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[Request] NWN1 Custom Class, Feats, and Spell


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#1 The6thMessenger

The6thMessenger
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Posted 06 May 2013 - 06:35 AM

Hello, I am The6thMessenger, and i humbly request a mod.I’m quite frankly, disappointed with the arcane archer, as they just made it sound good, but it doesn’t have good spells to begin with. They claim that it was nothing but a spellcaster; wizard or sorcerer with a bow, but it just makes it more of an archer, than a wizard. When it supposed to be something hybrid of the two, so it's spells should be just as flashy as a normal wizard or a sorcerer.I’am humbly requesting a mod that will replace the current feats and spells of the class: Arcane Archer.I’am currently using a 1.59v NWN1 with SOTU and HOTU.
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I apologize, but i could not have come up of a description fit for NWN, so if you may, it would be nice to have a proper description. I also apologize if it seems overpowered, and if this post is out of place. I don't have any idea of a great place to ask this request.
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There are some that are preserved, such as the epic arcane archer feat
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----------------Feats and spells----------------
1.) Quick-Casting:Icon = Greater Spell PenetrationPreRequisite: Greater Spell Penetration, Maximize SpellUse: Automatic
In lieu of normal spell casting, spells are contained in a materialized form of an arrow. almost instantly cast the spell, and allowing the spell be released on hit. Each Level, max , will add -10% arcane spell failure.
NOTES: Basically, it will make the arcane archer attack, and the spell she is casting to be implemented on hit instead. And the spells are similar to a Maximize Spell in picking, as well the effects. The ability to fire spells as arrows only apply to those targeted spells, and the only feat leveled up is the arcane spell success. So it is two feats.
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2.) Enchant Arrow: With this feat, every arrow an arcane archer nocks and lets fly gets a +1 enhancement bonus. The bonus only works for the arcane archer. For every 1 levels o arcane archer past 1st, the enhancement goes up by +1. It can also add it’s intelligence modifier as damage to each attack, +1 for each level, starting from 3 at lv1. 
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Notes: Pretty much the normal enchant arrow, but instead it also adds acts like the item property “Mighty”, but instead of strength, it uses intelligence. And it goes up every 1 level instead.
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3.) Imbue Arrow: Allows the arcane archer to solidify magic into a dense arrow, in which it dematerializes upon hit, releasing the element upon impact.
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Icon = Epic Arcane Archer (Default)
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A.) Imbue Fire: The element fire in its purest form, solidified to that of a shape of an arrow. When launched and impacts, it will explode in a fiery ball.
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Appearance: 2,2,3 Color: 3,1,3
On-Hit Cast Spell: Fireball [Level (Hero Level)]
Damage Bonus: Fire +1 ( 2 Hero Level)
Extra Ranged Damage Type: Bludgeoning
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B.) Imbue Ice: The element ice in its purest form, solidified to that of a shape of an arrow. When launched and impacts, it will freeze the target.
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Appearance: 1,2,3 Color: 1,1,1
On-Hit Cast Spell: Freeze [Level (Hero Level)]
Damage Bonus: Ice +1 ( 2 Hero Level)
Extra Ranged Damage Type: Piercing
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C.) Imbue Lightning: The element lightning in its purest form, solidified to that of a shape of an arrow. When launched and impacts, it will release a powerful electric shock within the vicinity.
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Appearance: 3,1,2 Color: 1,2,3
On-Hit Cast Spell: Scintillating Sphere [Level (Hero Level)]
Damage Bonus: Electric +1 ( 2 Hero Level)
Extra Ranged Damage Type: Piercing
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D.) Imbue Sound: : Sound in its purest form, solidified to that of a shape of an arrow. When launched and impacts, it will release a massive soundburst.
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Appearance: 2,3,2 Color: 1,1,2
On-Hit Cast Spell: Great Thunderclap [Level (Hero Level)]
Damage Bonus: Sonic +1 ( 2 Hero Level)
Extra Ranged Damage Type: Bludgeoning
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E.) Imbue Light: Holy in its purest form, solidified to that of a shape of an arrow. When launched and impacts, it will release a bolt of light.
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Appearance: 1,3,1 Color: 2,2,2
On-Hit Cast Spell: Hammer of the Gods [Level (Hero Level)]
Damage Bonus: Divine +1 ( 2 Hero Level)
Extra Ranged Damage Type: Piercing
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F.) Imbue Darkness: : The darkness in its purest form, solidified to that of a shape of an arrow. When launched and impacts, it releases a powerful negative energy burst within an area.
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Appearance: 3,3,3 Color: 4,4,4
On-Hit Cast Spell: Negative Energy Burst [Level (Hero Level)]
Damage Bonus: Negative Energy +1 ( 2 Hero Level)
Extra Ranged Damage Type: Bludgeoning
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NOTES:This spell will be something similar to an Unlimited arrows properties, except it's not unlimited. Basically, it just replaces your current equipped arrow, to a custom arrow, with one hit properties. 12 x (Spell level, Max 4) max charge. 12 charges/day (You have to wait for an additional 3 days to completely fill your arrows by level 4.In picking, it is another radial menu, with 6 different "Imbues", basically different arrows. The charges corresponds to the arrow left, and it goes down as each arrows are used, but it goes up just as a normal spell when resting. All arrows are tied with each other, if you fire one Imbue Fire, then the rest will also go down.If the spell "Imbue Fire" within the radial menu of Imbue Arrow, has 99 charge, Then if it is used then the Arrow will replace the currently equipped arrow, with the stack amount at the same number as the spell charge.The spell charge will not decrease when used, but when the arrow is used. If you attack, and your arrow stack goes down to 98, then the spell charge will be 98 instead of 99 as it once was. And the other spell charge will go down too.The level of the parameters will correspond to hero level instead, if you have 25 levels in total, then the level of the on-hit properties of the arrow will be 25, the damage will be +1 every 2 level, so the bonus damage of the corresponding element will be 13.
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When the arcane archer does attack, she will have a special effect on the weapon to show that she is molding an arrow. I don't have an idea what it is though.
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If the arrow is unequipped, then the arrow is basically removed from the game, unless the spell is used once more. And when used once again, the remaining charges will be the stack of the new arrow equipped. The description of the spell, and the arrow is the same.
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It can also bypass unlimited ammunition of the weapon.
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4.) Hail of arrows: Shoots arrow at every unit in front of the caster in a 60 degree cone at the range of 50 meters, shooting 4 x (Spell level, max 3). 0.3 interval. 3 charge/day
Prerequisite: LV12 Arcane Archer

Icon = Rapid Reload
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Note: Just like the normal hail of arrows, but it will shoot only the units in front of the caster.

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5.) Flurry of arrows: Pre-Req: Rapid Shot, + 4 Int, +4 Dex. 3 LevelsPrerequisite: LV12 Arcane Archer
Icon = Hail of Arrows (Default)Similar to rapid Shot, it increases the attack per round, up to 2 levels . Gives +3/+4 attacks per round. However while active, user will have -12 to attack rolls. While they will always miss upon melee range. Even when Point Blank shot is learned
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Notes: Basically, it's somewhat simmilar to the monk ability; flurry of blows, or rapid shot. Or something like that.
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6.) Arrow of Destruction: Once per day, the archer may shoot an arrow that will do 6 times its damage upon successful roll (30%) chance, never misses. Upon impact however, it will explode like a hellball. Caster will recieve 33% of the damage
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1 charge/dayPrerequisite: LV15 Arcane Archer
Icon = Imbue Arrow (Default)

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Note: Basically, this is the new “Imbue Arrow (Default)”, but instead of a fireball, a hell ball without the spinning.
---------------MISC----------------
In addition, the arcane archer can still continue learning spells as if it was a wizard, or a sorcerer, but only 1 spell at a time. It can also learn epic spells.
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Side from the usual pre-requisite. Race is no longer required, but intelligence modifier must be at 6. Concentrate skill at 12. Base attack bonus of +5. Can cast lv3 arcane spell. Aside from point-blank shot and weapon focus (Bow), rapid shot is also required, as well as spell penetration and maximize spell. Character lv 15.
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Attack Growth will be +1/Level while damage growth will be at +2 / 3 level
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The player can also choose a feat every level up instead of every other level up.
Overwhelming critical can also be learned, bypassing it's other prerequisites. So, it's an additional feat only for arcane archer; Overwhelming Critical (Arcane Archer)
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Aside from Weapon Focus. Just like the overwhelming critical for arcane archer, i would also like a weapon specialization and weapon of choice, epic weapon specialization and epic weapon of choice; requiring epic weapon focus. 
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How it Works:
Basically, it replaces the feats of the arcane archer, as well as the misc changes in the Arcane Archer's growth
Every 4-level, 1/5/9/13/15... Feats level up, while some are introduced.
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Lv1, Quick Casting is introduced, Enchant arrow is introduced.
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Lv5, Quick Casting is levelled up, Enchant arrow is levelled up , Imbue Arrow is introduced.
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Lv9, Quick Casting is levelled up, Enchant arrow is levelled up, Imbue Arrow is levelled up, Hail of Arrows is Introduced.
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Lv13, Quick Casting is levelled up, Enchant arrow is levelled up, Imbue Arrow is levelled up, hail of arrows is levelled up, Flurry of arrows is introduced.
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Lv15, Quick Casting is levelled up, Enchant arrow is levelled up, Imbue Arrow is levelled up, hail of arrows is levelled up, flurry of arrows is levelled up, arrow of destruction is introduced.
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By Lv15, all feats and spell are already learned, except enchant arrow, and it just keeps going up and up. Other Feats like Overwhelming Critical (Arcane Archer Exclusive), can be learned by choice.
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lastly, from lv 40, i would like to have a lv 60 cap instead. 


Edited by The6thMessenger, 08 May 2013 - 03:16 AM.