Important Note -
Installing this mod will completely convert the Monk class or Sacred Fist PrC (depending on which version you choose) to Disciple of the Hidden Fist. All existing Monk characters (or Sacred Fist Characters)and NPCS will be converted. It is recommended that existing characters and NPCs be releveled in the console (debugmode 1, dm_givexp �- current xp total�, dm_givexp �previous xp total�, debugmode 0) in order to properly select their abilities. This was necessary because Monk unarmed damage and Flurry of blows are hardcoded in NwN2.
Note on earlier versions -
You must remove all files that were contained in an old version before installing a new one.
Installation -
See DotHF_instalation_readme.txt
Compatibility -
- This mod need patch 1.10 and MotB.
- Is probably incompatible with other PRC mods that that add entries to your dialog.tlk, feat.2da, spells.2da, and classes.2da.
Known Issues -
- The Sacred Fist Overwrite version will not allow you to use monk items. Workaround = take a level of Monk.
Updates -
v1.1 (12-28-07) - Added missing dialog.tlk to archive and made it available as a seperate download. Opps!
v1.2 (12-29-07) - Created another version that overwrites the Sacred Fist prestige class instead of Monk. This prestige class has no requirements thus is available to take at 1st level during character creation.
v1.3 (1-4-08) - Added 2 packages; Hidden Fist Infiltrator and Hidden Fist Enforcer
- Added a list of known issues.
v1.4 (1-5-08) - Resolved 3 of the known issues. The problem was an unknown issue with the classes.2da file. I replaced the file with and reedited it and most of the problems were fixed. Here is the list...
1. The sacred fist overwrite version can now move past lvl10. yay!
2. Alignment restriction now works.
3. Stats are correctly recommended at character creation.
v1.5 (1-8-09) - Added a version that is compatable with "Combined PrCs, Feats, and Spells v1.12" and the merged version of �Ladydesire's Classpack v1.0 Beta�.
-Fixed an error in the stand alone Sacred Fist overwrite version that gave it the wrong bab progression... opps!
***************************************
Class Features-
Disciple of the Hidden Fist
The Disciples of the Hidden Fist are a sect of monks that train in the deadly arts of Dim Mak. They are capable of disabling or even slaying an opponent with a few precise strikes. They are masters of unarmed combat, misdirection, and fighting on their terms. The Hidden Fist are scholars and catalogers of the vital systems and weaknesses of all manner of humanoids, beasts, and other more exotic creatures. They endure intense study and physical training to hone their minds and bodies to a razor edge. Disciples of the Hidden Fist are most commonly employed assassins and spies but their talents make them suitable for a wide range of situations.
Class Features:
- Alignment Restrictions: Any Non-Good.
- Hit Die: d6
- Base Attack Bonus: Medium.
- High Saves: Reflex.
- Weapon Proficiencies: None. The Hidden Fist disdain the use of weapons of any kind.
- Armor Proficiencies: None. The Hidden Fist do not train in the use of armor. However, armor skills may be acquired later. A Disciple of the Hidden Fist may use Monk equipment and Items
- Skill Points: 4 + Int modifier per level, x4 at first level.
- Class Skills: Bluff, Craft Alchemy, Craft Trap, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Locks, Parry, Set Trap, Spot, Taunt, and Tumble.
-Unarmed Strike: At 1st level, a Disciple of the Hidden Fist gains Improved Unarmed Strike as a bonus feat.
-Unarmed Damage: A Hidden Fist�s unarmed follows the same progression as a standard Monk.
- Flurry of Blows: When unarmored, the Hidden Fist may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When reaching the 5th level, the penalty lessens to -1, and at 9th level it disappears.
- Sneak Attack: If a Disciple of the Hidden Fist can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two levels thereafter.
-Disarm: A Disciple of the Hidden Fist gains Disarm as a bonus feat at first level.
- Evasion: A Disciple of the Hidden Fist of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a Disciple of the Hidden Fist is wearing light armor or no armor.
-Dodge: The Hidden Fist gain Dodge as a bonus feat at 3rd level.
- Ki Strike: At 4th level, a Disciple of the Hidden Fist�s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16.
- Special Abilities: On attaining 4th level, and at every five levels thereafter (9th, 14th, and 19th), a Disciple of the Hidden Fist gains a special ability of her choice from among the following options.
***Begin Special Abilities***
- Still Touch: The Disciple of the Hidden Fist makes a melee touch attack to a pressure point on his opponent paralyzing them for half his level in rounds. If a critical hit is scored the effect becomes indefinate (untill saved against). The victim is allowed a Fortitude save at the onset and every round after to negate the effect. The DC for this check is 10 + half the Hidden Fist�s level + the Hidden Fists Intelligence Modifier. This ability may be used an unlimited number of times per day but is on a 12 second cooldown timer. This ability does not work against creatures immune to paralysis.
- Rest in Peace: The Disciple of the Hidden Fist makes a melee touch attack to a pressure point on his opponent putting them in a comatose state for half his level in rounds. If a critical hit is scored the effect becomes indefinate (until woken up). The victim is allowed a Will save at onset to negate the effect. The DC for this check is 10 + half the Hidden Fist�s level + the Hidden Fists Intelligence Modifier. This ability may be used an unlimited number of times per day but is on a 12 second timer. This ability does not work against creatures immune to sleep or mind-effects.
- Eye Gouge: The Disciple of the Hidden Fist makes a melee touch attack grievously wounding the eyes of his opponent blinding them for half his level in rounds. If a critical hit is scored the effect becomes indefinate (until rested or restoration is cast). The victim is allowed a Reflex save at onset to negate the effect. The DC for this check is 10 + half the Hidden Fist�s level + the Hidden Fists Intelligence Modifier. This ability may be used an unlimited number of times per day but is on a 12 second timer. This ability does not work against Elementals or Constructs.
- Crippling Strike: A Disciple of the Hidden Fist with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
- Improved Evasion: This ability works like evasion, except that while a Disciple of the Hidden Fist still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save.
- Opportunist: A Disciple of the Hidden Fist automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.
- Feat: A Disciple of the Hidden Fist may gain a bonus feat in place of a special ability.
***End Special Abilities***
-Feint: At 6th level a Disciple of the Hidden Fist gains Feint as bonus feat.
- Uncanny Dodge: Starting at 8th level, a Disciple of the Hidden Fist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
-Greater Flurry of Blows: At 11th level a Disciple of the Hidden Fist get 2 additional attacks when using Flurry of blows. This replaces the single additional attack granted by Flurry of Blows.
-Improved Disarm: At 11th level the Hidden Fist gain Improved Disarm as a bonus feat.
- Improved Uncanny Dodge: At 13th level a Disciple of the Hidden Fist cannot be sneaked attacked unless the attacker has at least four more levels than the target.
-Feint Mastery: At 16th level a Disciple of the Hidden Fist gains Feint Mastery as bonus feat.
-Five-Point Palm Exploding Heart Technique: At 18th level a Disciple of the Hidden Fist learns the secret Five-Point Palm Exploding Heart Technique. To execute this complex maneuver the disciple must succeed in 6 successive melee touch attacks. If successful the victim dies (no save). If the victims racial type differs from that of his attacker, the disciple must make a check of 10 + his intelligence modifier to see if he landed the strikes correctly. This ability may be used once per day. The Five-Point Palm Exploding Heart Technique does not work against undead, elementals, or constructs.
-Epic Disciple of the Hidden Fist: At epic levels Death Attack replaces Sneak Attack every odd level. A bonus feat is attained at levels 25 and 30. This feat may be used to acquire remaining special abilities.
Mostly Fixed... again...
Still can't use monk robes without taking a level in monk.
This version will overwrite the Sacred Fist PrC.
Standalone version.
I have decided not to do any additional updates to this mod and have requested that it be removed from the vault.
The good...
I have created a completely revamped standalone version of the disciple of the Hidden Fist! I can be found in the upcoming mod "2DruNk2FraG's Homebrew Classpack". This submission is currently awating approval, but I expect it will be out in a day or two.
If anyone is waiting for an update... I will be making a final version of this mod as soon as kaedrin releases his next update. After that I will eventually post a class pack including a new version of the DotHF. _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Ladydesire -
Thanks for heads up. I see that you have an update for your merged version. I'll update my files accordingly soon.
Additionally, I'm still not sure if I can make DotHF stand alone with out overwriting another class. It looks promising, but will require some heavy scripting. I will be testing this after I complete my new base class project. If it works out I will be submitting them together as a new class pack. Of coarse there will be a compatable version =). _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
@2DruNk2FraG: You're going to have to move the spell scripts for the powers from line 2400 to at least line 2500 in spells.2da; JoshuaKallis has over 100 lines that his classes are using as of his most recent version and yours are now in conflict. Other than that, the only thing I've found bad is that the lines for the Sacred Fist PrC have been replaced with the lines for the DotHF lines... Understandable since it's meant to replace the Sacred Fist, but still annoying.
I'm going to try this, though I may relocate the class to another line in the classes.2da instead of overwriting the Sacred Fist by default. I'll give you my input after I've done that. :)
Posted by Blacklance at 2008-01-10 10:34:45 Voted 9.00 on 01/10/08
2DruNk2FraG: followed your hotfix and all is well. The Disciple of the Hidden Fist is a bad boy(or girl in my character's case). Great job, more would be nice, a ninja maybe?(no good deed goes unpunished):-).
Thanks
I tested the compatable_SF_overwrite version and I found out that I forgot to include the DotHF class description in the Dialog.tlk. Opps!
Well, I fixed this, but I didn't see any other problems with it. Of coarse, I could be missing something.
If the compatable mods are not working properly for you please do the following steps.
1. Remove all files associated with my mods, Kaedrin, Reeron, and Lady Desire.
2. Install Kaedrin and Reerons 1.12 pack.
3. (optional) install Lady Desires Pack.
4. Make sure that the files in the 2da folder of my mod overwrite those in the existing 2da folder. These files are classes.2da, feats.2da, and spells.2da.
5. Use the dialog.tlk in my pack, placing it in your my documents/neverwinter nights 2 dir, and overwrite any dialog.tlk file already there (if any).
Sorry if I'm beating anyone over the head with these instructions. I just want to make sure that any problems that are reported are not from instalation issues.
Posted by Blacklance at 2008-01-09 12:15:50 Voted 9.00 on 01/10/08
2DruNk2FraG: I believe I did. I can see your 2da files in my override folder, the name Disciple of the Hidden Fist shows up with the Sacred Fist icon under Blackguard. That tells me the file is in there and the fact that Kaderin's stuff is undisturbed tells me the combo is working.
Blacklance - Thanks for the info I'll look into those issues tonight. I did test the SF version, could you check that you overwrote the 2da files in Kaedirns and Reerons's correctly? Thanks.
Posted by Blacklance at 2008-01-09 08:16:18 Voted 9.00 on 01/10/08
2DruNk2FraG: P.S. Sorry for the double post.
Posted by Wauthan at 2008-01-09 08:14:11 Voted 6.00 on 01/09/08
Well I was thinking about waiting for you to wave the "final version" flag before voting but since you asked for it... ;)
Your mod is very solid, no bugs in spite of its scope, but it sports a peculiar and singular nature. You've put in a *lot* of work in creating what's essentially a houserules version of a popular class. I applaud your bravery, and sheer stamina, for finishing this project but I'm not suprised over the fairly low number of downloads so far.
Your class is fun, a lot more "ninja flipping out" then the old "I know kung fu", but to be honest I never felt it was that different from playing as a plain old Rouge. After testing both options I would say the Disciple of the Hidden Fist works far better as a custom PrC (perhaps requiring both monk and rouge levels) then as Monk TC. I think I understand what you're aiming for here but you might have put so much energy into the project that you actually overshot your target.
Posted by Blacklance at 2008-01-09 07:55:29 Voted 9.00 on 01/10/08
2DruNk2FraG: Thanks for the Combo. I installed the SF conversion and found these issues:
- The info/stat sheet still says Sacred Fist
- It has the same requirements and levels like a SF
- I didn't see any special abilities
Posted by Blacklance at 2008-01-09 07:32:28 Voted 9.00 on 01/10/08
2DruNk2FraG: Thanks for posting this combo. Couple of issues:
a) The Skills page is blank
b) The info/stat sheet still reads Sacred Fist
c) I didn't see any special abilities.
d) Do I need a level of divine spellcaster?
"v1.5 (1-8-09) - Added a version that is compatable with "Combined PrCs, Feats, and Spells v1.12" and the merged version of �Ladydesire's Classpack v1.0 Beta�.
-Fixed an error in the stand alone Sacred Fist overwrite version that gave it the wrong bab progression... opps!"
Ok, so here is some merged versions of DotHF.
Enjoy!
/Please give feadback if you find any bugs or if you just enjoy the mod.
That is already possible. If you use the Sacred fist override you can take 10 levels of monk and and 10 levels of DotHF. Unarmed damage should, however i'm not sure about Flurry of blows. To be safe, take 11 levels of either monk or DotHF hen 9 of the other. A 11-monk/9-DotHF will give you 2 of the 4 DotHF special abilities and 5d6 sneak attack(or a 6d6 sneak for a 11-DotHF/9-monk). I think cramming more special abilities in 10 levels of DotHF would be a little overpowered... don't ya think?
Anyway, if you really wanted more than 2 SAs just use the console to add the special abilities you want.
Posted by Blacklance at 2008-01-08 08:09:22 Voted 9.00 on 01/10/08
2DruNk2FraG: I just had an idea that might solve the override issue.
Make the DotHF a PrC class for monks i.e. required class: monk much like Kaedrin's upcoming Lion Of Talisid. You could configure the requirements by using feats and skill points so that say a fifth level monk could qualify. That would eliminate the Unarmed damage,Flurry of Blows and the monk robes issues. You could give the special abilities sooner and more often. Or make some of the special feats Epic for a Monk lvl 10/Disciple of the Hidden Fist lvl 10 combo. That would be a bad dude. What do you think?
Posted by Blacklance at 2008-01-07 15:55:16 Voted 9.00 on 01/10/08
Posted by Blacklance at 2008-01-07 13:17:22 Voted 9.00 on 01/10/08
2DruNk2FraG: Thanks for that timely and clear explanation. That's too bad because I love monks and the DotHF seems fascinating. Since I'm emotionally attached to Kaedrin's and ladydesire's Prcs can you make yours compatible with theirs?
It is because Monk Unarmed damage and Flurry of Blows is hardcoded in the NWN2 Engine. These abilities are only available to classes that occupy a specific line number in the classes.2da. When creating a stand alone class you add a new line to the classes.2da but this line will not have access to any hardcoded class abilities. Incidently, this is also the reason why the SF overwrite version can't use monk robes as class specific items are also hardcoded to the line number as well.
I had a discussion with PrC guru Kaedrin and he confirmed this issue.
I know it makes this mod a little undesireable, but there is really no way around it untell either obsidian gives modders access to the Engine or someone like the Players Resorce Compendium develops an external engine to handle this kind of stuff.
Posted by Blacklance at 2008-01-07 12:19:28 Voted 9.00 on 01/10/08
2DruNk2FraG: This may a dumb question, I am only moderately conversant in 2da
why does your DotHF have to overwrite anything? Why can't it stand alone?
Thanks Kaedrin for the tips. It got me plugging away at fixing the SF overwrite version.
Here are the results...
"v1.4 (1-5-08) - Resolved 3 of the known issues. The problem was an unknown issue with the classes.2da file. I replaced the file with and reedited it and most of the problems were fixed. Here is the list...
1. The sacred fist overwrite version can now move past lvl10. yay!
2. Alignment restriction now works.
3. Stats are correctly recommended at character creation. "
This is a big improvement, but unfortunatly monk robes still wonk work with the SF overwrite version.
I responce to kaedrins suggerstions. Ultimatly I think there was a strange format problem in my classes.2da. I got a new copy from the data_x1 folder, edited it, and things worked! the Specifics.
1. I actually set these to 0 and -1. These values seem to work fine.
2. I tried adding this feat, but monk robes are still unavailable. =( I class specific items are tied to the line number in the classes.2da.
3. After replacing the classes.2da 0x08 and 0x2 restricts the alignment to non-good as intended.
4. This ended up not mattering.
If you have any other ideas how to get Monk robes to work with the SF overwrite, please let me know.
1. In the Classes.2da change the MaxLevel and EpicLevel columns to 20.
2. Alter the CLS_FEAT_SACREDFIST.2da to grant the monk weapons feat at level 1.
3. In the Classes.2da change the AlignRestrict to 0x05, change the AlignRstrctType to 0x1
4. In the Classes.2da change the Package to 5 _________________________ My Website
Also, I must conceed that Grencherry was right about some of the issues with the Sacred Fist overwrite version.
The Sacred Fist overwrite version is basically broken.
"Known Issues -
- The Sacred Fist Overwrite version will be limited to level 10. This is a big issue, working on it.
- The Sacred Fist Overwrite version will not allow you to use monk items. Workaround = take a level of Monk.
- The Sacred Fist Overwrite version will allow you to be any alignment. Working on it.
- Sacred Fist Overwrite version does not correctly recomend beginning stats. Pick em yourself. "
I really can't recomend using the Sacred Fist overwrite version unless you can really live with these issues.
all I can say is that I trying to figure them out.
What would be an interesting option would be to give Five-Point Palm Exploding Heart Technique at a low level .. even 1st. And then make the number of consecutive attacks required equal to 24 - level. So at 18th level you'd be equal to where you are now but at 1st level you'd have to make something like 25 consecutive attacks in order to succeed..
Correction on the probabilities.
"If you had to roll a 19 or 20 to hit the miss rate increases to 53% and at 18, 19, or 20 it is 63%. "
Should read, If can miss on a roll of 1 or 2, the miss probability is 47%, or a miss on a 1, 2, or 3, the miss probability is 63%, and is you miss on a roll of 1,2,3, or 4 the miss probability is 74% and so on. _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
�give them a Dire Pony�� Hehe that�s pretty funny.
Anyway, I could write a book discussing the ins and outs of why and why not the Hidden Fist is or is not over powered. Since I don�t feel like writing a book right now I�m going to make my 2 main points at the beginning before my rant.
1. If you think the Hidden Fist class is to strong play on the very difficult setting. I think you will find death.
2. (off topic a bit) If you don�t like it that you have to overwrite Monks or Sacred Fist to use the Hidden Fist, only use them for the one campaign you want play them then remove them from you override directory. I won�t be sad.
On to a short rant about Hidden Fist power level.
Qes didn�t take into account all the things that regular Monks get that the Hidden Fist don�t. Here is a non-exhaustive list.
1. Monk Speed.
2. Monk Speed
3. Monk Ac bonus
4. Still mind.
5. Imp Knockdown
6. Wholeness of body.
7. Diamond body.
8 Diamond soul.
9. Empty body.
10. Perfect Self.
Here is a list of advantages a monk has over the hidden fist.
1. Better saves
2. More hit points.
3. Magic resistance at lvl 11.
4. Better AC.
5. Improved evasion not at the cost of another ability (gained at lvl 9)
6. at high levels, concealment and damage reduction.
Here are the advantages the Hidden Fist have over a Monk.
1. Better damage from sneak attack and sneak attack enabling abilities.
2. Special abilities that are more versatile. More on this in a second.
3. Imp feint (another sneak attack enabler), and Imp disarm.
4. More skill points because of high Int.
5. Imp uncanny dodge at high levels.
Regarding the special abilities. They are all sneak attack enablers. My intention was that at higher levels the Hidden Fist would be able to select the appropriate ability to use against appropriate foe. For example, Still touch or eye gouge against mages, Rest in Peace or eye gouge against warriors, and rest in peace or still touch against rogues (side note Eye gouge is arguably the best one as it can blind undead). The point here is that the special abilities really accomplish the same goal and are in that sense redundant and you only gain the versatility at higher levels (min level to have all three is 14th).
Regarding defense against spells. Monks have Improved evasion and spell resistance automatically. When I have play tested the Hidden Fist, I actually have never taken Imp Evasion as I prefer the special abilities and crippling strike ( so I can get epic precision at epic levels). I have found that spells like Magic missile absolutely chew a Hidden fist up because of low Hp where a monk will just shrug it off.
Finally, regarding Quivering Palm against the Five-point palm Exploding Heart Technique. Lets do a probability calculation of the chance of hitting 6 touch attacks in a row under the best conditions. This would be if the only way you could miss if you rolled a 1 once out of the six rolls. The calculation is�
Here we see that it misses about one out of 4 times no matter how good you are. If you had to roll a 19 or 20 to hit the miss rate increases to 53% and at 18, 19, or 20 it is 63%. Then if the racial type is different you have to make an additional check. Overpowered? Hardly.
I have to stop now as I have written a short novel already.
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