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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 (30):

1 2 3

Posted by Minuvas at 2003-04-0315:27:00    
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 at 2003-04-0303:48:00    
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 at 2003-04-0302:17:00    
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 at 2003-04-0302:08:00    
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 at 2003-04-0220:11:00    
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 at 2003-04-0218:14:00    
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 at 2003-04-0214:37:00    
> 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 at 2003-04-0214:12:00    
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 at 2003-04-0213:29:00    
OH GREAT! you can make prestige classes?! I would love to had the "arcane trickster" if someone can do it

Posted by Rodney at 2003-04-0211:26:00    
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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