Since it as been a month since I first asked for community input on class changes, as of yesterday I have begun actual implementation of planned changes now. The following is a list of the class changes (some of which you probably know are already in place - such as the Arcane Spell Failure reduction for Bards, or the player menu options for various classes).
However, almost all of these are not implemented yet, and will not be implemented until the hak update. So please don't freak out just yet! ;)
But this is your final opportunity to provide a better alternative to a class change I am planning, so please take the time to red through the
proposed changes and politely voice any objections/opinions on what, if anything, you think should be done to improve them. Or if you still feel a class is a bit weak (Harper Scout, perhaps), are their any recommendations you have that fit with source material to improve them? I will state up front that some ideas already mentioned, or that may come in to play, may not be possible due to NWN mechanics or my limited (but improving) custom content skills.
In addition, this could probably be considered an advance notice for those of you either playing the (most) affected classes, or planning to play them, of the changes coming your way. After further consideration, I will be implementing class verification code *only after the hak update* which will check for removed/replaced/new class abilities on an existing character every time they login and make sure to update that character with the Thay PW modifications to the class if they do not match. If your character no longer has the necessary requirements for the class, you will not lose any levels you have in it, but you will be unable to take more levels in the class until the new requirements are met. And with that said, I also *do not* wish for DMs to assist with any rebuilds of characters because, as with the server crash last year, that could end up being a never-ending task as players may come trickling back with old(er) PCs. So this may also be a time to start evaluating if your existing PC(s) should maybe be retired in favor of a new start on a more optimized build for the class. But if you absolutely can't live without your current PC, then you could go crazy on the enchantment forges to delevel yourself, and rebuild as you see fit.
Again, I just want to reiterate that what you read below is the beta version of what I am currently working on implementing. And what is listed below are just the changes. Unless specifically noted, existing abilities are still gained at the levels they would normally be gained in NWN. But please do not take any of this as set-in-stone yet, although it is unlikely there will be drastic deviations from what is below. It is likely that, as I get further into the implementation process, some of what is below may change, be added to, or taken out altogether.
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
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, 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 susceptibility to being pickpocketed or tricked
Sorcerer
1. Bonus Language: Magic
Wizard
1. Bonus Language: Magic
Prestige Class Modifications
Assassin -
http://dndtools.pw/classes/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, 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 -
http://dndtools.pw/classes/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, Cure Light Wounds, Doom, Inflict Light Wounds, Corrupt Weapon
5. At 3rd level, the Blackguard can Command Undead as would an evil cleric of two 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 random 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) -
http://dndtools.pw/classes/divine-champion/
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) -
http://dndtools.pw/classes/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. Every two levels of Dragon Disciple adds +1 to a PC's effective character level (ECL), with a maximum of +4 ECL at level 8. This means level progression for Dragon Disciples will be slower than other classes. In addition, this ECL increase stacks with any ECL increase for special template or subrace characters
Harper Scout -
http://dndtools.pw/classes/harper-scout/
1. Skills requirements are: Persuade 8 ranks, Bluff 4 ranks, Lore 4 ranks
2. The Harper Scout gains +1 spellcasting level for each level taken, regardless of whether they are an arcane or divine spellcaster. 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, as well as magic musical instruments such as Ollamh Harp, Dove's Harp, Harp of Charming, Austruth Harp, Harp of Haunting, Harp of Pandemonium, Janthra's Harp, Cli Lyre
Pale Master -
http://dndtools.pw/classes/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. 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
5. 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
6. At 6th level, Undead Graft also grants the Pale Master a permanent +4 Strength bonus
7. At 9th level, Undead Cohort is gained which summons 3 to 6 random undead creatures of 2 to 4 Hit Dice below the Pale Master's character level
Purple Dragon Knight -
http://dndtools.pw/classes/players-guide...on-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. It does not stack.
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. It does not stack.
Shadowdancer -
http://dndtools.pw/classes/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 improves and 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 -
http://dndtools.pw/classes/shifter/
1. Druids, 7th level Wizards or Sorcerers or 14th level Rangers who know the spell Polymorph Self, or 9th level Clerics with the Animal domain that provides Polymorph, 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:
a. At 2nd level, Humanoid Shape is gained
b. At 3rd level, Greater Wildshape II is gained
c. At 4th level, Greater Wildshape III is gained
d. At 5th level, Undead Shape is gained. Note that the undead forms provided are not as powerful as the NWN epic version of this ability
e. At 6th level, Greater Wildshape IV is gained
f. At 7th level, Dragon Shape is gained. Note that the dragon forms provided are not as powerful as the NWN epic version of this ability
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, Outsider Shape is gained Note that the outsider 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