New HLA tables
#201
Posted 27 April 2004 - 09:55 AM
#202
Posted 29 April 2004 - 07:54 AM
Try the new Dark Pact HLA of the Necromancer mage kit in Refinements - you'll like it !it just sounded more cooler for necros who sacrifice their health to power their spells or something.
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#203
Posted 29 April 2004 - 11:58 AM
Elemental School Stances:
Lightning Stance (Element of Air)
For next 10 rounds all attacks do +1 electrical damage
For next 10 rounds all successful attacks against him do 1 point of electrical damage to oppoinent (ignore all specifically non-electical resistance)
For next 10 rounds all successful attacks by or against him must save vs. paralyzation or be stunned for 1 round.
For the next round +2 attack/round and for the next 9 rounds +1 attack/round
For the next 10 rounds get -6 to AC
for next 10 rounds immune to electrical damage
After effects are over:
If he is at or below level 20 he will fall unconscous for d8+2 rounds be considered fatigued
If he is 21-30 levels he will be stunned for 1st round and get -1 attack/round for next d4 rounds and be considered fatigued
If he is 31-40 he will get -1 attacks/round for following to rounds be considered fatigued
If he is 41-50 he will be considered fatigued
Flame Stance (Element of Fire)
For next 10 rounds all attacks do +1 fire damage
For next 10 rounds all successful attacks against him do 1 point of fire damage to oppoinent (ignore all specifically non-fire resistance)
First are considered +6 for the next 10 rounds in additon to the +1 fire damge
For the next 10 rounds all attacks ignore all specfically non-fire damage resistance
Next round all attacks are critical
All critical attacks lower AC by 1. This effect cannot be stopped/ignored
for next 10 rounds immune to fire damage.
Disadvantages:
If he is at or below level 20 there is a 10% cumulative chance at the beginning of each round he will go beserk (thus a monk at or below 20 lvl will always go beserk at by round 10).
If he is 21-30 levels there is a 9% cumulative chance t the beginning of each round he will go beserk (thus by round 10 its 90%)
If he is 31-30 levels there is a 8% cumulative chance t the beginning of each round he will go beserk (thus by round 10 its 80%)
If he is 41-40 levels there is a 7% cumulative chance t the beginning of each round he will go beserk (thus by round 10 its 70%)
If he is 41-40 levels there is a 6% cumulative chance t the beginning of each round he will go beserk (thus by round 10 its 60%)
Ice Stance (Element of Water)
For next 10 rounds all attacks do +1 ice damage
For next 10 rounds all successful attacks against him do 1 point of ice damage to oppoinent (ignore all specifically non-ice resistance)
At the beginning of each round all non-ice creatures within a 60' radus must save vs. spell or lose d4 of damage (draining their body heat from them big time) (unliving should not be immune to this as they would be warmer than you are...maybe spirits might be, but something like a vampire or lich wouldn't).
All creatures (other than monl) with 10' speed is reduced by -3, within 30' reduced by -2 and 60' reduced by -1.
for next 10 rounds immune to ice damage
Disadvantages:
-1 attacks/round
#204
Posted 30 April 2004 - 05:08 AM
For now, I say let us keep B's stances, it would be easier (and would require less work) to point out the difference between 'good' and 'evil' aligned monks via normal HLAs (like Finger of Venom for evil monks).
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#205
Posted 30 April 2004 - 06:26 AM
But if those don't work, let me know what you are looking for kind of. These aren't to show differances in alignment, atleast right now, just that Balthazar is a from different school than the player, which is almost definatly true.
#206
Posted 30 April 2004 - 10:45 AM
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#207
Posted 01 May 2004 - 04:39 PM
I am against using the Balthazar's stances as anything more than temporary stances because of what i mentoned before about schools, ways of thinking, and guarding their secrets. So i think the stances should be as powerful, but shouldn't be similar in structure really.
#208
Posted 01 May 2004 - 11:09 PM
Refinements v2 has been released!
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#209
Posted 16 May 2004 - 10:59 PM
Absolutely.The point is, while tracking many need to be reworked, BG series has many inconsistancies with pnp
And about tracking: it is a hardcoded effect, I doubt I could add any bonuses to that one without using scripts.
Edited by T.G.Maestro, 16 May 2004 - 11:00 PM.
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#210
Posted 17 May 2004 - 08:34 AM
Improved Critical
A well-trained fighter can target the vulnerable points on opponents more accurately. A character with Improved Critical deals a Critical Hit on an attack roll of 19-20.
Requires Critical Strike
Notes to Improved Critical: I think this one would be available to all fighter kits including the base class, the Blade bard kit, and MAYBE to other fighter-type classes/kits like Barbarians or Rangers.
Toughness
This ability increases the character's Maximum Hit Points by 5 permanently. Toughness can be chosen multiple times.
Notes to Toughness: This ability would be available to all fighters and the barbarian class, and MAYBE to rangers and paladins.
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#211
Posted 17 May 2004 - 09:35 AM
Free your mind
#212
Posted 17 May 2004 - 09:54 AM
Still 50 HP or 5 GWW + 5 Critical Strikes ... I would take the latter.
Toughness, pickable once, that gives +1 HP per level on the other hand would be well worth it IMO.
... or what if Toughness increased base AC by 1 each time it was chosen in addition to +5 HP?
Edited by Rathwellin the Bard, 17 May 2004 - 09:56 AM.
#213
Posted 17 May 2004 - 10:56 AM
No, AC has nothing to do with toughness.what if Toughness increased base AC by 1 each time it was chosen in addition to +5 HP
Indeed - I never said it will be a groundbreaking power-ability. Just as you say. But still, the option will be there before the player to boost the max HP of his/her character.I have to point out that toughness sucks (if it is the one from in IWD2), because it is too little too late.
Take a look at Barbarians in Refinements. They have 2 (3 with Toughness) passive abilities that grant small bonuses, but when stacked, they can offer considerable advantages in combat.
Also note that a passive ability has an advantage compared to normal "useable" HLAs - it is "always in effect", while a Whirlwind dissipates in 6 seconds. Again, it is up to the player to decide what kind of playing style he/she prefers - creating an offensive juggernaut, or fortifying the characters defenses by passive abilities.
In addition to these listed above, the introduction of the Toughness HLA would at least "explain" the great max HPs of some opponents.
I'd accept a small increase in the HP bonus however. +6 then.
Edited by T.G.Maestro, 17 May 2004 - 10:57 AM.
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#214
Posted 17 May 2004 - 11:50 AM
Rathwellin' idea has its merits too: +1/level perhaps pickable twice.
Free your mind
#215
Posted 17 May 2004 - 11:57 AM
It has its merits - but I don't know how to make it . For example how can I change the +3 points/level for Korgan to +4/level?Rathwellin' idea has its merits too: +1/level perhaps pickable twice.
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#216
Posted 17 May 2004 - 12:39 PM
Free your mind
#217
Posted 17 May 2004 - 12:47 PM
#218
Posted 18 May 2004 - 01:24 AM
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#219
Posted 18 May 2004 - 05:43 AM
what if you make a spell which has 20 effects from 20 to 40 and every effect adds the proper amount of hp? if you choose this hla at lvl 20 you get 20 hps. but would the spell use at lvl 21 the effect for a lvl 21 character?Yes, my problem is that HP bonus/level effect. I don't know how to edit it without using scripts, and to tell the truth, I'm not a skilled scripter .
#220
Posted 18 May 2004 - 06:22 AM
Refinements v2 has been released!
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Member of The Silver Star team.