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The prestige classes Obsidian left out


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#1 Bluenose

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Posted 25 May 2007 - 09:56 AM

There's a number of things in various files associated with NWN2 that suggest some quite late removal of content from the game. Apart from the four prestige classes here, there's mention of additional races (four types of Genasi) and several mentions of stables. Since one of the cut PrCs is the Cavalier, it seems likely that mounted combat was intended to figure in the game, which makes me wonder if they would have implemented paladin's mounts with more time in development. Anyway, I thought I'd post the four prestige classes I came across.

Mystic Theurge.
Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards. Mystic theurges have unparalleled diversity of spells. In time, a mystic theurge can cast almost any spell in the Player's Handbook. While a mystic theurge doesn't have the uninterrupted spell advancement that a cleric, wizard, or sorcerer has, he makes up for this with versatility. Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight. Because a mystic theurge casts both arcane and divine spells, all members of this class are multiclass spellcasters. Cleric/sorcerers and cleric/wizards are the most common mystic theurges, with druid/sorcerers more rare and druid/wizards almost unheard of. Mystic theurges tend to be fascinated with magic in whatever form it takes. They're always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity's agenda.
Class Features:
- Hit Die: d4.
- Proficiencies: Mystic theurges gain no proficiency with any weapon or armor.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
-Alignment: Any nonlawful.
-Skills: Lore 6 ranks, Spellcraft 6 ranks
-Spellcasting: Ability to cast 2nd level arcane and 2nd level divine spells.
ABILITIES:
Spells per Day/Spells Known: When a new mystic theurge level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access 2nd-level arcane spells and whatever divine spellcasting class gave him access to 2nd-level divine spells. If the character had more than one applicable arcane or divine spellcasting class, he must pick one of each to improve.

Sacred Fist
Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred fists are strong in faith, will, and body. Clerics are excellent candidates for sacred fists orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards, and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.
Class Features:
- Hit Die: d8.
- Proficiencies: Sacred fists gain no proficiency with any weapons, armor, or shields.
- Skill Points: 4 + Int Modifier.
REQUIREMENTS:
-Alignment: Any nonlawful.
-Base Attack Bonus: +4
-Feats: Improved Unarmed Strike, Stunning Fist, Combat Casting
-Skills: Lore 8 ranks
-Spellcasting: Ability to cast 1st level divine spells.
ABILITIES:
Spells per Day/Spells Known: When a new sacred fist level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 1st-level divine spells. If the character had more than one applicable divine spellcasting class, he must pick one to improve.
-AC Bonus: When unencumbered and wearing light or no armor, a first-level sacred bonus gains a +1 AC bonus. This bonus increases to +2 at 5th level, and +3 at 10th level.
-Unarmed Damage: A sacred fist's class level stacks with his monk levels for the purposes of determining their unarmed damage. If the sacred fist has no levels of monk, he starts at first level of the monk chart.
-Fast Movement: If the sacred fist has levels of monk, his sacred fist level stacks with his monk level for purposes of determining Monk Speed. If the sacred fist has no level of monk he gets the equivalent of monk speed at 3rd level, and it progresses identically to the 3rd level Monk ability Monk Speed.
-Sacred Flames: At 4th level the sacred fist can invoke sacred flames around their fists. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class level and Wisdom modifier. This lasts 10 combat rounds. This ability initially can only be used once per day, increasing to twice per day at 8th level.
-Blindsense: At 6th level the sacred fist gets this ability. This makes it so that he takes no penalties when in darkness or fighting an invisible opponent.
-Inner Armor: At 10th level, the sacred fist can protect himself from harm once per day. He gets a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance to 25 for a number of rounds equal to his Wisdom modifier.

Cavalier.
Representing the ultimate in mounted warfare, the cavalier is the quintessential knight in shining armor. The charge of the cavalier is among the most devastating offensive weapons any culture can hope to field. Most cavaliers belong to the upper social class or nobility of a society. The cavalier dedicates his life to the service of a higher authority, such as a noble or sovereign, deity, military or religious order, or a special cause. His is a hereditary honor that comes with the price of lifelong service to his monarch, country, or other object or entity. The cavalier is expected to participate in any wars or other armed conflict in which his lord or cause is engaged. Cavaliers in service to other nobles often serve their master beyond the battlefield as well, performing such duties as their skills, and their noble lord, see fit. The cavalier often pursues such selfless goals as the eradication of evil and chaos from the world, and justice for all the subjects of his land. He can also be a bully and a braggart who uses his status and privileges to pursue only his own self-aggrandizement.
Class Features:
- Hit Die: 10.
- Proficiencies: Cavaliers are proficient with all simple and martial weapons, all types of armor, and shields.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
-Alignment: Any lawful.
-Base Attack Bonus: +8
-Skills: Lore 4 ranks, Ride 6 ranks.
-Feats: Weapon Focus (lance), Mounted Combat, Ride-by-Attack
ABILITIES:
Level 1:
-Special Mount, mounted weapon bonus (lance) +1, ride bonus +2, courtly knowledge
Level 2:
-Deadly charge 1/day, mounted weapon bonus (sword) +1
Level 3:
-Mount speed
Level 4:
-Ride bonus +4, deadly charge 2/day
Level 5:
-Mounted weapon bonus (lance) +2
Level 6:
-Deadly charge 3/day, mounted weapon bonus (sword) +2, full mounted attack
Level 7:
-Ride bonus +6
Level 8:
-Deadly charge 4/day
Level 9:
-Mounted weapon bonus (lance) +3, ride bonus +8
Level 10:
-Unstoppable charge 5/day, mounted weapon bonus (sword) +3

Contemplative
For any servant of a deity, no joy is greater than those rare moments when the presence of her patron deity is a real, tangible force, sending shivers of power through her body and making her soul soar. For some, the taste of this experience is such a powerful attraction that they begin devoting their lives to cultivating it, hoping to attain greater closeness to their deity through a life of contemplation. Spending hours in prayer and meditation, these devoted followers purify their souls, making them worthy of closer contact with the divine. While some contemplatives withdraw from the world into private retreats, others remain active, even adventuring, finding that true nearness to their deity comes from living out the deity's will in the world. In return, they find their minds, bodies, and souls purified, perfected, and finally brought close to union with their deity.
Class Features:
- Hit Die: d6.
- Proficiencies: Contemplatives gain no weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
-Skills: Lore 13 ranks
-Spells: Ability to cast 1st level divine spells
ABILITIES:
Spells per Day/Spells Known: When a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as though she had gained a level in whatever divine spellcasting class gave her access to 1st-level divinespells. If the character had more than one applicable divine spellcasting class, she must pick one to improve.
-Bonus Domain: At 1st level, and again at 6th level, the contemplative may select a cleric domain. She receives the domain ability of that domain and adds its domain spells to her spell list as normal. If the contemplative does not possess cleric levels, she also gains the ability to prepare one extra divine spell per day thanks to her domain.
-Divine Health: A 1st-level contemplative is immune to all diseases, including supernatural diseases.
-Slippery Mind: At 2nd level, the contemplative's connection to her deity grants her an unusual level of mental clarity. Whenever the contemplative fails a saving throw against an enchantment spell or effect, she may immediately reroll the saving throw once, keeping the better of the two results.
-Divine Wholeness: At 4th level, the contemplative gains the ability to heal up to four times her contemplative level in hit points. Unlike a paladin's lay on hands ability, the contemplative may only heal herself with this ability. Divine wholeness may be used once per day.
-Divine Body: A 5th-level contemplative gains immunity to all poisons.
-Divine Soul: At 7th level, the contemplative gains Spell Resistance equal to 15 plus her class level.
-Mystic Union: At 10th level, the contemplative actually achieves a divine union with her patron deity. She becomes an Outsider, and gains immunity to all mind-affecting spells and DR 20/magic.

Back from the brink.

Like RPGs? Like Star Wars? Think combining the two would be fun? Read Darths and Droids, and discover the line "Jar Jar, you're a genius".

These, in the day when heaven was falling,
The hour when earth's foundations fled,
Followed their mercenary calling
And took their wages and are dead.


#2 Lord Ernie

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Posted 25 May 2007 - 10:45 AM

I believe Sacred Fist should be "Any Lawful", as they're a monk Prestige class :).

Also, as I recall, the Mystic Theurge was cut because it turned out to be rather complicated coding-wise to advance in two spellcasting classes at once. Hopefully that one will make its entry in the expansion. And I think the requirements in alignment should be removed as well... but perhaps this is in the code as is, and was never decently implemented.

Edited by Lord Ernie, 25 May 2007 - 10:47 AM.

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#3 Kellen

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Posted 25 May 2007 - 12:22 PM

They also had the shifter PrC. Shifter was not implemented because of an inability to shapeshift into certain creatures.

The Mystic Theurge wasn't implemented because of a bug which allowed only one of the classes to gain spells.

Cavaliar obviously wasn't because of the lack of horses.

Apparently they also planned variants of the NW9 PRC, an Agent and a Magus.

Wild Elf and Ghostwise Halfling were apparently both intended, as well as Lizardfolk. :unsure:

Anyways, all that info taken from this hakpack. He implements the Sacred Fist, The Contemplative, The Neverwinter Nine Agent, and the NW9 Magus. He also implements the three races mentioned in my post.
"She could resist temptation. Really she could. Sometimes. At least when it wasn't tempting." - Calli Slythistle
"She was a fire, and I had no doubt that she had already done her share of burning." - Lord Firael Algathrin
"Most assume that all the followers of Lathander are great morning people. They're very wrong." - Tanek of Cloakwood

we are all adults playing a fantasy together, - cmorgan

#4 Tempest

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Posted 25 May 2007 - 12:28 PM

I wonder if the game has special dialogue for those races like it does for others. The idea of a lizardfolk Shard Bearer is... interesting.

One wish I do have with an existing prestige class is the dragon disciple class. I wish you could choose your dragon type, rather than being forced into generic red dragon.

"The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesterday, but it was never the streets that were evil." - Sister Miriam Godwinson, Sid Meier's Alpha Centauri


#5 Kellen

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Posted 25 May 2007 - 12:40 PM

Aye. Fire is way overused. I'd much rather have had a blue or Silver or White Dragon Disciple.

Now that I look at it that Mystic Theurge could be just what I want for the new rp starting. Hmm...
"She could resist temptation. Really she could. Sometimes. At least when it wasn't tempting." - Calli Slythistle
"She was a fire, and I had no doubt that she had already done her share of burning." - Lord Firael Algathrin
"Most assume that all the followers of Lathander are great morning people. They're very wrong." - Tanek of Cloakwood

we are all adults playing a fantasy together, - cmorgan