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NWN SCRIPTS

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Title  Bladesinger Prestige Class
Author  Emmanuel Lusinchi (aka Sentur Signe)
Submitted / Updated  04-01-2003 / 11-22-2006
Category  Rulesets
Expansions  Works on all versions
Format  Module and Code
Type  Type - Classic PnP
Includes  BioWare Standard
Description
Emmanuel Lusinchi 's Bladesinger Prestige Class for Neverwinter Nights http://www.geocities.com/sentur_signe/bladesinger.html Version 1.6 04/22/2003 . fixed a bug with Blur and Displacement . ioun stone original look is back . all arcane spell failures now handled properly . -2 CON penalty is now received when reaching bladesinger level 1. (But there's no more bladecasting damage.) Send me feedback if you think this is too harsh. . Greater SpellSong as per pen&paper . Lesser SpellSong now gives +5 in SpellCraft . Skill & Feat have been changed to better fit the character concept, based on community feedback: -------------- . Base Skill Req: Conc 4+, Taunt 3+, Parry 3+ . Song of Celerity <- Skill Focus Parry . Song of Fury <- Improved Parry -------------- 100% compatible with previous versions. Just Import the .erf and *REBUILD* your module.

Files

NameTypeSizeDownloads
bladesinger1d6.zipbladesinger1d6.zip
Submitted: 04-01-2003 / Last Updated: 04-22-2003
zip158.76Kb11149
--
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Comments (31):

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Posted by iuyyu ( 64.184.xxx.xxx ) at 2005-08-01 22:20:18    
sdgsdg st dfgfgf gft

Posted by Kismet ( 24.165.xxx.xxx ) at 2004-09-06 20:13:00    
Has anyone gotten this Bladesinger script to work with the most recent patches? I remember this one from a long time ago.. and like it far more better than anything thats been put out recently?

Posted by Old_Scores_Transfered at 2004-02-20 10:29:20    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 10 that made this score of 9.60 then rounded to 10.

Posted by nephilim7 ( ..xxx.xxx ) at 2004-02-14 21:10:00    
RODNEY ORPHEUS!??!?!

woah

big fan, for more years than I care to relate.


Posted by Talanthos ( ..xxx.xxx ) at 2003-08-08 05:30:00    
Anyone thought of using CODI's PrC manual to create a true PrC class and use scripting to accomadate the spells. This way you could control hit dice, saves, skills, feats and special abilities, and then script their spell abilities using the ion stone. Anyone have an opinion on this matter?


Posted by Lawnor ( ..xxx.xxx ) at 2003-07-12 02:43:00    
*****
From Guide:

Step 3: The module events.
Go to Edit, Module Properties, Events. We are going to insert one #include statement and one function call to each of the following event script:

OnActivateItem --> so that your spellbook can work
OnClientEnter --> so that it recognize when a bladesinger enters the module
OnModuleLoad --> to initialize a few spell related variables.
OnPlayerLevelUp --> of course!
OnPlayerRest --> so that a bladesinger gets his/her memorized spells after resting
OnUnAcquireItem --> so that a bladesinger cannot misplace his/her spellbook and other important items (Ioun Stone). Also, prevent pickpocketing...
(See help columns below)

Step 4: Make the class accessible to your player.
You can do this in several different ways:
a) Call the function BladeSingerIntroduce(oPC) with oPC being the character. This can be done from a placeable on used, on open, from a conversation, from a on death event of a creature... Be creative! You can also just plop down a BladeSinger teacher placeable (Placeable Custom 5) that will do the job when clicked upon.
b) Simply leave a Bladesinger's Oath item for the PC to find (Item Custom 5. Use either the Yes or No version)
*****

Er.. What does any of that mean? I'm not a mod maker and I am trying to add this to previously created mods so i can play with this PrC. What #include statement or function calls do I add? Is there a general all purpose set of code that I can use or is it specific to each individual module?

Also, if this owkrs, why not speak to Kendaric with his tripple PrC pack and have this built in with them? A universal pack of PrC's would be great. Especially if all the home made race packs could be built in to it.

Posted by Alesh ( ..xxx.xxx ) at 2003-07-05 07:31:00    
I think it would be better if you removed 1 hp/bladesinger level, instead of 1 hp/level as you do using -2 con (and this gives a -1 fort).

Leto can edit hp so i guess there's some way to do it, perhaps you could roll a d8 on levelup and adjust acordingly?

Posted by Aldo ( ..xxx.xxx ) at 2003-06-29 09:21:00    
Hi, i am new to NWN. Is there a guide somewhere on where/ what to do with .erf files? I downloaded the Bladesinger files, but don't know how to implement them. I saw the instructions for inserting into someone's own module. But what about into the Single Player game?
Any help would be welcome. Thank you.

Posted by Malhalvic ( ..xxx.xxx ) at 2003-06-01 07:05:00    
Great work....but one quick question.....im having problems gaining access to all of the spells....am i doin somethin wrong?

Posted by PsychoDrive ( ..xxx.xxx ) at 2003-05-22 00:29:00    
The effort alone is 10/10.

I wouldn't be surprised if your ideas could be adapted to a lot of the prestige classes mentioned on the SoU forums

Posted by sykotic ( ..xxx.xxx ) at 2003-04-17 18:59:00    
umm, i probably shouldn't be asking this here, but i was linked to this page from a forum, and im very interested to implement the bladesinger into the single player campaign of nwn. i have no clue as to how to do that tho (i must admit, i dont even have much idea what a module is).
Could someone please help me out a little, because i really wanted to see this working in action. Thanks.

Posted by Rodney Orpheus ( ..xxx.xxx ) at 2003-04-07 03:02:00    
Just been testing 1.3 on the server - much better! Magic Weapon now adds +1 magic damage correctly even in multi-player mode (but not +1 to hit - should it?).

Thanks for the Whisper tip - duh. I should have thought of that.

Is there any way to disable the greeting spoken when you access the spellbook?

Rodney

Posted by Rodney Orpheus ( ..xxx.xxx ) at 2003-04-06 23:29:00    
Great work man! Well done on the clothing thing... Does this mean the PC doesn't get the uniform automatically now? Seems like it would make little sense to do that now.

Which reminds me, is there any reason why the PC gets the free swords in their inventory? Seems kind of pointless since by that stage most PCs will have something at least as good of their own anyway...

Will implement version 1.3 on the server today and get back to you on how it's working.

regards,

Rodney

Posted by Emmanuel Lusinchi ( ..xxx.xxx ) at 2003-04-06 20:40:00    
Just uploaded this:
========================
Emmanuel Lusinchi's Bladesinger
A NWN Prestige Class

Version 1.3 04/06/2003

new in ver 1.3:
. Bladesong (Int bonus to AC)
. Bladesinger 'pose' requires for all bladecasting
(nothing in left hand, correct weapon in right)
. All armors now supported (no more bladesinger uniforms)
. GreaterSpellSong works as pen&paper version
. Arcane failure is similar to that of other Arcane casters
. Ioun Stone is unsummoned during rest
. Savingthrows are -2 Fort, +2 Ref, +2 Will and is granted after rest

100% compatible with all previous versions: Just import the erf _1d3 and recompile.
========================

Q1: All spell commands are given as Shouts, which is a pain in the +blocked+ on a server. Can they be given as Talks, or even better, as Whispers?
That one is easy: Use /w in front of the command word.
For example, for TRUE STRIKE, you might make a chat shortcut button with name TRUE and command "/w strike".

Q2 -- Elven Protection: Like Protection from Evil but against Orcs, Goblins, Undead and Abominations: ie, natural enemies of the elven realms. I'm open to suggestions on this one :)

Q3 -- Can we make it so the player can wear any armor class 0 outfit.
Done. Now, all armors can be worn with penalties as described in Tomes of Blood (Arcane failure, loss of abilities, etc.) Greater Spellsong now works as in the pen&paper version.

Q4 -- Saving Throw effects. They now are reapply as an effect everytime the bladesinger rests.

Q5 -- Magic Weapon seems to be screwy.
I've modified it a bit. Let me know how it goes...

Minuvas: Good! I might look at the Dwarven Defender next... And Orpheus has a lot of good ideas for 3 others PrCl :)

Cheers,
--
Emmanuel


Posted by Rodney Orpheus ( ..xxx.xxx ) at 2003-04-06 06:36:00    
I have this fully implemented and working on the Hidden Tradition server now and it really is a lot of fun. Excellent work!

A couple of issues though:

All spell commands are given as Shouts, which is a pain in the +blocked+ on a server. Can they be given as Talks, or even better, as Whispers?

Magic Weapon seems to be screwy. It works fine in single player mode, but doesn't seem to be working in multi-player. I have no idea why. It's a bummer, because it's about the best 1st level Bladesinger spell.

What exactly is Elven Protection doing? Is it like Protection from Evil?

Can we make it so the player can wear any armor class 0 outfit, and put the Saving Throw effects on a ring or amulet? Forcing each Bladesinger to wear a uniform is not the nicest solution. I may well edit the uniform anyway since I'm running Lisa's clothes Hak. If so, I'll send you my designs so you can include them as an alternative at least. though I'd still rather we got rid of that dependence completely.

Apart from that stuff, I'm loving this thing... Talk to you soon man.

Rodney

Posted by Minuvas ( ..xxx.xxx ) at 2003-04-04 13:11:00    
Good work! New Version works perfectly(for me), and I hope to see future additions and features by you. Thanks again for fixing that problem!

Posted by Emmanuel Lusinchi ( ..xxx.xxx ) at 2003-04-04 00:08:00    
Just uploaded this:

Version 1.2

New in ver 1.2
. queue up request for spells when using Song of Celerity
. song of fury fixed
. no spellbook on too fast level-up bug fixed (thanks Minuvas!)
. fear replaced by freedom of movement (thanks Rodney Orpheus!)
. damage=level when summoning the Ioun Stone (but not if HP < 1/3 MAX)
. fixed vfx effect on song of fury
. some spelling mistakes fixed (thanks everyone!)

--
Okay, I'll be in Mexico until next Monday. Take care, everyone.

Rodney: love the three PrCl. Let's work on them

Cheers.
--
Emmanuel

Posted by Emmanuel Lusinchi ( ..xxx.xxx ) at 2003-04-03 22:24:00    
Minuvas: Got it!
If you level up very quickly from blsg lvl 1 to 2, you won't get the equipment :( Let me fix it. Thanks again!

NGama: Thanks for the references. I'll look at them.

--
Emmanuel

Posted by Minuvas ( ..xxx.xxx ) at 2003-04-03 19:56:00    
I used the module included in the download, I can repeat the process each and every time using no specific combination (aside from being a fighter and a wizard, and using the require feats).

Posted by Emmanuel Lusinchi ( ..xxx.xxx ) at 2003-04-03 18:40:00    
Minuvas: Sorry to hear about that. It never happened to me but I'm still going to add a failsafe test in ver 1.2. Did you try the minimodule or did you import the erf into your own?

Ngama: Actually, Bioware has been really nice, and even apologized for the inconvenience. It's also nice to note that they didn't say: "you can't do that. you son of a $#%" But more like "let us think about this for a while, and could you please remove our module from your distribution while we come to a conclusion." Now... if you are worried about the makers of Shadownbane coming after you, that's another story :)
I for one would really like to see your work. Sounds very interesting.

Orpheus: thanks for your contributions! I'm not going to reprint here all the ideas you've been putting forward by email, but they're all good and will make a better bladesinger, as well as in the near future.

Cheers,
--
Emmanuel


Posted by Minuvas ( ..xxx.xxx ) at 2003-04-03 15:27:00    
I unfortunatley at Blade Singer level 1 did not recieve the spellbook - and continued to level as a blade singer with not ever recieving it, which kind of ruined the whole point of being one. I got the robes and such,just no spellbook. Did I do something wrong?

Posted by Ngama ( ..xxx.xxx ) at 2003-04-03 03:48:00    

Congratulation for you work, very nice :)

I'm doing about the same type of work as I'm creating new classes to be conform to Shadowbane (a MMORPG). I've been able to take out all the NWN spells and replaced them by my own. Most of the time, I use item ( runes) place at the bottom of the screen. These items are given to the player trough a conversation with a trainer and by buying them with training points.

In my PW, the combats now happen as a normal MMORP with tank, puller, healer and nukers. This gives a very nice feeling. All this without any hak/overide use.

But seeing the problem you've got with Bioware chances are that I will not talk about it anymore. So if anyone want to know more(or give help� help is good :)) just send me an e-mail.

In the mean time, here�s a few hints I can offer you ( if you need then , but I doubt :))

The solution for the hp problem is simple ..just put a few lines on the on_rest, on_respaw and on_enter:
something like :

too_much= get bladesinger level; // or the prototype you've created
too_much = amoung *2; // for 2 hp

effect eDam = EffectDamage(too_much, DAMAGE_TYPE_MAGICAL);
ExtraordinaryEffect (eDam);

ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oPC));


should be about it If you're fancy, you could add a token item (like the trainer journal by Rich Dersheimer ) where you put the real numbers of hit point or stats.

If you want to change stats for races of special classes you could write something like that :

(WISi = the value in the token)
stat = GetAbilityScore(oPC, ABILITY_WISDOM); //
statbonus = WISi - stat;//
if (statbonus >=1) {
effect bonus = EffectAbilityIncrease (ABILITY_WISDOM ,statbonus);//
ExtraordinaryEffect (bonus);

ApplyEffectToObject ( DURATION_TYPE_PERMANENT, bonus, oPC);
}
//wis decrease
if (statbonus >= -1) {
effect bonus = EffectAttackDecrease (ABILITY_WISDOM ,statbonus);//
ExtraordinaryEffect (bonus);

ApplyEffectToObject ( DURATION_TYPE_PERMANENT, bonus, oPC);
}
you put that in the handle spoke earlier and it works.. only problem, you get a few icons effect on your screen. If you want to make sure that the healers will not heal over the hp maximum you have put: Make a few changes to the scripts : nw_s0_curlgtw, nw_s0_curcrwn and others that you take form the official campaign. These will be use before the real spell ( just like the override) so you can change all the effect that you want and fix the maximum number of hit point « healable ». There�s more info on this subject if you look at Woolie�s new spells script (put online only a few days ago) and if you seriously take a look at rune casting by Scott Thorne. All this without any hak/overide use as I said.
Good work again

NGama, World of wait

Posted by Rodney Orpheus ( ..xxx.xxx ) at 2003-04-03 02:17:00    
Duh... I mean N = 1d2 of course. So the amount of damage would be

(BS level) x 1d2

Then again, on the standard NWN difficulty setting you get maximum HP on level up; so in that case, yeah, just make N = 2. That works for me.

Rodney

Posted by Rodney Orpheus ( ..xxx.xxx ) at 2003-04-03 02:08:00    
I tend to go with remove the rapier, and keep the alignment restriction for NWN purposes, though I can go either way.

The Bladesinger is supposed to carry nothing in his off-hand while singing, so keeping out the rapier helps stop someone building a dual-wield weapon finesse character which might be a bit too powerful in NWN. They can still use two weapons with the Longsword of course, but it makes it a bit harder.

Or maybe you should put in a check that the PC is carrying nothing in their off-hand each time they want to cast a song?

The Bladesinger is sworn to defend elves at all times or lose his powers, which in an NWN context would seem to put him on the side of Good. So maybe put in a restriction that you can't level up unless you're of Good alignment. That would help keep the RP aspect of it a bit on modules without a DM.

Re the HP thing. I'd go for unsummoning the Ioun stone when resting, and losing HP with summoning the Ioun stone - it seems to make sense. I can't imagine a PC not summoning it immediately after resting, since without it he's just a normal Fighter anyway. So he would effectively always be taking that penalty, not just when he casts a spell. Not sure if N should equal 2 - to make it more accurate it should be N = 1d2 x Bladesinger level I think.

Rodney

Posted by Emmanuel Lusinchi ( ..xxx.xxx ) at 2003-04-02 20:11:00    
First, this page will continue to exist, thanks to Maximus :)

Now... let's see...

Arg... spelling mistakes! I'll correct the spellbook, where most of them seem to be lurking. I'll appreciate help in in finding those darn little mistakes.

Okay, what do you people think about the Rapier as being a class-weapon for the Bladesinger. Tome of Blood (web enhanced version) says: Longsword only.

I believe Races of Faerum says: longsword and rapier. But restrict the class to Good characters.

Should I 1) Remove the Rapier 2) Add the Good Restriction 3) do both or 4) do neither?

Also, my main concern with the character is the d10 instead of d8 HP. I'm still working with the .2da files to see how to change that, but don't hold your breath.

My solution: to remove 1 hp per spell cast, up to a maximum of bladesinger level, isn't really good. It decreases the Char HP by up to 10 (which is about right), but not in a permanent way.

Here are other solutions:
- decrease char Constitution by 2, permanent (loss of Fort Save, and from 6 to 20 HP. Harder to implement in many ways.

- deal more damage per spells: 1d4. Maybe Lvl 4 spells deal more damage than level 1?

- deal increasing damage per spell 1, 2, 3... etc, up to bladesinger level. Again, never damage if PC HP < 10 (or 20?) This is quite harsh!

- summoning the Ioun stones deal (Bladesinger Level)xN damage. Ioun Stone get unsummoned during rest. This is perhaps my favorite. With N = 2, maybe.

Feedback? Ideas?

Cheers,
--
Emmanuel

Posted by RealmForge ( ..xxx.xxx ) at 2003-04-02 18:14:00    
Well. Aside from a couple of spelling errors in the conversations (I couldn't resist), this seems pretty solid. And it works well. I will be throwing this into my own module. Nice work.

Posted by Emmanuel Lusinchi ( ..xxx.xxx ) at 2003-04-02 14:37:00    
> This looks great, and I'd love to implement on my server right away.

Well, let's do it already! Again: I can do it for you or you can try and let me know if you run into trouble.

> I assume I'm going to need a couple of scripts at the module level - like in the OnUseItem slot etc. Could you do a quick guide as to what needs to go where? It's not very clear right now...

I'm typing it as we speak. It will be out soon. Watch this space.

> I'd also like to make it that the PCs can only gain access to the class after they have succeeded in a certain quest - is there a way to lock access to it until they gain a certain item or get to a certain conversation node?

Yes, you won't be able to gain Bladesinger level unless you have the Bladesinger's Oath item on you as you level up, even if you meet all the requirements. It also means you'll stop being able to gain Bladesinger level if this object is removed from the character (fallen bladesinger?).

Thanks!


Posted by Emmanuel Lusinchi ( ..xxx.xxx ) at 2003-04-02 14:12:00    
Hey everyone, I've just pulled the file from the server, but it might take a while before it is updated. In the meantime, please refrain from downloading it, as Bioware is thinking of whether this is an appropriate thing to do or not (ie: modifying part of the OC). I am glad they contacted me quickly about this.

In the meantime, I'll be publishing in a couple of hours a small guide on how to get all of *your* modules with the bladesinger (and other PrCl soon?). As Orpheus guessed, there's only a few files to edit... Also, I'll add the bladesinger support myself if needed to any one who ask. So... ask already!

Talk to you all soon.

--
Emmanuel

Posted by Elynor ( ..xxx.xxx ) at 2003-04-02 13:29:00    
OH GREAT!

you can make prestige classes?!

I would love to had the "arcane trickster" if someone can do it

Posted by Rodney Orpheus ( ..xxx.xxx ) at 2003-04-02 11:26:00    
This looks great, and I'd love to implement on my server right away. I assume I'm going to need a couple of scripts at the module level - like in the OnUseItem slot etc. Could you do a quick guide as to what needs to go where? It's not very clear right now...

I'd also like to make it that the PCs can only gain access to the class after they have succeeded in a certain quest - is there a way to lock access to it until they gain a certain item or get to a certain conversation node?

Thanks!

Rodney

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