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Fortune Hunter kit


dir@c

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Hello everyone,

 

Lately I've been planning another bg2 playthrough, this time with Rogue Rebalancing and Expanded Thief Stronghold installed. As you may have guessed, I'm going to play as a rogue, so in a rush of inspiration I decided to make a new kit - fortune hunter - based on the prestige class from Book Of Roguish Luck (which is basically Forgotten Realms' version of Indiana Jones/Lara Croft :worship: )

 

When I started I had lots of ideas about abilities for my new kit, but of course 90% of them could not be implemented due to engine limitations, below is what I came up with. I'd be grateful for any opinions about it - is it over- or underpowered compared to other thief kits, are new abilities useful or not worth the time, etc.

Or perhaps you have some great (implementable!) idea which you would like to share.

 

cheers!

 

FORTUNE HUNTER: Some people are born lucky. Others make their own luck. Fortune hunters depend on both kinds of providence to get ahead and have a talent for finding what others ignore, achieving what others consider impossible, and seeing what others miss. Fortune hunters are adventure-seekers first, last, and always. They rob tombs, steal secret plans, recover holy relics, save villages whose children have been enslaved, and launch rebellions when such activities might be profitable. While some fight for good and others are just out for themselves, all fortune hunters crave new and dangerous journeys.

 

Advantages:

 

- +15% to Find/Remove Traps

- May use the 'Fortune Hunter's Lore' ability once per day

- May use the 'Low Blow' ability once per day per 4 levels

- At 3rd level and higher may use 'Just a Scratch' ability once per day

- At 10th level gains 'Fortune's Favourite' ability

- Can acquire the 'Nine Lives' ability at higher levels

 

Disadvantages:

- Only 15% to distribute between thief abilities at each level

- Cannot acquire the 'Evasion' ability

 

 

Fortune Hunter's Lore:

- A fortune hunter may make an attempt to see whether he knows some relevant information about local notable people, legendary items, or important places. Once the fortune hunter activates this ability, he immediately gains a bonus to lore equal to 10 + 2x his class level. This bonus lasts for 1 turn.

 

Low Blow:

- A fortune hunter can use dirt, sticks, a kick, or other unexpected tactics to gain a sudden advantage during combat. All melee attacks in the next round may stun the victim for one round, unless save vs paralyzation is made.

 

Just a Scratch:

- The fortune hunter’s wounds are never as bad as they first appear. This ability allows the fortune hunter to heal 3 hit points for every two levels of experience.

 

Fortune's Favourite:

- A skilled fortune hunter exudes luck and confidence - he seems to possess some uncanny ability which allows him to survive in almost any situation. The fortune hunter gains a +1 bonus to all saving throws.

Nine Lives

Experienced Fortune Hunters have a knack of getting out of life-threating or otherwise unpleasant situations. For two rounds after activating this ability, Fortune Hunter's health cannot drop below 1 hit point. In addition, if his total hit points are below 25% after the ability expires, he will immediately heal 4d6 + 4 points of damage.

 

Where ordinary adventurer ends up sliced, maimed, burned or dead, the Fortune Hunter simply dusts the dirt off his shoulders and continue on his merry way. Wise Fortune Hunters know that this ability will not protect against some magical effects and don't push their luck too hard; foolish ones usually meet their end as a pile of dust or a bloodless corpse.

 

Requires: Danger Sense

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At least it's not that over powered... :worship:

Fortune's Favourite:

- A skilled fortune hunter exudes luck and confidence - he seems to possess some uncanny ability which allows him to survive in almost any situation. The fortune hunter gains a +1 bonus to all saving throws.

Well, if it's only 1 time bonus, you could just give him a permanent luck bonus instead, it gives him +5% to all thief skills, +1 to saving throws, +1 to Thac0 etc.

You forgot the backstabbing bonus, if it's a thief, max of 5 is normal so...

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I wasn't sure if Luck does what it is supposed to do, it doesn't show on the record screen...

and I learned to never trust bg2 engine - bad experiences :worship:

 

You forgot the backstabbing bonus, if it's a thief, max of 5 is normal so...

what do you have in mind, should I lower or raise it ?

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Guest Dirty Uncle Bertie

Well, I'm not really in a position to say whether this is balanced or not (not enough experience with the game), but I certainly like the sound of it. I'm sure I read something recently about Luck indeed working as it should, and in fact being a really great bonus to have. Still, I would wait for someone who knows the engine better to confirm this. I know that Alora has a lucky rabbit foot in Tutu/EasyTutu, and that this is supposed to grant a luck bonus.

 

I noticed that you have both "fortune hunters" and "Fortune Hunters" at various points (I prefer lower case) and also "...simply dusts the dirt off his shoulders and continue on his merry way".

 

Good luck with the kit. Oh, while I think of it, are there any NPCs who this kit would suit? Maybe Safana would be ideal. Is the kit suitable for low levels?

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Guest Dirty Uncle Bertie

Hey, a couple of quick thoughts before I forget:

 

"Only 15% to distribute between thief abilities at each level" is quite the hit. Maybe change it to 20%?

 

Could "low blow" be extended to ranged attacks? This would certainly make it more useful. Or maybe make it save vs paralyzation at +1 or +2 for ranged attacks, to illustrate that there are fewer options for a low blow when attacking from range. Just a thought, dunno if it'll make ranged low blows too easy to save against.

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What do you think about fighter version of this concept?

 

FORTUNE'S FRIEND: The fortune's friend lives by his luck. He doesn't worry about much of anything, including whrere his next meal comes from, and trusts to luck - perhaps more than he should.

 

Advantages:

- Immune to curse-like spells (Doom, Greater Malison) and critical strike

- Fortune: +1 to thaco, AC, saving throws and +5% chance for critical strike.

- At 5th level gains ability "It's only scratch", which gives 5% chances that after being hit Fortune's Friend heals 12 points of damage.

- At 11th level gains ability "Lucky strike" which raises chance for critical strike by 10%.

- Gains access to HLA's: Evasion, Avoid Death

 

Disadvantages:

- Is limited to specialisation in any weapon

- Cannot wear heavy (plate) armours

- Cannot achieve HLA's: Hardiness, Greater Whirlwind Attack

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"Only 15% to distribute between thief abilities at each level" is quite the hit. Maybe change it to 20%?

 

Could "low blow" be extended to ranged attacks? This would certainly make it more useful. Or maybe make it save vs paralyzation at +1 or +2 for ranged attacks, to illustrate that there are fewer options for a low blow when attacking from range. Just a thought, dunno if it'll make ranged low blows too easy to save against.

Well, 15%/level is the only penalty right now, so I'm not sure if 20% wouldn't make the kit too overpowered.

As for "Low blow", different ranged and melee penalty can be done. I agree it might seem a bit useless right know, rogue usually has only one attack per round and the abiility also lasts for one. :worship:

 

And I would have though the Evasion series would fit quite nicely. I would get rid of the Scribe Scrolls and Alchemy for it, instead.

I almost forgot about those, I have Rogue Rebalancing installed and it replaces them with different HLAs. And my new "nine lives" ability is actually "improved improved evasion" But you're right, Scribe scrolls and alchemy have to go (I must make more HLAs)

 

What do you think about fighter version of this concept?

 

QUOTE

FORTUNE'S FRIEND: The fortune's friend lives by his luck. He doesn't worry about much of anything, including whrere his next meal comes from, and trusts to luck - perhaps more than he should.

Nice idea, I'm going to use some of those abilities, if you don't mind :p

You've taken a different direction - roguish warrior - but it's a bit too close to swashbuckler for me. I've made a kit that stays somewhere between a bard, a monk and a rogue (or at least I'm trying)

 

 

Thanks for all the input everyone!

Looks like I have to delay starting the game again, I swear lately it takes me more time modding than actualy playing bg2 :p

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I think that main attribute of this kit should be random occuring of abilities. These 'once per day per x levels' abilities are fine for Kensais and Assasins. Because all they have is that what they can. What fortune hunter can? Noone knows. That's why in my little version of fighter kit I've decided to put strenght on x% chances abilities rather than these activated by player.

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Not wearing armour, or at least heavy armour seems like a good idea to me. It is a precaution these 'lucky' people don't trust to. And come on, when did Lara Croft EVER wear plate mail?

how about lucky elven chainmail worn discretly under the clothes?

besides, Lara wears hardly anything at all :)

 

 

Isn't only 15 thief points per level going to make this a pretty poor thief, especially in BG1?

Well yes, but you can specialize, and take another thief to the party. Hopefully his new abilities should make up for the penalty

 

And I think that there should be restriction: cannot be lawful. Luck is something extremly entropic and chaotic.

One could argue with that, I've always though of Indy as lawful, with his "This belongs to the museum!" :)

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