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Rhydin Systems Information Guide. [Class Abilities.]

 
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SorceressAshura
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PostPosted: Fri Jan 05, 2007 8:57 pm    Post subject: Rhydin Systems Information Guide. [Class Abilities.] Reply with quote

Hello again members. I wanted to take a moment to elaborate on the specific abilities that I'd like to give to each class. Most of these abilities are finished, because I've imported them directly from my old pw on NWN1. In this list I know I left out some classes, its just that with the new script functions for NWN2, I'm going to have to do alot of updating to the script sets. But for a rough draft, here they are.

In order to gain all of these abilities, a player must remain in the class throughout thier growth in levels. For example, wizards at level 1 will be granted 1 Self Teleport to thier home city. If you remain as a wizard until 20th level, (level capped, once the lvl cap is raised to 40 again I'll adjust the script) you'll be able to teleport yourself, and others to all friendly faction cities. If you multiclass, you'll wont be able to achieve all the abilities this particular power grants.

Rhydin Class Abilties

Wizards: Teleportation.
The power of travel will be given to wizards, granting them access to abilities that will allow them to open portals at will. These portals lead to key locations across the world. At low levels, wizards can only teleport themselves. As they grow stronger they will be allowed to move entire parties through these portals. Below is a list of the teleports granted upon level gain.

Wizard Level 1 = Home City Self teleport.
Wizard Level 2 = Self Teleport to Napthall Port (if evil, then Moondalle City.)
Wizard Level 3 = Self Teleport to Gastelle. (If evil, then Dominion.)
Wizard Level 4 = Self Teleport to Everglades. (If evil, then T'watha)
Wizard Level 5 = Self Teleport to Tearless Falls. (If evil, then Netherville.)
Wizard Level 6 = Self Teleport to Rhydin Forests.
Wizard Level 7 = Self Teleport to Moondalle Mountains.
Wizard Level 8 = Self Teleport to Sleeping Swamps.
Wizard Level 9 = Self Teleport to Bruhana.
Wizard Level 10 = Self Teleport to Draconis.
Wizard Level 11 = Group Teleport to Napthall Port. (if evil, then Moondalle City.)
Wizard Level 12 = Group Teleport to Gastelle. (If evil, then Dominion.)
Wizard Level 13 = Group Teleport to Everglades. (If evil, then T'watha)
Wizard Level 14 = Group Teleport to Tearless Flass. (If evil, then Netherville.)
Wizard Level 15 = Group Teleport to Rhydin Forests.
Wizard Level 16 = Group Teleport to Moondalle Mountains.
Wizard Level 17 = Group Teleport to Sleeping Swamps.
Wizard Level 18 = Group Teleport to Bruhana.
Wizard Level 19 = Group Teleport to Draconis.
Wizard Level 20 = Group Teleport to Home Cities. (This teleport will transport all members of your party to each of thier starting cities.)
----------------------------------

Sorcerers: Blink Abilities.
Sorcerers will be given the ability to blink themselves, and objects at will. Blink is an ability that works like teleportation, but for short distances. (Click on a point around them, and instantly be moved to that location.) At higher levels they will be able to blink objects, (or move things with thier mind.)

Sorcerer Level 1 = Self Blink to a short distance in view.
Sorcerer Level 5 = Self Blink to a short distance not in view. (Using minimap, to blink behind walls/objects.)
Sorcerer Level 10 = Self Blink equipable items. (found on floor or inventories.)
Sorcerer Level 15 = Self Blink Objects. (Activate switches from a distance, unlock doors, disarm traps from a distance, etc.)
Sorcerer Level 20 = Blink Everything. (Including Players / NPCs!)

-----------------------------------

Clerics: Divine Interventions.

Clerics will be given divine favors from the gods of Rhydin. Each god will grant 1 particular gift to the cleric. As the cleric grows in level, the gifts will vary in use in favor of alignment.

Good Alignment.

Cleric Level 1 = Aurora's Blessing.
(Commands all animals in the area to attack your targets, including plantlife.)

Cleric Level 5 = Roc's Clock.
( Grants the power to stop time for a moment. *Time Stop!*)

Cleric Level 10 = Shiva's Embrace.
( Transforms cleric into a guardian angel. )

Cleric Level 15 = Godiva's Smile.
( Grants target immortality for a brief moment.)

Cleric Level 20 = Drakkar's Wrath.
( Smites everything hostile around the cleric.)

Evil Alignment.

Cleric Level 1 = Castro's Hand.
(Grants cleric thief like abilities. Picking locks, sleight of hand.)

Cleric Level 5 = Morgana's Devotion.
(Forces cleric's influence over target. Adjust reputations. )

Cleric Level 10 = Natas's Damnation.
( Curses target, causing unfortunate events. *cackles gleefully*)

Cleric Level 15 = Godiva's Wish.
( Grants the cleric permission to raise undead army.)

Cleric Level 20 = Drakkar's Will.
( Grants cleric to temporarily alter target's alignment. )

---------------------------------------

Druids: Summoning.

Druids will be given the powers to summon artifacts of power into thier possession. These artifacts can range from survival items like food, water, camping kits, and healing kits. To equipable armors and weapons that may be given to others.

Druid Level 1 = Summon food & water.
Druid Level 5 = Summon Camp kits, and Healing Kits.
Druid Level 10 = Summon Ammunition.
(Summon non-magic Arrows, Bolts, darts, bullets at 10. Then Magic Arrows at 11, Magic Bullets at 12, Magic Darts at 13, and Magic Bolts at 14.)

Druid Level 15 = Summon Weapons.
( Elemental weapons. )

Druid Level 20 = Summon Armors.
( Elemental Armors. )

-----------------------------------------

Warlocks: Absorption? Open to suggestions.

(Still working out the mechanics. Since this is a new class for NWN2, this will take some time to work into the pw.)

-----------------------------------------

Bards: Transform.

Bards will be given the ability to change thier appearances at will. As the bard grows in level, they will be able to alter the appearance of others.

Bard Level 1 = Transform into a Human.
Bard Level 2 = Transform into a Halfling.
Bard Level 3 = Transform into a Gnome.
Bard Level 4 = Transform into a Dwarf.
Bard Level 5 = Transform into a Half-Elf.
Bard Level 6 = Transform into a Elf.
Bard Level 7 = Transform into a Half Orc.
Bard Level 8 = Transform into a Tiefling.
Bard Level 9 = Transform into a Gray Dwarf.
Bard Level 10 = Transform into a Drow.
Bard Level 11 = Transform others into a Human.
Bard Level 12 = Transform others into a Halfling.
Bard Level 13 = Transform others into a Gnome.
Bard Level 14 = Transform others into a Dwarf.
Bard Level 15 = Transform others into a Half-Elf.
Bard Level 16 = Transform others into a Elf.
Bard Level 17 = Transform others into a Half Orc.
Bard Level 18 = Transform others into a Tiefling.
Bard Level 19 = Transform others into a Gray Dwarf
Bard Level 20 = Transform others into a Drow.

-----------------------------------------

Monks: Enlightment.
Monks will be given the abilities to access enlightment. The effects of enlightment can be self perfection, or influencing those around him/her.

Monk Level 1 = Attempted Reversal.
(Attempts to reverse the reputation of the target. Changing Hostile to friendly and vise versa.)

Monk Level 5 = Reset Alignments.
(Allows monk to alter the alignment of the target, including him/herself.)

Monk Level 10 = Inspiration.
(Monk's Aura that grants party members his/her own abilities. IE: Everyone has monk speed, and protections. )

Monk Level 15 = Self Perfection.
(Monk begins to learn the truth of enlightment, granting them passage into Nirvana. Self Port to Nirvana dieminsion.)

Monk Level 20 = True Enlightment.
(Increases all stats, and skills while providing Monk's Aura.)
-----------------------------------------

Paladins: Living Avatars.
These knights of faith are granted companions of thier chosen god. Living avatars that are summoned to provide protection, or to avenge. The avatar will grow in level as the paladin does.

Aurora's Avatar.
(Summons a druid companion.)
Roc's Avatar.
(Summons a wizard companion.)
Shiva's Avatar.
(Summons a monk companion.)
Godiva's Avatar.
(Summons a cleric companion.)
Drakkar's Avatar.
(Summon's a paladin companion.)
Castro's Avatar.
(Summons a rogue companion.)
Morgana's Avatar.
(Summons a warlock companion.)
Natas's Avatar.
(Summons a barbarian companion.)

-----------------------------------------


Barbarians: Canniblize.

(Barbarian's abilities need to be altered to suit NWN2's new functions.)

-----------------------------------------

Fighters: Scavenge.


(Fighter's abilities need to be altered to suit NWN2's new functions.)
-----------------------------------------

Rangers: Shrouds of Nature.

Rangers are given various abilities that enhance him/herself, and alter the surroundings to benefit his/her advantage.

(Ranger's abilities need to be altered to suit NWN2's new functions.)

-----------------------------------------

Rogues: Gift of Shades.

(Rogue's abilities need to be altered to suit NWN2's new functions.)

-----------------------------------------


More information on Systems are coming soon.
These systems are subject to change in favor for better ones.



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