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Combined Works
current version : 1.4.2 Latest Update, 1.4.2 :
- Changed: Epic Extra Invocation no longer needs level 16 warlock, just that the character has any number of levels as a warlock.
- Fixed: Corrected some typos in Dark Discorperation's in-game description.
- Fixed: Path of Shadow granting cumulative regeneration with each casting.
- Fixed: Perilous Flame [wall] duration in combat.
- Fixed: Dark Discorperation not properly targeting creatures at the end of each round.
- Fixed: minor problem with Hellfire Doom clinging to corpses.
- Removed: That floating text string which displayed the hellfire blast damage to everyone.
- Added: Clarified actual Eldritch Blast dice count for user.
- Added: Perilous Flame & Ignore the Pyre are now selectable as Extra Invocations.
- Added: Companions can now multi-class in the same manner a player character can.
- Bug: (cosmetic) Base classes that a character does not qualify for will still be displayed as "available" in the level-up screen.
Previous Update, 1.4.1 :
- Fixed tiny bug with Extra Invocation (Flee the Scene) not working.
- Removed unwanted repute.fac file that was accidently included in the release. Sorry about that.
Previous Update, 1.4.0 :
- Includes Kaedrin & Reeron's v1.20, and TonyK's latest ai mod
- Added Extra Invocation feat for warlocks lv6 and up, and Epic Extra Invocation feat for warlocks lv16 (who are atleast 21 total levels, /w 24 spellcraft)
- Fixed Flee the Scene & Voidsense, for real this time. That decoy will behave like it should now.
- Fixed some typos in the dialog.tlk
- Rewrote Warlock Buddy & simplified it into fewer buttons.
Planned Updates :
- Some of the following Epic Warlock Feats: Dark Transient, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Plague Bearer, Eldritch Sculptor, & Lord of all Essences.
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Known bugs 1) Ultravision doesn't actually do what it's supposed to. Not my fault, 'tis Obsidian's.
2) You cannot obtain (usable) essences, or shapes with Extra Invocation.
3) The ai is a little confused about what to do with some of the invocations, so for now it doesn't do anything with several of them.
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Hellfire Warlock prestige class statistics:
- Armor Proficiencies: Light armor. A warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. A warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.
- Skill Points: 2 + Int modifier per level.
- Class Skills: Bluff, Concentration, Diplomacy, Intimidate, Lore, Spellcraft, and Use Magic Device.
- Eldritch Blast: At each even-numbered Hellfire Warlock level, your Eldritch Blast damage increases by 1d6.
- Invoking: At each level, you gain new invocations known as if you had also gained a level in the warlock class.
- Hellfire Blast: Whenever you use the hellfire blast ability, your next shaped eldritch blast becomes a hellfire blast. A hellfire blast deals your normal eldritch blast damage plus an extra 1d6 points of divine damage per Hellfire Warlock class level. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This ability can't be used with the Hideous Blow shape, however.
- Hellfire Shield: Starting at 2rd level, you can call up hellfire to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, a small blast of hellfire is immediately aimed and fired at that creature. This blast deals damage equal to your CON modifier + 2d6 additional hellfire damage. Every other Hellfire Warlock level, the [2d6] dice increase in size (ie, 2d8 at level 6, then 2d10 at level 8, up to 2d12 at level 10).
- Infernal Resistance: At 2nd level, you gain resistance to fire 10. This resistance stacks with any resistance to fire you have gained from warlock class levels.
- Hellfire Infusion: At 6th level, you gain the ability to infuse your own body with Hellfire, thus granting you strength enhancement and 2d6 hellfire damage to all your melee and touch attacks. However you will also suffer tremendous burning and pain from the Hellfire flowing through you. The effect of this ability is permanent, to deactivate the effect you must use the ability again while infused.
- Hellfire Doom: At 9th level, you can perform a melee touch attack on a single opponent to infuse their body with seering Hellfire, causing them to take the damage of a Hellfire Blast (minus the Eldritch Blast) every round. The effect lasts for 3 rounds + 1 per CON modifier, and the victim can make a Fort save (DC : 19 + Con Modifier) each round to half the remaining damage. The halving effects of a successful save will stack with each successful save thereafter as well. The damage dealt per round cannot go below 1d6.
- Infernal Sustinence: At 10th level, your experience and failures have taught you much. Because of this, your resilience has improved and you gain a permanent 4 point increase to your Constitution score. This increase is natural and will stack with bonuses from spells or equipment. (Note! This will award you with the first four epic great constitution feats, so do not take those feats prior to obtaining lv 10 of hellfire warlock if you plan to do so!)
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Here is a list of changes to current Invocations as well as new Invocations:
LEAST INVOCATIONS Baleful Utterance: Cause up to 10d4 sonic damage to target object. Non-construct and non-inanimate objects can make a save to negate the damage.
Beguiling Influence: You gain a Bonus to Bluff, Diplomacy, & Intimdate equal to your Charisma Modifier for 24 hours.
Breath of Night: An area of darkness appears around you, granting all within concealment - and blinding your enemies if they fail their save. You can only have one area of darkness at a time.
Devil's Sight: You gain Low-light Vision, Ultravision, skill bonus to Spot & Search equal to your Charisma Modifier, and a small bonus to Dodge AC for 24 hours. The skill bonuses will not stack with the skill bonuses from See the Unseen.
Earthen Grasp: Any creature that comes within reach of the arm formed from soil will be attacked by the arm, and must make a grapple check or be held in place for 3 seconds - at which time the victim must succeed on a Fort save or also be knocked down and suffer 1d6 + STR modifier points of bludgeoning damage.
Leaps and Bounds: You gain a Bonus to Tumble & Dexterity equal to your Charisma Modifier for 24 hours.
Miasmic Cloud: A cloud of noxious looking gas appears around you, doing 1d8 damage to anything it touches not immune to poison. Victims of this noxious gas are also subject to becoming diseased.
See the Unseen: You gain See Invisibility, Darkvision, and skill bonus to Spot & Search equal to your Charisma Modifier for 24 hours.. The skill bonuses will not stack with the skill bonuses from Devil's Sight.
Soulreaving Aura: You are surrounded by darkness that causes damage to creatures with very low hitpoints remaining. If the darkness touches a corpse of a creature, the soul of that corpse is consumed and you're healed slightly.
Spiderwalk: You gain the benefits of the Freedom of Movement spell, and immunity to the effects of 'Web'. This lasts for 24 hours.
Summon Swarm: Enemies within a 30' wide area are subject to swarms of biting insects. A swarm must succeed on a melee touch attack to do damage, or dissipate (stop). Swarms do 1d6 + CHA modifier of piercing damage. The caster has no control over how many creatures are targeted by swarms, or which creatures are targeted by swarms. Swarms last for 1 round per caster level.
Otherworldly Whispers: You gain a skill bonus to Lore, Listen, and Spellcraft equal to your charisma modifier.
Voice of Madness: Target enemy must make a will save or become momentarily insane, attacking anything it can perceive - friend or foe.
LESSER INVOCATIONS Cold Comfort: You and all allies who come within earshot of you are granted the benefits of the Endure Elements spell.
Fell Flight: You gain the benefits of the Haste spell for 1 round per caster level.
Flee the Scene: You turn ethereal for 1 round, gain the effects of Expeditious Retreat for 1 round per caster level, and instantly teleport to the visible location of your choice within 250'. Meanwhile, an exact likeness of yourself (a decoy) is left in the spot you were just in. The decoy will stand in place for 1 round, after which it will completely vanish. The decoy cannot be destroyed by attacks.
Hungry Vapors: A billowing gaseous mass appears around you, as it lingers in place it will do 2d6 damage per round to enemies inside it. You can only have one cloud of Hungry Vapors at a time.
Ignore the Pyre: You gain an amount of damage resistance equal to your charisma modifier against the selected type of energy.
Stony Grasp: Multiple arms formed from rock and stone continually attack and ram the target creature.
The Dead Walk: Summon up to six undead servants that will last for 1 minute per Caster Level. The type of undead summoned is based on your Caster Level, and the number of undead summoned is based on your Charisma Modifier. If there are already servants from this spell alive, they'll turn to dust immediately. This spell will fail if your charisma is below 10!
Voidsense: You gain Blind Fight (the feat), minor conealment, and a +2 attack bonus to all hit rolls (including ranged touch attacks) for 24 hours.
Walk Unseen: You become invisible, gain a very slight increase in movement speed, and a bonus to your Hide and Move Silently skill checks equal to your Charisma Modifier for 24 hours. These effects will immediately cancel if your invisibility is dispelled, or you perform any action that cancels the invisibility.
GREATER INVOCATIONS Chilling Tentacles: Creepy tentacles rise up from the ground to maul, maim, and grope, anything in their reach. Creatures within range are subject to blunt damage, cold damage, spell failure, as well as being grappled by the tentacles. The caster will not be grappled by the tentacles, but still suffers all other ill effects from getting too close.
Enervating Shadow: For 5 rounds you gain 100% concealment vs. ranged attacks, and 75% concealment vs. melee attacks. At the time of casting, creatures adjacent to you are subject to a -4 STR penalty for 4 rounds. If at any time a bright source of light (torch, lamp, glowing items, light spell effects, etc.) comes within 40' of you, Enervating Shadows will dissipate. Enervating Shadows can NOT be dispelled by Dispel Magic or similar magical means.
Perilous Flame: 1/2 is fire damage, 1/2 is untyped damaged. Can be cast in one of three ways; targeted on a creature to engulf them, targeted as a wall to make a barrier, or targeted over an area to cause an explosion.
Retributive Invisibility: Greater invisibility for 3 rounds. If this is dispelled, a shockwave is released that does sonic damage to (and stuns) everything nearby.
Warlock's Call: For a brief period of time, a pact is made with the hells for temporary servants. Any demon or devil who answers your call will appear to serve you, and should this being fall in combat before the pact's duration is up, another will answer the call to serve you. There is no certaintity behind who or what exactly will answer the call.
Hellspawned Grace: You turn into a Hellcat, gaining all the benefits and abilities a hellcat possesses including light-born invisibility. If you die while as a Hellcat, you reform into your natural form immediately after and the spell ends.
DARK INVOCATIONS Consuming Void: Creates a swirling mass of darkness that does 2d6 negative damage to any creature within range every half-round. At the end of 4 rounds, the darkness implodes doing 1d4 crushing damage to anything within range. Only one of these can exist at a time, regardless of who cast it.
Dark Discorperation: You transform into a misty cloud of darkness and travel about, nearly impervious to damage. Creatures in your presence take 4d6 damage at the end of each round. You're still susceptible to AoE spells, however.
Sightful Weirding: Any creature with invisibility or etherealness must make a will save or have these effects stripped, and any creature not affected by these effects must make a will save or become invisible. Creatures failing the will save take 2d6 sonic damage.
Steal Summon: You steal control of an enemy's summoned creature for 1 hour.
Path of Shadow: You and some of your companions become ethereal for a while, increased movement speed, and +5 regeneration. This effect ends if a hostile action is taken.
Word of Changing: You transform into a horned devil for a while, gaining all the natural abilities of the creature without hindering your capacity to use Invocations. However because of the diabolical nature of the invocation, your Charisma is reduced to 10 or lower for the duration of the effect. If you die while transformed, you reform into your natural form in the spot the spell was cast.
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This is a list of Invocations that can be maintained permanently, and automatically, for you via the Warlock Buddy UI architecture. This is version 2.0, if you find a bug with it please let me know.
Retributive Invisibility
Dark One's Own Luck
Leaps and Bounds
Beguiling Influence
Otherworldly Whispers
Devil's Sight
See the Unseen
Entropic Warding
Walk Unseen
Voidsense
Dark Foresight
Path of Shadow
Fell Flight
Spiderwalk
Cold Comfort
*Hideous Blow + Essence hotswapping during combat
(Enervating Shadow will NOT be added to this list)
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For Epic Warlocks, the feat Epic Fiendish Resilience has been expanded to encompass 7 more stages of Epic Fiendish Resilience. Each one adds +5 more regeneration, and 1 extra use per day. Epic Fiendish Resilience 1 is 25 healing per round, twice a day. Epic Fiendish Resilience 8 is 60 healing per round, nine times per day.
In addition, the Epic Eldritch Blast feats and Epic Eldritch Master feat have had their requirements lowered to accomidate the multiclassing Warlock, and the Hellfire Warlock.
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Warlock Spellcasting can be used to multiclass into either Palemaster, Hellfire Warlock, or Arcane Trickster. Warlock Invocation progression will advance normally for each spellcaster level gained from the prestige class, and Eldritch Blast will increase in damage at every other level with the only exception being that Palemaster's spellcasting starts at level 2, not level 1.
The requirements for Palemaster and Arcane Trickster have also been changed in order to accomidate Warlock multiclassing as the game does not consider invocations to have an arcane spell level. The changes are as follows:
Palemaster requires:
non-good alignment, lore of 8 or more, atleast 1 level as a Sorcerer, Wizard, or Warlock, and the feat Greater Spell Focus: Necromancy.
Arcane Trickster requires:
non-lawful alignment, 2d6 sneak attack (any kind), lore of 7 or more, tumble of 7 or more, disable device of 7 or more, spellcraft of 4 or more, and at least one level as a Wizard, Sorcerer, Bard, or Warlock.
No further changes have been made to the two aforementioned prestige classes. ---------------------------------------
Install Instructions (for Windows)
!!WARNING!! Do NOT install this mod while a previous version is still present! To
!!WARNING!! be sure the compilation is removed from your save game, turn off the
!!WARNING!! warlock buddy in-game, and either intentionally kill your character or
!!WARNING!! rest and restore until the character appears "fresh". This will help
!!WARNING!! to prevent dangerous and unfriendly errors from occuring due to how
!!WARNING!! NWN2 stores script files and gui variables.
Step 1) Remove all of the following mods, should you already have them installed.
Kaedrin's PrC Pack
Reeron and Trekari's Spell Fixes and Improvements
TonyK's Companion and Monster AI
Warlock Buddy (or any other versions)
Distillable Loot
And any previous versions of this compilation, of course
Step 2) With that done, the rest is a cake walk! Just place the entire contents of
the Combined Works folder in your "\Neverwinter Nights 2\override\" folder,
located in "My Documents".
Step 3) Move the "dialog.TLK" file from the "\override\" folder to the "\Neverwinter Nights 2\"
folder located in "My Documents".
Step 4) Find the folder that Neverwinter Nights 2 was installed to. This is NOT the folder
located in your My Documents folder. Once there, find the folder "\UI\default\".
Inside that folder, open the files "ingamegui.ini" and "ingameguix1.ini". The second
file will only appear if you have Mask of the Betrayer installed.
Step 5) Inside these files, under the line that reads "[MandatoryGUI]", add this line:
SCREEN_WARLOCK=warlock.xml
anywhere below it - but above the line that reads "[ExamineGUI]". Do this for
BOTH files.
There are two examples included in this compilation that show you what the finished
file should look like.
And YES, you MUST change the files in the folder NWN2 was installed in.
Step 6) That wasn't too hard, eh? Well, enjoy your game because you're done installing
Combined Works!
This file includes Kaedrin & Reeron's "Combined PrCs, Feats, and Spells v1.20" mod, Dubby's Combined Warlock Mods, TonyK's companion & monster AI, Draco's Warlock Buddy, and the dialog.TLK file. Install instructions are included in a readme.txt inside the file. (Remember, you will need winrar to open a .rar file)
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone