This pack currently contains two new base classes; the Man of Two Arms and Disciple of the Hidden Fist. These are not official classes by any means but rather products of my demented imagination. I felt the drive to create them as they are truly classes that I would like to play. I hope that at least a few of you will enjoy them as well.
The Man of Two Arms class is the answer to the need for a strength based Dual-Wielder. Let me try and describe the concept I used to inspire this class's design. Remember in the Bruce Campbell flick �Army of Darkness� when he rigs up his defunct car with blades attached to the crankshaft and then drives around mowing over any sorry undead in his path? Ya, that�s the concept.
The Disciple of the Hidden Fist is essentially a Sneak Attack Monk or an Unarmed Rogue depending on how you look at it. This class has a ton of activated abilities and should be a lot of fun for those who enjoy micro-management (I know I do). This is an update from a previous release of mine where the DotHF class had to overwrite Monks or the Sacred Fist PrC to work properly. Through perseverance and massive amounts of scripting I have made the DotHF class stand alone! Hopefully this will greatly add to its appeal.
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Class Descriptions -
---Man of Two Arms---
The Men of Two Arms are warriors who live and die clutching a weapon in each fist. It is said that they are never to be found with out their two fighting instruments readied. A Man of Two Arms considers each of his two weapons an extension of his own body. He relentlessly trains in a two-weapon fighting style that embraces might above all else. He considers the largest of weapons the most effective and strives to obtain the strength to wield them in each hand with finesse. The Men of Two arms are fierce combatants who inspire dread in all opponents they face bearing down upon them from two directions in a fury of heavy steal.
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---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.
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For a complete description of class abilities see the 2d2f_class_abilities.txt downloadable below.
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A note on functionality -
The persistent feats uses for both classes in this pack benefit if the module you are playing in sends equip and unequip triggers. This is based on the system Kaedrin uses and if his stuff works mine should also. For the Man of two arms class I have included a feat (MoTA Feat Trigger) that can be used to activate his persistent abilities if needed. If you find yourself needing to use this feat try to remember to activate it when ever you equip, unequip, or change weapons to get the correct benefits.
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Installation -
See the 2d2f_installation.txt downloadable below.
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Status -
Currently two versions are available:
1. A standalone version.
2. Ladydesire has a version of her classpack that includes my classes, as well as many other class mods from around the community. Go to her page and download the file �ldcp1.01_k133.7z�.
Just remember to come back and comment/vote if you like my classes.
1.1 - Replaced obsolete DotHF dialog.tlk entries. Also fix some of the rampant typos in the class descriptions.
1.2 - 03-22-08 - Updated standalone version to patch 1.12. Also, since the pack has not received any bug reports since release it is officially out of beta.
1.3 � 08-14-08 � Updated to the 1.13 patch.
1.4 � 10-28-08 � Fixed Swiftness of strikes. (LD note: made changes to 2d2f_dothf_swiftness_of_strikes.nss) and deleted an extraneous 2d2f_misc_functions.nss from the 2d2f_feats folder.
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Feedback-
If you use this mod I would like to hear what you think of it. I am willing to consider implementing tweaks or improvements suggested by users but I will hesitate to change anything that alters the general flavor of these classes. Also, any bug reports are extremely helpful in the process of weeding them out.
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Future releases �
Well the wild mage is done. However, I just got a new computer and am playing a lot of other games. Never fear I still love NWN2 and will be doing some more stuff in the future probably when MoW and the next expansion come out.
I am still heavily involved creating the Wild Mage class from 2nd edition. I expect it will be finished less than another month.
After the wild mage class I will be converting the homebrew class pack over to the PRG format. I for one welcome our new PRG overlords.
After that I will work on a couple PrC�s and see where it goes from there. The PrC�s I plan on doing are�
The Enlightened fist and a custom PrC called a Gnosis Stalker.
No one seemed to like my True Alchemist Idea so it is officially scrapped. Not worth doing it if no one will play it.
Please suggest any class ideas you may want implemented. If it floats my boat, I may just make it!
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Special Thanks -
Kaedrin - My unknowing collaborator =). Thank you for providing such an awesome collection of work. I have learned a great deal from studying ( err ripping off ) your scripts.
Ladydesire - Her works are also a source of inspiration. Thanks for putting together a merged release. The community desperately needs this.
The PRC - An awesome group with outstanding tutorials. Once they get there stuff ready for NWN2� watch out.
I've been looking all over this community for the Enlightened Fist PrC and I'm glad to see that someone is working on it. When you finally release it, do you think that you could add the Ascetic Mage feat also? Thanks man and I love the PrCs you've already posted.
Posted by Anjy at 2009-02-10 11:07:58 Voted 10.00 on 01/26/09
No. I run 1.21 since I have SoZ.
I tried 1.22 beta and downgraded it to 1.21 when I saw, that there are no changes.
@Anjy: Are you using an unpatched SoZ? I know there was an issue with some abilities in 1.20 that has been fixed in 1.21.
Posted by Anjy at 2009-01-30 13:35:15 Voted 10.00 on 01/26/09
I have LD's pack installed, but the same thing happens. It is correct, I never tried your mod without SoZ installed.
Beside the problem with "...vs. Dwarfes" I have many "bad streffs" in your standalone version and in LD's pack. Thus, I'm not able to pick all the good feats you made especially for the disciple.
It would at least be an explanation, that it does not work with SoZ. So I can stop looking for the solution, because it will be available as soon as you found the time to look into this, right? :)
Sorry for being so absent recently. Honestly, I've moved on to other stuff. I'm not calling this and the Wild Mage abandoned yet... I just need some inspiration to return to NWN2. Time will tell.
Thanks to all the supporters of my mods. I hope I have entertained at least a few of you. =)
@Beemerchick- The changes that the new expansion brings are actually causing some significant challenges in converting the Wild Mage over. Also, the computer I was using to develop the Wild Mage broke. So I would have to start all over getting all my NWN2 modding tools running again. I want to update so I can play a wild mage through SOZ, but like I said, I'm not feeling that motivated right now. Sorry. Best I can say is check back in a month or so.
@Anjy- Thanks for hte vote! As for the strikes only working against dwarves... that is very odd. As far a s I know there is no reason this should be happening ( and I wrote the code for this ). The swashbuckler class could be disapearing because of a compatability issue between this pack and SOZ. I personally have not assessed compatability yet and probably will not for some time. Best I can say is check with ladyD as her pack should be compatable with SOZ.
Posted by Anjy at 2009-01-26 02:54:48 Voted 10.00 on 01/26/09
One problem:
Both, pummeling and withering strike work only against dwarfes.
I tested it against lizards and indeed, she does only normal damage.
What is the idea behind that? Except the very first area there ain't many dwarfes to fight :)
Posted by Anjy at 2009-01-26 02:49:53 Voted 10.00 on 01/26/09
Finally! Kinda monk but without the need to up wisdom!
I use this mod with LD classes in it's compatibility mode.
Before I tried it as standalone.
Problems:
As standalone I lost the swashbuckler class in the level up screen
Either as standalone or with LD's classes, I can't understand the following:
Both, the pummeling and the withering strike do 1D6 negative respectively bludgeoning damage of 1D6 vs. DWARFES!
My first idea was, that this will change with levels, but when I saw at level 5 that the withering strike works again only vs. dwarfes, I got some doubts.
I watched it closely in the combat log and indeed, against lizards she does only normal dmg.
How can I fix this?
BTW, I rated 10 because of the work AND the ideas. Never dreamt about a Khelgar as a "Mo2A" and now I have him!
@ladydesire- That would be great! I imagine that the changes for SoZ are universal across all the PrCs in your pack so I can see how it is not a ton extra work for you. Anyway, I appreciate it.
@Beemerchick - I looked into this and found out that Harp has its own feat.2da file. To deal with this I hacked the hackpack that comes with the module and posted it here. It should solve the problem. I haven't tested it as I am a busy guy, so please let me know if it works.
Is there a way to give the MoTA Trigger feat after a character is built? I built a MoTA for a mod, and the feat shows up fine in the character builder and if I import the character into the OC. However, the feat is not there in the mod.
@cayan- Ok, I the script that runs Swiftness of Strikes was borked. I've fixed the problem and updated the classpack.
If you are using LadyD's pack you can download the update and take the files "2d2f_dothf_swiftness_of_strikes.nss" and "2d2f_dothf_swiftness_of_strikes.ncs" from the 2d2f_feats folder and overwrite the ones in the same folder in LadyD's pack.
Posted by cayan at 2008-10-26 12:14:03 Voted 10.00 on 10/20/08
Something odd I noticed while playing a disciple of hidden fist. I got to level 9, but am still getting the -2 atk during swiftness. Any idea why this is? Any feat I can add to remove this? Thanks.
As for future plans: For now my NWN2 mod development is on hiatus. ( Warhammer Online). I do however plan on coming back when SoZ/Mow/Purgatorio is released. As for this pack, I may add another class or two eventually. I've had some requests, like the arcane fist and another Dual-Wielder PrC, but to be honest if I add more stuff I'm thinking they should be my original creations ( sorry guys ). However, I only have a couple of half-baked ideas right now. _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Posted by cayan at 2008-10-20 20:57:20 Voted 10.00 on 10/20/08
Alright, I have to say it. These are probably my favorite mod I've found so far for NWN2 (and I've tried quite a few). Very original, very very fun to play as. Maybe a little overpowered, oh well. Well done, seemless integration. What are your next plans, 2D2F? More mods (I hope)?
OK, I'm an idiot. I didn't read the directions well enough and missed that I needed to move the gui to the gui directory. Just tested it as standalone and then as part of ladydesire's pack. Both work, and I got turned into something. (PC "casts mage armor. WILD SURGE. Target changed race." LOL)
@Beemerchick- Well, the spells are all supposed to do something... that is certian. Sounds to me like you have a mod conflict or most likley installed the pack wrong. I recommend renaming your current override dir to something like override_old and make a new override dir with just the class pack. Also, follow the instalation directions very carefully. If you are still having a problem make sure you meet the requirements; ie have motb and the most current patch.
Is there a way to know what Wild Mage Spells are doing? I cast the spell and the graphic goes off. Then nothing. No change to the target (that I can see), nothing in the combat log. I love the idea of the class, but it just feels like I'm standing around doing nothing. :(
At 1st, 4th then again at 8th the Sword Master receives a +1 to attack and damage rolls with his main hand weapon.
At 2nd, 5th then again at 9th the Sword Master receives a +1 to attack and damage rolls with his off-hand weapon.
At 1st level the Sword Master receives Supreme Cleave.
Off-hand Weapon Expert: the Sword Master can apply more of his Strength bonus on his off hand attacks at 3rd level (basically a 25% strength bonus increase with weapon in the off-hand) at 6th level the Sword master May apply his full strength bonus on off hand attacks (bumps up to a 50% increase)
Greater Two-Weapon Fighting: Gained at 2nd level.
Fast movement (Barbarian Variant): gained at 4th level
Requirements:
Feats: Run, Fleet of Foot, Any one of these Weapon Style feats from �Complete Warrior� (Bear Fang, Crescent Moon, High Sword Low Axe), Improved Two Weapon fighting.
Base Attack Bonus: +10.
Skills: Jump 10 ranks, Tumble 5 ranks, Intimidate 10 Ranks, Balance 5 ranks.
*****
Hit Dice: D12.
Skill Points: 2+Int modifier.
Class Skills: Balance, Climb, Jump, Intimidate, Tumble, Swim.
Good Saves: Fortitude, Reflex.
Attack Bonus: High.
Weapon Proficiency: No new weapon proficiencies.
Armor Proficiency: No new armor proficiencies.
Special Abilities:
Fast Movement: +10ft movement at 1st level.
Fearsome Presence: At 1st level a Blade Master adds her class level to Intimidate checks as a competence bonus.
Two-Weapon Fighting Bonus: A Blade Master gains a competence bonus on attack rolls when fighting with two weapons with the weapon/s of his appropriate weapon style feat. For the main hand weapon this bonus starts out at +1 at 1st level and increases by +1 every four levels thereafter. For the off-hand weapon, this bonus starts out at +1 at 2nd level and increases by +1 every four levels thereafter.
Skill Bonus: A Blade Master Gains a competence bonus on all Jump and Tumble checks. This bonus starts out at +2 at 1st level and improves to +4 at 4th, +6 at 7th and +8 at 9th.
Off-hand Weapon Expert: at 6th level the Blade Master can apply their full strength modifier on their Off-hand Damage rolls.
Burst of Speed: at 3rd level and higher, a Blade Master can push his body to greater than normal speed when charging. This ability doubles the maximum distance the Blade Master can travel when making a charge, up to four times her speed. This ability can be used once per day without penalty to the Blade Master. Each additional use of the ability in a single day requires the Blade Master to make a DC20 Fortitude save immediately after the conclusion of the charge; failure results in the Blade Master taking 2d6 points of damage. If used more than five times in a day the Blade Master becomes fatigued.
Pouncing Charge: You move with such speed and ferocity that when you reach your enemy, you unleash a blistering flurry of slashes, cuts and hacks. As part of using Pouncing Charge you make a charge. Once per day at 2nd level, instead of making a single attack at the end of your charge, you can make a full attack. You gain no bonuses to your attack roll for making a charge and suffer a -4 to Armor class due to the amount of attacks made. This ability can be used 2 times a day at 4th level, 3 times a day at 6th and 4 times a day at 8th.
Rending Charge: Each of your attacks is precisely timed to maximize the carnage it inflicts. You must be wielding two or more weapons to initiate this ability, when making a Pouncing Charge, a 10th level Blade- Master deals rend damage. This damage is based on the number of times you strike your opponent during your turn (2 attack +4d6, 3 attacks +6d6, 4 attacks +8d6, 5 attacks +10d6 etc�) Determine the rend damage dealt immediately after you make your last attack for your turn. A Blade Master suffers a -6 penalty to Armor class until their next turn when performing a Rending Charge.
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