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Hypaspist

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Posts posted by Hypaspist

  1. 10 hours ago, subtledoctor said:

    Note also, this does not affect memorization slots (the slots available on the spellbook page after you use the Prepare Spells ability). If you have a problem with memorization slots, then I have mis-read your post.

    Sorry, I wasn't clear - Haer'dalis leaving the party due to the game mechanics (Planar Prison) affected his memorization slots. Spontaneous casting still works.

    Here are screenshots:

    1. Before Planar Prison (him leaving the party due to the story reasons):

    Mage 9/Rogue 10

    Screens

    2. After returning for the Planar Prison:

    Screenshots taken from my recent saves, when he's Mage 11/Rogue 12

    Screens

    So in essence he has far less spells at his disposal. This is what happens when you try to Prepare Spells after he returns:

    https://imgur.com/a/JiQSLk5

    Now of course the problem is, you can't forgo this quest if you have him in your party - he will eventually leave to do it.

  2. 1. Encountered a problem with Haer'dalis - once he returns to the party after the Planar Prison, his Bardic spellcasting appears to not work: He only gets 1 spell each level.

    Before he had 4, 4, 3, 2 spell slots.

    I assume it's because it's not actually the exact same character, that had previously activated Bardic spellcasting via the innate ability. Is there any fix? I've tried to give him the ability again (via NearInfinity), but it doesn't show.

    2. Another thing - is it normal that my Bard spellcasters can only use 1 spell from the last level? They've each have 3 spells from level 4 list and level 5 list (which are, respectively, their highest level spells).

  3. 14 hours ago, subtledoctor said:

    If you are using the SoB proficiency system then you don't need to worry about it, because that extra pip will actually give you the extra 1/2 APR. (It occurs to me that there is a bit of a conflict here, since with SoB a Bladesinger's focus weapon will give you +1 APR instead of just +1/2. I need to add compatibility code to remove the extra +1/2 when SoB is installed.

    Choosing a focus weapon will advance that weapon's proficiency by 1. You can choose a weapon in which you have no proficiency at all, or you can choose a weapon in which you have maxed out your proficiency. I highly recommend that you do the latter! Since it will allow you to exceed your normal proficiency limit.

    (...)

    Well the Bladesong is a bard song, albeit a special one, and you can only have one bard song active at any time. (Though the SoD Bard's Hat and the IR Blade of Roses can sort of simulate having a second one active.) The defensive thing is not possible since, "damage threshold"-style effects are not possible in this engine.  Changing it to an AC bonus sort of steps on the toes of MnG Swashbuckling (which Bladesingers can already do) and the Blur Aura (which Bladesingers already get). A song that hastes you sort of steps on the APR bonus from your focus weapon.

    I am thinking about adding a new bard aura, similar to a "bladesong" that I used earlier for a very short time. Call it something like a "harmonic strike" aura, which will add extra sonic damage to every melee attack. (There is no sonic damage in this engine, so I used blunt damage to represent "force damage." That makes sense to me, since I figure sonic damage should work against hard/brittle materials similar to blunt force, and it is especially useful in this engine since blunt damage works well against lots of enemies. E.g. this would allow a Blade with dual daggers to go up against a clay golem, etc.)

    Thanks, I just gave Xan 4 pips in the longswords, that does the trick in Scales!

    As for the song suggestions - yes, I knew that Bladesong is a bard song, but what I was suggesting is that the player could either:

    1. Pick up Weapon Focus, allowing him/her to attain 4 pips in a chosen weapon (as per Scales of Balance);

    2. Pick up a feat that would enhance Bladesong in some way. It doesn't have to be those songs I've posted about. Although what you're proposing sounds a bit like Song of Fury. The new, enhanced Bladesong could, for example:

    - Decrease the AC by 1 or 2 points;

    - Add Protection from Missles Effect;

    - Add Protection from Normal Weapons.

    I think that could be potentially an interesting choice to make. Do you want to go more offensive or defensive?

    Although in that case it might be a good idea to further enhance Weapon Focus, perhaps by adding a further increase in critical chance?

    3. On top of that, if you were planning to work on the kits further, I'd also consider trying to gradually give each kit similar choices at higher levels. But I hope you work on the Beast Lord before that ;)

  4. Unfortunately it doesn't seem to recognize Cernd. Is there a way to use a console to fix that? It's as if Cernd is not recognized as a druid at all (despite being a Shapeshifter).

    I've tried this, but it doesn't work:

    CLUAConsole:SetGlobal("KishCerndDruidStronghold","GLOBAL",1)
    CLUAConsole:SetGlobal("KishDruidQuest1","GLOBAL",0)

  5. 23 hours ago, subtledoctor said:

    Unfortunately it's not that simple. Well, it actually is simple - the correct ability is "D5FTPROF.SPL." However, I'm just now realizing that that spell has an eight-letter filename, which means if you give it to yourself you will never lose it, and will be able to cast it every day instead of just once ever.

    So the best workaround would be to cast D5FTPROF on yourself, without actually giving yourself the ability. Unfortunately I think the EE console doesn't make that easy - you have use ActionOverride, and get the formatting just right.

    Possibly easier would be just editing your save to increase your proficiency - but don't use EEKeeper!  Use Near Infinity instead.

    I've added this to my fix list for the next version, and mostly done the work already. As relating specifically to the Bladesinger, I wonder whether people think you should have to select Weapon of Focus as a feat? Or should it just be a free thing at 9th level, allowing you to choose a different bardic feat in addition?

    Thanks! I'll do that, though I'd be missing the one more attack every two rounds (as per kit description), is there a way to fix that as well? Also, if you have Scales of Balance installed as well, does Bladesinger's Mastery mean 4 pips or 3?

    As for your question - I'd keep it as a feat, but I'd consider adding addtional Bladesinging variants as feat choices as well (from here😞

     

    When novices began their tutelage under experienced bladesingers, they could maintain their bladesong for about a minute's time, two times every day.Throughout the course of their training they developed great concentration that helped prevent their magic from being halted in any manner.

    Over time they learned how to further modify the magic of their bladesong in order to better suit their needs. These songs were often presented in pairs that shared some close association with one another.

    A song of defense a bladesinger could actually negate harm inflicted upon them, while song of victory allowed them to attack with greater power.

    When performing a song of celerity a bladesinger was empowered to cast a spell with great quickness, while the song of fury allowed them to make a swift, "arcane strike" against their foe. With the choir of swords a bladesinger could strike out against every opponent near them, with similar blinding speed.

     

    But the player would only be able to pick one or the other - either making their Bladesinger a better fencer, or a better spellcaster. Making hard choices is always interesting!

  6. 4 hours ago, Jarinex said:

    The big thing you'll want to do is download the mods you want to install manually, including BGT Fixpack and BGT Language Pack (I use English, but there are others.) These can be a pain to find on your own, so I will link them from the SHS site.

    http://www.shsforums.net/files/file/521-big-world-fixpack/

    http://www.shsforums.net/files/file/534-big-world-english/

    Here is the most important step I have found for a manual install. Download all the mods you want, unpack them into the Baldurs Gate II Enhanced Edition folder, and then run these files. If you don't, it is possible compatibility with a number of mods will be an issue .

    My install spreadsheet is attached. They are grouped according to a recommended install order based on my experience and what I have read. You'll notice it's mainly Baldurs gate 2 mods, so I have little experience with anything for BG1. However, I assume the install order is very similar.

    If anyone feels this can be improved please let me know. I know things change and need to be altered

     

    Also, if this is way too confusing I completely understand. If you want, you can try Project Infinity by ALIENQuake. Not something I need to use, but may be up your alley:

    https://github.com/ALIENQuake/ProjectInfinity

    Hope this helps

    BG2 EE Organizer Recent-1.xlsx

    Hey there - many thanks for the Mod Order, I've been looking for one for ages! Any problems you've encountered with this one? Does the Scales of Balance component Stat Bonus Overhaul work correctly?

    Have you tried this one too? https://github.com/GwendolyneFreddy/1pp

    If not, where would you put it?

    Is the Cernd mod Cernd Friendship?

    @subtledoctor Wondering what you think about the improved Beast Lord :)

  7. Updated Beast Lord proposal:

    1. Beast Lord

    Abilities:

    - Focus access to the sphere of: Animal.

    - Major access to the spheres of: All, Exploration, Thought, Vigor, Affliction.

    - Minor access to the spheres of: Life, Death, Dread, Water and Shadow.

    - May summon his pack to aid him in battle:

    • 1st level - 1 wolf,
    • 3rd level - 2 wolves,
    • 6th level - 2 worgs,
    • 8th level - 2-3 dire wolves,
    • 12th level - 1 wolfwere,
    • 18th level - 2 wolfweres.

    - At 6th level the Beast Lord may shapeshift into a hybrid Werewolf twice per day. The Beast Lord gains an additional use every two levels, to a maximum of eight uses per day at level 20. The concentrated effort required to maintain the form makes the Beast Lord unable to cast any spells while under its effect.

    - The Werewolf form increases in power to that of a Greater Werewolf at 12th level and a Werewolf Lord at 18th.

    – Can cast Rabies special ability once per day at 9th level. Beast Lord gains additional uses at levels 14 and 18.

    RABIES: With his touch, the Beast Lord spreads the effects of his lycantrophic condition to a single, living creature. Every two rounds the disease causes a permanent -2 penalty to all stats (up to 6 to all stats) and causes slow. If the target fails a saving throw against Poison at -2, it loses an ability to cast spells and will immediately attack the closest target, friend and foe alike.

    Restrictions:

    - The Beast Lord cannot contain his bestial nature completely and is prone to losing control while shapeshifted into a werewolf. At 6th level there is a 25% chance he will lose himself to bloodlust and become uncontrollable, this improves to a 10% chance at 12th level and finally 5% at 18th.

    - May not wear any armour.

  8. And here's the Haer'dalis kit idea (F/M/T), a mix between an Agent and a Hexblade with some twists. He'd still be a Bard, but with more flavour, fitting his Doomguard background:

    Doomguard Agent: Members of the Doomguard, often nicknamed "Sinkers", believe that the Multiverse is slowly falling apart, and they delight in its inevitable destruction. Doomguard Agents often take upon the role of actors, musicians, court members or traveling bards in order to gain access to broad and influential audiences. In their travels throughtout all the corners of the Multiverse, they have acquired voluminous knowledge of culture, history and art, which they use to entice any who would listen to give in to the Entropy. As they operate indpendently and often in alien, hostile worlds, they have, in addition to magical powers, acquired the skills of a thief; in emergencies, they can also brawl their way out of trouble.

    Abilities:
    – Lore increased by 5 points per level.
    – May use Emanation: Malison, an aura which causes all enemies in an area of effect to suffer a -1 penalty to Luck and saving throws.
    – From 6th level, may use Hex Aura, which causes all enemies within 3 feet suffer a 1-point penalty to Luck and saving throws. In addition, each time the bard strikes an enemy (up to once per round), the enemy must save vs. spells or this penalty is increased by one more point, for three rounds. (This aura disables the bard's spellcasting.)
    – Automatically gains knowledge of the following spells: Disintegrate, Finger of Death, Death Fog, Greater Malison, Emotion: Hopelessness and Ray of Enfeeblement.
    – While bards memorize spells like a wizard, they can cast them spontaneously, like a sorcerer.
    – Once per day per 6 levels of experience, may use the Touch of Entropy ability.

    TOUCH OF ENTROPY: The Doomguard Agent's hand briefly becomes a conduit of the Negative Energy Plane. When the Agent makes a successful melee attack against a creature, that creature receives a +3 penalty to all their rolls, including THAC0 and Saving Throws and must make a Saving Throw vs. Death or be be transformed into dust. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.

    Restrictions:
    – May cast spells one level later than a wizard.
    – May not learn spells from the Abjuration, Conjuration, or Necromancy schools of magic.
    – May not learn 8th- or 9th-level spells.
    – Backstab damage limited to a 2x multiplier.
    – Permanent -4 penalty to saves vs. Death.
    – May not learn any other Bard Song effects.

    ----

    Comments:

    - I think that the Death save penalty fits very well with the theme of the kit.

    - The schools of magic the Agents are barred from were chosen with the theme in mind as well - Abjuration (protection), Conjuration (creation) and Necromancy (disturbs the entropy).

    - I'm not sure if it's possible to bar the kit from using a spell school altogether, but still give them access to some spells from it (as proposed).

    - Since most Bard Songs are focused on improving the party, they don't fit very well (Death Ward, Courage, Luck etc.) hence the restriction. This also serves to better balance the inclusion of Touch of Entropy.

    - Touch of Entropy and Emanation: Malison/Hex Aura should ideally stack their effects.

  9. That's unfortunate. But maybe Haer'dalis should get his own kit instead, for even more flavour? Doomguard seems like a good choice, since he is one. There's some information on them here: http://archive.wizards.com/default.asp?x=dnd/ex/20040706a&page=3

    On the other hand that triple class mix would be pretty handy to have as well and fit the abovementioned Doomguard well.

  10. Would it be possible to give Haer'dalis option to change into Fighter/Mage/Thief? The Agent multiclass seems like the perfect choice for him:

    AGENT (triple-class F/M/T): agents are masters of espionage, using their prodigious skills to further the interests of some patron, or sometimes, themselves. They often pose as entertainers or some other seemingly-innocuous profession, in order to infiltrate societies and organizations. They have a voluminous knowledge of culture, history and art, in order to play their role well, in addition to magical powers, the skills of a thief, and in emergencies, the ability to brawl their way out of trouble. While it takes very long to master such a diverse set of capabilities, the reward for such patience and training is flexibility that is simply unmatched.

  11. 18 minutes ago, subtledoctor said:

    That uses two subspells with AoE projectiles, where the projectiles handle whether the spell affects allies or enemies.  I'm not sure how easy it would be to replicate that with a single-target spell.  Anyway, I'm not sure how necessary it is... the daylight between a single-target innate ability that affects allies and enemies differently, and having two separate innate abilities, is pretty thin.

    True enough, it'd be easier to just make two versions of the spell, one for party members, other for hostiles, though it's not as elegant. And you'd have way more uses then.

    18 minutes ago, subtledoctor said:

    Yeah, it makes sense for them to have distinct summons compared to the normal spells in the Animal sphere.  Similar to how I just gave the Hivekeeper insect- and spider-related summons in place of the various dogs, wolves, cats and bears, I could give the Beast Lord special wolf-only summons.  Something like:

    • summon 1 wolf
    • summon 2 wolves
    • summon 2 worgs
    • summon 2-3 dire wolves
    • summon 1 wolfwere
    • summon 2 wolfweres

    ...something like that

    Yeah, I think that'd fit the class lore very well - and, well, Werewolf Lord has to have someone to lord over, right? :)

    9 minutes ago, subtledoctor said:

    Missed this - it already exists.  FNP has a single-class kit for Baervan Wildwanderer, and if you install FnP_Multiclass it will add a C/M version of it.  Then you can install "Apply FnP Kits to NPCs" and Aerie will get the CM kit for Baervan.

    You're right, I forgot that this class is open to gnomes only :) My offer to help out with the Champion of Sune/Beast Lord still stands though!

  12. 10 hours ago, subtledoctor said:

    @Hypaspist those are good ideas.  I agree we need a proper paladin of Sune kit, for Isra.  I've been buried in spontaneous casting stuff, haven't had time for stuff like new kits.

    Are those proposed dual abilities possible, by the way? Some effects seem to work that way (Holy Smite), but it seems to be alignment-related.

    If you're interested, I could try helping you out with the kits, I'll have some free time starting next week :)

    On that note - what if all the BG2 companions got their unique classes? Some of them are already done - like Watcher of Helm for Anomen, Beast Lord for Cernd, Haer'dalis could be an Agent etc.

    For example, Aerie could receive her mage/priest multiclass called Wildwanderer (after her chosen Deity, Baervan Wildwanderer), focused on nature and illusion spells.

    10 hours ago, subtledoctor said:

    And changes for the Beast Lord are already on my to-do list.  The Beast Claw ability will be removed - that is now one of the signature abilities of the new Cleric of Malar kit.  I'm pondering some other stuff for the Beast Lord - like, an innate no-save ability to Dominate wolves.  And maybe at high levels, the ability to transform allied wolves into werewolves :O ...And maybe the opposite as well: the ability to transform enemy werewolves into pure wolf form.

    How about giving them ability to summon:

    - At 1st level - two regular wolves.

    - At 4th level - a large pack of regular wolves.

    - At 6th level - a pack of dread wolves.

    - At 12th level - a pack of vampiric wolves.

    - At 18th level - a few hybrid werewolves.

    Or something to that effect.

    10 hours ago, subtledoctor said:

    I agree that a chance to lose control while in werewolf form is a great idea, if done well.  Something like Minsc's berserk ability, where you lose control, but if there are no enemies around you settle down.  With like a ~5% chance to lose control every round, with the berserk state lasting only 1-2 rounds.  (Basically, to translate into PnP, you would have to roll a d20 every round, and if you roll a 1 then you lose control for that round.)  Most of the time, even if you lose control, you will still probably attack your enemy; so this will be more for flavor than a huge gameplay change.  The only time it will matter much would be if the uncontrolled state happens on a round in which you want to disengage or move or something, then your ability to do so would be delayed by 6 seconds.  Not the end of the world, but it would add just a touch of extra tension to battles.  (Note to self, this would be an interesting condition for the Berserker kit.)

    Yeah, exactly. It will not be terribly annoying to deal with that, but will add some spice to the fights. What do you think about making the chance to lose control decrease as they level up? Another idea is to have a HLA that will increase the daily uses of the werewolf form, at the cost of bigger chance to lose control etc.

  13. I'd like to offer a few suggestions:

    1. Beast Lord

    Abilities:

    - May cast "Beast Claw" as an innate ability, at will.

    - 20% of all Beast Claw attacks cause infection upon a failed save vs. Death, weakening the target and causing 10% chance of spell failure.

    - At 6th level the Beast Lord's control over his lycantrophic condition improves and now, in place of Beast Claw, they may shapeshift into a hybrid Werewolf once per day. The Beast Lord gains an additional use every two levels, to a maximum of seven uses per day at level 20. The concentrated effort required to maintain the form makes the Beast Lord unable to cast any spells while under its effect.

    - The Werewolf form increases in power to that of a Greater Werewolf at 12th level and a Werewolf Lord at 18th.

    Restrictions:

    - The Beast Lord cannot contain his bestial nature completely and is prone to losing control. At 6th level there is a 50% chance he will lose himself to bloodlust and become uncontrollable, this improves to a 25% chance at 12th level and finally 5% at 18th.

    ___________

    Comments:

    - These changes would potentially promote stance shifting between a powerful melee form and a weak spellcaster, which could create interesting tactical options.

    - The added Berserk-like malus would, on the other hand, offset the powerful effects the Werewolf form provides. It could be similar in effect to Minsc's Berserk. As an added bonus it fits the class lore very well.

    - Perhaps they should be allowed to wear armour up to the Studded Leather, if only to add some spice to itemization?

    2. Champion of Sune

    Knights of the Order of the Ruby Rose: Paladins of Lady Firehair are seekers of beauty and ardent followers of the romantic ideals. This, however, should not be mistaken for weakness, as few can match their burning passion and tenacity in the defence of the things they cherish.

    Abilities:

    - Major access to the spheres of: All, Protection, Knowledge, Exploration, Light, Benediction and Thought.

    - Minor access to the spheres of: Vigor, Fire, Life, Deception, Magic and War.

    - Endless Devotion: Knights of the Order of the Ruby Rose are completely devoted to their Goddess and as such they are immune to any Charm effects.

    - Can cast Sune's Kiss as a special ability once per day. The Knight of the Order of the Ruby Rose gains an additional use at levels 4, 8, 12, 16 and 20.

    SUNE'S KISS: When used on hostile creatures outside of good moral alignment, they must make a Saving Throw against vs. Spell or be held for 1 turn or become blinded if they make the throw. If used on party members, this spell will instead instead remove fear effects, make the target immune to them for 1 turn as well as heals them for a small amount.

    - Can cast Radiant Beauty as a special ability once per day, starting from 6th level. The Knight of the Order of the Ruby Rose gains an additional use at levels 10, 14, 16 and 20.

    RADIANT BEAUTY: Once the spell is cast, the The Knight of the Order of the Ruby Rose becomes a living conduit of Sune's beauty. Hostile targets must make a Saving Throw against vs. Spell with a +3 bonus or fell under the effect similar to Domination, albeit with half its duration. With a successful roll the recipients will instead lie down in awe for 1 round. All fellow party members gain +2 morale, +1 to hit, +5 temporary hit points and 2 to all saving throws for 6 rounds.

    Restrictions:

    - Any Good.

    - Knight of the Order of the Ruby Rose must maintain reputation of 8 or fall.

    ___________

    Comments:

    - A kit pretty much made for Isra NPC, as the Zealot of Sune didn't seem to fit well :)

    - Not sure the abilities can be constructed in the proposed way (affecting both allies and hostiles).  But I think that those dual effects work well with lore of the class - inspiration to the group and a terrible sight to everyone else.

    - Both abilities could probably be improved, but I ran out of ideas :)

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