Overview
Class modifications in Thay have been made to either bring them closer to D&D 3.0 or 3.5 rules or provide balance commiserate to this PW’s level of difficulty and the general level characters attain here. A conscious decision has been made to leave most classes, especially core classes, as close to vanilla NWN implementation as these two considerations allow. In this way long-term NWN players do not need to complete re-learn how every class functions here. In short; most of the NWN core classes have been altered only slightly (if at all), while most of the Prestige Classes have been modified from their NWN implementation.
IMPORTANT: Unless noted below, the NWN-implementation of any class or class abilities remains the same in Thay as it is in NWN.
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Core Class Modifications
Bard
1. When wearing light armor, bards suffer no chance of arcane spell failure
Cleric
1. Through an option in the Player Menu, Clerics may Pray for Blessing once every 8 hours
2. If you as a player are using NWNCX to login to Thay, when you create a new Cleric you will have the option to choose from 3 additional domains: Luck, Law, and Chaos
Druid
1. Bonus Language: Animal
2. Bonus Language: Druidic
3. Through an option in the Player Menu, Druids may Commune with Nature once every 8 hours
Paladin
1. At 1st level, Detect Evil is gained and may be used an unlimited number of times per day
2. At 3rd level, rather than 1st level, Divine Health is gained. This ability also grants immunity to lycanthropy
Ranger
1. Bonus Language: Animal
2. At 1st level, Tracking is gained and may be used an unlimited number of times per day to detect nearby creatures
3. At 6th level, rather than 9th level, Improved Two-Weapon Fighting is gained
4. At 9th level, Evasion is gained
5. At 17th level, Hide in Plain Sight is gained. Hide in Plain Sight cannot be used more than once per round in combat
Rogue
1. Bonus Language: Thieves Cant
2. Through an option in the Player Menu, Rogues may Inspect a Mark to determine their worth and susceptibility to being pickpocketed
Sorcerer
1. Bonus Language: Magic
Wizard
1. Bonus Language: Magic
Prestige Class Modifications
Assassin
1. Bonus Language: Assassin
2. Assassins and Blackguards are the only classes that can handle poison without risk of accidentally poisoning themselves
3. At 2nd level, any of these spells may be cast, up to 3/day: Disguise Self, Obscuring Mist, Sleep, True Strike
4. At 4th level, any of these spells may be cast, up to 3/day: Cat’s Grace, Darkness, Fox’s Cunning, Invisibility, Undetectable Alignment
5. At 6th level, any of these spells may be cast, up to 3/day: Magic Circle against Good, Clairaudience/Clairvoyance, Nondetection, Spellslayer Arrow
6. At 8th level, any of these spells may be cast, up to 3/day: Bloodfreeze Arrow, Dimension Door, Freedom of Movement, Improved Invisibility, Poison
7. At 8th level, Hide in Plain Sight is gained. Hide in Plain Sight cannot be used more than once per round in combat
Blackguard
1. Blackguards and Assassins are the only classes that can handle poison without risk of accidentally poisoning themselves
2. At 1st level, Blackguards may summon an Armored Nightmare as a mount
3. At 1st level, Detect Good is gained and may be used an unlimited number of times per day
4. At 2nd level, any of these spells may be cast, up to 1/day: Cause Fear, Corrupt Weapon, Cure Light Wounds, Doom, Inflict Light Wounds
5. At 3rd level, the Blackguard can Command Undead as would an evil cleric of two character levels (not class levels) lower
6. At 4th level, any of these spells may be cast, up to 1/day: Bull's Strength, Cure Moderate Wounds, Darkness, Eagle's Splendor, Inflict Moderate Wounds
7. At 5th level, the Summon Fiend ability will summon forth a Tanar'ri (Demon) or Baatezu (Devil) 1 to 3 Hit Dice below the Blackguard's character level
8. At 6th level, any of these spells may be cast, up to 1/day: Contagion, Cure Serious Wounds, Inflict Serious Wounds
9. At 8th level, any of these spells may be cast, up to 1/day: Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Poison
10. At 9th level, the Blackguard's eyes will glow with a red, evil malevolence
Divine Champion (Champion of Torm)
1. There is not an alignment requirement to select this class, however a patron deity must be selected to choose it
2. At 3rd level, Smite Infidel is gained which allows the character to smite a creature who worships a different deity; adding his Charisma bonus to the attack roll and his class level to damage
Dragon Discipline (Red Dragon Disciple)
1. A minimum of 5 Bard or Sorcerer levels are required to select this class
2. Upon selecting this class, the character can choose what type of chromatic or metallic dragon traits they will manifest. This determines the type of dragon breath, dragon wings, and elemental immunity they receive
3. At 6th level, rather than 7th level, a permanent +2 increase to Constitution is gained
4. At 8th level, rather than 9th level, a permanent +2 increase to Intelligence is gained
5. At 9th level, the Dragon Disciple's wings provide the ability to fly to a location within their line of sight
Harper Scout
1. Skills requirements are: Persuade 8 ranks, Bluff 4 ranks, Lore 4 ranks
2. The Harper Scout gains a +1 arcane and a +1 divine spellcasting level for each level taken. As a result, the following spells/abilities are not received: Sleep, Cat's Grace, Eagle's Splendor, Invisibility, or Curse Song
3. At 5th level, the Craft Harper Item feat allows the creation of many powerful potions, not otherwise craftable, and magic musical instruments
Pale Master
1. Bonus Language: Necromantic
2. Pale Masters have d4 Hit Die, not d6 Hit Die
3. The Pale Master gains a +1 arcane spellcasting level for each level taken
4. The Pale Master gains the Light and Medium armor proficiencies
5. At 4th level, Undead Armor Affinity provides a -10% Arcane Spell Failure when wearing undead armor such as Zombie Hide, Ghoul Shell, or Vampire Hide. This increases to a -20% Arcane Spell Failure at 8th level. Undead Armor Affinity replaces the NWN-specific Bone Skin ability
6. At 5th level, Control Undead is gained and functions as per the NWN spell. This replaces the NWN-specific Summon Undead ability that otherwise would have been gained at level 4
7. At 6th level, Undead Graft also grants the Pale Master a permanent +4 Strength bonus
8. At 9th level, Undead Cohort is gained which summons at least three undead creatures whose combined CR is no greater than twice the Pale Master's character level
Purple Dragon Knight
1. Heroic shield, useable an unlimited of times per day which gives a +4 dodge bonus to an ally's AC, lasts for 1 turn
2. Rallying Cry, useable three times per day which grants a +1 bonus to attack and 20% bonus to land speed, lasts for 1 turn per class level
Shadowdancer
1. Skills requirements are: Hide 10 ranks, Move Silently 8 ranks, Perform 5 ranks
2. At 1st level, Hide in Plain Sight is gained, but cannot be used more than once per turn while in combat. At 3rd level, Hide in Plain Sight can be used once per round while in combat
3. At 3rd level, the Summon Shadow ability will summon forth a shadow creature 1 to 3 Hit Dice below the Shadowdancer's character level
4. At 4th level, Shadow Evade is gained and lasts for 5 rounds per class level
Shifter
1. Druids, 9th level Clerics with the Animal domain, 14th level Rangers, or 7th level Wizards or Sorcerers who have memorized the spell Polymorph Self may all become Shifters
2. The Shapechanging abilities, along with the order in which they are attained, have changed significantly, per the following list below. Furthermore, any special power a shape provides may be used an unlimited number of times, but only once per turn:
b. At 2nd level, Greater Wildshape II is gained
c. At 3rd level, Greater Wildshape III is gained
e. At 4th level, Greater Wildshape IV is gained
a. At 5th level, Humanoid Shape is gained
d. At 6th level, Undead Shape is gained
f. At 7th level, Outsider Shape is gained
g. At 8th level, Construct Shape is gained. Note that the construct forms provided are not as powerful as the NWN epic version of this ability
h. At 9th level, Dragon Shape is gained. Note that the dragon forms provided are not as powerful as the NWN epic version of this ability
3. At 10th level, each of the Greater Wildshape abilities may be used an infinite number of times per day
4. At 10th level, Darkvision is granted and a Shifter's racial type changes to Shapechanger
Class modifications in Thay have been made to either bring them closer to D&D 3.0 or 3.5 rules or provide balance commiserate to this PW’s level of difficulty and the general level characters attain here. A conscious decision has been made to leave most classes, especially core classes, as close to vanilla NWN implementation as these two considerations allow. In this way long-term NWN players do not need to complete re-learn how every class functions here. In short; most of the NWN core classes have been altered only slightly (if at all), while most of the Prestige Classes have been modified from their NWN implementation.
IMPORTANT: Unless noted below, the NWN-implementation of any class or class abilities remains the same in Thay as it is in NWN.
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Core Class Modifications
Bard
1. When wearing light armor, bards suffer no chance of arcane spell failure
Cleric
1. Through an option in the Player Menu, Clerics may Pray for Blessing once every 8 hours
2. If you as a player are using NWNCX to login to Thay, when you create a new Cleric you will have the option to choose from 3 additional domains: Luck, Law, and Chaos
Druid
1. Bonus Language: Animal
2. Bonus Language: Druidic
3. Through an option in the Player Menu, Druids may Commune with Nature once every 8 hours
Paladin
1. At 1st level, Detect Evil is gained and may be used an unlimited number of times per day
2. At 3rd level, rather than 1st level, Divine Health is gained. This ability also grants immunity to lycanthropy
Ranger
1. Bonus Language: Animal
2. At 1st level, Tracking is gained and may be used an unlimited number of times per day to detect nearby creatures
3. At 6th level, rather than 9th level, Improved Two-Weapon Fighting is gained
4. At 9th level, Evasion is gained
5. At 17th level, Hide in Plain Sight is gained. Hide in Plain Sight cannot be used more than once per round in combat
Rogue
1. Bonus Language: Thieves Cant
2. Through an option in the Player Menu, Rogues may Inspect a Mark to determine their worth and susceptibility to being pickpocketed
Sorcerer
1. Bonus Language: Magic
Wizard
1. Bonus Language: Magic
Prestige Class Modifications
Assassin
1. Bonus Language: Assassin
2. Assassins and Blackguards are the only classes that can handle poison without risk of accidentally poisoning themselves
3. At 2nd level, any of these spells may be cast, up to 3/day: Disguise Self, Obscuring Mist, Sleep, True Strike
4. At 4th level, any of these spells may be cast, up to 3/day: Cat’s Grace, Darkness, Fox’s Cunning, Invisibility, Undetectable Alignment
5. At 6th level, any of these spells may be cast, up to 3/day: Magic Circle against Good, Clairaudience/Clairvoyance, Nondetection, Spellslayer Arrow
6. At 8th level, any of these spells may be cast, up to 3/day: Bloodfreeze Arrow, Dimension Door, Freedom of Movement, Improved Invisibility, Poison
7. At 8th level, Hide in Plain Sight is gained. Hide in Plain Sight cannot be used more than once per round in combat
Blackguard
1. Blackguards and Assassins are the only classes that can handle poison without risk of accidentally poisoning themselves
2. At 1st level, Blackguards may summon an Armored Nightmare as a mount
3. At 1st level, Detect Good is gained and may be used an unlimited number of times per day
4. At 2nd level, any of these spells may be cast, up to 1/day: Cause Fear, Corrupt Weapon, Cure Light Wounds, Doom, Inflict Light Wounds
5. At 3rd level, the Blackguard can Command Undead as would an evil cleric of two character levels (not class levels) lower
6. At 4th level, any of these spells may be cast, up to 1/day: Bull's Strength, Cure Moderate Wounds, Darkness, Eagle's Splendor, Inflict Moderate Wounds
7. At 5th level, the Summon Fiend ability will summon forth a Tanar'ri (Demon) or Baatezu (Devil) 1 to 3 Hit Dice below the Blackguard's character level
8. At 6th level, any of these spells may be cast, up to 1/day: Contagion, Cure Serious Wounds, Inflict Serious Wounds
9. At 8th level, any of these spells may be cast, up to 1/day: Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Poison
10. At 9th level, the Blackguard's eyes will glow with a red, evil malevolence
Divine Champion (Champion of Torm)
1. There is not an alignment requirement to select this class, however a patron deity must be selected to choose it
2. At 3rd level, Smite Infidel is gained which allows the character to smite a creature who worships a different deity; adding his Charisma bonus to the attack roll and his class level to damage
Dragon Discipline (Red Dragon Disciple)
1. A minimum of 5 Bard or Sorcerer levels are required to select this class
2. Upon selecting this class, the character can choose what type of chromatic or metallic dragon traits they will manifest. This determines the type of dragon breath, dragon wings, and elemental immunity they receive
3. At 6th level, rather than 7th level, a permanent +2 increase to Constitution is gained
4. At 8th level, rather than 9th level, a permanent +2 increase to Intelligence is gained
5. At 9th level, the Dragon Disciple's wings provide the ability to fly to a location within their line of sight
Harper Scout
1. Skills requirements are: Persuade 8 ranks, Bluff 4 ranks, Lore 4 ranks
2. The Harper Scout gains a +1 arcane and a +1 divine spellcasting level for each level taken. As a result, the following spells/abilities are not received: Sleep, Cat's Grace, Eagle's Splendor, Invisibility, or Curse Song
3. At 5th level, the Craft Harper Item feat allows the creation of many powerful potions, not otherwise craftable, and magic musical instruments
Pale Master
1. Bonus Language: Necromantic
2. Pale Masters have d4 Hit Die, not d6 Hit Die
3. The Pale Master gains a +1 arcane spellcasting level for each level taken
4. The Pale Master gains the Light and Medium armor proficiencies
5. At 4th level, Undead Armor Affinity provides a -10% Arcane Spell Failure when wearing undead armor such as Zombie Hide, Ghoul Shell, or Vampire Hide. This increases to a -20% Arcane Spell Failure at 8th level. Undead Armor Affinity replaces the NWN-specific Bone Skin ability
6. At 5th level, Control Undead is gained and functions as per the NWN spell. This replaces the NWN-specific Summon Undead ability that otherwise would have been gained at level 4
7. At 6th level, Undead Graft also grants the Pale Master a permanent +4 Strength bonus
8. At 9th level, Undead Cohort is gained which summons at least three undead creatures whose combined CR is no greater than twice the Pale Master's character level
Purple Dragon Knight
1. Heroic shield, useable an unlimited of times per day which gives a +4 dodge bonus to an ally's AC, lasts for 1 turn
2. Rallying Cry, useable three times per day which grants a +1 bonus to attack and 20% bonus to land speed, lasts for 1 turn per class level
Shadowdancer
1. Skills requirements are: Hide 10 ranks, Move Silently 8 ranks, Perform 5 ranks
2. At 1st level, Hide in Plain Sight is gained, but cannot be used more than once per turn while in combat. At 3rd level, Hide in Plain Sight can be used once per round while in combat
3. At 3rd level, the Summon Shadow ability will summon forth a shadow creature 1 to 3 Hit Dice below the Shadowdancer's character level
4. At 4th level, Shadow Evade is gained and lasts for 5 rounds per class level
Shifter
1. Druids, 9th level Clerics with the Animal domain, 14th level Rangers, or 7th level Wizards or Sorcerers who have memorized the spell Polymorph Self may all become Shifters
2. The Shapechanging abilities, along with the order in which they are attained, have changed significantly, per the following list below. Furthermore, any special power a shape provides may be used an unlimited number of times, but only once per turn:
b. At 2nd level, Greater Wildshape II is gained
c. At 3rd level, Greater Wildshape III is gained
e. At 4th level, Greater Wildshape IV is gained
a. At 5th level, Humanoid Shape is gained
d. At 6th level, Undead Shape is gained
f. At 7th level, Outsider Shape is gained
g. At 8th level, Construct Shape is gained. Note that the construct forms provided are not as powerful as the NWN epic version of this ability
h. At 9th level, Dragon Shape is gained. Note that the dragon forms provided are not as powerful as the NWN epic version of this ability
3. At 10th level, each of the Greater Wildshape abilities may be used an infinite number of times per day
4. At 10th level, Darkvision is granted and a Shifter's racial type changes to Shapechanger