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Messages - drakogear

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21
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 05, 2013, 09:04:53 pm »
Quote from: Stephen_Zuckerman
You'll notice I edited my post - which took longer than I intended, thanks to a phone call - and didn't see your post until I submitted it.

With the current requirements and skill points, it's not unreasonable. Skill Focus and Combat Casting are the only real feat taxes to enter, but entry requirements are much more challenging, now. I don't see why you're requiring level 4 spells, though.

3 Fighter/5 Wizard has 3rd spells, all the feats (plus three or four more), and all the skills (plus two or three more). If you require 4th level spells, you prevent a multiclassed character from having more than 5 levels pre-epic. Is this as intended?


Wait... first requirements were to low... now there to high? :\\ Make up your mind people! >:/ Heh, I'm just kidding :D :p

Well... if you think SL 4 is to high then I could lower it to 3 I guess.

22
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 05, 2013, 08:32:02 pm »
Quote from: Stephen_Zuckerman
The thing you don't seem to realize is that taking this Prestige Class as you present it, gives the character something (full BAB, more skills) for nothing (as Martial Weapon Proficiency is neatly offset by Combat Casting and Skill Focus: Concentration, to say nothing of the fact that MWP is worth getting ANYWAY).


I've added more feats to the requirements and with that even the wiz would have to forgo some more magical feats to get to Spell Blade just like they would have to for Spell sword... that is if they didn't (in my own opinion) cheat there way by dipping into fighter.

Funny... took them years to learn to be a mage yet only a few days to learn how to be an armor clad warrior.

Additionally, skill points have been lowered from 4 to 2 as previously stated so in order to effectively raise the new skills they would have to for go some of there others... even wizards until they get there base int high enough.

With the added feat requirements you'd have to be either a level 10 human or 12 other (human gain one additional feat at 1st) that is if they focused on getting all that is required for the class as early as possible... of which they pretty much would have to if they wanted the full BAB for about 8-10 level. from 20 on the BAB is second. Additionally a Wiz leveling in anything but Wiz loses there 5 level meta-magic bonus feat. Can still get meta-magic feats but not as bonus feats.

23
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 05, 2013, 08:20:22 pm »
My thought with having tumble as a class skill was to emphasize there skill in fighting without armor. Learning how to duck, weave, dodge, jump and well tumble about in combat.

24
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 05, 2013, 07:54:33 pm »
Quote from: Lance Stargazer
That is somehow odd . since you are putting tumble as class skill on there.  Which would boost that AC somehow without really much effort , Wizard mind high int, mind high skillpoints. .I am not against tumble giving AC, but to keep up the Tumble pluss all the spells that make the wizard hard to hit ( Mage armor, Shield, Shadowshield )  Not to mention all the ways of concealment. . well not that Squishy if you ask me.


A normal mage and a Spell Sword could get all those magical defenses as well.

Ranks in Tumble may boost AC but not all that much.

tumble AC is 1 per every 5 ranks. Maxing around 40 ranks at +8 AC. Though I'm not sure if item bonuses to tumble add AC.

25
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 05, 2013, 05:22:10 pm »
Ok more changes.

Lowered HD (was 8 now 6) Changed bonus feats (Combat Casting and SF: Concentration) to requirements and added Dodge and Mobility to requirements.

Oh, and I got the files converted to 2DA. Was rather simple too. Extract a random classes 2DA files from the 2DA source archive (automatically makes a copy to wherever you extract it to.) and replace all that is in it and save then rename. Choosing save as will change it to a text... I used notepad to edit file.

26
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 05, 2013, 04:52:12 pm »
Hm, you know, come to think of it, my spell blade (and the Eldritch Knight) are somewhat the opposite to the Spell Sword.

Spell Blade: Full BAB and spell progression... but is still a squishy mage (no armor... unless you wanna endure full spell failure chances)

Spell Sword: Moderate BAB and about half progression... and is a fireball flinging tank (full plate with little to no spell failure)... oh... and able to constantly re-enchant (imbue) there weapon.

In a way with the Spell Blade (Eldritch Knight) You have no armore and no imbuing powers... rather, full BAB and spell progression... though sure I guess you could say the requirements are a little low in comparison.

27
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 05, 2013, 02:52:12 am »
Quote from: Stephen_Zuckerman
You pretty much can't combine full BAB and full casting progression, regardless of the requirements.


Why not? Bioware did just that with the Eldritch Knight :( oh well.

Quote from: Stephen_Zuckerman
3/4 BAB and -1 Spellcasting progression, with entry requirements that favor multiclassing with a melee class for entry by level 8, or without by level 12, are about right. At that point, it's a matter of additional class features as to whether the class gets 2 or 4 skill points per level.

So... +6 BAB, 2nd level spells, Expertise, Dodge, Mobility, Spellcraft and Discipline both 5 ranks.


Mmmm... ok... maybe a reduction in spell progression... not sure about lowering BAB but maybe. Don't really like the idea of having to dable in a second base class especially with the XP penalty that would likely bring. Might add feat requirements... Perhaps Combat Caster and SF: Concentration as Req rather then 1st level bonus feats? Dodge and mobility sound good too... adds to there careful movement in a fight.

Quote from: Stephen_Zuckerman
If you get good Will saves, and no other class features, you should see 4 skill points per level. If you add any class features (which you really should, like [lore]Imbue[/lore] and [lore]Canny Defense[/lore]), that drops to 2 per level.


Had the classes saves set to clerics as the guide said they have good will and fort saves. Was kinda thinking of my story character then as he's more sturdy and has greater resolve then reflexes. Not sure about adding class features... still kinda like how NWN2 had the Eldritch Knight without any. Though imbue does seem tempting.

28
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 05, 2013, 12:03:26 am »
Ok so made a minor change... adding 5 ranks of discipline and upping the other skill Req to 10. Spell level of 4 and bab of 5... essentially have to reach level 7 wiz or 8 sorc now... high enough or need more?

Also reduced skill points to 2+INT... gave it 4+INT earlier to sorta compensate for the added class skills.

29
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 04, 2013, 11:41:37 pm »
Quote from: Stephen_Zuckerman
So basically, you're giving a high BAB progression and better skill points to what is otherwise a full casting class, with incredibly low entry requirements? Sure, sign me up.


Hey, don't blame me... it was NWN2 with there Eldritch knight that gave me the idea. Was just trying to get it ported to original NWN... and if you look. I put more Requirments then what NWN2 has... maybe not much more but still... all they Require was martial weapon... Also unlike NWN2 the Spell Blade does not gain new spells from leveling. Wiz have to find and scribe and sorc and bard have to level in there base class.

30
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 04, 2013, 11:26:49 pm »
Sure could go the wiz duelist but that would make your spells fewer and weaker and would be some what restricted to rapiers or other one handed piercing weapons.

Also, I've had this character from a story I've been writing who casts spells, wear no armor (unless you count a leather trench coat as light leather armor) and wields a large great sword. (clearly the opposite of a rapier)

31
NWN Ideas, Suggestions, Requests / Re: Spell Blade
« on: January 04, 2013, 11:17:09 pm »
guess why eldritch knight doesn't have any class features... nor this class. :p

32
Rumour Has It / Re: Fire in Angel's shop (Port Hempstead fields)
« on: December 25, 2012, 09:05:25 pm »
After spending time with some of the people in the outlaying village of Hempstead, helping them with some menial work on there farms Brugah heard talk of the incident at the Angel's shop and decided he'd help them investigate.

With not many people knowing of him and the ridicules he's endured simply for being an orc. Brugah pressed on as he always has yet cautiously as he entered the shop. His fitted clothing and long hair did well to mask some of his orcish appearance. Long sleeves, pants, gloves and boots and his hair acting almost like a hood though he still had the large brawny look. Burn marks and damaged floors, walls and benches were among the first things he noticed,  to the melody being sung of which he found quite present. With rumors of the fire originating from the fire place, that was the first place he looked. kneeling down by the fireplace he began sifting through the ashes. With the others in the shop distracted by the melody, Brugah manages to get to work searching the fireplace without any problems.

After some searching he found a chard stick with a bit of burnt cloth wrapped around one end. Holding it in hand carefully and examining it. Recalling bits of his life in his old tribe to help. Finding the torch just a little far from the fireplace and partially buried in the ashes, appearing to look like a piece of firewood under the ashes, getting Brugah to think it may be the cause of the fire, and the chimney shaft being a good way for a lit torch to come in... should one happen to get on the roof.

Standing and holding the burnt torch in hand as he turns to look to the others in the shop, holding up the torch. His farming disguise broken as his orcish face is now looking at those in the room. "Excuse me... you sell... torches?"

33
General Discussion / Re: Vampiric regeneration
« on: December 24, 2012, 01:23:37 pm »
Hm, would about say to just drop the regeneration part of the name and just call it vampiric.

The reason it only applies to weapons is simply that when your weapon "bite" into the enemy... they lose some of blood... and the wilder gains some health. So congregation... you are now a vampire... er well... your weapon is at least.

Hm, perhaps not something an undead slayer should use... or even be used around an undead slayer... least they start thinking you are a vampire... and hunt you down for all eternity... or at least hunt down your weapon and destroy it.

34
Just for Fun / Re: Flawed Character Concepts
« on: December 15, 2012, 09:31:16 am »
Hmmm... what about... a Bard/Rogue?

*Sneaks up behind an orc* Hmmm... this would be great for ballad... And he sneaks up behind the unsuspecting orc as he unsheathes his dagger an...

*bard ends up bumping into the orc who then turns and sees him* Then orc smashes stupid bards face in!

Hey! Thats a good one!... wait... what?

Moral of the story... don't write epic ballads when sneaking up on someone.

Or maybe a better example.

*Sings melody softly as he sneaks up on his enemy, sings loudly upon the epic crescendo as he raises his dagger high... then gets smack in the face*

35
Layonara Server / Re: On difficulty, randomness and changes
« on: December 10, 2012, 03:37:09 pm »
Quote from: MadHattan
GM Impromtus....   Love It!  I was in a group on the way out of Leringrad Underground we didn't expect anything out of the normal then.... WHAM.  Brewmaster hit us with an amazing imprompt quest with a deep unpredictable story line.  Awesome Brewmaster just awesome.  He ran that thing for at least 3 hours but I was so emersed I lost track.  When new players showed up on the server...wham they were part of the story too.  -Madd


Hm, may be overstating this but... do very much agree... in fact...  Screw the calender... just give random quests and stuff when ever possible. YAY! Randomness!!! :)

After all... would you rather know what your gonna do... or have some random event pop up and lead you onto a wild and unexpected adventure. ;)

Mmmm... can still remember that one random quest I got... think it was Brewmaster that poped it up too... Sigfried was just leaving Hempsted to go out and gather CNR when he came across a crying woman begging the gate guards to rescue her daughter from kobalts... Was completely unexpected O.o ... but a whole lot more fun then gathering CNR!!! :D

36
Layonara Server / Re: On difficulty, randomness and changes
« on: December 10, 2012, 02:45:17 pm »
Hm, you know... this talk of randomness... almost getting me thinking of... Rogue-like games where they have random spawns everywhere being anything from creatures to items and (in some rogue-likes) random events and quests.

Rogue-likes also tend to have randomly generated maps... of which I'm sure Layo can't really have... unless maybe there's some form of editor that GMs might have control of to alter an area that players are travailing through? Like say... a living forest that turns into a seemly endless changing maze?

As for random spawns... what about... random encounters? Say your traveling down a passage... one you've pretty much always went down but instead of a peaceful stroll you come across... a band of orc in the middle of the road... or maybe a recently attacked wagon/caravan?

I know these ideas may be hard to put in as they would likely require a lot of GM interaction but these are just my thoughts on what could make for some good randomness in the game.

Off topic: Hm, though now I do kinda wander one thing... which is better... Layos soul strands... or rogue-like permadeath? Hm, not much fear of death with the soul strand system... but then again been finding it easy to die in layo too...

37
Layonara Server / Re: On difficulty, randomness and changes
« on: December 09, 2012, 02:40:34 am »
Quote from: Guardian 452
The idea was durring the day mercs were looking to do a bit of looting. At night the undead seem to roam more so the looters stay away at night.


Guess that kinda answers my question.

Was just wondering for the sake of well... role play and world history/story/lore w/e

Note: this being player knowledge not character knowledge... characters will have to figure it out the hard way... if they ever figure it out at all.

*Passable thought from an Undead Slayer*Hm, those Mercs must be working for a necromancer.

38
Layonara Server / Re: On difficulty, randomness and changes
« on: December 08, 2012, 07:53:32 pm »
Quote from: Guardian 452
One more aspect of spawns is the day / night triggers. Not many places use these. The abandonded castle between Vehl & Hempsted. In the day some mercs spawn outside... at night undead. These could be used as another way to add variety to spawns. A lot of work no doubt.


Might be a bit off topic but kinda gotta ask... Undead at night and Mercs during the day? Question... what happens to the undead when it becomes day and what happens to the Mercs at night? Does the Mercs have a necromancer that raises undead to guard thee castle wile there gone raiding or something?

39
Just for Fun / Re: What is your build?
« on: December 08, 2012, 02:24:23 am »
Wow... old thread... but seems rather interesting... me give it a try.

Aaron

Age: 25

Level: 12
Ranger 7/rogue 5
Neutral

Str 14
Con 10 (lazy and a bit outta shape
Dex 12
Int 14 (smart but not very smart)
Wis 14
Cha 12

Skill:

Animal Empathy 16 (Animals seem to love me for some reason. often following me around... and occasionally seem to understand me... and vice versa)

Discipline/balance 18 (like walking on the curb... and other thin object. Hint: arms down, face forward and think of something other then balancing.)

Parry 12

Open lock 8 (in home keyless locks)

Listen 14 (often alert to noises around me... or... to other peoples conversations)

Spot 10

Hide 14 (Scared my friends a few times just by standing behind them. *friend turns around* Ah! Stop Doing that! *me* doing what? //heh, unintentional hiding :p )

Move Silently 16 (perhaps why my friends don't hear me coming up behind them)

Set Trap 6 (mouse traps easy to set and bait)

Disarm Trap 6 (mouse traps are also easy to disarm)

Lore 18 (Can quickly figure out what something is and/or how it works.

Feats:

Weapon Focus: Katana and Spear (own atleast one of both and fight shadow creatures with them :) )

Bully headed (persistent and stubborn)

Iron Will (again... Stubborn)

Battle training vs Pixels and polygons. (I play way to much video games)

Sleeplessness (I stay up way to late wile I'm slaughtering pixels and polygons)


Mmmmm... thats about it.

40
General Discussion / Re: Katherian Quest
« on: December 04, 2012, 07:38:43 pm »
Character Name: Alexander Carzak
Character Alignment: True Neutral
Character Deity: None
Character Level: 4
Character experience and/or relationships with the Katherian houses: none or mercenary hired by one of the two houses?
Any significant conflicts with consistent quest attendance/participation: None..... that I know of

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