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[Translation] Simple english text proofreading


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#1 yarpen

yarpen

    Drunken Superhero

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  • 257 posts

Posted 21 March 2009 - 11:18 AM

Ho there, I've nearly finished a kit which can be treated as a preview of bigger mod which is coming soon. And got some problems with writing nice description. Can someone give a hand?

ARMIGER: While other warriors rely on speed or canny parries to defend themselves, the armiger trusts in his armor. Armigers create their own protective gear and improve it over time. They can stand before dozens of opponents, confident that their armor will shield them from harm.

Advantages:
- Uses d12 hit dice instead of d10
- Starts with free profinency (2 points) at sword and shield fighting style.
- At 1st level Tough as Nails: gain +1 to AC and +5% to physical damage resistance bonus. Bonus raises by 1 and +5% every 5 levels (max +5 and +25% at 20th level).
- Counterattack: everytime someone hits Armiger, there's 10% +1%/level (max 30% at 20th level) chance that he will perform counterattack which inflict damage and stuns:
1st level: deals 1d4 non-lethal damage and stuns for 3 seconds (save vs. wands with +2 bonus negates)
10th level: deals 2d4 non-lethal damage and stuns for 1 round (save vs. wands negates)
20th level: deals 4d4 blunt damage and stuns for 3 rounds (save vs. wands with -2 penalty negates)
- At 4th level Strong Will: permanent +3 bonus to save vs. spells.
- At 7th level Armoured Trap: once per day Armiger can prepare special defence which sap stamina of his enemies and makes them more vulnerable . After using this ability for next 4 rounds every successful hit at Armiger grants to enemies penalty of -1 to ThaC0, damages and AC for next 2 rounds. Penalties are cumulative.
- At 9th level Sentinel's Defense: being veteran of defensive fighting and having heavy armour gives to Armiger an a possibility of absorbing blows which could kill other one. Once per day he can activate this ability which allows him to absorb some ammount of hits, starts with one at 9th level and rises by 1 every 2 levels of experience (max 6 at 19th level). Ability is active for 5 rounds.
- At 14th level Iron Will: once per day Armiger can use this ability which works as 5th level cleric's spell Chaotic Commands. It covers his mind with powerfull shield which grants immunity to charm, stun, hold, chaos, fear.
- At 17th level Uncanny Dodge: he becomes immune to backstab.
- Gain access to additional HLA: Evasion.

Disadvantages:
- Uses cleric's ThaC0 progression table instead of fighter one
- Is limited to profinency (1 point) at any weapon. Cannot put profinency points into fighting styles other than sword and shield.
- Cannot dualclass to mage or thief.
- Cannot select HLA's: Whirlwind, Greater Whirlwind, Smite.


And also: can someone paste here original Evasion HLA description?

Thanks!
-Yarp

#2 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 01 May 2009 - 07:20 PM

Times must be pretty tough around here if no one can even proofread a short text like this :(.

ARMIGER: While other warriors rely on speed or cunning parries to defend themselves, the armiger trusts in his armor. Armigers create their own protective gear and improve it over time. They can stand before dozens of opponents, confident that their armor will shield them from harm.

Advantages:
- Uses d12 for hit dice instead of d10
- Starts with a free proficiency (2 points) in the sword and shield fighting style
- At 1st level gains Tough as Nails: +1 to AC and +5% to physical damage resistance bonus. Bonus rises by 1 and +5% every 5 levels (maximum +5 and +25% at 20th level)
- Counterattack: every time someone hits the Armiger, there's a 10% +1%/level (maximum 30% at 20th level) chance that he will perform a counterattack which inflicts damage and stuns:
1st level: deals 1d4 non-lethal damage and stuns for 3 seconds (save vs. wands with +2 bonus negates)
10th level: deals 2d4 non-lethal damage and stuns for 1 round (save vs. wands negates)
20th level: deals 4d4 blunt damage and stuns for 3 rounds (save vs. wands with -2 penalty negates)
- At 4th level gains Strong Will: permanent +3 bonus to save vs. spells
- At 7th level gains Armored Trap: once per day the Armiger can prepare a special defence which saps the stamina of his enemies and makes them more vulnerable. After using this ability for the next 4 rounds, every successful hit on the Armiger grants enemies a penalty of -1 to THAC0, damage and AC for the next 2 rounds (penalties are cumulative)
- At 9th level gains Sentinel's Defense: being a veteran of defensive fighting and having heavy armor gives the Armiger a possibility of absorbing blows which could kill another. Once per day he can activate this ability which lasts 5 rounds and allows him to absorb some amount of hits; he starts with one at 9th level and rises by 1 every 2 levels of experience (maximum 6 at 19th level)
- At 14th level gains Iron Will: once per day the Armiger can use this ability which works as the 5th level cleric's spell Chaotic Commands; it covers his mind with a powerful shield which grants immunity to charm, stun, hold, chaos and fear
- At 17th level gains Uncanny Dodge: he becomes immune to backstab
- Gains access to an additional high level ability: Evasion

Disadvantages:
- Uses the cleric's THAC0 progression table instead of the fighter's
- Is limited to proficiency (1 point) in any weapon; cannot put proficiency points into fighting styles other than sword and shield
- Cannot dual class to mage or thief
- Cannot select certain HLAs: Whirlwind, Greater Whirlwind and Smite

Just a few fixes - the English wasn't bad at all, really.

And also: can someone paste here original Evasion HLA description?

Evasion
A rogue's natural sense of preservation becomes heightened with the use of the Evasion ability. Evasion gives a bonus of 4 to AC and 2 to all saving throws. The effect lasts for 3 rounds.


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