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K4thos

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27 minutes ago, Jarno Mikkola said:

If you look the picture with more care, you'll notice that the spells are in separate list between the two classes, just like in 2nd Ed.

 

I think that K4thos is taking a little too much with this... not that he couldn't do it, it's just that... never mind.

I meant more of the multi-classing aspect, rather than the spell list.  If you select the 3rd ed variant at character creation, then recruit Aerie at, say level 10, will she be a Mag5/Cle5 (3rd ed multi), or a Mag9/Cle9 (2nd ed multi)?

Eh, the choice is there to stick with 2nd ed or try 3rd-lite. Guess I'll have to try it a couple times to test them all out.  Darn. :D

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As you can see in the third screenshot you can select between classic and custom rules during character creation. Which means it only applies to player created characters (for example starting a new game with a party of 6, just like in IWD1 and IWD2) and mods created with IWD-in-EET in mind. Changing vanilla NPCs to follow custom rules is outside scope of this project. I'm thinking about adding a feature for something like Level1NPC mod (via toogle in options screen) which spawns new vanilla NPCs (not mod added) at level 0, so that you can create them from scratch. Nothing more since I don't really want to spend time thinking which skills, feats or class combinations particular NPC should use. The mod supports vanilla kits and mod added NPCs just fine as it is.

edit:

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For that matter, I also saw references to Wisdom improving Will saves and making cleric spells harder to resist (Spell DCs?).  I'm assuming that's just text used while making GUI changes, and not representative of that much engine overhaul, 3rd ed style.  Please correct if I'm mistaken!

that description is indeed wrong. Compared to classic rules the only difference for WIS is:

- bonus spells based on Wisdom score (following IWD2 rules)

- the minimum score needed to cast a Cleric, Druid, or Ranger spell is 10 + the spell's level (so for example you won't be able to cast level 7 spells with 16 Wisdom). Paladins use Charisma instead.

- ability modifiers affecting skill scores governed by this ability

edit: when not wearing armor monk's Armor Class is also affected by Wisdom modifier

 

Edited by K4thos
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16 minutes ago, K4thos said:

As you can see in the third screenshot you can select between classic and custom rules during character creation. Which means it only applies to player created characters (for example starting a new game with a party of 6, just like in IWD1 and IWD2) and mods created with IWD-in-EET in mind. Changing vanilla NPCs to follow custom rules is outside scope of this project.

So it's more like, choose this option to "make your own kits, during playing the character, with a few custom other rules" ?

Hows this implemented ? Is it like spell selection ... or with urgh - dialog ? Note, urgh - dialog is bad.

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1 hour ago, Jarno Mikkola said:

So it's more like, choose this option to "make your own kits, during playing the character, with a few custom other rules" ?

Hows this implemented ? Is it like spell selection ... or with urgh - dialog ? Note, urgh - dialog is bad.

yes, you can think about it as "create your own kit". There are no silly workarounds here like dialogs or spells. Everything has been re-implemented in Lua (thanks to EEex) and the menus looks exactly the same as in IWD2 - see the example screenshots from chargen (level up screens for custom rules characters also looks like this, vanilla hardcoded/2da based chargen and levelup functionality is not used at all by these characters).

Edited by K4thos
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Erhm, you didn't exatly answer Lightbringers question about the class split, in the new ruleset. Does the character level up in a steady level based system, where the XP increases with level ups ? As in level 1, you have level 1 fighter, level 2 you have a 1 level of Fighter and Sorcerer class "bonuses". And with level 35, you have random numbers... like say 7 Fighter levels, 8 levels of Sorcerer, 3 Thief levels and 17 Druid levels.

This is extreamly difficult to do in IWD 2, impossible in IWD 1 cause you can only dual 1 time...

But the reason why it's hard to do in IWD2 is because you are better being a level 10 fighter or Sorcerer than being 2 chars with 5 levels of Fighter and 5 levels of say Sorcerer... cause you can only cast 3rd level sorecrer spells, while the 10th level chars can cast 5th level spells, and likely more of the lower ones. And getting the xp to reach level 10 is *3 more than level 5 twice (36000xp vs 2*6000xp) + the XP gain penalties from race etc.

Edited by Jarno Mikkola
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3 hours ago, Jarno Mikkola said:

Erhm, you didn't exatly answer Lightbringers question about the class split, in the new ruleset. Does the character level up in a steady level based system, where the XP increases with level ups ? As in level 1, you have level 1 fighter, level 2 you have a 1 level of Fighter and Sorcerer class "bonuses". And with level 35, you have random numbers... like say 7 Fighter levels, 8 levels of Sorcerer, 3 Thief levels and 17 Druid levels.

This is extreamly difficult to do in IWD 2, impossible in IWD 1 cause you can only dual 1 time...

But the reason why it's hard to do in IWD2 is because you are better being a level 10 fighter or Sorcerer than being 2 chars with 5 levels of Fighter and 5 levels of say Sorcerer... cause you can only cast 3rd level sorecrer spells, while the 10th level chars can cast 5th level spells, and likely more of the lower ones. And getting the xp to reach level 10 is *3 more than level 5 twice (36000xp vs 2*6000xp) + the XP gain penalties from race etc.

I don't really know how vaiable particular class combinations are from powergaming point of view. The mod provides an option to create a character with class system that works like in IWD2 and it's up to player to make or break the character (or ignore it and still use the classic system)

Quoting the readme (very much WIP, the readme file is nowhere near ready, I will need to credit Sorcerer's Place and some IWD2 gamefaqs authors, since I'm using huge portions of thier IWD2 system explanations in the readme)

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MULTICLASSING
"Custom" rules use 3E multiclassing rules. Unlike 2nd Edition, in which human characters dual-classed (start in one class, then stop in that class and start in a second, never to return) and demi-human characters split-classed (advance at an equal rate in two or more pre-selected classes), both humans and demi-humans have the same options available to them.

All characters start game play with one class. Every time the character advances, the player has the option of advancing in the character's current class, or adding a level in another class. The amount of experience required to advance is based off of total class levels (character level) rather than individual class levels. For example, it takes as much XP to advance a character from level 4 fighter to level 5 fighter as it does to advance a character from level 4 fighter to level 4 fighter/level 1 thief.

Characters gain the full cumulative bonuses of all their levels instead of the "best of" between both classes. For instance, if a character has -4 base THAC0 bonus (known as BAB in 3E rules, but we're still using classic naming) from his fighter levels and a -2 base THAC0 bonus from his mage levels, he would have a -6 base THAC0 bonus, not -4 (base THAC0 = 14, not 16). The same applies for saving throws. What's different compared to pure 3E is the fact that we're still using 5 different saving throws known from BG games instead of 3. The saving throws progression based on class level also follows 2nd Edition rules.

Hit points system is a mix of 2nd Edition and 3E rules - a character gets the total hit dice for each set of class levels he or she has, but only up to level 10, which is a hit dice cap in BG games (following 3E rules here would result in Hit Points bloat on higher levels, which the vanilla content is not really balanced for). After level 10 character recieves static amount of HP per level (3 when advancing Barbarian, Fighter, Paladin, or Ranger class; 2 for Bard, Cleric, Druid, Monk, and Thief; 1 for Sorcerer and Mage). Since we're using hit dice cap here the Hit Points gained from the first 10 level are automatically re-calculated when new class with higher Hit Dice is selected (this way your character won't be compromised if you for example start the game as a Mage and later decide to advance in Fighter class). E.g., a fighter 7 / wizard 5 / thief 4 would have 7d10 + 5 + 3d6 + 2 hit points, modified by constitution.

Characters may multiclass to any class to which they do not have alignment conflicts, with the exception of the monk and paladin classes. Paladins and monks each have three orders that allow them to multiclass to one class and back again. For example, paladins of Ilmater, the god of suffering, may multiclass to cleric and back again. Dark Moon monks of Shar may multiclass to sorcerer and back again. No characters may multiclass into the paladin or monk classes after character creation. Of course this is fully moddable (as easy as appending a single line that modifies existing lua table that stores class data).

In theory, a character can take as many classes as a player qualifies for. However, this typically makes the character much less effective than a single or double classed character. In addition, when class levels get out of synch with each other, the character can be penalized XP. Without going into the details of the formula, a character is penalized a small amount of XP whenever one or more of his or her classes is more than one level away from another. There is an exception to this rule: racial favored class. Each race has a favored class which is ignored for the purposes of calculating multiclass XP penalties. For elves, it is wizard. For dwarves, it is fighters. For halflings, it is thieves. For gnomes, it is wizard. For half-orcs, it is barbarian. Half-elves and humans always ignore the highest class level they have. This gives them a range of flexibility that the other classes lack.

All races should be able to select all classes.

There are no multiclass weapon restrictions.

 

edit: In short, everything works like in IWD2, but the full Hit Dice advancement is capped at level 10 (to not create characters with insane amount of HP), characters gain 2E saving throws (since I don't see a point in using 3E ones - doing so would require patching most resources in game) and we're calling 3E BAB as base THAC0 (even though its progression for custom rules characters is the same as in IWD2). And of course we're following BG XP reward scale (level 30 at XP cap = 8000000 instead of 528000).

Edited by K4thos
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Very interesting.
It'll probably take awhile for me to wrap my mind around the consequences of and new possibilities created by this hybrid of 2.0 and 3.5. 

Custom System multiclass characters below level 10 are at a severe disadvantage compared to 2nd ed System characters at the same level. It is around level 9 that the "double your xp to level" rate changes. That is why at lower levels, 2nd ed multiclass characters tend to be only 1 level behind, despite splitting XP gains in half.  Once the xp progression stabilizes around level 10 (say, 200k XP per level for a fighter), the distinction in systems will return to the mean as 2nd ed multiclasses fall further behind their single class counterparts. (A mechanism I'm using in my megamod install to curb power levels)

It sounds like much of this was borrowed from existing IWD2-in-BG style mods, so I guess the systems have been hashed out before. Regardless, we still have full choice. I will likely stick with 2nd ed rules, at least at first. I have too many mods and tweaks that adjust how the 2nd ed class system works to try and adapt or filter them to the 3rd ed changes -- at least for right now.

Exciting stuff!

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Being able to functionally play a 3.5 character in Baldur's Gate is a fascinating idea.
Minmaxers and powergamers would have a field day with it, since the system is so much more open than 2e's multi/dual classing system. It also seems like something that would break extraordinarily easily, either the difficulty curve of the game, or the actual game itself, without a lot of testing, and once things other than EET and IWD-In-EET are thrown into the mix, all bets are off.

Still, I remain incredibly excited by the idea and possibilities that come from shoving all of these games together.

EDIT: It seems like the class system would work more like PnP than NWN's, with all of the class-sepecific restrictions in place. That does make me wonder though, how are monk's AC bonuses calculated? Does their AC improve based on their wisdom in this hybrid system? Are existing BG kits compatible with this system? Because I can very easily see Monk/Cleric and other similar combinations as being especially powerful under this, just like they were in PnP and NWN.

Edited by Renzokuken
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unless you treat paladin and monk orders, cleric deities and mage spellschool specialization as such, there are no "kits" in IWD2 (or in 3E PnP for that matter). Below is description how custom rules base classes currently work (almost completely the same as in IWD2). None of these changes affect vanilla "classic rules" characacters (and no changes to 2da files affect "custom rules" characters - those are handled via Lua tables, extremly easy to mod btw.).

 
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@155035 = ~SORCERER: Sorcerers are practitioners of magic who were born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they even are the spawn of dragons walking in humanoid form. Regardless, the Sorcerer's magic is intuitive rather than logical. They know fewer spells than wizards, and acquire spells more slowly, but they can cast spells more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way wizards do. Other than these differences, a Sorcerer is very similar to the wizard.

CLASS FEATURES:

– Alignment restrictions: None.
– Hit Die: d4.
– Proficiencies: All simple weapons.
– Skill Points: 5 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +0.5 per level.

Advantages:
– Spellcasting. Sorcerers may cast arcane spells (bonus spells based on Charisma score, the minimum score needed to cast a spell is 10 + the spell's level).
– May not scribe spells into their spellbooks as mages do. Instead, sorcerers learn a small number of spells at each level, which they can cast daily without memorization.

Disadvantages:
– Starts with no proficiencies in armor and is very poor at melee combat.~
@155036 = ~MONK: Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best-known feat is their ability to stun an opponent with an unarmed blow.

CLASS FEATURES:

– Alignment restrictions: Depending on the order.
– Hit Die: d8.
– Proficiencies: None.
– Skill Points: 10 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +0.75 per level.

Advantages:
– Unarmored monks gain additional attacks at a faster rate.
– Monks receive bonus crushing damage when fighting with fists as they level up:
  Level 1-3: 1d6
  Level 4-7: 1d8
  Level 8-11: 1d10
  Level 12-15: 1d12
  Level 16-20: 1d20
  Level 21-25: 1d20+1d6
  Level 26-30: 1d20+1d10
– A monk's natural Armor Class starts at 10 at level 1, and then increases by +1 at level 5 and every 5 levels thereafter.
– When not wearing armor monk's Armor Class is affected by Wisdom modifier. This is in addition to the normal AC Dexterity bonus received by all classes.
– May use the Stunning Attack ability. Gains one use at level 1 and an additional use every level. This is in addition to the Stunning Attack feat that monks receive for free, and which grants them additional use every four levels in any class they have attained.

STUNNING ATTACK: All successful unarmed attacks within the next round force the victim to save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done.

– Gains the Evasion.

EVASION: When a monk is hit by a spell that can be evaded (Fireball, Lightning Bolt, etc.), the monk is allowed a Save vs. Breath to completely avoid the effects. If the Saving Throw is failed, the spell works normally, including a save for half damage if the spell allows for it. A helpless monk (e.g. held, stunned, or asleep) cannot use Evasion.

– 2nd level: Free Deflect Arrows feat.
– 3rd level: Still Mind. The monk gains a +2 bonus to Saving Throws vs. spells from Enchantment school of magic.
– 3rd level: Fast Movement. Unarmored monk's movement rate increases by 1 point for every 3 levels starting at level 3, up to 6 points at level 18.
– 5th level: Purity of Body. Monk's control over his body's immune system grants him immunity to all diseases.
– 7th level: Wholeness of Body. The monk can cure up to twice his class level in hit points once each day.
– 9th level: Free Improved Evasion feat that is normally only available to thieves.
– 10th level: Ki Strike. The monk's unarmed attack is empowered with ki. At level 10, unarmed attacks strike as a +1 weapon. This enchantment improves to +2 at level 13, +3 at level 16, and +4 at level 21.
– 11th level: Diamond Body. The monk is in such control of his own metabolism that he gains immunity to poison of all kinds.
– 13th level: Diamond Soul. The monk gains magic resistance equal to class level + 10 (starting with 23% at 13th level).
– 15th level: May use the Quivering Palm ability once per day.

QUIVERING PALM: This terrifying attack allows the monk to set up vibrations within the body of another creature that can be fatal. The next successful unarmed attack forces the opponent to save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done. Constructs, oozes, plants, elementals and undead cannot be affected.

– 19th level: May use the Empty Body ability a number of times a day equal to his level divided by 2.

EMPTY BODY: Through this spell, the caster is able to enter a state where <PRO_HESHE> is constantly phasing between the material and ethereal planes. While in this state physical attacks against the caster are 50% likely to outright fail. Under the effects of this spell the caster's combat effectiveness suffers from 20% penalty to THAC0 and 20% chance of spellcasting failure.

– 20th level: Perfect Self. The monk has tuned his body with skill and quasi-magical abilities to the point that he becomes a magical creature. The character gains immunity to all mind-affecting spells and effects. Additionally, the monk becomes immune to non-magical weapons.

Disadvantages:
– Loses many bonuses if wearing armor and/or using weapons.
– A monk who multiclasses to a class other than monk, prestige class, or their order's favored class will never be allowed to advance in the monk class again.~
@194410 = ~MONK OF THE OLD ORDER: Members of the Old Order do not worship any particular deity, but are fond of philosophical debates and introspection.

– Alignment restrictions: Any lawful.
– Multiclass restrictions: Thief and prestige classes.~
@194411 = ~MONK OF THE BROKEN ONES: Members of the Order of the Broken Ones venerate Ilmater, god of suffering. They strive to endure the pain of their training as well as the pain of others.

– Alignment restrictions: Lawful good.
– Multiclass restrictions: Painbearer of Ilmater and prestige classes.~
@194412 = ~MONK OF THE DARK MOON: Members of the Order of the Dark Moon worship Shar, goddess of darkness and loss. They use their monastic training as a route to personal and spiritual power.

Requirements:
– Alignment restrictions: Lawful evil.
– Multiclass restrictions: Sorcerer and prestige classes.~
@155037 = ~BARBARIAN: From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. While not as disciplined or as skilled as a normal fighter, the barbarian can willingly throw himself into a berserker rage, becoming a tougher and stronger opponent.

CLASS FEATURES:

– Alignment restrictions: Any non-lawful.
– Hit Die: d12
– Proficiencies: All simple and martial weapons, light armor, medium armor, and shields.
– Skill Points: 10 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +1 per level.

Advantages:
– May use the Barbarian Rage ability. Gains one use at level 1 and an additional use every 4 levels thereafter.

BARBARIAN RAGE: The enraged status lasts for 5 rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus to Saving Throws vs. Spell. After the effects end, the character becomes fatigued, suffering a -2 penalty to Armor Class, to-hit rolls, and damage rolls for 5 rounds.

– Fast Movement: Moves 2 points faster than other characters.
– 2nd level: Uncanny Dodge. Barbarians retain their Dexterity bonus to Armor Class if they are attacked by invisible foes.[TODO: not implemented]
– 5th level: Uncanny Dodge. The barbarian can no longer be flanked; becomes immune to backstab and sneak attack.
– 10th level: Uncanny Dodge. The barbarian gains +1 bonus to Saving Throws vs. Traps. An additional +1 bonus is gained every 3 levels.
– 11th level: Damage Reduction. The barbarian gains 5% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained every 3 levels.
– 15th level: Greater Rage. All of the barbarian's rages become greater rages, which increase the Strength and Constitution bonuses to +6 and the Saving Throws vs. Spell bonus to +3. The character still receives the -2 penalty to Armor Class.
– 20th level: Tireless Rage. The barbarian is no longer fatigued after a rage.

Disadvantages:
– Barbarians gain feats at a slower rate than fighters.
– Barbarians do not start with proficiency in heavy armor.~
@164556 = ~FIGHTER: The fighter is a champion, swordsman, soldier, and brawler. He lives or dies by his knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good fighter needs to be strong and healthy if he hopes to survive.

CLASS FEATURES:

– Alignment restrictions: None.
– Hit Die: d10.
– Proficiencies: All simple and martial weapons, light armor, medium armor, heavy armor, and shields.
– Skill Points: 5 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +1 per level.

Advantages:
– Gains a bonus feat at level 1 and an additional feat every 2 levels thereafter. This is in addition to the normal feat received by all character classes every 3 levels.
– 4th level Fighters may take Weapon Specialization feat (three slots) in any weapon. This grants them +2 to hit and +1 to damage bonus on top of Weapon Focus bonuses with that weapon type.

Disadvantages:
– Fighters lack any spellcasting ability.~
@164557 = ~RANGER: The ranger is a warrior and a woodsman. He is skilled with weapons and is knowledgeable in the ways of the forest. The ranger often protects and guides lost travelers and honest peasant-folk. A ranger needs to be strong and wise to the ways of nature to live a full life.

CLASS FEATURES:

– Alignment restrictions: None.
– Hit Die: d10.
– Proficiencies: All simple and martial weapons, light armor, medium armor, and shields.
– Skill Points: 10 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +1 per level.

Advantages:
– Rangers may select a Favored Enemy at level 1. They gain +1 to damage against creatures of that race type. At 5th level and every 5 levels thereafter rangers gain an additional Favored Enemy, and the bonus against previous Favored Enemies increases by 1.
– Dual-wield. Rangers can fight with two weapons as if they had the feats Ambidexterity and Two-Weapon Fighting if they are wearing light or no armor only.
– 4th level: Spellcasting. Rangers gain the ability to cast druidic spells (spell failure from armor is ignored, bonus spells based on Wisdom score, the minimum score needed to cast a spell is 10 + the spell's level, requires preparation).

Disadvantages:
– Rangers gain feats at a slower rate than fighters.
– Rangers do not start with proficiency in heavy armor.~
@164558 = ~PALADIN: A paladin is a warrior bold and pure, the exemplar of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions.

CLASS FEATURES:

– Alignment restrictions: Lawful good.
– Hit Die: d10.
– Proficiencies: All simple and martial weapons, light armor, medium armor, heavy armor, and shields.
– Skill Points: 5 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +1 per level.

Advantages:
– Adds Charisma modifier to all saving throws.
– May use Lay On Hands ability once per day.

LAY ON HANDS: Paladin heals the target for a number of hit points equal to the paladin's Charisma modifier times their paladin level (minimum of 1 point per level).

– May cast Protection From Evil once per day.
– Paladins are immune to all forms of disease.
– 2nd level: May use the Smite Evil ability once per day.

SMITE EVIL: Paladin may attempt to smite evil with one melee attack by adding his Charisma modifier (if positive) to his attack roll. On the first successful attack paladin deals 1 extra point of magic damage per paladin class level.

– 2nd Level: Aura of Courage. Paladin becomes immune to fear. Each ally within 10 ft. of paladin gains +4 morale bonus to saving throws against fear.
– 3rd level: Remove Disease. The paladin gains the ability to remove disease from other characters a number of times per day equal to his level divided by 3.
– 3rd Level: Turn Undead. May use the Turn Undead ability three times per day.

TURN UNDEAD: When this power is invoked, the paladin attempts to use the power of his or her patron deity to terrify a group of undead. The higher the paladin's level, the greater his or her chance of success is. If the Turn Undead level is sufficiently higher than the HD of the undead, this ability will instead destroy it instantly. The paladin's Turn Undead ability functions as though he or she were two levels lower than a cleric.

– 4th level: Spellcasting. Paladins gain the ability to cast divine spells (spell failure from armor is ignored, bonus spells based on Charisma score, the minimum score needed to cast a spell is 10 + the spell's level, requires preparation).

Disadvantages
– The paladin must choose a divine order. This choice of an order restricts the paladin's multiclassing possibilities.
– The paladin must react to evil deeds that occur in his or her presence.~
@194407 = ~PALADIN OF ILMATER: Paladins of Ilmater venerate the god of suffering. They willingly take the most horrible wounds in any battle just to prevent the suffering of others. They are typically known for their humility.

– Multiclass restrictions: Painbearer of Ilmater and prestige classes.~
@194408 = ~PALADIN OF HELM: Paladins of Helm follow the teachings of the god of guardians. They are dedicated to defending the weak and protecting important places against assault.

– Multiclass restrictions: Fighter and prestige classes.~
@194409 = ~PALADIN OF MYSTRA: Paladins of Mystra insure that the powers of the goddess of magic are not used for evil. They seek out evil spellcasters all over Faerûn for the protection of civilization and to protect benign wizards from the repercussions of irresponsible magic use.

– Multiclass restrictions: Mage and prestige classes.~
@164559 = ~CLERIC: The cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. He is both protector and healer, though he is not totally defensive.

CLASS FEATURES:

– Alignment restrictions: Depending on the deity.
– Hit Die: d8.
– Proficiencies: All simple weapons, light armor, medium armor, heavy armor, and shields.
– Skill Points: 5 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +0.75 per level.

Advantages:
– Spellcasting. Clerics can cast powerful defensive and healing divine spells (spell failure from armor is ignored, bonus spells based on Wisdom score, the minimum score needed to cast a spell is 10 + the spell's level, requires preparation).
– Spontaneous Casting. Clerics can convert their spells to cure (if good or neutral) or cause (if evil) spells of the nearest level for as long as a player presses and holds shift key. The selected spell is immediately removed from the character's memorized list and cast as the nearest cure or cause spell of the same level. If no cure or cause spell is available for that level, the highest spell under the converted spell level is used.
– May use the Turn Undead ability three times per day.

TURN UNDEAD: When this power is invoked, the cleric attempts to use the power of his or her patron deity to terrify a group of undead. The higher the cleric's level, the greater his or her chance of success is. If the Turn Undead level of a good or neutral aligned character is sufficiently higher than the HD of the undead, this ability will instead destroy it instantly, while evil characters will bring it under their control.

– Clerics receive special powers and domain spells from their deity.

Disadvantages:
– Clerics do not have access to many powerful offensive spells.
– Clerics are weaker in combat than fighters, rangers, paladins, and barbarians.~
@193118 = ~PAINBEARER OF ILMATER: Ilmater, also known as the Crying God, is the god of suffering and perseverance. Taught that enduring the suffering of others is the greatest act of sacrifice, Painbearers of Ilmater can be found wherever the weak are oppressed. Painbearers are known for their charity, humility, and their unshaking faith during even the most trying of circumstances.

– Alignment restrictions: Lawful good, neutral good, lawful neutral.

Advantages:
– May use the Pain Touch ability once per day.

PAIN TOUCH: Touched creature receives -2 penalty to Strength and Dexterity for 1 turn.

– May use the Ilmater's Endurance ability once per day.

ILMATER'S ENDURANCE: Touched creature receives +6 bonus to Constitution for a number of rounds equal to cleric's level.

– For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level:
  1st level: Protection From Evil; Resist Fire and Cold.
  2nd level: Unfailing Endurance; Aid.
  3rd level: Cure Serious Wounds; Protection From Evil, 10' Radius.
  4th level: Emotion, Hope; Holy Smite.
  5th level: Feeblemind; Holy Power.
  6th level: Harm; Stoneskin.
  7th level: Holy Word; Impervious Sanctity of Mind.
  8th level: Holy Aura; Symbol, Pain.
  9th level: Abi-Dalzim's Horrid Wilting; Summon Monster IX.~
@193119 = ~MORNINGLORD OF LATHANDER: Lathander the Morninglord is the god of the dawn and renewal. His priests, who share his title, can be found around the world helping communities grow and rebuild after times of trouble. Morninglords are known for their kindness and optimism.

– Alignment restrictions: Lawful good, neutral good, chaotic good, true neutral.

Advantages:
– Free Improved Turning feat.
– May use the Lathander's Renewal ability once per day.

LATHANDER'S RENEWAL: The character channels Morninglord's energy to heal the touched creature of 2 Hit Points per level of the cleric.

– For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level:
  1st level: Faerie Fire; Sunscorch.
  2nd level: Strength; Lesser Restoration.
  3rd level: Agannazar's Scorcher; Negative Plane Protection.
  4th level: Holy Smite; Shield of Lathander.
  5th level: Flame Strike; Raise Dead.
  6th level: Fire Storm; Heal.
  7th level: Greater Restoration; Sunray.
  8th level: Aura of Vitality; Resurrection.
  9th level: Mass Heal; Meteor Swarm.~
@193120 = ~SILVERSTAR OF SELÛNE: Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. She is the goddess of the moon and travelers. Her priests, called Silverstars, travel far and wide to help the oppressed and explore lost places. Silverstars are known for their open-minded tolerance and their hatred of bigotry.

– Alignment restrictions: Neutral good, chaotic good, chaotic neutral.

Advantages:
– May use the Selûne's Freedom ability once per day.

SELÛNE'S FREEDOM: This spell gives the touched creature an immunity to magic that impedes movement (such as the Grease, Web, or Slow spells) and negates the effects of paralysis, hold, and stun spells. The Selûne's Freedom lasts for 1 round per level of the cleric. The recipient of the spell can still be hasted and receive beneficial movement effects such as those granted by the boots of speed.

– May use the Moon Shield ability once per day.

MOON SHIELD: Touched creature receives +15% Magic Resistance for a number of rounds equal to cleric's level.

– For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level:
  1st level: Faerie Fire; Sanctuary.
  2nd level: Alicorn Lance; Moon Motes.
  3rd level: Moonblade; Protection From Fire.
  4th level: Ghost Armor; Dimension Door.
  5th level: Undead Ward; Wall of Moonlight.
  6th level: Protected from Energy; Entropy Shield.
  7th level: Conjure Air Elemental; Conjure Water Elemental.
  8th level: Conjure Earth Elemental; Conjure Fire Elemental.
  9th level: Elemental Summoning; Prismatic Spray.~
@193121 = ~WATCHER OF HELM: Also known as He of the Unsleeping Eyes, Helm is the god of guardians. His servants, the Watchers, are always vigilant against invaders, thieves, and tricksters of all sorts. Watchers are known for their stern demeanor, loyalty, and uncompromising ethics.

– Alignment restrictions: Lawful good, lawful neutral, true neutral, lawful evil.

Advantages:
– May use the Helm's Shield ability once per day.

HELM'S SHIELD: Touched creature receives +2 bonus to all Saving Throws for a number of rounds equal to cleric's level.

– May use the Helm's Watch ability once per day.

HELM'S WATCH: Touched creature receives +2 bonus to Armor Class and additional +2 bonus to AC vs. missile attacks for a number of rounds equal to cleric's level.

– For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level:
  1st level: Armor of Faith; Protection From Evil.
  2nd level: Hold Person; Spell Shield.
  3rd level: Exaltation; Glyph of Warding.
  4th level: Death Ward; Defensive Harmony.
  5th level: Dismissal; Greater Command.
  6th level: Blade Barrier; Globe of Invulnerability.
  7th level: Impervious Sanctity of Mind; Spiritual Wrath.
  8th level: Iron Body; Seven Eyes.
  9th level: Aegis; Banishment.~
@193122 = ~LOREKEEPER OF OGHMA: Oghma, the Lord of Knowledge, is the patron of bards and the god of knowledge. Oghma's Lorekeepers are interested in recovering lost secrets, preserving knowledge, and spreading information freely. Lorekeepers are known for their honesty and their inquisitive nature.

– Alignment restrictions: Any neutral.

Advantages:
– Oghma's Knowledge: +5% to Alchemy and Lore.
– May memorize Identify spell (available in cleric scroll).
– For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level:
  1st level: Friends; Identify.
  2nd level: Charm Person; Detect Invisibility.
  3rd level: Remove Magic; Find Traps.
  4th level: Greater Malison; Shout.
  5th level: Greater Command; Power Word, Silence.
  6th level: Power Word, Stun; Symbol, Fear.
  7th level: Great Shout; Symbol, Hopelessness.
  8th level: Power Word, Kill; Symbol, Death.
  9th level: Executioner's Eyes; Wail of the Banshee.~
@193123 = ~BATTLEGUARD OF TEMPUS: The Lord of Battles, Tempus, is worshipped by warriors across the Faerûn. As war can be found in almost every civilized part of the world, so too can the Battleguards of Tempus. Battleguards fight bravely and inspire their comrades to deeds of valor. They are known for their bravery and stubborn nature.

– Alignment restrictions: Chaotic good, true neutral, chaotic neutral, chaotic evil.

Advantages:
– Free Martial Weapon: Axe and Weapon Focus: Axe (two slots) feats.
– May use the Tempus' Strength ability once per day.

TEMPUS' STRENGTH: Touched creature receives +6 bonus to Strength for a number of rounds equal to cleric's level.

– For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level:
  1st level: Bless; Magical Stone.
  2nd level: Chant; Draw Upon Holy Might.
  3rd level: Animate Dead; Prayer.
  4th level: Blood Rage; Recitation.
  5th level: Champion's Strength; Chaotic Commands.
  6th level: Blade Barrier; Spiritual Wrath.
  7th level: Power Word, Blind; Summon Monster VII.
  8th level: Power Word, Stun; Summon Monster VIII.
  9th level: Power Word, Kill; Summon Monster IX.~
@193124 = ~DREADMASTER OF BANE: Also known as the Black Hand, Bane is the god of strife, hatred, and tyranny. The Dreadmasters, his priests, can be found wherever the strong and cruel prey upon the weak. They are known for their manipulative scheming and malicious attitude.

– Alignment restrictions: Lawful neutral, lawful evil, neutral evil.

Advantages:
– Tyrant's Dictum: +1 bonus to Saving Throws vs. Spell.
– +5% bonus to Bluff, Diplomacy, and Intimidate.
– For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level:
  1st level: Command; Curse.
  2nd level: Horror; Silence, 15' Radius.
  3rd level: Dire Charm; Rigid Thinking.
  4th level: Cloak of Fear; Emotion: Hopelessness.
  5th level: Domination; Greater Command.
  6th level: Feeblemind; Power Word, Silence.
  7th level: Gate; Suffocate.
  8th level: Flaying; Power Word, Blind.
  9th level: Mass Dominate; Summon Monster IX.~
@193125 = ~DEMARCH OF MASK: The Lord of Shadows, Mask, is the god of thieves and shadows. His servants, the Demarchs, often help small bands of thieves in their efforts. Many can be found as advisors in thieves' guilds. They are known for their deceptive nature and their avarice.

– Alignment restrictions: True neutral, lawful evil, neutral evil, chaotic evil.

Advantages:
– Free Blind-Fight feat.
– +5% bonus to Hide in Shadows, Move Silently, and Pick Pocket.
– For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level:
  1st level: Reflected Image; Sleep.
  2nd level: Blindness; Blur.
  3rd level: Invisibility, 10' Radius; Mirror Image.
  4th level: Emotion: Hopelessness; Improved Invisibility.
  5th level: Shadow Monsters; Unholy Blight.
  6th level: Demi-Shadow Monsters; Phantom Blade.
  7th level: Shades; Soul Eater.
  8th level: Unholy Word; Mass Invisibility.
  9th level: Black Blade of Disaster; Executioner's Eyes.~
@193126 = ~STORMLORD OF TALOS: Talos the Destroyer is the god of storms and destruction. The bane of many rangers and druids, Talos works his evil through the use of his priests, the Stormlords. Stormlords terrorize farming communities all across Faerûn with threats of imminent doom if all do not appease the Destroyer. They are known for their abusive terrorism and their foolhardy nature.

– Alignment restrictions: Chaotic neutral, neutral evil, chaotic evil.

Advantages:
– +5% bonus to Electrical Resistance.
– May use the Destructive Blow ability once per day.

DESTRUCTIVE BLOW: Caster receives a +2 bonus to hit and damage rolls for a number of rounds equal to cleric's level.

– For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level:
  1st level: Doom; Shocking Grasp.
  2nd level: Death Armor; Gedlee's Electric Loop.
  3rd level: Lightning Bolt; Storm Shell.
  4th level: Protection From Electricity; Static Charge.
  5th level: Ball Lightning; Slay Living.
  6th level: Chain Lightning; Whirlwind.
  7th level: Destruction; Earthquake.
  8th level: Acid Storm; Fire Storm.
  9th level: Abi-Dalzim's Horrid Wilting; Wail of the Banshee.~
@164560 = ~DRUID: The druid serves the cause of nature and neutrality; the wilderness is his community. He uses his special powers to protect it and to preserve balance in the world.

CLASS FEATURES:

– Alignment restrictions: Any neutral.
– Hit Die: d8.
– Proficiencies: Druidic weapons (all simple weapons except for the crossbow, the martial weapons long sword and polearm), light armor, medium armor, heavy armor, and shields.
– Skill Points: 10 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +0.75 per level.

Advantages:
– Spellcasting. Druids can cast powerful offensive and healing druidic spells (spell failure from armor is ignored, bonus spells based on Wisdom score, the minimum score needed to cast a spell is 10 + the spell's level, requires preparation).
– Spontaneous Casting. Druids can channel stored spell energy into summoning spells of the nearest level for as long as a player presses and holds shift key. The selected spell is immediately removed from the character's memorized list and cast as the nearest Summon Nature's Ally spell of the same level.
– May use Druid Shapeshifting ability. Gains one use at level 5 and additional use at levels 6, 7, 10, 14, 18, 22, 26, and 30.

SHAPESHIFTING: The Druid's most notable ability is shapeshifting into different forms. The Druid is healed 12 Hit Points after using this ability. Shapeshift forms available from levelling up:
  5th level: Wild Shape, Boar. May shapeshift into the form of a boar.
  7th level: Wild Shape, Winter Wolf. May shapeshift into the form of a winter wolf. The winter wolf is resistant to cold, moves quickly, and has a bite attack.
  9th level: Wild Shape, Polar Bear. May shapeshift into the form of a polar bear. The polar bear has extremely powerful claw attacks.
  12th level: Wild Shape, Dire Bear. May shapeshift into the form of a dire bear. The dire bear has even more powerful claw attacks than the polar bear.
  14th level: Wild Shape, Dire Panther. May shapeshift into the form of a dire panther.
  16th level: Elemental Shape, Fire Elemental. May shapeshift into the form of a fire elemental. The fire elemental is highly resistant to fire and can burn opponents.
  18th level: Elemental Shape, Earth Elemental. May shapeshift into the form of an earth elemental. The earth elemental has powerful fist attacks.
  20th level: Elemental Shape, Water Elemental. May shapeshift into the form of a water elemental. The water elemental has powerful fist attacks.
  22nd level: Elemental Shape, Air Elemental. May shapeshift into the form of an air elemental. The air elemental has powerful attacks.

– 9th level: Venom Immunity. Becomes immune to poison.
– 15th level: Timeless Body. Becomes immune to fatigue.

Disadvantages:
– Druids do not have access to many powerful defensive spells.
– Druids are not as powerful as fighters, rangers, paladins, or barbarians in combat.~
@164561 = ~THIEF: To accomplish his goals, for good or ill, the thief is a skilled pilferer. Cunning, nimbleness, and stealth are his hallmarks. Whether he turns his talent against innocent passers-by and wealthy merchants or oppressors and monsters is a choice for the thief to make.

CLASS FEATURES:

– Alignment restrictions: None.
– Hit Die: d6.
– Proficiencies: All simple weapons, the martial weapon bows, and light armor.
– Skill Points: 20 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +0.75 per level.

Advantages:
– Thieves receive a larger number of skill points per level than any other class. Maximum score of their class skills (Find Traps, Hide in Shadows, Move Silently, Open Locks, Pick Pockets, Set Traps, and Use Magic Device) is bigger than other classes by a factor of two (40% at first level).
– May use backstab.[TODO: currently unimplemented. Request Bubb to allow backstabbing when CLASS = 22 (entry always occupied by 3E_CLASS added by this mod)]

BACKSTAB: This ability enables thieves to plunge their weapon from shadows into an unsuspecting opponent's vital point, inflicting critical damage to the target. While hidden, a successful hit directly from behind will result in an automatic backstab. The thief can backstab only with long swords, short swords, katanas, wakizashis, ninja-tos, scimitars, daggers, clubs, and quarterstaves. Backstab damage multiplier increases as followes:
  Level 1-4: x2
  Level 5-8: x3
  Level 9-12: x4
  Level 13+: x5

– May use sneak attack.

SNEAK ATTACK: If a thief can catch an opponent when he is unable to defend himself effectively from the flank attack, the thief can strike a vital spot for extra damage. Should the thief score a critical hit with a sneak attack, this extra damage is not multiplied. Unlike backstab, this ability doesn't require thief to be hidden. While sneak attack still requires flanking, the thief's valid positioning is wider comapred to backstabbing. The extra damage increases as followes:
  Level 1-3: +1d6
  Level 4-7: +2d6
  Level 8-11: +3d6
  Improves by +1d6 every 4 levels, up to +8d6 at level 30

– May use the Set Snare ability. Gains one use at level 1 and an additional use every 5 levels thereafter.

SET SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the thief's level and can only be triggered by enemies.
  1st level: Deals 2d8+5 missile damage.
  11th level: Deals 2d8+5 missile damage and additionally deals 2d6 poison damage per round for the next 3 rounds.
  16th level: Deals 3d8+5 missile damage and 4d8+2 fire damage.
  21st level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.

– 2nd level: Gains the Evasion.

EVASION: When a thief is hit by a spell that can be evaded (Fireball, Lightning Bolt, etc.), the thief is allowed a Save vs. Breath to completely avoid the effects. If the Saving Throw is failed, the spell works normally, including a save for half damage if the spell allows for it. A helpless thief (e.g. held, stunned, or asleep) cannot use Evasion.

– 3rd level: Uncanny Dodge. Thieves retain their Dexterity bonus to Armor Class if they are attacked by invisible foes.[TODO: not implemented]
– 6th level: Uncanny Dodge. The thief can no longer be flanked; becomes immune to backstab and sneak attack.
– 10th level: Special Abilities. The thief now gains access to a number of new feats available only to thieves. These include Crippling Strike, Improved Evasion, and Slippery Mind.
– 11th level: Uncanny Dodge. The thief gains +1 bonus to Saving Throws vs. Traps. An additional +1 bonus is gained every 3 levels.

Disadvantages:
– Thieves have no spellcasting ability and poor toe-to-toe combat ability.~
@164562 = ~BARD: The bard's strength is his pleasant and charming personality. With it and his wits he makes his way through the world. A bard is a talented musician and a walking storehouse of gossip, tall tales, and lore. He learns a little bit about everything that crosses his path; he is a jack-of-all-trades but master of none. While many bards are scoundrels, their stories and songs are welcome almost everywhere.

CLASS FEATURES:

– Alignment restrictions: Any non-lawful.
– Hit Die: d6.
– Proficiencies: All simple weapons, light armor, medium armor, and shields. The bard is also proficient with long swords.
– Skill Points: 10 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +0.75 per level.

Advantages:
– +5% to Alchemy, Lore and Spellcraft.
– 2nd level: Spellcasting. Bards gain the ability to cast arcane spells (bonus spells based on Charisma score, the minimum score needed to cast a spell is 10 + the spell's level).
– May not scribe spells into their spellbooks as mages do. Instead, bards learn a small number of spells at each level, which they can cast daily without memorization.
– Many rogue like skills are class skills of the Bard.
– May use Bard Song ability to play any song from <PRO_HISHER> repertoire:
  1st level: Can play "The Ballad of Three Heroes." All allies within 30 ft. gain +1 to hit, +1 to damage, and +1 to all their Saving Throws.
  3rd level: Can play "The Tale of Curran Strongheart." All allies within 30 ft. gain immunity to fear effects for as long as the song lasts, and any fear effects currently on them are removed.
  5th level: Can play "Tymora's Melody." All allies within 30 ft. gain +1 to luck, +3 to Saving Throws, +10 to lore, and a +10% bonus to all of their thieving skills.
  7th level: Can play "The Song of Kaudies." All allies within 30 ft. have a 50% chance to shrug off the effects of spells such as Silence, Shout, Great Shout, Command, Greater Command, or any other sound-based attack.
  9th level: Can play "The Siren's Yearning." All enemies within 30 ft. must save vs. Spell or become enthralled, unable to take action until 1 round passes or they take damage.
  11th level: Can play "War Chant of Sith." All allies within 30 ft. gain a +2 bonus to Armor Class, +10% resistance to slashing, piercing, crushing, and missile damage, and the ability to regenerate 2 Hit Points per round.

Disadvantages:
– Bards are not as effective in hand-to-hand combat as warriors or priests.
– Bards have slower access to spells than a wizard or priest.~
@165942 = ~MAGE: The wizard strives to be a master of magical energies, shaping them and casting them as spells. To do so, he studies strange tongues and obscure facts and devotes much of his time to magical research. A wizard must rely on knowledge and wit to survive. Wizards are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are different types of wizards.

CLASS FEATURES:

– Alignment restrictions: None.
– Hit Die: d4.
– Proficiencies: All simple weapons except for missile weapons.
– Skill Points: 5 + 5x Int modifier (x4 at 1st level).
– Base THAC0 bonus: +0.5 per level.

Advantages:
– Spellcasting. May cast arcane spells (bonus spells based on Intelligence score, the minimum score needed to cast a spell is 10 + the spell's level).
– May specialize in one or more of eight schools of magic, choosing their specialty early on in their training.
– Receives a bonus feat every five levels in addition to the normal feats given to all character classes every three levels.

Disadvantages:
– Starts with no proficiencies in armor and is very poor at melee combat.~
@164563 = ~WIZARD: A mage who studies all types of magic and learns a wide variety of spells. His broad range makes him well suited to the demands of adventuring.

Advantages:
– May learn and cast spells from all eight schools of magic.

Disadvantages:
– May cast one less spell per level than a mage who concentrates his efforts in a single school of magic.~
@164564 = ~ABJURER: A mage that specializes in magic that protects, blocks, or banishes.

Advantages:
– May cast one additional spell per level.
– Receives a +10% bonus to Spellcraft checks when scribing scrolls from the Abjuration school.

Disadvantages:
– May not learn or cast any spells of the Alteration school.~
@164565 = ~CONJURER: A mage that specializes in creating creatures and objects to assist him.

Advantages:
– May cast one additional spell per level.
– Receives a +10% bonus to Spellcraft checks when scribing scrolls from the Conjuration school.

Disadvantages:
– May not learn or cast any spells of the Divination school.~
@164566 = ~DIVINER: A mage that specializes in detection and divining magics.

Advantages:
– May cast one additional spell per level.
– Receives a +10% bonus to Spellcraft checks when scribing scrolls from the Divination school.

Disadvantages:
– May not learn or cast any spells of the Conjuration school.~
@164567 = ~ENCHANTER: A mage that specializes in manipulating the minds of sentient beings.

Advantages:
– May cast one additional spell per level.
– Receives a +10% bonus to Spellcraft checks when scribing scrolls from the Enchantment school.

Disadvantages:
– May not learn or cast any spells of the Invocation school.~
@164568 = ~ILLUSIONIST: A mage that specializes in creating illusions to confuse and mislead.

Advantages:
– May cast one additional spell per level.
– Receives a +10% bonus to Spellcraft checks when scribing scrolls from the Illusion school.

Disadvantages:
– May not learn or cast any spells of the Necromancy school.~
@164569 = ~INVOKER: A mage that specializes in manipulating energy and creating something from nothing.

Advantages:
– May cast one additional spell per level.
– Receives a +10% bonus to Spellcraft checks when scribing scrolls from the Invocation school.

Disadvantages:
– May not learn or cast any spells of the Enchantment school.~
@164570 = ~NECROMANCER: A mage that specializes in magic dealing with death.

Advantages:
– May cast one additional spell per level.
– Receives a +10% bonus to Spellcraft checks when scribing scrolls from the Necromancy school.

Disadvantages:
– May not learn or cast any spells of the Illusion school.~
@164571 = ~TRANSMUTER: A mage that specializes in magic that alters physical reality.

Advantages:
– May cast one additional spell per level.
– Receives a +10% bonus to Spellcraft checks when scribing scrolls from the Alteration school.

Disadvantages:
– May not learn or cast any spells of the Abjuration school.~

 

Edited by K4thos
Link to post

Thankee for working on this!  What's the prospective public release date?

Also, the spoiler block above says "Gains the Evasion."  Instead, this should be 'Gains Evasion' or 'Gains the Evasion ability/class feature/feat.'

Did you fix Improved Initiative from IWDII to give its initiative bonus?

Did you include prestige classes for multiclasses characters like Arcane Trickster/Divine Trickster, Eldritch Knight, and Mystic Theurge so as to mimic 2e multiclass combos?

Edited by Endarire
Link to post
On 10/28/2019 at 3:41 PM, Arthas said:

Are you actually adding a "item upgrade" mod, a la Nej ? That would be pretty good.

I've never played NEJ, so don't know what "item upgrade" means here. You can see current descriptions of all converted IWD2 items here: 

Quote

Thankee for working on this!  What's the prospective public release date?

there is no perspective yet (and won't be since the testing phase start depends on EEex development, and I don't want to put pressure on the author). It will be released once it's ready.

Quote

Also, the spoiler block above says "Gains the Evasion."  Instead, this should be 'Gains Evasion' or 'Gains the Evasion ability/class feature/feat.'

thanks. I've rewritten IWD2 descriptions from scratch in order to make them more in line with EE ones, less confusing (IWD2 vanilla text is often vague, sometimes misleading, in some cases miss some existing class features). English is not my first language, so feel free to list any grammar/spelling errors you find.

Quote

Did you include prestige classes for multiclasses characters like Arcane Trickster/Divine Trickster, Eldritch Knight, and Mystic Theurge so as to mimic 2e multiclass combos?

the priority for the first release are IWD2 features, so the answer is no, for now, since that game didn't have prestige classes. But I'm indeed interested in implementing at least those prestige classes present in NWN1 (so none of those you just listed) down the road. Before it happens several more feats and skills that were not present in IWD2 will need to be implemented (they are among the requirements for these prestige classes)

Skills:
- Discipline
- Tumble

Feats:
- Alertness
- Mobility
- Spring Attack
- Whirlwind Attack

Tumble skill, Spring Attack and Mobility feats also require "Attack of opportunity" feature, which I'm struggling to think how it could be implemented in IE engine to work decently.

When it comes to NWN features missing in IWD2, I'm also interested in implementing meta-magic feats down the road and maybe some other skills and feats present there.

The Lua code is already written in a way to support prestige classes. Thier implemention is just not a priority until the core mod is finished.

Quote

Did you fix Improved Initiative from IWDII to give its initiative bonus?

almost all IWD2 feats have been re-implemented from scratch in EE engine, so IWD2 bugs don't matter (there WILL be new bugs to be discovered during testing though, that's inevitable).

edit: here are descriptions how they work in this mod:

Notice that I didn't manged to implement "Blind-Fight", "Precise Shot" and "Strong Back" feats yet due to engine limitations.

 
Quote

 

@188731 = ~SIMPLE WEAPON PROFICIENCY, CROSSBOW:

You understand how to use crossbows.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191152 = ~SIMPLE WEAPON PROFICIENCY, MACE:

You understand how to use simple crushing weapons such as maces and clubs.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191153 = ~AMBIDEXTERITY:

Ambidexterity feat makes your character equally adept at using either hand. Without this feat, a character suffers additional -4 penalty to off-hand attack rolls while using two weapons. Ambidexterity cancels this extra penalty. You are neither left-handed nor right-handed. The Two-Weapon Fighting feat is needed alongside Ambidexterity to cancel all penalties for dual wielding.

Type: Passive effect

Prerequisite: Dexterity 15+~
@191154 = ~TWO-WEAPON FIGHTING:

This feat allows the character to use two weapons at the same time with fewer penalties. A character wielding two weapons without this feat would incur a -2 penalty to attack rolls with the main weapon and a -6 penalty with the off-hand weapon. Your penalties for fighting with two weapons are reduced by 2. The Ambidexterity Feat is needed alongside Two-Weapon Fighting to cancel remaining attack penalty for the off-hand weapon.

Type: Passive effect

Prerequisite: None~
@191155 = ~TOUGHNESS:

You are tougher than normal. You gain +3 hit points. A character may gain this feat 5 times. Its effects stack.

Type: Passive effect

Prerequisite: None~
@191156 = ~WEAPON FINESSE:

You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon (dagger or short sword), you may use your Dexterity modifier instead of your Strength modifier on attack rolls, if the bonus to THAC0 is higher this way.

Type: Passive effect

Prerequisite: Proficient with small swords, base THAC0 bonus +1~
@191157 = ~ARMORED ARCANA:

You can cast arcane spells with less chance of failure while wearing armor. Taking this feat reduces the chances of casting failure by 5%. This feat may be taken up to three times.

Type: Passive effect

Prerequisite: The ability to cast arcane spells~
@191158 = ~SPELL PENETRATION:

Your spells are especially potent, breaking through spell resistance more readily than normal.

Spell Penetration (1 slot): Creatures suffer a -5% penalty to Magic Resistance against your spells.

Greater Spell Penetration (2 slots): Creatures suffer a -10% penalty to Magic Resistance against your spells.

Type: Passive effect

Prerequisites: None~
@191160 = ~SHIELD PROFICIENCY:

Shield restricts movement and creates noise when you move, so skills that require stealth, or agility have a certain penalty associated with them (each armor check penalty point incurs a -1 penalty to THAC0 and -5% penalty to Open Locks, Find/Disarm Traps, Pick Pockets, Move Silently, Hide In Shadows and Set Traps scores). Being proficient with shields eliminates the armor check penalty to THAC0 and gets a wielder -2 bonus to AC against missile weapons.

Type: Passive effect

Prerequisite: None~
@191161 = ~RAPID SHOT:

You can use ranged weapons with exceptional speed. For as long as the feat is active you get one extra attack per round with a ranged weapon, but your attack rolls suffers a 2 point penalty. This feat does not increase the reload time for crossbows.

Type: Active ability

Prerequisite: Dexterity 13+~
@191163 = ~POWER ATTACK:

You can make exceptionally powerful melee attacks. On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls up to a maximum damage bonus of +5. This number may not exceed your base THAC0 bonus. The penalty on attacks and bonus on damage apply as long as the feat is active.

Type: Active ability (does not stack with Expertise feat)

Prerequisite: Strength 13+~
@191164 = ~LIGHTNING REFLEXES:

You have faster than normal reflexes. Character's Saving Throws vs. Rod/Staff/Wand and vs. Breath Weapon are made with a +2 bonus.

Type: Passive effect

Prerequisite: None~
@191166 = ~IRON WILL:

You have a stronger will than normal. Character's Saving Throws vs. Spell are made with a +2 bonus.

Type: Passive effect

Prerequisite: None~
@191169 = ~IMPROVED INITIATIVE:

You can react more quickly than normal in a fight. The weapon speed and casting time for all spells is reduced by 1.

Type: Passive effect

Prerequisite: None~
@191199 = ~IMPROVED CRITICAL:

You are especially adept at causing critical hits. Character's critical hits roll with any weapon is made with a +1 bonus.

Type: Passive effect

Prerequisite: Base THAC0 bonus +8 or higher~
@191201 = ~GREAT FORTITUDE:

You are tougher than normal. Character's Saving Throws vs. Paralysis/Poison/Death and vs. Petrification/Polymorph are made with a +2 bonus.

Type: Passive effect

Prerequisite: None~
@191202 = ~EXPERTISE:

You are trained at using your combat skill for defense as well as offense. On your action, before making attack rolls for a round, you can take a penalty of as much as -5 on your attack rolls and receive the same number bonus to Armor Class. This number may not exceed your base THAC0 bonus. The changes to attack rolls and Armor Class bonus last as long as the feat is active.

Type: Active ability (does not stack with Power Attack)

Prerequisite: Intelligence 13+~
@191205 = ~DODGE:

You are adept at dodging blows. You receive a +1 Armor Class bonus against weapon attacks from an opponent.

Type: Passive effect

Prerequisite: Dexterity 13+~
@191206 = ~DEFLECT ARROWS:

Once per round the character with at least one hand free (holding nothing) may deflect an attack from a ranged weapon so that <PRO_HESHE> take no missile damage from it.

Type: Passive effect

Prerequisite: Dexterity 13+~
@191207 = ~COMBAT CASTING:

You are adept at casting spells in combat. When the character's Hit Points drop below 50%, <PRO_HESHE> gains +20% bonus to Concentration score.

Type: Passive effect

Prerequisite: At least one level of Barbarian, Bard or Paladin~
@191289 = ~ARMOR PROFICIENCY:

Armor heavier then leather restricts movement and creates noise when you move, so skills that require stealth, or agility have a certain penalty associated with them (each armor check penalty point incurs a -1 penalty to THAC0 and -5% penalty to Open Locks, Find/Disarm Traps, Pick Pockets, Move Silently, Hide In Shadows and Set Traps scores). Wearing a type of armor with which you are proficient, eliminates the armor check penalty to THAC0.

Light Armor (1 slot): The character is proficient with Leather Armor, Studded Leather Armor, Elven Chain Mail.

Medium Armor (2 slots): The character is proficient with Hide Armor, Scale Mail, Chain Mail.

Heavy Armor (3 slots): The character is proficient with Splint Mail, Plate Mail, Full Plate Mail.

Type: Passive effect

Prerequisite: None~
@191290 = ~ARTERIAL STRIKE:

Your skill with sneak attacks allows you to cause a bleeding wound. For as long as the feat is active thief character sacrifices 1d6 points of sneak attack damage to inflict a bleeding wound that causes 1 point of slashing damage per round over 1 turn. The effect is not cumulative.

Type: Active ability (does not stack with Hamstring)

Prerequisite: At least one level of Thief, base THAC0 bonus +4 or higher~
@191291 = ~DASH:

Your character moves about 15% faster than other characters.

Type: Passive effect

Prerequisite: None~
@191292 = ~DISCIPLINE:

You are admired for your single-minded determination and clarity of purpose. You are difficult to distract by spell or blow thanks to a +1 bonus to Saving Throws vs. Spell and +10% bonus to Concentration score.

Type: Passive effect

Prerequisite: None~
@191295 = ~HAMSTRING:

When making a sneak attack, your character can maim their target in such a way that their movement is significantly decreased. For as long as the feat is active thief character sacrifices 2d6 points of sneak attack damage to reduce the target's movement by 50% for 1 turn. The effect is not cumulative.

Type: Active ability (does not stack with Arterial Strike)

Prerequisite: At least three levels of Thief~
@191296 = ~IMPROVED TURNING:

Your attempts to turn undead are even more powerful than normal. The feat improves Turn Undead level by 2 increasing chance of a successful rebuking or destroying of undead with higher Hit Dice.

Type: Passive effect

Prerequisite: 1 level of Cleric or 3 levels of Paladin~
@191297 = ~LINGERING SONG:

Your bardic music stays with the listeners long after the last note has died away. Bard song effects linger on for 2 additional rounds after the bard stops singing.

Type: Passive effect

Prerequisite: At least one level of Bard~
@191298 = ~MARTIAL WEAPON PROFICIENCY, AXE:

This feat will allow you to be proficient with axes.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191299 = ~MARTIAL WEAPON PROFICIENCY, BOW:

This feat will allow you to be proficient with short bows and long bows.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191300 = ~MARTIAL WEAPON PROFICIENCY, FLAIL/MORNING STAR:

This feat will allow you to be proficient with flails and morning stars.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191301 = ~MARTIAL WEAPON PROFICIENCY, TWO-HANDED SWORD:

This feat will allow you to be proficient with two-handed swords.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191302 = ~MARTIAL WEAPON PROFICIENCY, HAMMER:

This feat will allow you to be proficient with different kinds of hammers such as throwing hammers, war hammers and two-handed hammers.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191303 = ~MARTIAL WEAPON PROFICIENCY, LONG SWORD:

This feat will allow you to be proficient with long swords.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191304 = ~MARTIAL WEAPON PROFICIENCY, POLEARM:

This feat will allow you to be proficient with polearms such as spears and halberds.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191305 = ~SIMPLE WEAPON PROFICIENCY, MISSILE:

You understand how to use missile weapons such as darts and slings.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191306 = ~SIMPLE WEAPON PROFICIENCY, QUARTERSTAFF:

You understand how to use quarterstaves.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191307 = ~SIMPLE WEAPON PROFICIENCY, SMALL BLADE:

You understand how to use small blades such as daggers and short swords.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~
@191308 = ~SUBVOCAL CASTING:

You have been trained in the art of casting spells even while silenced.

Type: Passive effect

Prerequisite: Ability to cast Arcane or Divine spells~
@191546 = ~MAXIMIZED ATTACKS:

You have learned how to maximize the effect of your attacks while performing a short concentrated attack. All attacks do maximum damage for 10 seconds.

Type: Ability (once per day)

Prerequisites: Base score of 20% in Concentration, Weapon Specialization in 2 different weapons~
@191547 = ~ENVENOM WEAPON:

You have learned the seldom taught skill of the poisoner. As you wander the world of Faerûn you constantly scavenge for herbs and plants that can taint the tip of your weapon. The first successful attack with the weapon forces Save vs. Poison or the target temporarily loses 1d6 points of Constitution. One round later, the target must make a second Save vs. Poison or lose an additional 1d6 points of Constitution. The Constitution loss lasts for 1 turn.

Type: Ability (once per day)

Prerequisite: 1 level of Thief, base score of 40% in Alchemy~
@191548 = ~DIRTY FIGHTING:

You know how to land blows that can blind or cripple your foes. On a melee critical hit, target must save vs. Paralysis or suffer Blindness (50% chance) or Slow (50% chance) for five rounds. Undead, golems, and elementals are immune to these effects.

Type: Passive effect

Prerequisite: Dexterity 13+, base THAC0 bonus +2 or greater~
@191549 = ~EXTRA WILD SHAPE:

Allows a druid with wild shape to gain an additional use per day. This feat may be taken up to three times.

Prerequisite: 3 levels of Druid~
@192249 = ~BULLHEADED:

The stubbornness and determination of your kind is legendary. You are exceptionally headstrong and difficult to sway from your intended course. You receive a +1 bonus to Saving Throws vs. Spell and a +10% bonus to Intimidate score.

Type: Passive effect

Prerequisite: Human or dwarf~
@192250 = ~CLEAVE:

You can follow through with powerful blows.

Cleave (1 slot): If you deal enough damage with a melee weapon to kill your target, then you will get another immediate, one extra attack per round against any opponent who is within weapon range for the duration of one round. You cannot move before making this extra attack. Only one cleave attack is allowed in a combat round.

Great Cleave (2 slots): As cleave, except it removes the once-per-round usage limitation after killing an opponent, resulting in increased extra attacks count, depending on amount of foes slain in a combat round.

Type: Passive effect

Prerequisite: Strength 13+, Power Attack feat. To take a second level in this feat requires a base THAC0 bonus of at least +4~
@192276 = ~COURTEOUS MAGOCRACY:

You were raised in a land where mighty wizards order affairs. Where powerful spellcasters are common, cautious courtesy is the norm and everyone has an eye for magic goods. You receive a +10% bonus to Diplomacy and Spellcraft scores.

Type: Passive effect

Prerequisite: None~
@192278 = ~EXTRA TURNING:

Grants a cleric or paladin an extra Turn Undead per day. This feat may be taken up to three times.

Type: Ability (once per day)

Prerequisite: 1 level of Cleric or 3 levels of Paladin~
@192279 = ~EXTRA RAGE:

Allows a barbarian an extra use of their rage ability. This feat may be taken up to three times.

Type: Ability (once per day)

Prerequisite: 1 level of Barbarian~
@192280 = ~EXTRA SMITING:

Allows a paladin to gain an additional smite evil use per day. This feat may be taken up to three times.

Type: Ability (once per day)

Prerequisite: 2 levels of Paladin~
@192281 = ~FIENDSLAYER:

You are particularly effective at defeating the classic foes of evil-kind. Allows a paladin to gain a +2 bonus to hit and damage against chimeras, demons, dragons and half-dragons.

Type: Passive effect

Prerequisite: 8th level Paladin, Weapon Focus in Long Swords or Two-handed Swords~
@192282 = ~FORESTER:

Great forests stretch for hundreds of miles across the Faerûn. You are knowledgable about the secrets of the forest and wise in its ways. You receive a +10% bonus to Wilderness Lore score.

Type: Passive effect

Prerequisite: None~
@192284 = ~HERETIC'S BANE:

Your character is particularly adept at fighting the minions of enemy faiths. The character gains a +1 bonus to hit and damage against clerics and druids.

Type: Passive effect

Prerequisite: The ability to cast divine spells, base THAC0 bonus +4 or greater~
@192285 = ~HEROIC INSPIRATION:

When things look grim, your character rises to the occasion. When the character's Hit Points drop below 50%, <PRO_HESHE> gains +1 bonus to to hit, damage, and all Saving Throws.

Type: Passive effect

Prerequisite: At least one level of Barbarian, Bard or Paladin~
@192288 = ~LUCK OF HEROES:

Through pluck, determination, and resilience, you survive in the most trying of circumstances. You receive a +1 bonus to all Saving Throws.

Type: Passive effect

Prerequisite: Human~
@192289 = ~MERCANTILE BACKGROUND:

Powerful trading costers and craft builds control the wealth and commerce of Faerûn's lands. You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity. You receive a 5% discount on buying items and a 5% mark up on selling items at stores.

Type: Passive effect

Prerequisite: Human, deep gnome, or gray dwarf~
@192290 = ~WILD SHAPE, BORING BEETLE: Putting yourself more in tune with the creatures of the insect world, you have gained the ability to shapeshift into a boring beetle.

Prerequisite: 5 levels of Druid~
@192291 = ~WILD SHAPE, BLACK PANTHER: Putting yourself more in tune with what surrounds you, you have gained the ability to shapeshift into a panther.

Prerequisite: 5 levels of Druid~
@192292 = ~WILD SHAPE, SHAMBLING MOUND: Putting yourself more in tune with what surrounds you, you have gained the ability to shapeshift into a shambling mound.

Prerequisite: 8 levels of Druid~
@192658 = ~SCION OF STORMS:

Your mastery of electrical magic has yielded impressive results. The feat grants +20% Electrical Resistance (permanent), and a +20% increase to all Electrical Damage done.

Type: Passive effect

Prerequisites: Base score of 50% in Spellcraft, able to cast 4th level spells~
@192661 = ~SPIRIT OF FLAME:

Your mastery of fire magic has yielded impressive results. The feat grants +20% Fire Resistance (permanent), and a +20% increase to all Fire Damage done.

Type: Passive effect

Prerequisites: Base score of 50% in Spellcraft, able to cast 4th level spells~
@192664 = ~AEGIS OF RIME:

Your mastery of cold magic has yielded impressive results. The feat grants +20% Cold Resistance (permanent), and a +20% increase to all Cold Damage done.

Type: Passive effect

Prerequisites: Base score of 50% in Spellcraft, able to cast 4th level spells~
@192665 = ~AQUA MORTIS:

Your mastery of acid magic has yielded impressive results. The feat grants +20% Acid Resistance (permanent), and a +20% increase to all Acid Damage done.

Type: Passive effect

Prerequisites: Base score of 50% in Spellcraft, able to cast 4th level spells~
@192676 = ~CRIPPLING STRIKE:

When making a sneak attack, you are able to deal a devastating blow that weakens an enemy. Any time the character makes a successful sneak attack, the attack does its normal damage and also causes 1 point of Strength damage for each point of the backstab damage multiplier up to a maximum Strength damage of 5. The Strength loss lasts for 1 turn.

Type: Passive effect

Prerequisite: 10 levels of Thief~
@192679 = ~IMPROVED EVASION:

This feat works like Evasion, except that while the Thief still takes no damage on a successful Saving Throw vs. Breath against area affect spells that can be evaded (Fireball, Lightning Bolt, etc.), <PRO_HESHE> now takes only up to half of the damage on a failed save (further reduced by save for half damage if the spell allows for it). Improved Evasion damage reduction is not cumulative with elemental and magical damage resistances.

Type: Passive effect

Prerequisites: 10 levels of Thief~
@192681 = ~RESIST POISON:

Over years, some among your people carefully expose themselves to poisons in controlled dosages in order to build up immunity to their effects.  A few are thereby weakened, but the strong adjust. You receive +50% Poison Resistance.

Type: Passive effect

Prerequisite: Gray dwarf, half-orc (you may only take this feat as a 1st-level character)~
@192683 = ~SLIPPERY MIND:

This feat represents your ability as a Thief to wriggle free from magical spell effects that would otherwise control or compel you. If you are affected by Charm, Confusion, Feeblemind, Hold, Maze, Paralyze, Sleep or Stun enchantments and fail your saving throw, 1 round later you get one extra chance to succeed at your saving throw.

Type: Passive effect

Prerequisite: 10 Levels of Thief~
@192685 = ~SNAKE BLOOD:

The taint of the yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more - or less - than entirely human. You receive +25% Poison Resistance.

Type: Passive effect

Prerequisite: Human (you may only take this feat as a 1st-level character)~
@192687 = ~SPELL FOCUS, ENCHANTMENT:

Your spells with this school are more potent than normal.

Spell Focus (1 slot): Creatures suffer a -2 penalty when making Saving Throws against spells from this school of magic.

Greater Spell Focus (2 slots): Creatures suffer a -4 penalty when making Saving Throws against spells from this school of magic.

Type: Passive effect

Prerequisites: None~
@192688 = ~SPELL FOCUS, EVOCATION:

Your spells with this school are more potent than normal.

Spell Focus (1 slot): Creatures suffer a -2 penalty when making Saving Throws against spells from this school of magic.

Greater Spell Focus (2 slots): Creatures suffer a -4 penalty when making Saving Throws against spells from this school of magic.

Type: Passive effect

Prerequisites: None~
@192689 = ~SPELL FOCUS, NECROMANCY:

Your spells with this school are more potent than normal.

Spell Focus (1 slot): Creatures suffer a -2 penalty when making Saving Throws against spells from this school of magic.

Greater Spell Focus (2 slots): Creatures suffer a -4 penalty when making Saving Throws against spells from this school of magic.

Type: Passive effect

Prerequisites: None~
@192690 = ~SPELL FOCUS, TRANSMUTATION:

Your spells with this school are more potent than normal.

Spell Focus (1 slot): Creatures suffer a -2 penalty when making Saving Throws against spells from this school of magic.

Greater Spell Focus (2 slots): Creatures suffer a -4 penalty when making Saving Throws against spells from this school of magic.

Type: Passive effect

Prerequisites: None~
@192695 = ~STUNNING ATTACK:

You know how to strike opponents in vulnerable areas. When attacking with Stunning Attack, it forces a foe damaged by your unarmed attack to make a save vs. Paralysis or be stunned for 1 round.

Type: Ability (once per day for every four levels)

Prerequisites: Dexterity 13+, Wisdom 13+, base THAC0 bonus +8 or higher~
@193485 = ~EXOTIC WEAPON PROFICIENCY, BASTARD SWORD:

You are proficient with using bastard swords as a one-handed weapon.

Proficient (1 slot): The character can use the weapon with no penalties. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Focus (2 slots): +1 to hit, +2 to damage on top of Proficient bonuses.

Weapon Specialization (3 slots): +2 to hit, +1 to damage on top of Weapon Focus bonuses.

Type: Passive effect

Prerequisite: Only characters with four or more levels of Fighter may take Weapon Specialization~

 


 

Edited by K4thos
Link to post
51 minutes ago, Arthas said:

Would all this stuff be possible in classical engine, if one had enough will ?

no. 

edit: at least when it comes to system stuff discussed in the recent posts. IWD2 content itself has been already converted before by dradiel for classic engine (it’s part of a giant project called "World of Baldur's Gate" - only for Polish version of classic BG2).

 

Edited by K4thos
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