Post by olvaeamin on Sept 16, 2011 18:07:27 GMT
The 'PRC' is the Players Resource Consortium, specifically, its a CEP that deals in Classes/spells/feat instead of placeables/tilesets/models.
The version inside PRC KKs haks is 3.3g (aka 3.4)
An important note to players is to read feat and spell descriptions carefully some feats/spells must be generally available even if that chars alignment/class cant use them, neither the PRC nor ourselves can do anything about this.
3.3 has been released, bringing with it the Tome of Battle, the most complex addition to the PRC ever. Sporting three new base classes, over 200 new maneuvers, a new magical system designed exclusively for the melee classes, it completely rewrites how melee combat takes place in Neverwinter. Also included are three prestige classes and a pile of feats for the discerning initiator.
We have added over 60 general feats, ranging from race specific content for our new races, such as Heavy Lithoderms for the Goliath, to feats that augment leadership scores or spellcasting traits. There are also a whole slew of new Vile feats for those evil enough to take them. Many of these feats focus upon spells from a single school of magic, boosting a caster who chooses to specialize in that area.
Finally, we have spent a great deal of time and effort optimizing the internal systems of the PRC, making it the fastest and most bug-free PRC yet. Time to load has been reduced, allowing faster access to the best the PRC has to offer.
3.2 has been released, bringing with it a whole passel of new content, including the Dragon Adept, the Warlock, and more than 10 other prestige classes. Also in the release are more than 100 new races, piles of new feats, new spells, and heavy optimization of all of the PRC. Crafting has been expanded and improved to coincide with the release of the Warlock. Psionics and Truenaming has also been improved and upgraded.
This release brings the PRC over 150 total classes, as well as 150 races and 1000 spells. In other news, we have removed the Archer class, and replaced it with the Bowman, a class better suited to NWN. Finally, we are calling this the "Dragon" release, due to the 8 Dragon oriented classes in it.
PRC 3.1 has been released, with 9 new base classes, including Truenaming, an entirely new magical system. To go along with that, there are over 150 new spells for the Good and Evil casters among us, including the Corrupt and Exalted spells for those of extreme alignments. On top of that, there is complete, PnP Crafting, allowing mages to enhance any piece of magical armour they come across, create any weapon, or forge rings that boost their powers.
None of it is nerfed, Kissmet may need some toughening up in places to handle the sheer amount of coolness the new classes/spells bring.
notable changes for players will mean ANY type of weapon or armor can be equipped.. BUT with a penalty IF your character isnt proficient in them.
some favourites of mine from The PRC Manual
Phoenix Fire
Necromancy [Fire, Good]
Level: Sanctified 7
Components: V,S,F,Sacrifice
Range: 15 feet
Area: 15 foot radius spread, centered on you
Duration: Instantaneous (see text)
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)
You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter. You die (no saving throw, and spell resistance does not apply). Every evil creature within the cloud takes 2d6 points of damage per caster level (maximum 40d6). Neutral characters take half damage (and a successful Reflex save reduces that further in half), while good characters take no damage at all. Half of the damage dealt by the spell against any creature is fire; the rest results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy(fire), fire shield(chill shield), and similar magic.
After 10 minutes, you rise from the ashes as if restored to life by a resurrection spell.
Sacrifice: Your death and the level you lose when you return to life are the sacrifice cost for this spell.
Casters of evil alignment cannot cast Sanctified spells.
(BASE CLASS)
A soulknife recognizes his own mind as the most beautiful - and the most deadly - thing in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy.
Each soulknife's personal blade, referred to as a mind blade, differs in color and shape according to his personality, mental strength, and even mood. Although no two mind blades look alike, all share the same lethal qualities. Because soulknives turn the power of their minds to such weaponry, they are notorious for their violence.
- Hit Die: d10
- Proficiencies: Soulknives gain Proficiency with Simple weapons and their mindblades, and Light Armour and Shield proficiencies
- Skill points at Each Level: 4 + Int modifier
CLASS SKILLS
Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Hide, Jump, Lore, Move Silently, Parry, Spot, Tumble
CLASS FEATURES
Base Attack Bonus: +3/4
Strong Saves: Reflex and Will
Level 1: Mind blade, Weapon Focus(mind blade), Wild Talent
Level 2: Throw mind blade
Level 3: Psychic strike +1d8
Level 4: +1 mind blade
Level 5: Free draw, shape mind blade
Level 6: Mind blade enhancement +1, Speed of Thought
Level 7: Psychic strike +2d8
Level 8: +2 mind blade
Level 9: Bladewind, Greater Weapon Focus(mind blade)
Level 10: Mind blade enhancement +2
Level 11: Psychic strike +3d8
Level 12: +3 mind blade
Level 13: Knife to the soul
Level 14: Mind blade enhancement +3
Level 15: Psychic strike +4d8
Level 16: +4 mind blade
Level 17: Multiple throw
Level 18: Mind blade enhancement +4
Level 19: Psychic strike +5d8
Level 20: +5 mind blade
Check out the manual to see what else is available.
The version inside PRC KKs haks is 3.3g (aka 3.4)
An important note to players is to read feat and spell descriptions carefully some feats/spells must be generally available even if that chars alignment/class cant use them, neither the PRC nor ourselves can do anything about this.
3.3 has been released, bringing with it the Tome of Battle, the most complex addition to the PRC ever. Sporting three new base classes, over 200 new maneuvers, a new magical system designed exclusively for the melee classes, it completely rewrites how melee combat takes place in Neverwinter. Also included are three prestige classes and a pile of feats for the discerning initiator.
We have added over 60 general feats, ranging from race specific content for our new races, such as Heavy Lithoderms for the Goliath, to feats that augment leadership scores or spellcasting traits. There are also a whole slew of new Vile feats for those evil enough to take them. Many of these feats focus upon spells from a single school of magic, boosting a caster who chooses to specialize in that area.
Finally, we have spent a great deal of time and effort optimizing the internal systems of the PRC, making it the fastest and most bug-free PRC yet. Time to load has been reduced, allowing faster access to the best the PRC has to offer.
3.2 has been released, bringing with it a whole passel of new content, including the Dragon Adept, the Warlock, and more than 10 other prestige classes. Also in the release are more than 100 new races, piles of new feats, new spells, and heavy optimization of all of the PRC. Crafting has been expanded and improved to coincide with the release of the Warlock. Psionics and Truenaming has also been improved and upgraded.
This release brings the PRC over 150 total classes, as well as 150 races and 1000 spells. In other news, we have removed the Archer class, and replaced it with the Bowman, a class better suited to NWN. Finally, we are calling this the "Dragon" release, due to the 8 Dragon oriented classes in it.
PRC 3.1 has been released, with 9 new base classes, including Truenaming, an entirely new magical system. To go along with that, there are over 150 new spells for the Good and Evil casters among us, including the Corrupt and Exalted spells for those of extreme alignments. On top of that, there is complete, PnP Crafting, allowing mages to enhance any piece of magical armour they come across, create any weapon, or forge rings that boost their powers.
None of it is nerfed, Kissmet may need some toughening up in places to handle the sheer amount of coolness the new classes/spells bring.
notable changes for players will mean ANY type of weapon or armor can be equipped.. BUT with a penalty IF your character isnt proficient in them.
some favourites of mine from The PRC Manual
Phoenix Fire
Necromancy [Fire, Good]
Level: Sanctified 7
Components: V,S,F,Sacrifice
Range: 15 feet
Area: 15 foot radius spread, centered on you
Duration: Instantaneous (see text)
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)
You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter. You die (no saving throw, and spell resistance does not apply). Every evil creature within the cloud takes 2d6 points of damage per caster level (maximum 40d6). Neutral characters take half damage (and a successful Reflex save reduces that further in half), while good characters take no damage at all. Half of the damage dealt by the spell against any creature is fire; the rest results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy(fire), fire shield(chill shield), and similar magic.
After 10 minutes, you rise from the ashes as if restored to life by a resurrection spell.
Sacrifice: Your death and the level you lose when you return to life are the sacrifice cost for this spell.
Casters of evil alignment cannot cast Sanctified spells.
(BASE CLASS)
A soulknife recognizes his own mind as the most beautiful - and the most deadly - thing in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy.
Each soulknife's personal blade, referred to as a mind blade, differs in color and shape according to his personality, mental strength, and even mood. Although no two mind blades look alike, all share the same lethal qualities. Because soulknives turn the power of their minds to such weaponry, they are notorious for their violence.
- Hit Die: d10
- Proficiencies: Soulknives gain Proficiency with Simple weapons and their mindblades, and Light Armour and Shield proficiencies
- Skill points at Each Level: 4 + Int modifier
CLASS SKILLS
Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Hide, Jump, Lore, Move Silently, Parry, Spot, Tumble
CLASS FEATURES
Base Attack Bonus: +3/4
Strong Saves: Reflex and Will
Level 1: Mind blade, Weapon Focus(mind blade), Wild Talent
Level 2: Throw mind blade
Level 3: Psychic strike +1d8
Level 4: +1 mind blade
Level 5: Free draw, shape mind blade
Level 6: Mind blade enhancement +1, Speed of Thought
Level 7: Psychic strike +2d8
Level 8: +2 mind blade
Level 9: Bladewind, Greater Weapon Focus(mind blade)
Level 10: Mind blade enhancement +2
Level 11: Psychic strike +3d8
Level 12: +3 mind blade
Level 13: Knife to the soul
Level 14: Mind blade enhancement +3
Level 15: Psychic strike +4d8
Level 16: +4 mind blade
Level 17: Multiple throw
Level 18: Mind blade enhancement +4
Level 19: Psychic strike +5d8
Level 20: +5 mind blade
Check out the manual to see what else is available.