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Neverwinter Nights => Base Classes => Topic started by: malonkey1 on December 20, 2013, 11:33:00 PM

Title: Pathfinder: A Ponderance...
Post by: malonkey1 on December 20, 2013, 11:33:00 PM
I know changing the ruleset for NWN to Pathfinder would be beyond the means of our programming capabilities, but I had a thought. Could we back-convert some of the new Pathfinder Classes to NWN?

Full writeups of these classes can be found here. (http://www.d20pfsrd.com/classes/base-classes)

Alchemist:

Cavalier

Gunslinger:

THIS POST TO BE EXPANDED...
Title: Re: Pathfinder: A Ponderance...
Post by: Loggy on December 24, 2013, 11:06:33 AM
I don't know the classes (NWN is my only experience with D&D), so can't comment on a lot of it. However, charge based stuff exists and is used in ToB.

You could just add a "charge" feat that gets added to everything's hide during the oncliententer or whatever event sets up hidetokens/skins if they are absent (I've never had reason to look at that, but it must happen sometime), and make feats that do nothing but are accounted for in the generic charging script.
Title: Re: Pathfinder: A Ponderance...
Post by: malonkey1 on December 25, 2013, 09:52:21 AM
Yerp, I added a link to the classes in the post.

The link's also below:
http://www.d20pfsrd.com/classes/base-classes
Title: Re: Pathfinder: A Ponderance...
Post by: Loggy on December 25, 2013, 06:23:37 PM
Hmm...

Alchemist:

Poisoning as an immediate action probably could be done with the current PnP poison system. Using itemprops seems to force you to spend the rest of the round hasted, but you could have a number of control feats like "Use Nightshade" with subradials of "Use Nightshade: Mainhand"/offhand/arrows/bolts/bullets and just give that an activation time of 0 and you're good to go. They'd have to be added to your hide and taken off when required like the prep spellcasters, but that's been done before.

As for crafting alchemical stuff in a round, simple stuff that has no parameters to set could be done with control feats, or, failing that it would have to be done via quickselects, so you'd have "Craft quickselect 1" that you could fire off in combat.

Cavalier:

Unless I'm mistaken, switching class skills isn't something that would be terribly tidy. It's not really significant though.

Edicts would have to be down to module builders, except it's possible to throw alignment restrictions on some of them.

Some teamworking feats could be done by sticking stuff into existing scripts, but indeed a lot of them won't be possible.

Gunslinger:

I don't believe it's possible to check when you actually score a critical hit (unless you want to do everything through prc_inc_combat, then you can). I'm not sure what the swashbuckler uses to do its stuff, but that could be modified.
Title: Re: Pathfinder: A Ponderance...
Post by: malonkey1 on May 07, 2014, 03:06:30 PM
Revisiting this, I think the Summoner would be the hardest. In addition to likely needing several spells scripted specifically for it, we have the issue of the Eidolon. Even without the archetypes, the Eidolon would be a complex beast. I think Eidolon design itself could be done via Dialog menus (a dialog prompt coming up at each new Summoner level asking if you want to modify your eidolon). I think the real problems would lie in modeling the Eidolon. We'd have to figure out a way to dynamically generate a model for it, probably with different base models for body shapes and then changing out leg, arm, head, etc. models. I think the effort required to script and create a functioning eidolon would be impossible for most of us. The individual effects the Eidolons can gain aren't anything really new, just existing monster abilities.