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Werewarrior - a fighter kit for BG2


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#1 vilkacis

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Posted 18 September 2009 - 08:51 PM

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File Name: Werewarrior - a fighter kit for BG2
File Submitter: vilkacis
File Submitted: 19 Sep 2009
File Updated: 29 Sep 2009
File Category: Miscellaneous Released Mods
Forum: No Information
Readme: No Information

A fighter kit based on an idea by Stardusk on the SHS boards. It is open to all races and alignment and requires 9 STR. Nothing fancy here.

Update 090929: fixed weapon immunity for the lv 19+ forms.

Older updates: Fixed the claws - they are now proper enchanted weapons (they were previously were missing the "magical" flag). They now also get the bonus to hit and damage as +X weapons. Also boostedthe regen rate for higher-level forms a bit.

Now includes an option for claw proficiency type: fists or daggers. Fist-type is similar to how any other shape-changing ability works and offers no particular strengths or weaknesses; dagger-type makes the werewolf form's claws use the dagger weapon proficiency (obviously) and also allowes the character to specialize in daggers.


Kit description:

WEREWARRIOR: A fighter who has devoted all his efforts to learning and controlling the inner beast which dwells in everyone; he can become a werewolf that gains in strength and power over time.


Advantages:
- Can shapechange into werewolf form which becomes progressively stronger with time.
Level 1: +1 to STR/DEX/CON, +2 to AC, claws deal 1d6+1 damage and strike as +1 weapons
Level 7: +2 to STR/DEX/CON, +3 to AC, claws deal 1d8+2 damage and strike as +2 weapons
Level 13: +3 to STR/DEX/CON, +4 to AC, immunity to non-magical weapons, regenerate 1 HP/round, +20% magic resistance, claws deal 1d10+3 damage and strike as +3 weapons
Level 19: +4 to STR/DEX/CON, +5 to AC, immunity to non-magical and +1 weapons, regenerate 3 HP/round, +40% magic resistance, claws deal 1d12+4 damage and strike as +4 weapons
Level 25: +5 to STR/DEX/CON, +6 to AC, immunity to non-magical and +2 weapons, regenerate 6 HP/round, +60% magic resistance, claws deal 1d20+5 damage and strike as +5 weapons


Disadvantages:
- May not wear armour, gauntlets or bracers
- May not use missile weapons
- May not multi- or dualclass
- May only become proficient (one star) in the use of any weapon



As always, it's tested and seems to work on my install, but any feedback and bug reports would be welcome.

Click here to download this file

#2 Stardusk

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Posted 23 September 2009 - 09:59 AM

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File Name: Werewarrior - a fighter kit for BG2
File Submitter: vilkacis
File Submitted: 19 Sep 2009
File Updated: 19 Sep 2009
File Category: Miscellaneous Released Mods
Forum: No Information
Readme: No Information

A fighter kit based on an idea by Stardusk on the SHS boards. It is open to all races and alignment and requires 9 STR. Nothing fancy here.


Kit description:

WEREWARRIOR: A fighter who has devoted all his efforts to learning and controlling the inner beast which dwells in everyone; he can become a werewolf that gains in strength and power over time.


Advantages:
- Can shapechange into werewolf form which becomes progressively stronger with time.
Level 1: +1 to STR/DEX/CON, +2 to AC, claws deal 1d6 damage and strike as +1 weapons
Level 7: +2 to STR/DEX/CON, +3 to AC, claws deal 1d8 damage and strike as +2 weapons
Level 13: +3 to STR/DEX/CON, +4 to AC, immunity to non-magical weapons, regenerate 1 HP/round, +20% magic resistance, claws deal 1d10 damage and strike as +3 weapons
Level 19: +4 to STR/DEX/CON, +5 to AC, immunity to non-magical and +1 weapons, regenerate 2 HP/round, +40% magic resistance, claws deal 1d12 damage and strike as +4 weapons
Level 25: +5 to STR/DEX/CON, +6 to AC, immunity to non-magical and +2 weapons, regenerate 3 HP/round, +60% magic resistance, claws deal 1d20 damage and strike as +5 weapons


Disadvantages:
- May not wear armour
- May not use missile weapons
- May not multi- or dualclass
- Can only become proficient (one star) in the use of any weapon

Click here to download this file


Wow, this really cool and I see your point about the +6 thing but one thing the werewarrior should get is grand mastery in his claws....no?

#3 vilkacis

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Posted 23 September 2009 - 03:20 PM

...I actually just copied and edited an existing werewolf paw weapon and forgot about the proficiency bit. Meh.

Updated my journal:
The installer should now ask if you want to use fist or dagger proficiency for the werewolf's claws; setting the proficiency style to "dagger" also allows the werewarrior to reach Grand Mastery in that weapon.

#4 vilkacis

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Posted 24 September 2009 - 01:26 PM

Updated my journal:
The weapons were missing the "magical" flag, causing them to be ineffective against certain enemies. This is now fixed.