So I am in the middle of creating five custom base classes for my Native American themed PnP style campaign module ‘Middlewater’. I am not using the PRC and don’t intend to as it contains too much stuff I do not need. After a good deal of experiment and research I’m assuming the following is true (please correct me if I am wrong!):
You can add base classes to classes.2da but without replacing one of the original core classes you need to use an external character creator (e.g. CODI’s) to make it work.
You cannot add base spellcasting classes without replacing one of the vanilla spell-casters.
The hardcoded element seems to be that NWNs uses the particular line in classes.2da to determine what column will be used in spells.2da (i.e. bard, cleric, druid, paladin, ranger or wizard/sorcerer) and whether the magic is spontaneous or needs to be memorized.
The Barbarian, Bard, Cleric (OR Druid), Fighter, Rogue, Sorcerer and Wizard are all going to be unavailable to players in my mod, changed a bit and then used as NPC classes.
The player classes include:
Brave (a DEX fighter type) – can be added as base class (but might also replace the Monk if I decide to not use an external character creator). All PCs do 1-4 levels of Brave before they can move to another class.
Scout (a primitive rogue/hunter type) – can be added as base class.
Medicine Man (priest type) – replacing cleric or druid (have not decided which yet)
Sorcerer (mixed priest/wizard type) – rebuilt from the Paladin classes.2da line
Two-Spirit (bard type with very different spells/feats) – rebuilt from the Ranger classes.2da line.
The ball ache is that I wanted my Medicine Man, Sorcerer and Two-Spirit to all be spontaneous casters but I really do not want to replace either the Bard or original Sorcerer as I need those classes for NPCs… and a third spontaneous caster replacement class is not available anyway.
Any observations would be most welcome… have I completely missed something?