Jump to content


Photo

Fighter Class Kit


  • Please log in to reply
17 replies to this topic

#1 Emzeror

Emzeror
  • Member
  • 65 posts

Posted 11 February 2008 - 10:38 AM

Death Knight
Death Knights are warriors who attained the power of necromancy. With the dark arts learnd, they've used their combat abilities less and become weakend in the arts of sword. The deeper the taint of a death knight reaches through the body, the more power they acknowledge. At a start, death knights look weak, just like another specie that has been corrupted with the lust for power and have to pay the price. But fear them later, they rapidly grow in strength and soon, they will be the feared ones.

Requirements
* Human, Half-Elf, Dwarf, Half-Orc
* Evil Alignment
* 12 Str, 12 Int

Advantages
- Bonus +1 to hit and damage.
- Every tenth level he gains -1 to Casting Speed, starting at level 10.
- Can put three points into "Two Weapon Style".
- Immune to Morale Failure and Fear
- Memorizes spells and gains certain immunities dependant on level:
10th: 2x Fireball, 2x Intense Pain (DoT, damge / effects not decided yet)
12th: 2x Doom, Immune to Disease
14th: 2x Breach, 2x Pierce Magic, Immune to Poison
16th: 2x Death Spell, Immune to Level Drain
18th: 1x Abi-Dalzim's Horrid Wilting, 1x Power Word: Pain (DoT, damge / effects not decided yet)
20nd: 2x Wail of Banshee, Immune to Charm
22th: Immune to Hold, 2x Sacrifice (Temporarily increasing Str, Dex, Dam by 5, decreasing Saves by 2)

Disadvantages
- Can only be specialized in weapons.
- May not use missile weapons.
- May not wear shield. (Before HLA reached)
- +2 to AC.
- +2 to Saves
- -2 to Wisdom.
- -10% Experience Gain.

High-Level Abilities (Not yet finished)
T1: 1x Extra Intense Pain.
T2: 1x Extra Power Word: Pain.
T3: 1x Abi-Dalzim's Horrid Wilting.

T1: Immune do Death Effects.

T1: May wear a shield.

T1: Darken Armor -1 AC.
T2: Murder Instict +1 Dam.
T3: Piercing Strike -1 THAC0.
T4: Rune Strike (4d10 + 1d4/int)

T1: Cursed Flebility (+1 Str & -1 Dex)
T2: Tainted Mind (+1 Int & -1 Wis)

- [ | | | | | | | | | | ] - 30% Done

Edit1: Move Saves from Level 10, 20 and 30 to 15, 25 and 35. More vulnerable in Dual-Classing.
Edit2: Reduced one Charge of Abi'Dalzim's Horrid Withering
Edit3: Changed Advantages / Disadvantages
Edit4: Changed save description and also added one more point into "Two Weapon Style".
Edit5: Starting with Immune to all kind of fears, instead of just morale failure.

Edit6: Major changes.

Edited by Emzeror, 21 February 2008 - 06:16 PM.

Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#2 Rianess

Rianess

    Nosey Parker

  • Member
  • 457 posts

Posted 12 February 2008 - 10:28 AM

I like it.

It makes me think of the Dark Knight Dress Sphere in Final Fantasy X-2. In the FF game with that sphere equipped the player could make significant damage to an opponent but would use their own hit points to do it.

And remember, never leave a naked person unattended.

"She was pining so much, I said to her - phone him! But don't mention me, not after that business with the baguette!"


#3 Linaze

Linaze
  • Member
  • 16 posts

Posted 12 February 2008 - 10:58 AM

Death Knight
Death Knights are warriors who attained the power of necromancy. With the dark arts learnd, they've used their combat abilities less and become weakend in the arts of sword. The deeper the taint of a death knight reaches through the body, the more power they acknowledge. At a start, death knights look weak, just another specie that has been corrupted with the lust for power. But fear them later, they rapidly grow in strength and soon, they will be the one that think weak of you.

My response to this is nothing special, seeing that this is just basicly background lore to the kit, however it seems a little shallow written in how they got these necromatic powers, it's not like any fighter just one days decides to throw dark spells at his enemies. Not much more to say about this other than that it maybe it is a little bit weird that they got corrupted with power, they did agree to it, didn't they? I don't know but it's a little something to consider.

Race Restrication:
Human - Standard that human can take the role of any class.

Sounds good, following the rules that human can advance to any class, whatever it is single, multi or dual.

Half-Elf - Not fully engulfed with the pure blood of elves.

Hm. this is a little fun thing to think of in my opinion, are halfling or gnomes engulfed with pure blood of elves? Nothing more on this one though.

Dwarf - Greedy as they are, they've seeked the power of necromancy.

Dwarfs are superb fighters yes, but they cannot be spellcasters, so it dosen't make sense to me that fighters (as far as possible from mages as possible kind of) can get those necromancy powers.

Half-Orc - Their blood has always hungered for power, necromancer is only one step ahead.

Same as above, though half-orcs are atleast half possible spellcasters (human parent for exaple), so maybe more possible.

Alignment Restrication:
Evil - Doesn't sound to good does it?

No it does not sound good, I agree on this one.

Abilities Minimum:
Str 12
Dex 6
Int 12

This looks good too, maybe som CON req? I don't know really.

Advantages:
+1 Hit
+1 Damage
-1 Casting Speed

Level 5: 2x Laroch's Minor Drain
Immune to Morale Failure
Level 10: -1 Casting Speed, +1 Saves
2x Vampiric Touch

Level 13: 1x Greater Malison
Level 15: 1x Breach, 1x Pierce Magic
Immune to Poison, Disease
Level 18: 1x Death Spell
Level 20: -1 Casting Speed, +1 Saves

Level 21: 1x Death Spell
Level 24: 1x Breach, 1x Pierce Magic
Level 25: Immune to Hold, Charm
Level 27: 2x Abi-Dalzim's Horrid Wilting
Level 30: -1 Casting Speed, +1 Saves

Level 32: 2x Spellstrike
Level 34: 2x Energy Drain
Level 35: Immune to Fear, Level Drain

I think it's cool with spells every few levels, I don't know if it is balanced, but it's a sweet idéa and I like it, all immunities might get a little bit to strong, uncertaion here, but looks cool and so.


Disadvantages:
Non-Missile Weapon
2 Points in Mastery
-2 to Wis
-1 AC
-4 to Saves

The saves makes up for possible to strong bonuses from advantages and minus to WIS and AC should make him weaker as well.

Overall Sweet, I like the sounds of it and I guess it could turn out to be quite something, good luck.

#4 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 12 February 2008 - 11:10 AM

Death Knight...
Level 27: 2x Abi-Dalzim's Horrid Wilting

I would like to point out that this is a little more than a little overpowered ability, with those 5*-1 Casting Speed things. That's less than a fireball for a normal mage, that is if you give him also the Amulet of Power.

Another thing you have to restrict him of, no dualing! With those Casting Speed things no body would wish to dual to a cleric or a mage, nobody. <_<
Now the question, what are you planing for the casting in armor question? Is he going to be encased into a cursed(once you put it on, it can't be taken of) plate armor that let's him to cast spells? The armor could be enhanced as he levels up, etc.

But over all, it's a nice class over all, one that I could use too...Yes, I am a power gamer, so I like the seamingly over powered chars, but not the totally OP once.

Edited by Jarno Mikkola, 15 February 2008 - 05:25 AM.

Deactivated account. The user today is known as The Imp.


#5 Emzeror

Emzeror
  • Member
  • 65 posts

Posted 12 February 2008 - 11:29 AM

I did not think the Abi-Dalzim's would be the problem, but if it really will be one, I guess I can change it to one charge instead. As a basic mage you are able to attain up to 8 (I think) charges of it, which equals to 2/8 as good as the mage. Since he don't know any other level 8 spells, I would say it is almost the same.

Just to correct you it is 4* -1 Casting Speed, but still, it matches the Robe ov Veccna I know. Maybe will change it, but I want most of the spells to be dealt with instant, he should mainly focus on melee, but have powerful spells to aid him with.

For the Dual thing, Sure for me, 8m experience is the level 35 cap, I don't really know a formula for the XP, but I am guessing that level 30 is around 6.5m experience, which means you will have a very low level mage. Also as a little sidenote, you will be required to have decent rolls to get him into a cleric and still be playable as a Death Knight, since he have -2 Wisdom.

I really love the idea of a cursed armor. I will think more about that.

Appreciate some negative feedback also, I am thinking it is abit too good. What I am trying to make is a pure DPS guy, since he got negative AC and Saves he won't live for too long.

CHANGED: Move the +Saves to Level 15, 25 and 35, making people less wanna dual-class him away. Still possible, but makes him abit worse.
Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#6 Solar's Harper

Solar's Harper

    Under Star & Sky.

  • Modder
  • 2758 posts

Posted 15 February 2008 - 03:30 AM

Oooh, this looks interesting. Curious how the words: Death, Dark, or Rune tend to be flashy eh? :)

There's a few tidbits here and there that could be changed, the -4 Saves disadvantage is what concerns me the most. Since it will require that players boost their respective stats against enemies such as Mind Flayers or Vampires to be more effective. (not that those Illithid bastards don't kill you easily anyway) :angry:

Also if I remember correctly for BG2 dual-classing, the second class's primary stat is required to be 17 rather than the 15 of the first class. -2 Wisdom may hinder this without artifical stat boosting if you plan to keep the dual-classing open. :)

Overall a nice idea, Emzeror look foward to seeing how it develops.

Classic Adventures - a Total Conversion compilation dedicated to bringing many of the old and new PnP modules into the wonderfully dangerous world that is Baldur's Gate II.   Fancy link button to Downloads page.
 
CA Forum.  Bugs to be squashed, feedback to be welcomed!

Website at: http://classicadventuresmod.com/
~***~***~***~

When in doubt, lockpick a mudcrab!

Beware the nug conspiracy!


#7 Emzeror

Emzeror
  • Member
  • 65 posts

Posted 15 February 2008 - 04:42 AM

I need to think of something, the -2 wisdom won't help really against Dual-Classing. Since the problem is that if he dual classes into a mage. That will result in -8 Spell Casting (4 from Robe of Veccna and 1 from Amulet of Power). But guess it won't be too much problem since he is most of a fighter, and a fighter with Robe of Veccna isn't too hard to get a beat down.

Also trying to figure out abit more lorewise, atleast got more positive feedback than I thought I would get by this kit.

Also as you mention, will have to think of some way to implement Death, Dark and Rune to him softly, without abusing them or making it look like Warcraft's Death Knight too much. If there is anyone with deep knowledge of Forgotten Realms lore, and willing to lend a hand out there, give me a PM please :)

Keep it going with the information, I don't wanna make a super-strong class, I rather wanna make a mage/warrior balanced.
Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#8 Rabain

Rabain

    God

  • Member
  • 653 posts

Posted 15 February 2008 - 05:46 PM

Just be aware with Stat requirements that in the game the more you have the more of an advantage it is to the player when rolling the character.

If all the requirement are 1 then the player could get low and high scores randomly. However if two or 3 of the stats have 12 requirements then the player is guaranteed at least a 12 in those rolls (unlike on paper where you would reassign points to reach the requirement). The general rule is to look at the existing classes and check out their stat requirements, use this as a guideline.

Just something to keep in mind.

-2 to wisdom isn't really a penalty for this kit. What effect does -2 wisdom have on a spellcaster? Not much I'd say.

There is not much point in having an advantage that gives and a penalty that takes away the same thing. You give -1 to all saves starting at level 5 but give +4 penalty to saves. At level 20 this balances and from there on the advantage gains ground. My suggestion would be to change the type of saves that get benefited and penaltied. This way the kit always has a weakness in some area.

Your comment on the Robe of Vecna doesn't make much sense. The spells you are giving are most likely going in as innates as you cannot restrict specifically which spells can and cannot go into the spell book. So this means that the Knight can wear armour and cast spells (because Innates aren't prevented from casting by armour). So the armour penalty -1 will be negated by a decent set of armour.

Suggestions:

Drop the bonus to all saves and just make it a bonus to Save vs Death (Death Knight!).
Change the penalty to all saves to just a penalty to Breath (? reflects opposite to death?) or magic (affinity to magic means less resistance to it?).
Dump the -2 wisdom...meaningless..unless you just want to keep it for RP value. -2 charisma would mean more RP-wise to me.
If you want to go DPS then possibly throwing in an armor restriction would be good...so you can really limit his melee skill. There are kit restrictions that allow only wearing chainmail or leather or none at all.
If you are going with no armor then I would advise giving a low level/low damage spell with more uses. Otherwise in larger/longer battles he will run out of spells and be useless.

If you really want to go DPS remove the debuff spells and go damage dealing all the way. If you look at him now at level 30 he only has 5 damage dealing spells. He will become useless in the battle very quickly...especially if you keep the casting speed bonus (even more so if he wears Vecna). Locate some DoT spells (or make up one; for example:

Fear of Death
The target of the spell sees their death right before their eyes. This stuns them if they do not Save vs Death. Regardless the target is weakened by this event for 1d4 rounds. -2 to strength. (gets 1 use every 5 levels starting at 5)

or

Bone Blast
The Death Knight can command the bones of the dead even if when the bones lie fragmented on the ground. The spell sends shards of bone at the target for 1d5 damage for every 5 levels of the caster. The shards also cause 1d2 bleeding damage per round unless a Saves vs Death is made, bleeding continues for 5 rounds if the save is failed. (gets one use every 5 levels starting at level 10))

Really debuffing should be left to the pure mage classes. Death Knight sounds like an armored damage dealer. I think you should concentrate there. Instead of limiting his weapon proficiency why not just select several weapons he would be a monster with...sword and mace come to mind...butchers tools! Give him 3 stars in these and only 1 in all the rest. This way the +1 damage and to hit is useful when his spells run out or if he is engaged in melee by the enemy.

Kinda long post and rambling...but there you go!
A knight without armour in a savage land...

#9 Emzeror

Emzeror
  • Member
  • 65 posts

Posted 15 February 2008 - 06:40 PM

Just be aware with Stat requirements that in the game the more you have the more of an advantage it is to the player when rolling the character.

If all the requirement are 1 then the player could get low and high scores randomly. However if two or 3 of the stats have 12 requirements then the player is guaranteed at least a 12 in those rolls (unlike on paper where you would reassign points to reach the requirement). The general rule is to look at the existing classes and check out their stat requirements, use this as a guideline.

Nice, some feedback which I really can use and think of, thank you! Now to "counter" it.

I know about the stats requirements, I even did 100 rolls, the average I got out was 84 (Which ain't too much, abit more than the Bioware average, less than many.)

-2 to wisdom isn't really a penalty for this kit. What effect does -2 wisdom have on a spellcaster? Not much I'd say.

It is RP-wise, will be explained more later on the part (Rather, the story is not complete yet, have a guy writing and discussing it with me). Death Knight are "corrupted" paladins and fighters. They knew the risk about taking the power, that it would corrupt them, still they did it, that is why they get the -2 wisdom.

There is not much point in having an advantage that gives and a penalty that takes away the same thing. You give -1 to all saves starting at level 5 but give +4 penalty to saves. At level 20 this balances and from there on the advantage gains ground. My suggestion would be to change the type of saves that get benefited and penaltied. This way the kit always has a weakness in some area.

A miss by me. Should start with +3 Saves and gain -1 every tenth level from 15th. The point is that the curse the death knights took upon them did weaken them, and later when they learn to controll the power they will be better. So basically, if you tend to speedrun through Baldur's Gate, skipping all optional quests etc, it is not much of a point in taking him with you. Might considering making special saves thought.

Your comment on the Robe of Vecna doesn't make much sense. The spells you are giving are most likely going in as innates as you cannot restrict specifically which spells can and cannot go into the spell book. So this means that the Knight can wear armour and cast spells (because Innates aren't prevented from casting by armour). So the armour penalty -1 will be negated by a decent set of armour.

The point with that statement was that someone said it would be overpowered with Robe of Vecna, that is why I countered with why having a melee-class standing in melee with Robe of Veccna for improved casting time, he will die instantly.

If you really want to go DPS remove the debuff spells and go damage dealing all the way. If you look at him now at level 30 he only has 5 damage dealing spells. He will become useless in the battle very quickly...especially if you keep the casting speed bonus (even more so if he wears Vecna). Locate some DoT spells (or make up one; for example:

He is like a Paladn in melee, so I don't know why he will be "useless" after some time. But yes, I am working on new spells, "Rune Strike" is the first one, like sunfire but doesn't deal damage to allies, causes more damage to the enemies and going fatigue after used. See it as a "last resort" spell. More effective dots will come. Just trying to balance them.

Example of spells implementing for him: (Not done thinking yet)
- Intense Pain, dot causing heavy damage and chance to fear the enemy due to the extreme pain caused.
- Darken Mind, dot causing some damage and chance to silence.
- Sacrifice, summons the death infront of you, must save vs. death or die, increases stats dramatically.
- Rune Strike, heavy aoe non-ally damage

Also, he can now gain 3 points in Two Weapon Styles.


Keep it going, if I missunderstood some of your comments, please tell.

Edited by Emzeror, 18 February 2008 - 07:33 AM.

Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#10 Rabain

Rabain

    God

  • Member
  • 653 posts

Posted 15 February 2008 - 08:34 PM

My first point about stat requirements is relating to a player rolling the character. If you roll whatever die at home you are using a range of 1 to die total. In game with a stat requirement the game automatically bumps the score in this stat to the requirement. So the more requirements you have the easier it is in game to get a higher score while rolling. Did that make sense? If you are creating a kit for joinable npc it doesn't matter about requirements...this only relates to the kit if used by the player.

Next the two parts I will take together...he can't both be a spell caster and like a paladin. A paladin stands in melee and dukes it out with the opponent. His saves allow him to resist spellcasters somewhat. His spellcasting is secondary to his melee and complements it (usually by buffing pre battle or healing afterwards). The Death Knight is either a Tank who relies on DPS via melee skill or is a pure spell DPS'er who can defend himself when his spells run out or is purely an evil version of paladin (give harm spells rather than beneficial spells etc).

Now if you go melee and give all of those spells above you overpower the kit because he becomes a melee character with massive damage output via spell (normal good paladin doesn't have this). If you go spell DPS'er you can make it more balanced by treating it something like a Battle Mage (fighter/mage) but using innates instead of a spellbook. He won't be like a paladin unless he can wear armour...but if he wears armor and has the spells...he is too powerful...unless there is some other big disadvantage.

My point about the robe and the character becoming useless is relating to the number of spells, with just 5 damage spells and the rest debuffs you relegate the Knight to a support role. As soon as the 5 spells are used and he uses his debuffs he can do nothing without armor...he will die quickly in battle after this, unlike the paladin who continues to be effective even if all his spells are gone. That is why I mentioned giving him some DoT spell or some other spell that he can use frequently (much like the large numbers of Magic Missiles a mage can have). This way he doesn't need to engage in melee or just stand around while the others continue the fight.

If I was you I'd look at some of the low level damage (evilish) type spells and give those...Harm, Vampiric Touch, Horror, Animate Dead maybe.

What about HLA's? I'd go with bumping armor, let him get Ghost Armor...or make a spell Cursed Armor. This will give him something similar to the paladins versatility at higher levels. Take away other HLA's to compensate.
A knight without armour in a savage land...

#11 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 16 February 2008 - 03:48 AM

- Sacrifice, summons the death infront of you, must save vs. death or die, increases stats dramatically.

That's too much save throw related, be might just die, or get a huge stat bonus, so the player uses it and loads every time untill he gets the stat bonus... the sacrifice needs to be pure damage, like let's say, that he is a warrior class so at level 9 he has at least 90 hit points(+con etc.). So if he would gain this ability at level 10, he sacrifices nearly half of his hit points(45) to gain the temperal bonuses(to STR and DEX, but never to CON) that last quite long and are quite good, this effectually gives the player a good tank for so long as the bonuses last... Now when does the damage occure? In the ideal role playing case, it would be when the spell effect ends, as it would give the effect more cathastrophic potency, as usually it's the next fight that does more damage than the one you just fought, as it's effect can be cured before the next fight. And if you want to add the saving throw to this, then just reduce the effect to 2/3 if the saveis made and to 4/3 if not, so effectivelly it's 30 damage points if saved, but 60 damage points if not. :D

Deactivated account. The user today is known as The Imp.


#12 Emzeror

Emzeror
  • Member
  • 65 posts

Posted 16 February 2008 - 11:09 AM

Too begin with, thanks for the ideas, appreciate them really much.

Rabain, the thing is that I want him to be "overpowered" till the spells are done, then he is abit worse than a Paladin, there is imo only one long fight in the whole game, that is against Melissan (which I just downed on Insane :D) and I rarely use spells before Fallen Solar, having Three Dual-wielding fighters and a Viconia to tank there isn't any problem for me. So I don't think there won't be any really problem with having so few damage spells, thought I am going to implement more spells. Like I showed above.

Just to verify, HLA = High-Level Abilities (Correct?) for example, Greater Whirlwind, Planetar etc? If it is, he will have some mage alike spells, extra charge of Abi'Dals and some other. Haven't thought really, maybe the Sacrifice will be a HLA.

And as last note, he is not a tank, no need to implement another, got Viconia, all fighters/paladins already, can even use a good mage as tank with 18 dex. He is mainly and only a damage dealer.

Jarno Mikkola, good point. Will change directly. Will increase Str, Dex by 1 for every 10 levels, starting at 1 on level 1, so on level 30 it will increase by 4. There won't be any saves included, take ½ HP, ignoring saves/resistances. So if you are level 40, 100 Magic Resistance, -10 to all Saves,, and having 200 HP, it will take 100 HP increasing Str and Dex by 5 (to a maximum of 25 ofcourse).


Also, is there a list what all innates, immunities are namned in IE? Or do I have to check them manually myself? The kit should be done in a week or so I guess, not sure thought.

I am intending to do an NPC with this later, I read on the forum that it lacked Evil Romances, so there will be an Evil Death Knight romancable NPC, where the story of the Death Knights will be revaled, but that is later plans. Gotta fix this mod first I think.

Appreciate your help.

Best regards, Emzeror
Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#13 Linaze

Linaze
  • Member
  • 16 posts

Posted 18 February 2008 - 03:20 AM

Hm, well I think spells such as Breach and Pierce magic are rather unfitting for a Death Knight, I mean Death Knight's are probably rather evil warriors and when I hear Death I don't think about spells that remove protections, rather spells such as Death Spell, Animate Dead (as mentioned somewhere above), and perhaps other damage spells, but not spells such as breach, not in my opinion. Also armor restriction could be good, perhaps only wear Plate Mail as most, I don't really know.

I do however think this sounds rather promising, but you said you "wanted" him to be overpowered until he was out of spells? Hmm, I would never want to make anything overpowerered for a minute then underpowered the rest of the fight, rather keep it more balanced here I think.

Good luck, however.

#14 Emzeror

Emzeror
  • Member
  • 65 posts

Posted 19 February 2008 - 06:20 AM

If you have played World of Warcraft, see him as an AP/PoM/Pyro mage. In the beginning he does alot of work, in the end he do less but still ain't worthless, since he can carry most of the weapons together with the best armors. Also I would prefer:

"Also, is there a list what all innates, immunities are namned in IE? Or do I have to check them manually myself? The kit should be done in a week or so I guess, not sure thought." If someone could find these for me. Just so I am on same plane, it is the .2da file I change abilities for level etc right?

Thanks in Advance!
Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#15 Rabain

Rabain

    God

  • Member
  • 653 posts

Posted 20 February 2008 - 05:40 PM

The IESDP is your friend. Down the page you will see a link for available BG2 Abilities and HLA's.
A knight without armour in a savage land...

#16 Demivrgvs

Demivrgvs
  • Member
  • 143 posts

Posted 21 February 2008 - 10:13 AM

I'd like too to play an evil character class like a Blackguard, and even if Death Knights is rather a creature in 2nd edition and a template in the 3rd i think it can be cool to play something like it.
My first thoughts are:
- +1 bonus to hit and damage ---> why? He already has the best thac0 progression avaible
- Every tenth level he gains -1 to all Saves, starting at level 15 ---> i quite don't understand why they should be vulnerable to magic in the beginning
- Every tenth level he gains -1 to Casting Speed, starting at level 10 ---> he's going to use innates, just assign them the casting speed you wish for them
- Can put three points into "Two Weapon Style" ---> actually i think death knights probably should wield a two handed weapon or a shield. I know dual wielding is powerful but it's just out of character for an armored fighter/mage imo.
- Memorizes spells and gains certain immunities dependant on level ---> i really like it
12th: 2x Greater Malison ---> greater malison don't fit them too much imo, i'd much prefer Doom
15th: 2x Breach, 2x Pierce Magic ---> breach and pierce magic doesn't fit this character at all
18th: 2x Death Spell ---> maybe twice is too much, but Death Spell is perfect
21th: 1x Abi-Dalzim's Horrid Wilting ---> Too powerful imo, and Symbols (fear, death) would be much more appropriate
27th: 2x Spellstrike ---> he really shouldn't be able to cast the most powerful abjuration spell

I would suggest something like this:

ADVANTAGES:
- 1st level: Immune to Fear
- 3rd level: Immune to Charm, Doom (twice per day)
- 5th level: Fear (twice per day)
- 6th level: Immune to Hold
- 7th level: Fireball (twice per day)
- 9th level: Immune to Disease, Cloak of Fear (twice per day)
- 12th level: Immune to Poison, Animate Dead (twice per day)
- 14th level: Death Spell (once per day)
- 15th level: Immune to Level Drain
- 16th level: Power Word: Blind (once per day)
- 18th level: Immune to Death effects, Power Word: Kill (once per day)
- 21th level: Wail of the Banshee (once per day)

DISADVANTAGES:
- -2 penalty to wisdom and dexterity
- -5% penalty on experience gain (too powerful class imo, maybe slowing the level progression can balance it a little)
- may only specialize (++) in melee weapons
- cannot use missile weapons
- cannot dual class
- must be of evil alignment (not really a disadvantage :devil: )

Just my 2 cent on the matter. :cheers:
Good Work!

Edited by Demivrgvs, 21 February 2008 - 10:37 AM.


#17 Emzeror

Emzeror
  • Member
  • 65 posts

Posted 21 February 2008 - 05:46 PM

Comments like that I really appreciate. Just some explanations (I am not saying your idea sucks and that I won't listen to them, just so you know how I think)

In Baldur's Gate, you are almost totally dependant to have a mage in the party, Clerics can help out with "True Sigth" or "Purge Invisibility", but what about the annoying Stoneskin, Protection from Magical Weapons? None other than the mages (+ Wands) can deal with them, that is why I am adding the Breach, Pierce Magic. But your Doom hint, I will most likely go with it, instead of Greater Malison.

The post here on the forum isn't really accurate anymore, so I will update the main post now instead, (He don't have Spellstrike anymore) About Abi-Dalzim's Horrid (...), see him like a fighter with some necromancers taint inside him, that is why I want to keep that. And I've never been specialy fond of the Symbols of (...), that is the main reason why I am not giving him any.

Level 18 is Death Spell, I got 3 learned on my lvl 12 Edwin, so I don't think two of them is too much. If you still think it is tell me and I will reconsider.

(I won't comment the Advantades part anymore, since I am updating the main post soon instead.)

Disadvantages:
- Negative Wisdom, don't need to comment it, since I already agree with it :)
- Negative Dexterity, I can't find any logical reason for as I look right now, and I would prefer one, if there should be one that is.
- 5% experience, no that won't do it, I've tested him with -10% and I think that is decent.
Rest I consider cool.


Now I will "counter" the increasing spell casting and +saves; Death Knight were once normal fighters / paladins (whatsoever) that thought they didn't have power enough. Example, (using male perspective now, could just be a female) one's wife was kia and he couldn't stop it. So he saw himself as weak and that he failed her, normally thought would be revenge, which would result in a "Fallen Paladin" status if it was a Paladin. But let's play with the thought, it was a lich that killed your wife, do a normal Paladin stand a single chance? -- No he won't. So a spirit, that goes by the name "Asere" seeked out for the "weak" ones, offerng them tremendous (RP-wise yes, gamewise no :)) power. Asere were experimenting, to find the true wielder of this power. But everyone turned out to be the weak below average guy.

So in truth the corruption Death Knight gives weakens your soul and spirit (- Wis and - Saves) but later, when you learn to controll it, chain the lust for power and stop the flow of hate, when that state is reached you will start regain your spirit (hence the +saves).

About the +Spell Casting, it is just another way to make the kit scale even more with levels.


Last note, which I see I now forgot to answer, my favorite (and will always be number 1) weapon is Katana without a doubt. And Katanas are way cooler dual-wielded. Also, historically wise, Katanas were the most fine crafted blade out there, blessed with the spirit of your ancestors etc etc. And Baldur's Gate misses out that part totally, Hindo's Doom +3 ( +4 ) and Celestial Fury +3, these are the "decent" Katanas out there in the game, while if you go for Two-Handed Weapons there is Carsomyr +5 ( +6 ) / Psionic's Blade etc. If I would go with a Two-Handed fighter again, it will most likely be the opposite version of Paladin just, and I want to make it more unique.

This mod is just a small part in the mod I am currently writting. Don't wanna reveal too much abit it yet, since it is really alot of do, and I don't wanna get any "fans" out there waiting for something that I can't complete. Just a small teaser, I am planning to do (not just a kit) but an area and a NPC. So you can search deep into the lore of Death Knight. *Spooky* isn't it?
Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#18 Linaze

Linaze
  • Member
  • 16 posts

Posted 22 February 2008 - 01:12 PM

I like the new additions to the Death Knight, and I personally believe that the xp gain reduction is good because when he levels he get's alot of stuff such as spells and immunities. Doom is a good replacement for Greater Malison. Your HLA:s are rather cool, though many of them are passive which might get boring in the long run. However it seems balanced and it is cool that you can spec to get shield and immunities. As last words, your friends will abandon you!