Kits

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Vlasák
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Příspěvek od Vlasák » 25.7.2006 22:06

Reynevan: I've thought the kit would be accesible only by humans, (half)elves and halflings from kit selection screen by default...

Beside that you can still use the trick mentioned in previous post - assign the spell only to certain race...
Infinity forever! - Baldur's Gate II add-on CZ
Fórum plné RPG - RPG fórum


Obrázek

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BGslayer
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Příspěvek od BGslayer » 25.7.2006 22:15

Reynevan píše:Hmm.... seducting half-orcs, dwarven womans and gnome womans???

One thing. Now I've got too many job and I must got more time for that. Sorry :( But I will try to do that fastly as I can.

Also, I need a someone, who can create icons for new innate abilities. There's anyone who can do that?
I think, I can make the icons, but I have no time now...
Maybe later...

Send me, what you need...

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obi
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Příspěvek od obi » 26.7.2006 17:21

Reynevan píše:Hmm.... seducting half-orcs, dwarven womans and gnome womans???

One thing. Now I've got too many job and I must got more time for that. Sorry :( But I will try to do that fastly as I can.

Also, I need a someone, who can create icons for new innate abilities. There's anyone who can do that?
I can make your icons, so send me your abilities and I´ll do, what I can:-)
Punk's not dead!

Reynevan
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Příspěvek od Reynevan » 27.7.2006 11:32

Defend - ability of Shieldbearer. Probably the best will be a simple edition of wizard spell 'Shield' or cleric 'Archons shield'.

Fortitude - ability of Explorer (ranger kit) which grants him all saving throws automaticaly made in next round.

Brave - ability of Knight (paladin kit) which grants him bonus to fight and immunity to mind spells. It should be something like a flag...

Smite infidel - Fanatic (paladin kit) ability which grants him for next round +4 to thaco and damages vs. evil.

Defensive aura - Warden (ranger kit) ability. grants bonus to AC and saving throws for peoples around him.

Reynevan
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Příspěvek od Reynevan » 2.8.2006 19:09

Hmm... because I've haven't got too much time for that kitpack (much job on farm, translations and other things) probably I need someone who can help me. Hm.

If you want to help, you should work on DLTCEP - some so simple spl's, but then I haven't got that quanity of job :) If someone want - sign PM to me.

Thanks.

I'm sorry for that, I know - I should do that alone if I said - I do. But I must work on 20 ha field, translations, am also helping in another big mod (Tormented Voices). If no one help, I will continue that but I finish later. Simple.

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Příspěvek od BGslayer » 17.8.2006 22:33

If you have andy Ideas for new Kits, please write it here...

Reynevan
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Příspěvek od Reynevan » 18.8.2006 18:09

TACTICAN:

Advantages:
- Once per day per 4 level can use 'Commanding' ability. Then he can select one of fighting strategy:
1th lvl: Inspiration (grants +1 to thaco and damages, additional attack per round and immunity to fear) Range 5 meters.
5th lvl: Stand strong (grants +2 to AC, +5% immunity to damages, regeneration 1hp per round, immunity to wing buffet but give 50% penalty to moving. Range 3 meters.
11th lvl: Back-to-back fighting (grants +1 to AC and immunity to backstab). Range only 1 meter.
17th lvl: Iron will (grants immunity to mind-affecting spells) Range 5 meters.

All that abilties lasts 3 rounds +1 round per 3 levels, and party members must be still in range of ability [NOTE: it's reactivated once per round].
- Once per day per 10 levels (starting at 10th) can cast 'Defensive harmony' and 'Strength of one'

Disadvantages:
- Is limited to normal specialisation (only 2 points)

It's a next idea to create. Probably I will need a icons for: Inspiration (maybe Emotion: heroism) Stand strong, Back-to-back fighting and Iron will :/

Reynevan
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Příspěvek od Reynevan » 30.9.2006 14:28

Am lookin for someone, who can test new kits :) Now there are fully completed one kit for each class :) Send me private message :D

Reynevan
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Příspěvek od Reynevan » 10.10.2006 22:28

I've got trouble with PM (priv messages) - on mail I have got alert about new one, but in Soukrome zpravy there's no new things :( Slayer - have you sent me anything?

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drake127
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Příspěvek od drake127 » 10.10.2006 22:31

Reynevan: When did you get this mail? Two days ago I did a mistake that resulted to deleting several users at this forum. I had to restore forum from backup, so all posts (and PMs) posted in 8th October were lost.

Or sender deleted his message before you read it.
Žralok, který štěká, nekouše.

Reynevan
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Příspěvek od Reynevan » 23.10.2006 17:46

It's a list of kits which PoF Kitpack mod adds to game.

FIGHTER KITS

MERCENARY: It's a full-round fighter, capable for fighting on melee or range. He's well trained in using his racial weapons, but got trouble with other types. Also, he's able to focus himself for a few moments and fight harder than in normal state. In human and elven communities, mercenaries are also called 'sword for hire'.

Mercenary can select any alignment with neutral part.

Advantages:
- Gain 1 free profinency points for his racial melee and range weapons. Human, elven and half-elven mercenaries gains free long sword and longbow profinencies.
- Once per day per 5 levels can use Inspiration ability, which grants him for 30 second +2 to thaco, damages, +1 to saving throws, AC and morale, and additional attack per round.

Disadvantages:
- Can achieve grand mastery only in his racial weapons. In other types is limited to standard specialisation (2 points).
- Can't use plate mails

SHIELDBEARER: This type of warrior is a main part of most of Faerunian armies. He's expert in defensive fighting with tactical shield-using. But he must paid by his fighting skills.

Advantages:
- +1 do AC and +5% to immunity to mislle per 6 levels
- +1 do all saving throws
- Gains free sword and shield style specialisation
- Once per day per 4 levels can use Shield ability, which grants him +4 to AC, +2 to AC vs. missles, but he's slowed and gain -2 penalty to thaco and damages. Shield turns 8 rounds.
- After 15th level can once per day use Bastion ability, which grants him for next 3 rounds immunity to mind-affecting spells and fear. He gains additional use at 19th and 24th levels.

Disadvantages:
- Is limited to standard specialisation (2 points) in one-handed weapons
- Is limited to profinency (1 point) in two-handed weapons
- Can't achieve other fighting style than "sword and shield style"
- Can dualclass only into cleric

KNIGHT: A knight is a proud, skilled melee combatant who fights in the name of honor. A knight relies on more than a sharp sword and a stout suit of armor to defeat his foees. His drive, determination, and fighting spirit allow him to control the battlefield in ways that others cannot match.

Knight can't select chaotic alignment.

Advantages:
- +2 to thaco and damages vs. dragons
- Immunity to fear and morale break
- Trice per day can use Battle shout ability, which cure all forms of fear (but not protect from later fear attacks) and gives to knight allies +2 to thaco, damages and morale for next 3 rounds.
- At 12th level once per day can use Fight to end ability, which grants all his allies additional 10 hit points, +2 to AC and saving throws, immunity to fear and morale break for next 10 rounds. After that they lose temporal hit points.

Disadvantages:
- Is limited to mastery (3 points) in melee weapons
- Can't achieve specialisation in ranged weapons
- Can't dualclass to thief

PALADIN

MILITARIST: The Militarist is a battlefield virtuoso. War is a sacred act, he believes, and a chance for spiritual redemption. By defeating enemies in combat, he pays tribute to his gods and secures his place in the afterlife.

Sphere access:
- None

Advantages:
- +1 to thaco and damages per 4 levels
- Can achieve mastery (3 points) in any weapon
- Once per day per 4 levels can use 'Smite infidels' ability, which grants him in next round +4 to thaco and damages bonus.

Disadvantages:
- Can't cast spells
- Can't turn undeads

ZEALOT: Like other paladins, the devoutly religious Zealots function as soldiers of their church. But Zealots are far more militant, considering devotees of "false" religions as the epitome of evil. Additionally, Votaries follow an unusually strict ethos that includes vows of poverty and chastity.

Because he have got more restrictive code, he can choose only lawful neutral alignment. Also by his lack of social skills, he have got lower charisma requiements.

Sphere access:
- Major: combat, law, protection, war and divination

Advantages:
- Additional +1 to saving throws
- Once per day can cast Armor of faith
- Gain improved spell progression (can cast 5 spells of 1st and 2nd levels, and 4 spells of 3rd and 4th levels)

Disadvantages:
- Can't use lay on hands ability
- -1 penalty to reputation at start

MEDICIAN: On the fron lines of battle against evil, injury is inevitable. Where the carnage is at its worst, the Medician can be found keeping his allies alive and tending to the fallen. For a Medician, the goal is not to kill the enemy but to make sure the enemy does not kill his allies.

Spheres access:
- Major: healing, protection, divination and necromancy

Advantages:
- Immunity to diseases and poison
- Gains additional lay on hands ability per 6 levels
- At 1st level can once per day cast Sanctuary
- At 8th level can once per day cast Cure diseases
- At 12th level can once per day cast Mass heal
- At 17th level can once per day cast Raise dead

Disadvantages:
- Can't achieve specialisation in two-handed swords, flails/morningstars, halberds and spears
- -2 penalty to damages

RANGER

SCOUT: Is master of hiding and silent walking. His also skilled in using some range weapons. Scouts are often in armies, where they're spying enemies units.

Sphere access:
- Minor: all, animal, healing, plant, and weather

Advantages:
- +5% to hide in shadows and silent walking per 2 levels (after 19th level, per 4 levels)
- Can achieve mastery (3 points) in range weapons
- Have got increased sight range

Disadvantages:
- Can't use metal armours
- Can't charm animals

SEEKER: This ranger have got better connection with spirit of enviroment than anyone other. Nature grants him many powers, wisdom and abilities, which can be helpful in fight against enemies.

Seeker can choose from any non-evil alignment, but he still can loose his title.

Sphere access:
- Minor: all, animal, healing, plant, divination, protection and weather

Advantages:
- +10 to lore at start
- Gain bonus spell of each level
- Can use items limited only for druids
- At 7th level can once per day shapechange into wolf

Disadvantages:
- Can achieve specialisation only in weapons limited for druids
- Haven't got free 2 points in two-weapons fighting style
- Can't use metal armours

TEMPEST: Tempest is the point of calm within a whirling barier of deadly blades. Poets use colorful terms such as dancer for describe the movement of Tempest and his two blades, but mastery of this fighting style is not about dancing. Nor is it about impressing anyone - least of all poets. Tempest focuses on learning the ultimate secrets of two-weapon fighting for a single purpose - the destruction of his enemies.

Sphere access:
- Minor: all, animal, healing, plant, and weather

Advantages:
- +1 to thaco and damages in first and off-hand at 1st, 10th and 20th levels
- Can achieve mastery in swords
- +2 to attack speed factory
- +1 to movement speed
- +1 to AC vs. slashing and piercing damages per 5 levels

Disadvantages:
- Can't use plate mails
- Can't achieve specialisation in ranged weapons
- Can't put points in other fighting styles than 2-weapon

THIEF

GUILD THIEF: Guild thieves are thieves who operate in urban areas as part of an organized thieves' guild. They control and manipulate almost all the crime in their home cities. Guild thieves generally know their minions, their coworkers, and their superior. This web of secrecy preserves the organization, because any that are captured can only sell out a few others.

Guild thief is an specialist in non-combat thief talents like a trap finding or hiding in shadows. It makes him an exellent burglar. But he's thief - not murderer, and don't train backstabs.

Advantages:
- Starts with +5% bonus to all thief skills
- Gains +5% to open locks and detect traps per 2 levels (after 19th, per 3 levels)

Disadvantages:
- Can't backstab

ARCANE TRICKSTER: Arcane Tricksters combine their knowledge of spells with taste of intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers.

Advantages:
- Once per day + at levels which can be divided by 5 (then 1,5,10,15,20 etc.) can cast False mirror, Luck and Un-detection. This spells have got casting time 1 and duration of 1 round per level.
- At 12th level can once per day cast Shadow doors
- At 17th level can once per day cast Mislead

Disadvantages:
- Have got limited backstab multiplier. 1-8: 1x, 9-16: 2x, 17+: 3x.
- Gains only 15% of thief skills

THUG: The Thug is the most violent sort of thief. Assassins are killers, certainly, but they depend on refinement and subtlety. Bounty hunters also are willing to use violence, but are relatively restrained as well.

Can't choose any good or lawful alignment.

Advantages:
- +2 to melee damage bonus
- +5% to pickpocket and hide in shadows
- Can achieve specialisation in dagger, club, short sword, long sword, and can put 3 points in two weapons style
- Once per day per 3 levels can use 'Bull rush' ability, which grants him in next round +1 to damages per 3 levels. Also any hit have got 25% chance for stun enemy (save vs. wands negates). But stun effect doesn't work on creatures which have got more than 90 hit points.

Disadvantages:
- Gains only 20% thief skills per level
- Gains only 1 lore point per level
- Gains traps on half rate of normal thief
- -3 penalty to inteligence and charisma

BARD

LOREMASTER: Loremasters are bards who concentrate on knowledge, valuing lore and secrets over gold. They uncover secrets that they then use to better themselves mentally, physically and spiritually.

Advantages:
- Starts with +10 bonus to lore
- +2 to lore per level
- Can cast one more spell per casting level

Disadvantages:
- Minimum 15 intelligence and wisdom, charisma and agility requirements are limited to 9
- -1 to thaco and damages penalty
- 1/4 of pickpocket ability

BEGUILER: Beguilers see lying and manipulation as tools. Just as a hammer can be used to build a house or crack a skull, deceit and the ability to control others can be used for good or ill. A lie whispered in the right ear can ruin lives, but a dishonest smile and honeyed words can open doors, turn foes into friends, and even end wars.

Beguilers have a reputations as rakes, thieves, spies and puppet masters, but they can also be diplomats, peacemakers, or heroic leaders who give hope in desperate situations.

Advantages:
- +15% to pickpocket
- His song charms enemies if they fail save throw vs. spells (+3 mod.)
- Once per day can cast Friends
- Once per day per 5 levels (starting at 5) can use Charming gaze ability, which charms selected creature for 5 rounds (but enemy can make a saving throw with -2 mod.). If he fail his save, he also gain -2 to saving throw and -5% to magic immunity penalties for 10 rounds.

Disadvantages:
- Haven't got normal song
- Gains only 3 lore points per level

DERVISH: Wild, exotic, and as dangerous as his whirling blades, the dervish epitomizes speed, quickness and abandon. His motions appear to be as random as they are graceful, but the steps of her lethal dance play out according to their own rhythm.

Advantages:
- +1 to thaco, AC, movement speed per 7 levels
- Can achieve mastery in any one-handed sword
- Starts with 2 points in two weapon fighting style
- His song gives to his allies some fighting bonuses
1st level: additional attack per round
15th level: +1 to thaco, damages and AC, additional attack per round
20th level: +2 to thaco, damages and AC, additional attack per round

Disadvantages:
- Can't cast any spells
- Gains only 1/2 of pickpocket

DRUID

WEATHER ENCHANTER: This wandering druid is specialist in enchanting weather. By his spells and abilities, he can summon lightings and ice swarm. Also he can protect other from deadly nature powers.

Sphere access:
- Major: all, animal, elemental (all), healing, plant, sun and weather

Advantages:
- Once per day per 4 levels can use Storm shield, which grants one person immunity to fire, cold and lightings for 8 rounds.
- Once per day per 7 levels (starting at 7th lvl.) can cast Call lightings and Ice storm

Disadvantages:
- Can't shapechange

HIVEMASTER: The Hivemaster druid lives to foster insectoid and arachnid life wherever it exists.

Sphere access:
- Major: all, animal, elemental (all), healing, plant, sun and weather

Advantages:
- +4 to saving throws vs. posion/death/paralyse
- Immunity to web and insect summoning spells
- At 7th level can once per day shapechange into giant spider
- At 15th level gains infravision (regardless of race), immunity to poison and he's neutral for all insects (they can't attack him).

Disadvantages:
- Loss all standard druid power (like normal shapechanging or immunities)
- -2 to charisma penalty

BLIGHTER: When a druid turns away from the land, the land turns away from her. Some ex-druids make peace with this change, others seek to restore the bond. A few. homever, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, leave their mark wherever they tread.

Sphere access:
- Major: all, necromancy, elemental (all), healing, sun and weather

Advantages:
- Once per day per 4 levels (starting at 5th level) can use 'Contagion touch'. After using of that ability, next touch attack will inflict to enemy disease. Victim will lose 2 points of strenght, constitution and charisma, inflict 10 damages and being slowed for next 10 rounds if he fail saving throw vs. death without modifier.
- At 15th level he changes into undead creature. Gains immunity to mind-affecting spells, fear and cold. Also, his constitution is changed to 10, but he gains +20 hit points.

Disadvantages:
- Lose all standard druid power (like normal shapechanging or immunities vs. elementals)
- -2 penalty to constitution

melkor_morgoth75
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Příspěvek od melkor_morgoth75 » 25.10.2006 12:43

Interesting ... some kits are very nice, some other could be VERY strong ;-)

Very cool the implementation with sphere access with Devine Remix from G3.

Is there any chance to download and try just the kits?

Thanks,

mm75

Reynevan
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Příspěvek od Reynevan » 25.10.2006 17:10

I haven't got any place to put mod there - it isn't too much. 500kb? Hmpf.

Which kits can be VERY strong, as you say? I've tried to reibalance them, and if you got any suggeston - please say.

At start - there will be a few little changes (in PoF Kitpack update which is coming)

- Shieldbearer is limited to 1 point in any weapon, and got -1 thaco penalty at levels 4, 8, 12 etc. But he gains usable at-will ability of Shieldbash, which will inflict 1D6 damages and stun.
- Knight will not use ranged weapons. Proud, skilled MELEE combatant.
- Maybe some disadvantages for Medician
- Arcane Trickster will gain Mage Hand ability, which create magic hand which allows him to use a half of his skills in some range.
- Dervish Blade dance: it will have got XX% chance to inflict 1D4 slashing damages per round of use, and got chance to make enemies blind. No normal song.
- Hivemaster ability at 15th lvl reibalance (immunity to insects especially...)

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Jab
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Příspěvek od Jab » 25.10.2006 18:14

Reynevan píše:I haven't got any place to put mod there - it isn't too much. 500kb? Hmpf.
Send it to me. I will upload it o to Sigil (or to PoF page). 8-)

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BGslayer
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Příspěvek od BGslayer » 25.10.2006 21:21

Jab,

He can send it to me, I will upload it on the PoF website...

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