Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

27 June 2010

Break out your Bow...

On my 3rd web host at this point. Somehow I always get mixed up with the shitty ones like 000webhost.com. Seriously, worst customer service I have ever dealt with.

Let's just say they pulled down my site, with no warning or explanation, and refuse to say anything but "TOS violation". Now being the sort of fellow that I am.. I read their TOS over 3 bloody times before I uploaded anything, much less pulled down the site from my previous host, so I knew there was nothing I did that would violate TOS.

Anyway, New host, playing at being a bit less open about things now too. I think I'm gonna keep this a private party, so I know who's interested and who's involved. Anyway, map's back up I'm working on forums, and going to be saving ALL information as text documents now(000 Screwed me out of roughly a years worth of writing and planning).

I've gotten in a tentative Arcane Archer imbuing system, and Probably gonna try and knock out Archer, and AA classes for the next test build.

Archer will be just that, Any race, Any class, 2 or 3 BAB and a bow focus feat needed I think.
Will gain the +1AB/dam that AA use to, as well as Seeker arrow(Minus the idiotic spiral), and hail of arrows, both of which will be on a recharge timer.
Additionally, it'll get "fletching" which boils down to some math details. Any arrows that have a gold cost below a threshold value(calculated off of class level) Won't run out. Simple as that.

Arcane Archer, will better live up to its name. It will gain +1 magical damage(per 2 class levels) to any equipped arrow. The ability to imbue several combat spells onto arrows, and a caster level increase.
This boils down to say.. an 8 wizard, 12 AA
Having 4 caster levels from wizard(normal)
And 3 caster level's from AA(4 class levels = 1 caster level).

That's 7 caster levels, where a pure wizard would have 10. Weaker caster than a pure caster, Weaker BAB than a pure warrior. But a nifty mix of the two.

Additionally, I've got a new notion in mind. Archer, AA, and Ranger(I think), and possibly Jester(harper scout) will get access to a pair of new feats related to entrenching a position.

Right now, Entrench will take 1+1d2 rounds, and create a barricade in front of the user(I'll probably make it target able later) To keep this useful, my plan is to allow for 1 barricade per 4 levels. At max level you can throw down 10 in 20-30 rounds(2-3 minutes real time) and build yourself a nice little fort. Of course the barriers can be bashed down, and any player who can put 'em up, can take 'em down. Take them down instantly in fact.

Let's face it, range units in NWN get screw in about every way possible. You can't run and shoot easily, you run out of arrows constantly, Heck with it! I want to give rage shooters, and rangers some love back, and allow them to control the combat area some. We'll see how it plays out, but its a novel idea, and I really think its a good one.

After all, any idiot in the woods can drag some fallen tree limbs and rig up a place where its hard to be flanked. I know, I'm just such an idiot.

01 August 2009

Breaking Bards...

Bards have gained my Ire attention lately.. Thus I share some plans. Scheme is to lower BAB, Potentially add more spells, And to add in bard songs.

What do you mean bard songs? They already have Bard song?

Yes.. they have a song. Sort of like how a fighter may have A Sword. Or a mage may have A spell. Screw that. I'm making specialist songs for bards, and by that I mean.. They do one specific thing, and its much stronger than the generic "Everyone can do every thing a tiny bit better" that normal bard song does for allies. I'm doing songs that


  1. Last longer.
  2. Recharge after use. You'll only have 1 use of each song, but use it.. wait a while, and it comes back.
  3. Do one specific thing much better.

So what sort of benefit does this provide?

Well, for that, I give you a song sampling:
Name Duration Skill Targets Effects
Decant of Dawn 1 Round per song power Persuade Allies +1/2 bard level Positive dam Vs Undead. 1/4 Bard level ATK/AC Vs Undead
Firey Retort 1 Round per song power Persuade Allies (2 * level) Fire Damage Shield. (2 * level) Fire immunity
Ballard of the Bastion 1 Round per song power Persuade Allies (1/2 level) / CHA(score) Damage reduction  I.E +5/18 with a tenth level bard . Immobile(Legs) for Duration.
Ditty of Damage 1 Round per song power Persuade Allies +1 Blunt/Slashing/piercing/2 bard levels to all within range.
Hymn of the Hidden 1 Round per song power Bluff Allies Invisibility
Melody of Masking 1 Round per song power Bluff Allies 10+ level Concealment for duration. 50% max.
Blizzard Ballad 1 Round per song power Intimidate Enemies 1d2 Cold damage to enemies per round(Total issue at time of song), with a slow effect for the duration.
Fermata of Fouling 1 Round per song power Intimidate Enemies -1 ATK/2 bard levels to all within range.
Carol of the Clumsy 1 Round per song power Intimidate Enemies -1 AC/2 bard levels to all within range.

15 May 2009

Knightly Virtures

So.. I've been on a class kick lately.

In particular.. I've finished Warlock, made some tweaks to Shadow dancer, and now I'm onto the Difficult Behemoth.. Paladin, BG, and CoT. Now, this is one of those area's(Like removing Sorc{can't edit the classes spell gain table}, and adding warlock) that I'm going to either:

  1. Create myself a legion of rabid fans
  2. Piss off everyone who liked any of those three classes originally.

Know what I'm saying? Ya either Like, Love, or Tolerate how they function presently.. but such is Familiar, ya know it, ya plan around it, and it works good. Me.. well, I'm a fan of changing things up for a better(or at lest much more diverse) balance mechanic. So.. Paladins now occupy a Prestige class(Bye Bye Champion of Torm) Blackguards will likewise function with the same spellbook as paladins.

And what does the base class become you ask?

I give you.. The Knight.



A knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies on more than a sharp sword and a stout suit of armor to defeat her foes. Her drive, determination, and fighting spirit allow her to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's pride and ego to force his hand. The knight's talent with heavy armor, shields, and defensive tactics grant her the ability to disrupt her foe's plans. Only the most talented rogues and monks can slip past a knight's defenses to strike at her allies. An adventuring group with wizards, warlocks, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, her allies can use their talents and abilities without fear of attack or harassment.

The knight class is a great choice if you want to play a tough, durable melee combatant whose strong personality allows you to manipulate your foes. Weaker foes cower in fear before you, while stronger foes move to strike you rather than your allies when you play on their egos and challenge them to duels. Your expertise in using armor and carrying a shield allows you to form an impregnable defensive line. Once you engage a foe, he has difficulty moving away to threaten your allies. If you want to be a front-line melee combatant who defends the rest of the party and manipulates opponents, the knight is a good choice.

Requirements: Any Lawful(Due to limitations of the character creation process, this will function as a choice after character creation where one may become Evil/Neutral)

LVL BAB Fort Will Ref Skills HP Feats
11200212-
22300424Armor Mastery
33311636Hold The Line(Below)
44411848Test of Mettle(Below)
554111060Bonus feat, Shield Bash(Below)
665221272-
775221484Mounted Combat
886221696-
9963318108-
101073320120Bonus feat
111173322132-
121284424144Daunting Challenge(Below)
131384426156-
141494428168-
151595530180Bonus feat
1616105532192-
1717105534204-
1818116636216-
1919116638228-
2020126640240-



Starting at 2nd level, a knight is effective by armor mastery, which increases speed while wearing armor.

Beginning at 3rd level, the knight can elect to become an all but immobile bastion of defense, gaining physical damage resistance equal to (10 + class level + CHA mod), subsequently, the knight looses a good deal of their mobility(45% speed decrease). Additionally any nearby foes(at the time of use) are forced to treat the area near the knight as difficult terrain.

Starting at 4th level, a knight can issue a Test of Mettle. This is a general challenge to all foes within 30 feet. Affected creatures must make Will saves (DC 10 + 1/2 knight level + the knight's CHA modifier). Creatures that fail this save will attack the knight. Using this power is a swift action(Instant/Free).
Recharge time (30 - CHA mod) Rounds

Starting at 7th level, a knight can attempt to shield bash any enemy engaged in melee(And targeting the Knight). This is assumed to be successful(hitting), and the target is provided a will save, failure results in the target being Dazed for 2-3 rounds.
The difficulty class of the save is 10 + ½ character level + strength modifier.
Using this power is a swift action(Instant/Free).
Recharge time (Daze Duration + 1) rounds.

Starting at 12th level, a knight can issue a Daunting Challenge as a swift action. Like a test of mettle, this is a general challenge to all foes within 30 feet. Affected creatures must make Will saves (DC 10 + 1/2 knight level + the knight's Cha modifier). Creatures that fail this save are frightened for (Intimidate skill/2) rounds. Additionally, for each frightened foe, The knight, and Allies are granted a +1 cumulative attack bonus again for (Intimidate skill/2) rounds.
Recharge time (30 - CHA mod) Rounds

30 April 2009

Yet another way..

Posted 04/30/09 17:30 (GMT) by Barry_1066

It should be noted the DMFI changed several default Bioware scripts as well to make DMFI work well.

On that note -- the future holds a brand new CEP DMFI all recoded and far more advanced than anything seen before. The project will not be completed for 2.3 but some of the now completed parts will be released in 2.3.



See, here's CEP.. Taking well known existing packages.. and screwing them up by putting a corporate logo on 'em. "its brand new, much better, blah, blah, blah..."

And god help you... if you customized the version that's been out and around.

FYI: the past 6 places I've worked.. I've had to rewrite sections of the DMFI to make it work with the module.

In other news, Atari finally got off its ass, Project Q is still making me sit on mine, and I've been busy working on Warlock, & Shadowdancer anyway.

On the upside.. This has given me a chance to grind, and get my "Sit On Ass" skill up as high as I can. Given I can still take Epic skill Focus: Sit On Ass.. but we'll see if I need to in a week..

28 April 2009

Warlock Woes

So tonight plan was to sit down with my lady love, a buddy, and perhaps his lady love.. and play through HoTU with several of my planned changes for black book.

Suffice to say I'm posting this at about 0200 local time for me.

The First Casualty of any Battle is Always the Plan

Damned if that isn't the case. In my last warlock update, I broke two out the the three progressions, and added the 3rd. In the past four hours I've managed to rewrite enough of one path to get expected/desired results out of it, however I fear the other will need a more a less complete recoding tomorrow.

*Sigh*

At any rate.. how about some Warlock Info?



Spells:
Haste:
  • Duration: 6 seconds per class level.
  • Target: Self.

Invisibility:
  • Duration: 6 seconds per class level.
  • Target: Self.

AC boost:
  • Duration: 18 seconds.
  • Target: Self.
  • Specifics: Shield, Dodge, and Natural(amulet) AC scores are increased by Warlocks CHA modifier(Max 20).
Of those three only dodge will stack.[/li][/list]

AB Boost:
  • Duration: 6 seconds per class level.
  • Target: Self.
  • Specifics: AB boosted by CHA mod(Max 20)

Regeneration:
  • Duration: 6 seconds per class level.
  • Target: Self.
  • Specifics: Warlock regenerates (CHA Mod) Hitpoints every 3 seconds.

Concealment:
  • Duration: 6 seconds per class level.
  • Target: Self.
  • Specifics: Caster gains concealment % equal to Charisma Mod

Sight:
  • Duration: 6 seconds per class level.
  • Target: Self.
  • Specifics: See Invisibility + Ultravision

Protection Slash:
  • Duration: 6 seconds per class level.
  • Target: Self.
  • Specifics: caster gains (10 + Charisma SCORE) % damage immunity.

Protection Blunt:
  • Duration: 6 seconds per class level.
  • Target: Self.
  • Specifics: caster gains (10 + Charisma SCORE) % damage immunity.

Protection Piercing:
  • Duration: 6 seconds per class level.
  • Target: Self.
  • Specifics: caster gains (10 + Charisma SCORE) % damage immunity.

01 November 2007

Daily Debriefing

Alright, last night Linda and I worked off and finished up Southern Sentinel.

I haven't put it up for testing yet, but no one seemed to bother last time I did(Post here if you want me to put it up). I've also written up the long and short of Juggernaut of War. Hopefully motivation will come, or I'll talk Linda into doing it for me.

Personally, I'm hoping on the latter, but its a lot of active feats so it would count as good practice I think.

26 August 2007

Daily Debriefing

Northern Armsmen is available for testing. It was pretty easy to just take similar .2da entries and tweak values as needed, still it will require admittedly more effort later to go ahead and get all the right feat options in at the right levels.

Right now, the epic feats this class can pick(As class feats) are absolutely strange, but time and effort will change that easily enough. I think I just need to make a -1 into a 21 in a few instances to allow them to be taken as epic class feats but I can't(and won't) pretend to tell anyone I'm sure.