Monday, July 6, 2015

Some additions to 1.47

I was looking over the Nexus and saw a few items I really want to add in to the pack to make them available on PWs using my content.  Credit to the authors is listed in the 1.47 update bullets with the actual items added.

New items: Whips, Dire Flails, a vfx for sleeping (Z's floating above the head. I'll try to make it a new emote but it will be a free epithet feat if not), and a vfx for playing music (music notes above the head, same as the sleeping vfx for implementation).

I'll be looking at some new item properties as well both to expand the set that is there and to try and add my new base classes to the class restriction set of item properties.

Something for 1.48 and beyond is I'll finish the tool I wrote a few years ago to auto-generate all the needed caster levels for scrolls/potions and finish the project where I put some of my spells onto scrolls/potions. For the record, the bulk of my content will NOT be put onto scrolls/potions because scrolls/potions/wands are already abused to hell and back. I'll document the "How" for servers/module authors.

Edit:
Tuesday, July 7th, 2015
I may look into adding a few new feats for two-handed weapons. Powerful Grip, Powerful Blows, Spinning Halberd, etc

Thursday, July 2, 2015

1.46 and 1.47 changelogs

This will track what is planned for the 1.46 and 1.47 update.

Green is done. Blue is in testing. 

1.46 Update
  • New Base Class: Beastmaster
  • New Background Feat: Pack Hunter
  • New Feat: Spirited Pack Warfare
  • New Feat: Companion Shielding
  • New Feat: Greater Nature's Gift
  • New Feat:  Improved Natural Attack
  • New animal companions available (optional download)
  • Ashbound feat now accepts Telthor Companion and Beastmaster Companion
  • Changes to existing scripts that check for weapon types to support the new weapons.
  • Critical fix for engine bug with Practiced Invoker causing Eldritch Blasts to only deal 2d6 regardless of what your blast die should be/shows on the character sheet.  
  • Fix for Hexblade's Mirror Image shorting out after one hit 
  • New Weapon: Bec de Corbin (Martial, Halberd, Blunt or Piercing Damage, d10, 20, x3, Two-Handed)
  • New Weapon: Bardiche (Martial, Halberd, Slashing and Piercing, d10, 19-20, x2, Two-Handed)
  • New Weapon: Guisarme (Martial, Halberd, Slashing only, 2d4, 20, x3, Two-Handed)
  • New Weapon: Fauchard (Exotic, Halberd, Slashing and Piercing, d10, 18-20, x2, Two-Handed)
  • New Weapon: Lucerne Hammer (Martial, Warhammer, Blunt or Piercing Damage, d12, 20, x2, Two-Handed)
  • New Weapon: Dwarven Longhammer (Exotic, Warhammer, Blunt, 2d6, 20, x3, Two-Handed)
  • New Weapon: Shortspear (Martial, Spear, Piercing, d6, 20, x2, One-Handed)
  • New Weapon: Pike (Exotic, Spear, Piercing, d10, 20, x3, Two-Handed)
  • New Weapon: Hooked Spear (Martial, Spear, Piercing, d8, 20, x4, Two-Handed)
  • New Weapon: Ranseur (Martial, Spear, Piercing, 2d4, 20, x3, Two-Handed)
  • New Weapon: Elven Curve Blade (Exotic, Greatsword, Slashing and Piercing, d10, 18-20, x2, Two-Handed)
  • New Weapon: Maul  (Martial, Warmace, Blunt, 2d6, 20, x3, Two-Handed)
  • New Weapon: Great Flail (Martial, Flail, Blunt, d10, 19-20, x2, Two-Handed)
  • New Weapon: Broadsword (Martial, Longsword, Slashing and Piercing, 2d4, 20, x2, One-Handed)
  • New Weapon: Heavy Flail (Martial, Flail, d8, Blunt, 19-20, x2, One-Handed) (Added in 1.41, default Flail now)
  •  New Weapon: Flail (xyz, some flails use this baseitems rule)

1.47 Update
  • New Spell: Heal Light Wounds (level 2 ranged Cure Light Wounds)
  • New Spell: Heal Moderate Wounds (level 3 ranged Cure Moderate Wounds)
  • New Spell: Heal Serious Wounds (level 4 ranged Cure Serious Wounds)
  • New Spell: Heal Critical Wounds (level 5 ranged Cure Critical Wounds)
  • New Spell: Heal Wounds (level 7 ranged Heal) 
  • New Feat: Healer of the Land ((Add spell's level x2 to the amount of healed on others)
  • Augment Healing now correctly affects all healing spells (such as Mass Cure spells) 
  • Fiery Fist and Fiery Ki Defense are now instant feats
  • New Feat: Mystical Healer ?
  • New Feat: Healing Touch?
  • New Ranger Combat Style: Combat Insight
  • New PrC: Arbalest (Marksman with Heavy Crossbow)
  • New Ranger Combat Style: Crossbow
  • New Ranger Combat Style: Shield 
  • New Feat: Shield Evasion ? 
  • New Base Class: Knight
  • New Base Class: Armiger
  • New Base Class: Tactician
  • New Feat: Powerful Grip ? (Additional 1/2 Str bonus for damage with Two-Handed Weapons)
  • New Prestige Class: Hulking Hurler (throwing weapon specialist) 
  • New Weapon: Spiked Chain (Courtesy of 4760) http://www.nexusmods.com/neverwinter2/mods/995/?
  • New Weapon: Bladed Whip (Courtesy of 4760) http://www.nexusmods.com/neverwinter2/mods/995/?
  • New Weapon: Whip (Courtesy of 4760) http://www.nexusmods.com/neverwinter2/mods/995/?
  • New Weapon: Dire Flail (Courtesy of 4760) http://www.nexusmods.com/neverwinter2/mods/987/?
  • New Emote/Ability: Sleeping (Z's appear above you) (Courtesy of Tchos, pending permission) http://www.nexusmods.com/neverwinter2/mods/237/?
  • New Emote/Ability: Music (Music notes appear above you) (Courtesy of Tchos, pending permission) http://www.nexusmods.com/neverwinter2/mods/237/?
  • New Item Properties 
  • New Weapons: Mattock, Pickaxe, Heavy Pick http://neverwintervault.org/project/nwn2/hakpak/original-hakpak/picks
  • New Weapon: Heavy Pick (Martial, Piercing, d6, 20, x4, One-Handed)
  • New Weapon: Pickaxe (Martial, Piercing, d8, 20, x4, Two-Handed) 
  • New Weapon: Mattock (Exotic, Warmace, 2d4, 20, x4, Two-Handed)
  • New Weapon: Whip (Exotic, Slashing, d3, 20, x3, One-Handed)
  • New Weapon: Bladed Whip (Exotic, Slashing, d8, 19-20, x2, One-Handed)
  • New Weapon: Spiked Chain (Exotic, Piercing, 2d4, 20, x2, Two-Handed)
  • New Weapon: Dire Flail (Exotic, Double-Weapon, d8, 20, x2, Two-Handed)
Last Update: Thursday, July 30th, 2015

Currently in progress...

I'm taking a break from the Dalelands server. In the meantime, I'm working to remove the DB specific changes from my baseline so that I can create a new SP and MP release of my 1.46 release. It will include the Beastmaster, a revamped Cure spell system (augment correctly working, new feats, new spells), support for an Arcane version of the Sacred Fist, a Heavy Xbow version of the Marksman, and all of the changes since the 1.42.1 update was released.

Thursday, June 25, 2015

The search begins

I need to find a host (or likely a VPS) for a server. Decisions, Decisions.

Wednesday, June 10, 2015

PW Ruleset Idea # 1

Updated July 6th, 2015

Levels 1-20 only with no prestige classes.

Possible base class set:

Alchemist
Arcane Disciple (Ki and a staff)
Arcane Marksman (arcane archer as a base class, any specific ranged weapon)
Armiger (Heavy armor titan)
Artificer (crafting, constructs, item buffs)
Barbarian (medium armor, rage)
Bard
Beastmaster
Bloodrager (barbaric sorcerer with blood magic)
Brawler (unarmed master of combat)
Champion (to Battle Scion, Paladin, Anti-Paladin, Duskblade, Hexblade, Bladesinger/Songblade)
Dark Paladin (only if custom spellbooks to hide good only spells, otherwise Champion)
Dragonfire Adept (breath weapon specialist)
Dread Necromancer
Druid (druid without wildshape, maybe without companion)
Duelist
Elementalist
Elemental Singer (integrate into Bladesinger?)
Factotum
Fighter
Healer
Hexblade (integrate into Champion?)
Hunter
Inquisitor
Knight
Nightblade (casting assassin)
Paladin
Priest (caster of a faith, maybe cleric if Healer is in)
Ranger
Rogue
Runecarver
Scout
Shadowblade (martial assassin)
Shaman (spirit totems, party buffs)
Shifter (druid without spells or companion)
Skald
Songblade (bladesinger as a base class? sword saint?)
Sorcerer
Spellthief
Summoner
Swashbuckler
Tactician (or Strategist)
Thug
Weave Walker (bamf)
Witch
Witch Hunter
Wizard

Archer types (overview notes)
Arcane Marksman
Hunter
Ranger
(Scout)
Marksman?

Potentials
Marshal (like Skald but more military less story)
Fury - Sonic and Lightning
Spellweaver - Sings fragments of magic into a dynamic song/effect set
Tempest?

Saturday, May 30, 2015

Updates resume

The 1.45 update is finally completed and delivered to Dalelands so now I'll work to strip their stuff out of my baseline and generate a new SP and MP version for the community.

In the meantime when I'm not doing the aforementioned tedious/boring thing I've got the Armiger in game and undergoing initial trials. It shares a lot of the same foundation as the Knight and Tactician so once the Armiger passes the initial stage I'll cycle the others and start working on the unique features of each (instead of the common set of feats).  There should be a lot of new combat feats in this update as well as I've been playing with a few on the Armiger. LOL

Saturday, April 4, 2015

Feral Shifter

It's sad/hilarious but I forgot to put Feral Shifter into the possible class bucket.

Feral Shifter
[spoiler]This is a base class. You may not take any other class (base or prestige).

Class Features

HD: d6
BAB: High
High Saves: Fort, Ref
Weapon proficiency: Simple, Creature
Armor proficiency: None

Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap, Disable Device, Intimidate, Healing, Hide, Listen, Lore, Move Silently, Search, Set Trap, Spot, Survival, and Tumble
Skill points: 4 + Int modifier

Class Abilities

Level 1: Damage Reduction 5/Alchemical Silver, Chosen Form
Level 2: Weapon Focus (Bite)
Level 3: Multiattack
Level 4: +1 Enhanced Claws
Level 5: Bonus Feat: Improved Critical (Creature Weaponry)
Level 6: Fast Healing 1
Level 7: Improved Damage I
Level 8: +2 Enhanced Claws
Level 9: Trapfinding
Level 10: Bonus Feat: Weapon Specialization (Creature Weaponry)
Level 11: Damage Reduction 10/Alchemical Silver
Level 12: +3 Enhanced Claws, Fast Healing 2
Level 13: Nature's Recovery
Level 14:
Level 15: Bonus Feat: Greater Weapon Focus (Creature Weaponry)
Level 16: +4 Enhanced Claws
Level 17: Improved Damage II
Level 18: Fast Healing 3
Level 19:
Level 20: +5 Enhanced Claws, Bonus Feat: Greater Weapon Specialization (Creature Weaponry)
Level 21: Damage Reduction 15/Alchemical Silver
Level 22:
Level 23: Bonus Epic Feat
Level 24: +6 Enhanced Claws, Fast Healing 4
Level 25: Bonus Feat: Epic Weapon Focus (Creature Weaponry)
Level 26: Bonus Epic Feat
Level 27: Improved Damage III
Level 28: +7 Enhanced Claws
Level 29: Bonus Epic Feat
Level 30: Fast Healing 5, Bonus Feat: Epic Weapon Specialization (Creature Weaponry)

Chosen Form: You choose the shape you always assume from the following list: wolf, dire wolf, worg, telthor wolf, bear, dire bear, leopard, werewolf (requires lythari), black/bronze dragonling (requires spellscale) and spider (2 types?).

Physical stats in feral form are 14 plus half your level (improves on even levels). Base damage is d8.

Improved Damage: Your base damage increases from d6 to d8 at 7th. It improves again at 17th level to 2d6 and again at 27th level to 3d6.

Nature's Recovery: This ability has a five minute cooldown and allows a feral shifter to regenerate 25% of their total hit points while out of combat.

Equipment properties transfer to the feral form just like a druid. You can shift at will with no limit.

Final Stats (level 30 Feral Shifter)
Strength: 29
Dexterity: 29
Constitution: 29
Armor Class: 36 (10 + 9 Dex + 17 Nat AC) (Could boost by adding defl, dodge, and armor enh from items)
Damage: 3d6 + 9 (Strength) +7 (Enhance) +8 (Wpn Spec)

Keep in mind you will not be able to use any activated feats while shifted due to engine limitations (such as knockdown, etc).

UMD will not be available to the class.[/spoiler]