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a.greene

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About a.greene

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  • Gender
    Male
  • Location
    Left coast
  • Mods Worked On
    The Darkest Dat
  1. A revised version (v2.0) of my kensai kit mod based on the AD&D Oriental Adventures 1st edition ...if you're interested, download it, play it, and let me know what you think. KENSAI: A kensai is a warrior who has been specially trained to become one with his weapon. They are deadly, fast and have been trained to go into battle without wearing armor. (Note: Despite its common name, a Kensai may use any melee weapon with which he is proficient.) Gaining and maintaining honour is also a vital part of the kensai's life; any kensai whose reputation falls below 6 loses his status in the class. Thereafter the kensai is treated as a fighter and advances in level according to the fighter class. (He loses all of the abilities he had as a kensai.) Advantages: - Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 3 levels. - Gains a -1 bonus to Speed Factor every 4 levels. - Gains a +1 bonus to all Saving Throws. - Immune to fear and morale failure. - May use Kai ability once per day per level (starts at 1st level with one use). KAI: All successful attacks within the next round deal maximum damage. - 2nd level: Gains a +1 to hit and damage rolls with any melee weapon every 3 levels. - 3rd level: Attacks are treated as a +1 magical weapon. This enchantment improves to +2 at level 5, +3 at level 8, +4 at level 10, and +5 at level 12. - 4th level: May meditate once per day. MEDITATE: This ability removes fatigue as if the kensai has had a full night's sleep. - 7th level: Gains a +2 bonus to off hand THAC0, and may Intimidate opponents once per day. INTIMIDATE: All enemies within a 10-ft radius must save vs. paralyzation or run away in panic for 4 rounds. - 11th level: Gains the Whirlwind Attack ability once per day. WHIRLWIND ATTACK: This ability allows the kensai to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10 but's one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round and may not be used in conjunction with Kai. - 15th level: Gains the Improved Critical ability. IMPROVED CRITICAL: This passive ability increases the critical hit chance by 10%. Disadvantages: - May not dual-class - May not wear any armor. - May not wear gauntlets or bracers. - May not use magical or missile weapons. - Alignment restricted to lawful. Change log v2.0 BG2EE version released Improved critical ability added Various text editing v1.9 Various text editing v1.8 Repackaged to include a proper windows installation pathway Armor class bonuses changed to set base AC to value SoD content added Various text editing v1.7 Ability changes: Deathblow (special ability) trailed but not implemented (yet) v1.6 Ability changes: Reduced duration of Kai ability from 10 seconds to 1 round (6 seconds) Restricted the use of other innate abilities while using Whirlwind Attack To hit and damage bonus new only effect melee weapons Various text editing https://www.dropbox.com/s/vj3667bbpc9ftxc/Kensai%20Kit%20Revision%20v2.0.zip?dl=0
  2. Thank you. Something like this: IF Kit(Player1,KENSAI) ReputationLT(Player1,6) Global(“FallenKensai”,”GLOBAL",0) THEN RESPONSE #100 SetGlobal(“FallenKensai”,”GLOBAL",1) ActionOverride(Player1,AddKit(TRUECLASS)) Wait(1) DisplayStringNoName(Player1,@1053) PlaySound("REPDOWN") END IF Kit(Player2,KENSAI) ReputationLT(Player1,6) Global(“FallenKensai”,”GLOBAL",0) THEN RESPONSE #100 SetGlobal(“FallenKensai”,”GLOBAL",1) ActionOverride(Player2,AddKit(TRUECLASS)) Wait(1) DisplayStringNoName(Player1,@1053) PlaySound("REPDOWN") END ect...
  3. I'm trying to create a modified "fallen" effect for my kensai kit when the parties reputation drops below 6, I've come up with the following: IF Kit(Player1,KENSAI) ReputationLT(Player1,6) Global(“FallenKensai”,”GLOBAL",0) THEN RESPONSE #100 SetGlobal(“FallenKensai”,”GLOBAL",1) ActionOverride(Player1,AddKit(FIGHTER)) Wait(1) DisplayStringNoName(Player1,@1053) PlaySound("REPDOWN") END How would I write this to affect all characters not simply the PC (Player1), assuming for a kensai NPC? Thank you in advance. Cheers, a.
  4. Now that v2.0 will include all of the IWDEE op codes would it be worth while exploring some sort of critical hit effect (341) that was triggered with each critical hit, instead of choosing when it's active? Perhaps adding a slightly more random component to this? For example 10% chancing of killing any creature who fails a save vs death each time a critical hit is scored.
  5. Those where some of my thoughts as well...it was about my attempts to recreate an ability rather than emphasize power gaming.
  6. You've assumed correctly...I converted the IWDEE priest spell Unfailing Endurance to an innate ability Its kind of a BS ability but I was trying to be true to the PnP kit: "Beginning at level 4 they can meditate. This enables them to rest, gaining the equivalent of two hours of sleep for each hour spent in meditation. During such meditation, they are fully alert, sufficiently to keep watch if desired, and may more immediately to any other activity."
  7. I support the idea of fear immunity...
  8. I appreciate what you are saying, as the thread title suggested I was attempting to recreate the Kensai from AD&D Oriental Adventures 1st ed: "Gaining and maintaining honour are a vital part of the kensai's life; any kensai whose honour falls below his family's honour loses his status in the class. Thereafter the kensai is treated as a sushi of the same level (experience points are adjusted accordingly) and advances in level according to the bush character class." It's complicated and most likely too difficult to implement via the games engine, that being said I was experimenting with other options including scripting a kit change in response to a reputation check ect... I will check it out...I just finished watching Seven Samurai, Yojimbo, Sanjuro, and the Sword of Doom, all very interesting. I appreciate the feedback, thank you Meditate was a creation (inspired from IWDEE) The HLA (whirlwind) at level 11 was a direct copy form the kit text, I am in favour of the whirlwind modification in KR which doubles the APR instead of setting it to 10, I have also edited it to prevent usage of the kai ability concurrently, all while restricting the class from dual classing.
  9. I believe I posted in the wrong thread, my apologizes... I'm looking for feedback regarding this OA 1st ed inspired kensai kit mod I've been experimenting with the query "fallen" status KENSAI: A kensai is a warrior who has been specially trained to become one with his weapon. They are deadly, fast and have been trained to go into battle without wearing armor. A kensai must maintain his honor. If his honor (reputation) falls below 6, he loses his kensai status, becoming a bushi (fighter) of the same level. He loses all kensai abilities gained to that point, and thereafter advances as a fighter. Advantages: - Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 3 levels (to a maximum of +4). - Gains a -1 bonus to Speed Factor every 4 levels. - Gains a +1 bonus to all Saving Throws. - Immune to fear and morale failure. - May use Kai ability one time per level each day (starts at 1st level with one use). KAI: All successful attacks within the next 10 seconds deal maximum damage - 2nd level: Gains a +1 to hit and damage rolls every 3 levels. - 4th level: May meditate once per day. MEDITATE: This ability removes fatigue as if user has had a full night's sleep. - 7th level: Gains a +2 bonus to off hand THAC0, and may use the Fear ability once per day. FEAR: The mere appearance of the kensai can cause fear in all creatures within a 30-ft radius (saving throw vs. paralyzation is allowed). - 11th level: Gains the Whirlwind Attack ability once per day. WHIRLWIND ATTACK: This ability allows the kensai to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10 but's one's THAC0 and damage suffer a 4 point penalty. The whirlwind attack lasts for one round and may not be used in conjunction with Kai. Disadvantages: - Alignment restricted to lawful. - May not dual-class - May not wear any armor. - May not use missile weapons. - May not wear gauntlets or bracers.
  10. Fair points, perhaps the idea is attached to the wrong thread, perhaps it should a stand alone thread as to not confuse anyone or suggest it is a part of KR.
  11. Thus scrap it and return to the drawing board?
  12. Why is this part BS? While I appreciate a kensai is a fighter kit, I mentioned earlier I was using the OA 1st ed as a reference Should I assume you stopped reading the post after that part, or do you find it to be balanced otherwise?
  13. I have been experimenting with creating the kensai kit from AD&D 1st ed, thoughts? Balanced? KENSAI: A kensai is a warrior who has been specially trained to become one with his weapon. They are deadly, fast and have been trained to go into battle without wearing armor. A kensai must maintain his honor. If his honor (reputation) falls below 6, he loses his kensai status, becoming a bushi (fighter) of the same level. He loses all kensai abilities gained to that point, and thereafter advances as a fighter. Advantages: - Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 3 levels (to a maximum of +4). - Gains a -1 bonus to Speed Factor every 4 levels. - Gains a +1 bonus to all Saving Throws. - Immune to fear and morale failure. - May use Kai ability one time per level each day (starts at 1st level with one use). KAI: All successful attacks within the next 10 seconds deal maximum damage - 2nd level: Gains a +1 to hit and damage rolls every 3 levels. - 4th level: May meditate once per day. MEDITATE: This ability removes fatigue as if user has had a full night's sleep. - 7th level: Gains a +2 bonus to off hand THAC0, and may use the Fear ability once per day. FEAR: The mere appearance of the kensai can cause fear in all creatures within a 30-ft radius (saving throw vs. paralyzation is allowed). - 11th level: Gains the Whirlwind Attack ability once per day. WHIRLWIND ATTACK: This ability allows the kensai to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10 but's one's THAC0 and damage suffer a 4 point penalty. The whirlwind attack lasts for one round and may not be used in conjunction with Kai. Disadvantages: - Alignment restricted to lawful. - May not dual-class - May not wear any armor. - May not use missile weapons. - May not wear gauntlets or bracers.
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