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Probably the simplest way to pass choices from one module to the next is to place an undroppable item in inventory, listing events in the item description as they occur (SetDescription).
The EI series does something similar, but with two unnecessary complications which I don't recommend - the item is only created in the closing dialogue, and the info is encoded as a binary bitmap in the item name.
Some modules create one such item for each choice, but that justs clutters the inventory IMO.
There are more sophisticated methods, using a data base, but that's probably more useful when making a PW or carrying detailed companion inventories across.
As for class influencing roleplay, that will generally involve GetLevelByClass or similar in either conditional conversation scripts or custom tokens. Conversations are covered here:
https://neverwintervault.org/article/reference/guide-building-volume-i-–-aurora-toolset-manual
Custom tokens here:
https://nwnlexicon.com/index.php/Custom_Tokens
I haven't fully tested it myself, but according to articles in the NWN Omnibus, item variables persist from one module to the next (and across server resets).
Since 1.69, the player has a creature skin item automatically. The advantage of this method is that it's invisible to the player, and doesn't hog an inventory slot.
If you're starting out, it's a good idea to keep it small to start. For starters you might get burned out, I don't think it's hyperbole to say it takes about 100 hours to create 1 hour of playable content. Secondly, it's useful to have something out there on the Workshop or the Vault to get feedback. Third, it's going to make debugging easier, since you can get away with using inefficient scripts, and there's less stuff to check. Fourth, it will encourage you to get things out quickly and avoid the vicious cycle of rewriting things that are already working as you learn better ways of doing them.
Anyway, have fun, we're rooting for you and if you need any help you can always post here or on the vault.