increased casting ability.
Spring Attack: At 1st level you gain the bonus feat Spring Attack.
Swift Surge: Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls, a +1 dodge bonus to AC, and a +1 bonus to Reflex saves. At 7th level, these bonuses increase to +2 and you deal an extra 1d6 points of damage. At 10th level you gain 2d6 points of bonus damage. These bonuses stack with the bonuses gained from the haste spell.
Blurred Alacrity: At 2nd level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by 10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.
Residual Celerity: At 3rd level, your body retains more of the energy imbued by the haste spell allowing it to last longer. When casting the haste spell on yourself the duration is increased by 3 rounds.
Arcane Reflexes: At 4th level, you infuse the energy of previous haste castings into your natural reaction time. This grants the bonus feat Improved Initiative.
Evasive Celerity: At 5th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, you gain a Spell Resistance equal to 10 + character level. The effect of this ability does not stack with other effects that grant spell resistance.
Fortified Hustle: At 6th level, you learn how to intuitively absorb the haste spell into your body. While under the effect of a haste spell that you cast yourself, the effect becomes extraordinary rather than a normal spell effect, and therefore cannot be dispelled by any means.
Uncanny Dodge: At 7th level you gain the bonus feat Uncanny Dodge.
Diligent Rapidity: At 8th level, you automatically overcome magic and mundane obstacles with the haste spell. While under the effect of a haste spell that you cast yourself, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell.
Perpetual Celerity: At 9th level, the haste spell lingers even longer in your body before it dissipates. When casting the haste spell on yourself the duration is increased by 6 rounds.
Innervated Speed: At 10th level, your mastery of the haste spell seems to bring the world around you to a standstill. This effect is comparable to the slow spell with a 100' radius effect and lasting 10 rounds. This burst of speed is available for use once every five minutes. The DC of the ability is 19 + the higher of your Int or Cha modifier.
Thank you for the fix, now if I can only get the normal NWN stuff to show up in the creator I will be set.
Sneak Attack for custom PRC classes works by adding item property (bonus feat) to characters hide. I assume you read the comments in prc_inc_sneak.nss file, and you didn't add any rogue/blackguard/assassin sneak attack feats to the class. In this case sneak attack dice calculation should be correct. The game displays both 'fake' SA feat and item property feat added by PRC system. That's how it always worked and I'm not sure if there is anything we can do about it.Yeah, when I first started I'd given the class blackguard sneak but after looking at another custom prc class I noticed it didn't have those so I went digging around and found prc_inc_sneak and removed the sneak feats. I should have remembered this though since I saw a thread on it some years back.
I do not see any errors in your scripts. You can check if prc_nmdb is causing TMI errors simply by replacing it with a blank script (or temporarily removing it from your haks). If the TMI is caused by prc_inc_function modification, then the error should also occur during other events (for example in OnPlayerRest). Could you check if TMI is also displayed after rest, please?
How many uses per day have you set in feat.2da for FEAT_HESITATING_STARE?
// Night Mask Deathbringer
iClassLevel = GetLevelByClass(CLASS_TYPE_DEATHBRINGER, oPC);
if (iClassLevel) iRogueSneak += iClassLevel / 4;
#include "prc_feat_const"
#include "inc_item_props"
//Creature of Darkness (Ex): Animals can sense the death in you, causing them to fear your presence.
//As a result, all animals except for bats, rats, and wolves have their initial attitudes moved down
//one category when you first approach them. In addition, you take a —2 penalty on all Ride checks due
//to the beast's inherent nervousness at your presence.
void CreatureOfDarkness(object oPC, object oSkin, int iLevel)
{
int iTest = GetPersistantLocalInt(oPC, "NWNX_NMDBCoDark");
if(!iTest)
{
SetCompositeBonus(oSkin, "CreatureOfDarkness", iLevel, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_RIDE);
}
}
void main()
{
object oPC = OBJECT_SELF;
object oSkin = GetPCSkin(oPC);
int iCreatDark = GetHasFeat(FEAT_CREATURE_OF_DARKNESS, oPC) ? 2 : 0;
if (iCreatDark > 0) CreatureOfDarkness(oPC, oSkin, iCreatDark);
}
case CLASS_TYPE_WARMIND: sScript = "psi_warmind"; iData |= 0x01; break;
case CLASS_TYPE_WEREWOLF: sScript = "prc_werewolf"; break;
case CLASS_TYPE_WILDER: iData |= 0x01; break;
case CLASS_TYPE_WITCH: iData |= 0x03; break;
case CLASS_TYPE_DEATHBRINGER: sScript = "prc_nmdb"; break;
void FeatNMDeathbringer(object oPC)
{
int iNMDBLevel = GetLevelByClass(CLASS_TYPE_DEATHBRINGER, oPC);
if (!iNMDBLevel) return;
int iUses = (iNMDBLevel + 2) / 3;
FeatUsePerDay(oPC, FEAT_HESITATING_STARE, -1, iUses);
}
FeatNMDeathbringer(oPC);