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!
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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.
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. Wauthan- Fair enough. Thanks for your well described opinion and vote. _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Posted by Blacklance at on01/10/08
2DruNk2FraG: P.S. Sorry for the double post.
Posted by Wauthan at on01/09/08
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 on01/10/08
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 on01/10/08
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?
Posted by 2DruNk2FraG at 2008-01-0902:32:02
Update!!! "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. //A couple votes couldn't hurt either ... I hope =) _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Posted by 2DruNk2FraG at 2008-01-0811:45:17
Error correction- I mean't to say that monk unarmed damage should stack, etc. Sorry if that was unclear. _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Posted by 2DruNk2FraG at 2008-01-0811:43:59
Blacklance - 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. /compatable alpha is comming... _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Posted by Blacklance at on01/10/08
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?
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