I really like the warlock in nwn2, unfortunately a lot of the spells are implemented poorly. I wanted to a more melee combat oriented warlock too. So I edited a few of the spell scripts to either fix/change/buff them.
Flee the Scene: Now self effect only. Gives haste, as well as a bonus to tumble equal to your caster level. Lasts for one round per caster level.
Retributive Invisibility: Now lasts for up to 6 rounds.
Curse of Despair: Is now actually useful. By level 20, can decrease attributes by six, or attack by three if they resist.
Dark Foresight: No longer gives redundant damage resistance. Instead, gives + 4 to attack, damage, natural armor, and gives immunity to critical hits as well. Lasts for up to 10 rounds.
I want to know who decided Warlocks didn't get full caster level progression past 20th level. That's why they do so poorly at high levels, a 30th level warlock with epic spell penetration is less able to overcome SR then a 30th level cleric/wizard/sorcerer who hasn't taken a single spell penetration feat.
Posted by Warlock of Faerun at 2009-03-01 11:55:27 Voted 6.50 on 03/01/09
I agree to comments about criticall immunity.
But if it could be sneak attack immunity insted.
Why? Becose you forosight someone attacking you from back.
With Dark Foresight it says +4 damage, and when I put it in the game and use it it says +4 damage vs. Dwarves, is that what it's supposed to do? And if so, does that mean all the bonuses are vs. dwarves? I'm stupid, what's a pnp?
Oh and the pnp curse of despair works great as well, have the spell do a random number check of 3, and depending on the returned variable do A. -6 to a random attribute B. -4 to attack/skill/save rolls or C. 50% chance to lose an action(not sure how that could be implemented) _________________________ So what if I tied Billy's legs to the flag pole and handed him a hacksaw and told him he had 5 minutes to find a cure for the anthrax I put in his milk.
You should just make Dark Foresight like the pnp version. +2 insight bonus to ac and reflex save, cannot be hit by AOO, is never flat-footed, always wins initiative(cannot be surprised) and cannot be sneak attacked. Maybe bump up something a bit more though, as you can't really implement the situation warning effects of the pnp version unless you coded it into your mod to display helpful snippets of dialogue if you had Dark Foresight up. If it could be implemented would be nice and make more sense then the current adaptation, as it's supposed to give you knowledge of what is about to happen. _________________________ So what if I tied Billy's legs to the flag pole and handed him a hacksaw and told him he had 5 minutes to find a cure for the anthrax I put in his milk.
Posted by cis013 at 2008-02-16 11:34:05 Voted 9.00 on 02/16/08
Great work. As to the people that have a problem with Dark Foresight, it's the equivalent of a 9th lvl spell, so it's supposed to be powerful.
Posted by grandhighwonko at 2007-11-07 21:58:23 Voted 8.50 on 11/07/07
Good work
Posted by veen at 2007-04-11 15:03:46 Voted 9.75 on 04/11/07
Love it.. exactly what I was looking for. I'm playing an evil warlock and really objected to flee the scene benefiting anyone but myself. No way! Let those meat puppets fend for themselves!
And here's the thing, if you don't like what he's done to one of the spells (e.g. Dark Foresight) don't install that one. You can take the other ones and put them to good use. It's not like he's hiding the behavior from you or leaving you guessing as to what his modifications are.
The only way I could see this deserving a poor score would be if the implementation was broken. But the script works exactly as advertised (at least with 1.04)
Kudos I say. Thanks for making it worthwhile to play a Warlock in the OC.
I combined this work with others like the self-targeting Hideous Blow and now I feel my Warlock is balanced (still no match for some classes which could be called overpowered).
If anything, it's no longer a no-brainer as to which invocations to select. Thanks to this (and other) work, there really are tough choices on level-up.
Posted by sacred fool at 2007-02-03 13:36:33 Voted 4.00 on 02/03/07
i gave you a 4 man. srry, but the idea with crit immunity is overpowering... you could have as well set wrlk's hand to hand dmg to 100000 :)
ok, that was over exagereted, but still remove the crit immunity, andill download
Just to note: Beguiling influence still adds 6 to its original skills.
Also, I don't really like the warlock having a party buff. It doesn't really suit the class, IMHO. Of course, it's subjective, as you say.
Anyway, if anyone has any suggestions or things they'd like to see changed in the warlock spell scripts, I'd be happy to try and implement them.
Posted by Lanessar at 2006-12-16 06:48:00 Voted 6.00 on 12/16/06
Good work, but I do not entirely agree with the steps taken to balance the warlock class.
I personally think if the buffs scaled by level, this would balance out the "first-circle" evocation usefulness.
Also, beguiling influence should probably affect diplomacy, bluff, and other skills than merely appraise (for the RP buffs).
Curse of Despair is perfect. Flee the scene is really the only group-enhancing buff the warlock can contribute. One party member per 4 levels would probably work better than self-only.
Good work, however. The problem with "balance" scripts is that they are subject to user opinion. _________________________ Lan's Placeable Groups v1.5
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