User:Deider/Unimplemented1
Note: This page covers content that is in active development and therefore may be subject to change.
Systems and Tools |
Introduction
Fighters are known for their martial skills and their ability to specialize in different weapons and combat styles. The fighter class is typically used to accentuate a build focusing on other classes. The Fighter Training System (FTS) allows the fighter class additional ways to specialize and allows players to create character builds where the fighter class is a major part of the build instead of a minor one.
Getting Started
Requirement: a character must have at least 10 fighter levels to be able to use FTS.
FTS uses chat commands.
- /fts toggle: This toggles the system on and off. While the system is off your character does not earn FTS experience and does not gain any benefits from previously earned experience and levels.
- /fts xp or /fts report: This will display a list of all of your FTS experience and levels as well as inform you of your character's current weapon group.
- /fts setgroup N: This will change the weapon group in which your character is currently training. N is a number which corresponds to a weapon group.
- /fts help: This will display a list of the FTS commands and a summary of what they do.
Experience and Levels
In FTS all weapons (melee, ranged and thrown) are divided into weapon groups. A fighter must select one of these weapon groups in which to train. Once a group is selected, every time a fighter damages an opponent with a weapon in his weapon group he gains 1 experience point with that weapon. This is called weapon experience.
Example: Liam Bald chooses Swords as his weapon group. This group includes the longsword. Liam encounters a minotaur and engages it in melee. He damages it five time with his longsword, slaying it the final time. Liam gains 5 longsword experience points.
There are situations in which you will not gain FTS experience.
- You only get experience when you damage an opponent with your base weapon, not any additional damage on it.
- Only non-plot, non-immortal creatures are valid targets; you can't rack up weapon XP by endlessly beating on a door, a combat dummy or archery target, or a plot NPC BioMerchant.
In addition to weapon XP there is stance experience. A character gains stance XP when fighting in a certain stance. There are currently two stances:
- Weapon & Shield: just like it sounds, you get Weapon & Shield XP when you wield a weapon in your main hand and a shield in your off-hand.
- Raccoon Grip: in D&D exists the Monkey Grip feat which allows a character to wield a 2-handed weapon with one hand. Raccoon Grip is the opposite; a character gains experience in this stance when he wields a weapon the same size class as himself or smaller with two hands (no shield equipped).
Stance XP is gained automatically when a character is wielding a weapon that is in his weapon group. It is therefore possible to gain weapon XP and stance XP at the same time.
Example: Marty McFlay is a halfling fighter who has chosen Daggers & Knives as his weapon group. When wielding a dagger without a shield he gains both dagger XP and Raccoon Grip XP when he damages an opponent with his dagger.
Level progression for both weapon XP and stance XP is the same as character levels. Level and experience progression for both weapons and stances are capped at a character's fighter levels. If a character has 10 fighter levels then he cannot gain any more weapon or stance XP for that particular weapon or stance after reaching 10th level in that weapon or stance.
Weapon Groups
The weapons in NWN have been divided into the following groups for FTS.
Number | Group Name | Weapons |
---|---|---|
1 | Swords | shortsword, longsword, bastard sword, greatsword, katana, rapier, scimitar, falchion, mercurial longsword, mercurial shortsword |
2 | Axes & Picks | battleaxe, greataxe, handaxe, dwarven waraxe, heavy pick, light pick |
3 | Daggers & Knives | dagger, assassin dagger, katar, kukri, sai |
4 | Blunt Weapons | light flail, heavy flail, club, warhammer, light mace, heavy mace, maul, sap, morningstar |
5 | Polearms | halberd, two-bladed sword, dire mace, double axe, double scimitar, quarterstaff, scythe, spear, trident |
6 | Other Melee | kama, sickle, whip, windfire wheel, nunchaku, goad, fashion accessory (umbrella, fan, etc.) |
7 | Ranged | light crossbow, heavy crossbow, longbow, shortbow, sling |
8 | Thrown | dart, shuriken, throwing axe |
The number corresponds to the number a player enters when using the /fts setgroup chat command.
Schools and Signature Moves
Signature Moves are categorized into different schools. There are currently four different schools:
- School of the Open Palm: focuses on defensive abilities
- School of the Closed Fist: focuses on offensive abilities and weapons usage
- School Mountain and Sea: combines a variety of different moves/abilities
- School of Meta Ki Manipulation: focuses on channeling ki for a variety of effects
You can only use signature moves that belong to the same school. Once you have chosen a school, you will learn Signature Move XP and gain Signature Move levels when performing moves in that school. This is important because moves increase in power relative to your Signature Move level.
Changing Schools: it is possible to change schools. To change schools, simply learn a move that belongs to a different school than your current one. However, when you change schools, your Signature Move XP is lost, and you must start over at Signature Move level 1.
You never forget a move that you have learned, but you can only use moves in your current school. If you change schools back to a school in which you had previously learned moves, then you will be able to use those moves again without relearning them, but whenever you change schools, even when changing back to an old one, you lose all Signature Move XP and must start over. You can also switch back to a school in which you have previously learned moves by typing "/sigmov switchschool X" where X is a number based on the school:
- School of the Open Palm: 1
- School of the Closed Fist: 2
- School Mountain and Sea: 3
- School of Meta Ki Manipulation: 4
Example: after successfully learning Power Possum Parry, Gram Jamjeans went on to learn other moves in its school, the School of the Open Palm. He gains 5,000 Signature Move XP, enough to reach 10th level, when he decides to try a different school. Gram learns Draining Palm and transfers to the School of the Closed Fist. He loses all of his Signature Move XP and is back at 1st level. After a week he has gained 1,000 Signature Move XP and reached 2nd level, but he realizes that this school is not for him. Gram decides to switch back to the School of the Open Palm. When he does so he is instantly able to use Power Possum Parry again, but his Signature Move XP is once more reset to 0, and he must once again start over at 1st level.
Signature Move List
Note: Many signature moves use your combined level to calculate duration, DCs, move strength, etc. Your combined level is the sum of your effective level (monk level) and your Signature Move level.
Move Name | Number | School | Required Feat | Description |
---|---|---|---|---|
Power Possum Parry | 1 | Open Palm | Stunning Fist | The monk gains a Parry and Tumble bonus equal to the sum of his combined level and his wisdom bonus. (Duration: combined level + 5 rounds) |
Mind Like Water | 2 | Open Palm | Stunning Fist | The monk focuses his ki to make himself less detectable to others, gaining a sanctuary effect. This DC to see past this effect is the PC’s combined level. (Duration: combined level + 5 rounds) |
Diamond Sphere | 3 | Open Palm | Wholeness of Body | The monk extends his ki outward to create a shield that grants him immunity to physical attacks, in the form of %X immunity to slashing, piercing, and bludgeoning damage, where X is his combined level. (Duration: combined level rounds) |
Crystal Mind | 4 | Open Palm | Quivering Palm | The monk focuses his ki outward to create a barrier that absorbs spells. The maximum spell level absorbed is equal to 3 + combined level/10. The total spell levels absorbed is equal the monk’s combined level. (Duration: combined level rounds) |
Mind Like Granite | 5 | Open Palm | Empty Body | The monk extends his ki outward. All party members in the same area as the monk receive immunity to disease. If the monk has immunity to poison and mind-affecting spells and effects, those affected will receive these immunities as well. The monk must concentrate during the use of this move, resulting in an AC penalty which increases with the number of immunities are granted, at a rate of -2 per immunity. (Duration: combined level rounds) |
Draining Palm | 6 | Closed Fist | Stunning Fist | The monk uses his attack to drain the ki from his opponent. If the monk is wielding a weapon, that weapon (main hand only) gains vampiric regeneration +X, where X is combined level/6. If the monk is fighting bare-handed, his gloves get on-hit cast spell: vampiric touch, at a caster level equal to combined level/3. The weapon or gloves also get on-hit ability drain of a random ability, with the DC based on the PC’s combined level. (Duration: combined level + 5 rounds) |
Fist of Iron | 7 | Closed Fist | Stunning Fist | The monk punches the ground. NPCs around him who fail a fort save (DC: the monk’s combined level) are knocked down for a round and have their Discipline reduced by a number of ranks equal to the monk’s combined level/3. Also, the monk’s main weapon or gloves receive a DEX penalty and bonus bludgeoning damage. (Duration: combined level rounds) |
Hammer Fist | 8 | Closed Fist | Wholeness of Body | The monk focuses his ki on his gloves or his main weapon. That object receives on-hit Hammer of the Gods. The caster level of the spell is the monk’s combined level*2/3. (Duration: combined level rounds) |
Mantis Fury | 9 | Closed Fist | Quivering Palm | The monk must have two kamas equipped to use this signature move. The monk’s main kama gets on-hit cast spell: Energy Drain, and his offhand kama gets on-hit cast spell: Phantasmal Killer. The caster level for these spells is the monk’s combined level*2/3. (Duration: combined level rounds) |
Dragon Uppercut | 10 | Closed Fist | Empty Body | The monk’s main weapon or gloves receive on-hit cast spell: Destruction. The caster level is the monk’s combined level *2/3. (Duration: 20 rounds) |
Clawed Eye Gouge | 11 | Mountain & Sea | Stunning Fist | The monk focuses his attacks on his opponents’ eyes. His main melee weapon or gloves receive a -2 attack penalty, bonus piercing damage, and on-hit blindness. The piercing damage and on-hit DCs and durations are based on combined level. (Duration: combined level + 5 rounds) |
Fearsome Stance | 12 | Mountain & Sea | Stunning Fist | The monk makes an imposing martial stance, which has two effects. 1) the monk’s main weapon or gloves gain an on-hit fear effect, and 2) the monk’s main weapon or gloves gain bonus damage based on double the monk’s Intimidate skill ranks. (Duration: combined level rounds) |
Healing Kata | 13 | Mountain & Sea | Wholeness of Body | The monk performs a short kata, after which he or she and all allies within 10 meters are healed for X hit points, where X is the sum of his combined level and his Heal skill ranks. (Duration: instant) |
Drunken Style | 14 | Mountain & Sea | Quivering Palm | The first time a monk uses this he receives a Monk Alcohol Bag. From then on, whenever a monk uses Drunken Style, the monk drinks any alcoholic beverages contained within the bag. For every beverage drunk, he receives an attack and damage bonus based on the strength of the alcohol. However, for every beverage drunk a d20 is rolled, and if any of the results is a 1, the monk is confused (he still receives the bonuses). If the monk is immune to mind-affecting spells and effects, then instead the monk is blinded. (Duration: combined level/3 rounds) |
Whirlwind Kick | 15 | Mountain & Sea | Empty Body | The monk makes an attack (at full attack bonus) on all NPCs within 10 feet. Successful attacks deal 1d8 damage plus the monk’s strength bonus. All NPCs successfully hit must make a fort save whose DC is the monk’s combined level. Those who fail the fort save are confused for a number of rounds equal to the monk’s combined level. (Duration: 1 round) |
Ki Shout | 16 | Meta Ki Manipulation | Stunning Fist | The monk focuses his ki to make a mighty shout, creating a cone of sound in front of the PC. Anyone caught in this cone is deafened. Those who fail a will save are also frightened. The will save DC is the PC’s combined level. (Duration: 1 + combined level/6 rounds) |
Ki Lance | 17 | Meta Ki Manipulation | Stunning Fist | The monk focuses his ki on his gloves or his main weapon. That object receives a positive energy bonus vs. undead and an enhancement bonus vs, undead. (Duration: combined level + 5 rounds) |
Ki Ball | 18 | Meta Ki Manipulation | Wholeness of Body | The monk focuses his ki into a tiny sphere which then explodes around him. All enemies within the explosion (same size as a fireball) take 6 types of damage (cold, electric, fire, negative, positive, sonic). The damage depends on the monk’s combined level. The DC for the reflex save to take less damage is the monk’s combined level. (Duration: instant) |
Ki Field | 19 | Meta Ki Manipulation | Quivering Palm | The monk extends his ki outward, creating a damage shield of positive energy. This does positive energy damage equal to half the PC’s combined level plus 1d6. (Duration: combined level rounds) |
Douse the Flames of War | 20 | Meta Ki Manipulation | Empty Body | The monk extends his ki outward. Certain hostile creatures within 10 feet must make a Will save; those who fail become non-hostile and stop attacking. The DC is the monk's combined level. (Duration: instant) |