
We already finished the Mage tables, and they are unlikely to be changed until we start adding TDs.
The same goes for Bounty Hunters.
Posted 15 November 2004 - 12:55 AM
Posted 15 November 2004 - 05:08 AM
Call of the Conjurer
With this spell, the Conjurer casts out a magical portal that sucks out 1D6 creatures, each one from the Elemental Planes of Fire, Earth, Air, as well as the Negative Material Plane, The 9 Hells and the Celestial Planes. It calls down one random being of a pool of level 15+ creatures from that plane, ranging from Vampires, to Tanar'ri, to Greater Fire Elementals, to a Solar. The Level of the creatures summoned will match the level of the caster, and any demons summoned will not attack the user or the users party.
Summoning even a Solar is too much in my opinion.
Posted 15 November 2004 - 05:09 AM
Thanks for the idea, but I'm sure you noticed that you replied to a nearly one year old post..?
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We already finished the Mage tables, and they are unlikely to be changed until we start adding TDs.
The same goes for Bounty Hunters.
Posted 29 November 2004 - 09:22 AM
Edited by T.G.Maestro, 29 November 2004 - 09:23 AM.
Posted 29 November 2004 - 11:41 AM
This is either a very weak or very powerful HLA. If you limit it to 1 or 2...maybe even 3 its weak...if you don't limit it, they can take it to get butloads of HP and so low of scores even penalties to saving throws won't matter except for botches...and they'd still have room for other abilities as well.A few ideas, based on (NWN) feats:
Arcane Defense: this passive innate for mages grants an extra +4 points bonus permanently to saves vs. one of the save-types (death, spell, wands, etc.) of choice.
Posted 29 November 2004 - 12:37 PM
imo this wouldn't be too powerful w/o the penalty.Cleave: the original pnp Cleave is not implementable in the IE engine, but I have a possibly useable alternative. It would be a non-passive HLA (like Smite for example), and would add an invisible "splash-effect" to the character's melee hits. This means that every time the character hits a target, those around it in a 8-10' radius area would suffer some portion of that damage (or a set amount of physical damage). This would represent that the power of the blow is enough to hurt multiple opponents at the same time by cutting through the main target and reaching the others around it. This ability would grant some extra melee bonuses vs. the main target (for example some damage bonus), but would reduce THACO by a fixed number (maybe 3?).
Posted 30 November 2004 - 08:04 AM
Posted 01 December 2004 - 12:59 AM
Posted 01 December 2004 - 11:05 AM
Edited by Jinnai, 01 December 2004 - 11:16 AM.
Posted 02 December 2004 - 05:14 PM
Posted 02 December 2004 - 07:31 PM
No. I have had it done to me in my martial arts classes. If it would be assigned to any physical ability it would be dexterity, but intelligence and wisdom are would be more important.I would think that last version you said about swinging so strong you could feel it without getting hit would require a massive strength requirement.
Posted 05 December 2004 - 08:57 PM
Yeah, it would only really make sense if you were able to knock out/ knock back/ kill the main enemy and then the damage would be done to surrounding enemies. And if it was the "kill the main enemy first" thing it would only really make sense for large slashing weapons (i.e, halberds, two handed swords, bastard swords, etc.), whereas if it were the "kock back/ knock out the main enemy" thing, it would only make sense for blunt weapons. I would like Cleave, but it just wouldn't make sense without something like that. *sigh*If you can make the effect only work if you kill or knock out the main enemyAbout Cleave: do you find this kind of implemetation fitting for this ability? (I mean the "splash-effect"?)
Posted 06 December 2004 - 09:03 AM
Posted 13 January 2005 - 01:16 AM
Edited by Littiz, 13 January 2005 - 02:08 AM.
Ever forward, my darling wind...
Posted 13 January 2005 - 03:06 AM
You can make a dispel unfailable though. Not sure about the details, try asking CarsomyrSo I propose an ability that would be truly unique, for this class: an Enhanced Dispel Magic, cast maybe at the equivalent of 20-25th level, with wide area effect and the additional bonus of NOT affecting party members. Maybe combined with a True Sight effect. This should open new strategical situations.
EDIT: Argh, long time no play, you see...
I forgot about remove magic![]()
Well, feel free to elaborate on the ideas though...
#58 (0x3a) Cure: Dispellable Effects (Dispel Magic) [58]
Parameter #1: Level
Parameter #2: Type
Description:
Dispels magic from the targetted creature(s) (excepting magical
weapons eg. Spirtual Hammer). Depending on the value of
the 'Type' field, the 'Level' field can use dused to set
the level of the effect.
Known values for 'Type' are:
0 Always dispel
1 Use Caster Level
2 USe 'Level' field
With 'Type' of 1 or 2, the base chance of successfully dispelling
is 50%. This chance is modified by the relative levels of
the dispeller to the caster. Each level below gives a -10%
chance, each level above gives a +5% chance. There is always
a 1% chance of success or failure.
Edited by the bigg, 13 January 2005 - 03:38 AM.
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
Posted 13 January 2005 - 04:02 AM
Well the spell speed increase i don't like because its not really focused on what a fighter would be able to do. I think better would be something like an inate ability to make your weapon magical for every 5 levels, up to level 5, whatever it is.I think I may have the solution for 2 abilities that were giving us trouble.
Union, as proposed by TGM, didn?t make me happy, to be honest. Cleric mages don?t need MORE spells, and an increase in casting time speed creates too many problems, as we all know.
Also, the two kinds of magic are inherently different, have different restrictions and sources, so I don?t fully agree with the concept.
So I propose an ability that would be truly unique, for this class: an Enhanced Dispel Magic, cast maybe at the equivalent of 20-25th level, with wide area effect and the additional bonus of NOT affecting party members. Maybe combined with a True Sight effect. This should open new strategical situations.
I?d move the casting time speed increase to an ability for Fighter/Clerics (?Combat Blessings? or a similar name): they can learn to effectively merge the two fields (combat and praying) and ?adapt the prayers? to a faster in-battle casting. This wouldn?t be as much as dangerous (no Vecna robe, plus clerical spells have long casting times) and would be fitting.
If these are fine for you, I?ll create them in the week-end (or somewhen else).
See, I ask before working![]()
EDIT: Argh, long time no play, you see...
I forgot about remove magic![]()
Well, feel free to elaborate on the ideas though...
Posted 13 January 2005 - 06:52 AM
1st one: undoable. A pair of TDD Druid Spells (D1 Magic Fang and D3 Greater Magic Fang) claim to do that, but they actually only increase weapon damage by +x. They even forgot to increase Thac0 by the same amount, not to mention the "enchantment" level (AKA it allows to hit Demiliches).Well the spell speed increase i don't like because its not really focused on what a fighter would be able to do. I think better would be something like an inate ability to make your weapon magical for every 5 levels, up to level 5, whatever it is.
As to the mage/cleic one...the best thing would to chose to move some of your cleric spell slots over to the mage as you get 9 per level as a cleric and 5 per level (6 if specialized) as a mage. So like an ability to move 1 spell/level from 1-7 cleric to 1-7 wizard permenatly.
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
Posted 13 January 2005 - 02:43 PM
Ever forward, my darling wind...
Posted 13 January 2005 - 02:47 PM
I was bored, you know
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.