Here's a mod idea I've had for a while but never thought further of it.
I was considering prestige classes from 3+E, and thought it was a shame we couldn't have that in BG. Here's how I would consider implementing them:
-Prestige classes would be unavailable until a certain level is reached, depending on which prestige class you want. Vanilla classes will typically gain access to more prestige classes than kits, but kits will still get some. Some Prestige Classes will have extra conditions to become reachable (Alignment, attributes, race ...).
-A character could have multiple Prestige Classes. However, once reaching HLAs, the available HLAs will only be that of the active class. One may still start training a new Prestige Class upon reaching these epic levels.
- Prestige Class characters cannot dual class. But one can dual into a class, then gain a prestige class from their new class. Any kit effect from the original class will be lost if the character gains a prestige class before recovering their original abilities. (This is an engine limitation, only one kit at a time).
-Double and triple class characters will be able to choose between Prestige Classes of any of their classes. Once the choice is made, however, they won't be able to choose Prestige Classes from the other class. For example, a Fighter/Mage may become a Fighter/Arcane Scholar of Candlekeep, but once it is a Fighter/Arcane Scholar of Candlekeep, it cannot become a Frenzied Berserker.
- For every character, a limit of 4 (maybe less? "As balance dictates", I guess) total classes would be implemented, as in 3E. A single class counts as 1, a dual class as 2, a double class as 2, and a triple class as 3. Any Prestige Class taken afterwards counts as an extra 1. A kitted character has its class counter incremented by one compared to a vanilla-class character. A few examples for clarification: A vanilla mage may gain levels in 3 mage Prestige classes. A FMT will only be able to gain levels in one prestige class. A gnome Cleric/illusionist already has a class counter of 3 (2 from dual class, 1 from kit: illusionist), so it will only be able to gain levels in one Prestige Class.
- Once a character starts training a new prestige class, they can no longer get levels in a class, whether prestige, vanilla or kit, they used to have.
These classes would feature extra abilities and downsides compared to their vanilla class of origin, as well as a some custom HLAs
Most will still be stronger than the class they originate from, as well as than most kits, but this will be counterbalanced (by a malus to gained experience for example)
Some examples I thought of. Keep in mind that these are draft ideas, they still require a lot of maturation and balancing and are only a very small part of what could be done:
Arcane Scholar of Candlekeep: Available to Vanilla Mages from level 9. Their spell progression follows that of a vanilla mage, with no extra spell. Special abilities would include a form of Quicken Spell, a form of Empower Spells. Quicken Spell would reduce the casting time of spells for a certain duration, Empower Spells increase Elemental damage by a percentage for a certain duration.
Red Wizard of Thay: Available to Human, Non-Good specialist mages from level 11. They get further specialization into their school of predilection, which forbids them from learning spells from one more school (so now they have 2 forbidden schools). In exchange for that, they get extra spellcasts, extra bonus saving throws against their school, and access to one new unique spell of their specialization school per spell level. Note that this might not be available as soon as the mod is released, should it ever be:
it highly depends on whether someone find a way of making specialist mage subkits that benefit from the hardcoded bonus specialist mages get (malus to enemy saving throws when using spells of the specialized school etc...) on which a discussion is currently had in this thread
Archmage: Available to Vanilla Mages from level 18. An archmage can use Arcana Fire, a blast of raw magic energy, or the ability to cast certain spells changing the elemental type of damage that spell deals. E.G. An acid Fireball or a cold Abi-Dalzim's Horrid Wilting. An archmage may use touch spells from a distance (30 feets)Fighter
Weapon Master: Available to Vanilla fighters from level 9. A Weapon Master immediately forgets about any weapon specialization it has had except for its weapon of choice, as well as the corresponding fighting style, either single weapon or two-handed weapon, which is granted 2 pips. It gains Grandmastery in its weapon of choice. A weapon master can only become proficient with other weapons. A Weapon Master gets extended crit range and crit damage when using its weapon of choice, along with other bonuses.
Frenzied Berserker: Available to Berserker and Barbarian from level 9. A Frenzied berserker gets various Power Attack mod, giving a +x malus to thac0 along with a +x (or +1.5x for two handed weapons) bonus to damage, as well as a special fury that massively increases strength and constitution while decreasing AC. That frenzy progresses with the fighter's level.
Anointed Knights: Available to both vanilla Paladin and vanilla Fighters from level 9. An Anointed Knight gets the ability to use special oils and potions on their weapons to give them temporary effects.These were just draft ideas, like I said, but and I have more for thieves, clerics, bards, and most other base classes. Most of them would be adapted from existing 3+E prestige classes.
I guess you got the idea, please tell me what you think.
The primary aim is to allow much more customisation to your characters, as well as to give some love to vanilla classes, because hardly anyone uses them right now, as a viable alternative to kits, more lategame-oriented. The possibilities are close to limitless (well I guess 256 kits is the limit we get, and I must ). Here are many more Prestige Classes that could be ultimately implemented:http://forgottenrealms.wikia.com/wiki/Category:Prestige_classes@Experimented
Modders: Here's how I plan on processing, if you care to give any better idea on how to manage the mod:
I'll add some new lines to all CLAB tables, granting one-use special abilities to change class at level 1. These abilities will trigger a dialogue that will describe the prestige class and either say you don't match the criteria, and depending on what criteria it is, remove the ability or let you keep it, or ask for confirmation you want to change class, and then will change your kit, give you your first level abilities and increment the class counter variable. The criteria will be divided into two categories:
-Those that can change (Attributes, Reputation, level, alignment (to a certain extent only since you can become NE during Hell Trials)...). These will allow you to keep the ability
-Those that cannot change (Race,...). These will remove the ability
Then, upon gaining a level in your prestige class, a local variable will be incremented, and a dialogue will give you the abilities that correspond to that level by testing the variable's value.
I'll also add a spell that triggers on character creation to set the value of the class counter based on whether it's a kit or not, and a multiclass or not.
: since it's not really a mod announcement - I'm waiting for people's reaction to decide whether I do anything - and I'm looking for as many reactions as I can get, I posted this in general discussion rather than general modding. Move it if you think another board would be more appropriate.