Need Suggestions. Kits for IWD/HOW/TOTL.
Well, the Archer, Gnome/Marksman, Priest of Mielikki, Red Wizard of Thay, Fire Knife and Barbarian tribe of the Elk kits are done, scripts, special abilities and all (The scripts add your special kit abilites, and are run by a guild repersenative when you join the guild.)
The BeastMaster, Paladin kits, Battlerager, and others still need scripts, but I have most of their special kit abilities done.
The Hunter, and Cleric of Tempus I havent started yet...As 2 when they will all be done, well hopefully not 2 much longer. The hard part for me isnt doing the kits, its finding the time to do them between my 2 jobs, and testing the kits in game to see how balanced they are. No doubt you will be able to find them in my groups (link in sig) files in my folder, when I am finished, however I will also post a topic here, and update this thread.
Heres what I got for Cleric of Tempus, (sound ok?):
Evil or Neutral aligned only. Specialization allowed in maces, flails, and warhammer.
-1 priest spell memorization slot for every level.
Innate Ability: Fury of Tempus, usable once per day for every four levels, similiar to a barbarians Rage ability , only str, con and dex is raised by 1 point for every six levels, instead of a fixed 4, for 1 turn. After the 60 seconds is up (turn), the cleric is slowed for 2 rounds, as he regains his breath from the exertion of using that draining ability...
Globe of Faith: Innate Ability lasts 1/Round every 3 levels, up to a maximum duration of 4 rounds, at level 12.: While active, absorbs 50% of all physical damage.
Any more Ideas?
The BeastMaster, Paladin kits, Battlerager, and others still need scripts, but I have most of their special kit abilities done.
The Hunter, and Cleric of Tempus I havent started yet...As 2 when they will all be done, well hopefully not 2 much longer. The hard part for me isnt doing the kits, its finding the time to do them between my 2 jobs, and testing the kits in game to see how balanced they are. No doubt you will be able to find them in my groups (link in sig) files in my folder, when I am finished, however I will also post a topic here, and update this thread.
Heres what I got for Cleric of Tempus, (sound ok?):
Evil or Neutral aligned only. Specialization allowed in maces, flails, and warhammer.
-1 priest spell memorization slot for every level.
Innate Ability: Fury of Tempus, usable once per day for every four levels, similiar to a barbarians Rage ability , only str, con and dex is raised by 1 point for every six levels, instead of a fixed 4, for 1 turn. After the 60 seconds is up (turn), the cleric is slowed for 2 rounds, as he regains his breath from the exertion of using that draining ability...
Globe of Faith: Innate Ability lasts 1/Round every 3 levels, up to a maximum duration of 4 rounds, at level 12.: While active, absorbs 50% of all physical damage.
Any more Ideas?
Wizards Of Eregion Expansion Team Presents:
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
Skalds?
Since you are going to have Barbarians c/w tribe, how about the BG2 Skald Kits?
They could also have to join a tribe (Maybe the same tribe as the Barbarians), then you could set the game up as a Tribal encounter:
Barbarians, a Skuld for inspration for the fighters and a Cleric (Shaman would be great and inline with their tribal culture to clean-up the Riff-raff And make those windswept tundra/fields/mountains safe.
Possible Shaman Kit:
-1 Strength
-2 Wisdom
Human Only
+2 to all saves
Studded Leather or less armour only (how many shamans would go around wearing plate?),
Can only use staffs
Maybe some additional spells? (Inate?)
DUHM/Righteous Magic etc - Non-caster only (righteuos magic for bards, DUHM for fighters etc), no bless (or tone it down)
Skalds I would suggest keeping them asper BG2.
Would be in keeping with Barbarian Tribal culture, before a battle the warriors could prepare (Don't know how, maybe have the Drink bottles really hold alcohol so one could use it to get drunk while on campaign [ps, always wanted that]), while the bards sung the praises to the ancestors (or whatever) and the shamans go around "Blessing/Preparing" the fighters for battle and the possibility of permanently visiting the afterlife .
[ 12-03-2001: Message edited by: Mr Snow ]
Since you are going to have Barbarians c/w tribe, how about the BG2 Skald Kits?
They could also have to join a tribe (Maybe the same tribe as the Barbarians), then you could set the game up as a Tribal encounter:
Barbarians, a Skuld for inspration for the fighters and a Cleric (Shaman would be great and inline with their tribal culture to clean-up the Riff-raff And make those windswept tundra/fields/mountains safe.
Possible Shaman Kit:
-1 Strength
-2 Wisdom
Human Only
+2 to all saves
Studded Leather or less armour only (how many shamans would go around wearing plate?),
Can only use staffs
Maybe some additional spells? (Inate?)
DUHM/Righteous Magic etc - Non-caster only (righteuos magic for bards, DUHM for fighters etc), no bless (or tone it down)
Skalds I would suggest keeping them asper BG2.
Would be in keeping with Barbarian Tribal culture, before a battle the warriors could prepare (Don't know how, maybe have the Drink bottles really hold alcohol so one could use it to get drunk while on campaign [ps, always wanted that]), while the bards sung the praises to the ancestors (or whatever) and the shamans go around "Blessing/Preparing" the fighters for battle and the possibility of permanently visiting the afterlife .
[ 12-03-2001: Message edited by: Mr Snow ]
The Present is an Illusion, The Future is a Dream and The Past is A Lie!
As a paladin fan what about this one:
Holy Champion
The holy champion is a paladin who dedicates his life to stopping evil. This is the classic knight who battles dragons and evil knights. (I guess it's similar to a Cavalier in some ways)
Advantages: Can advance to weapon mastery
Disadvantages: Does not get turn undead, no holy smite, cannot use range weapons, no blunt weapons
Holy Champion
The holy champion is a paladin who dedicates his life to stopping evil. This is the classic knight who battles dragons and evil knights. (I guess it's similar to a Cavalier in some ways)
Advantages: Can advance to weapon mastery
Disadvantages: Does not get turn undead, no holy smite, cannot use range weapons, no blunt weapons
Hi all, Im back, been really busy with Xmas.
You will be happy (I hope) to know the kits are going well, Onyx and I are working on some new areas for the guild houses. We havent hammered out the exact details just yet, on how big the area(s) will be or if it will be a city or village, etc, where they (the guildhouses) are located.
So far Onyx has done the interiors of a couple guildhouses, and I have been working on the needed dialogs, scripts, Innate spells, etc. It is more work to do than I thought, but its pretty easy, just time consuming double checking everything in the game for balance.
I thank everyone who contributed ideas, they will go towards the final guilds.
@ Nippy: Email Manveru here:
[url="http://www24.brinkster.com/manveru"]http://www24.brinkster.com/manveru[/url]
He will be most interested, Im sure.
You will be happy (I hope) to know the kits are going well, Onyx and I are working on some new areas for the guild houses. We havent hammered out the exact details just yet, on how big the area(s) will be or if it will be a city or village, etc, where they (the guildhouses) are located.
So far Onyx has done the interiors of a couple guildhouses, and I have been working on the needed dialogs, scripts, Innate spells, etc. It is more work to do than I thought, but its pretty easy, just time consuming double checking everything in the game for balance.
I thank everyone who contributed ideas, they will go towards the final guilds.
@ Nippy: Email Manveru here:
[url="http://www24.brinkster.com/manveru"]http://www24.brinkster.com/manveru[/url]
He will be most interested, Im sure.
Wizards Of Eregion Expansion Team Presents:
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
Indeed I have a sent an e-mail to Manveru. i would love to write storylines for games like these, you know come up with quests and the like, my pad at home has so many bloody script ideas and kit designs that I just penned out and fleshed out with a few backgrounds and the like. Are you still looking for more? I'd like to give you some of my ideas.
Perverteer Paladin
Yes, always looking for more Ideas, =).
Me and Onyx have a website for our efforts, if you are interested in joining our IWD mod, contact me or Onyz, and im sure Onyx could add you as a member to our site, once he returns from xmas holiday.
If you are interested in Dagor Laureland mod, contact Manveru, he runs that one, though I am helping out.
And Happy Holidays everyone!!!
Me and Onyx have a website for our efforts, if you are interested in joining our IWD mod, contact me or Onyz, and im sure Onyx could add you as a member to our site, once he returns from xmas holiday.
If you are interested in Dagor Laureland mod, contact Manveru, he runs that one, though I am helping out.
And Happy Holidays everyone!!!
Wizards Of Eregion Expansion Team Presents:
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
About BladeSinger: If you can give me the stats wanted, it should be possible to do. =)
To all concerned:
Work progress on the Guilds for IWD. Onyx and I have some new areas that are the Chapter Houses and outdoor areas for some of the Guilds. These areas are new areas made by the two of us.
If anyone has any abilities with IE editing, and would like to help, email me or post here, we could use some help on making some new items (balanced) and potions, weapons etc, for the new stores in the guilds. I have also added a new golem animation/cre which the Red Wizard will be able to build when you progress far enough in the guild. Also I may make the guilds 'strongholds' if there is sufficent intrest in that.
To all concerned:
Work progress on the Guilds for IWD. Onyx and I have some new areas that are the Chapter Houses and outdoor areas for some of the Guilds. These areas are new areas made by the two of us.
If anyone has any abilities with IE editing, and would like to help, email me or post here, we could use some help on making some new items (balanced) and potions, weapons etc, for the new stores in the guilds. I have also added a new golem animation/cre which the Red Wizard will be able to build when you progress far enough in the guild. Also I may make the guilds 'strongholds' if there is sufficent intrest in that.
Wizards Of Eregion Expansion Team Presents:
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
- Gruulbasker
- Posts: 14
- Joined: Sat Feb 23, 2002 3:43 am
- Location: western new york
- Contact:
ok, so how do i get one?
hello,
i'm new to gamebanshee, and have been really intrigued by this icewind dale kit/ mod discussion. It's great to see people (kensai, onyx, etc) rtrying to add a little beadth to the IWD experience...
this talk of kits and new areas (Guild strongholds? *drool*)...
have any of these been completed? Are any available for download/ sale?
i'd be very thankful for any info anyone could post regarding how to get my hands on one or two of these kits/mods...
thanks,
GB
hello,
i'm new to gamebanshee, and have been really intrigued by this icewind dale kit/ mod discussion. It's great to see people (kensai, onyx, etc) rtrying to add a little beadth to the IWD experience...
this talk of kits and new areas (Guild strongholds? *drool*)...
have any of these been completed? Are any available for download/ sale?
i'd be very thankful for any info anyone could post regarding how to get my hands on one or two of these kits/mods...
thanks,
GB
Hi GB, welcome to GameBanshee. =)
I do have almost all of the innate abilities, and kit restrictions, etc, done, however, now I have to write the rest of the scripts/dialogs that do the actual awarding of guild abilities, (this is all handled automatically by the Kit feature in Bg2, so in bg2 there was no need to add abilities via a script).
The scripts that do this are long and monotonous, having checks for the PCs level (PC that is in the guild). The awarding of guild abilities is when the PC levels up, and each guild gains different abilites at different levels, when they talk to their guild trainer.
The training is free of course, for those in the guild, but I am thinking about having the trainers teach certain innate abilities for a price. Like the Red Wizards might be able to teach any mage the ability to scribe some offensive wizard spell scrolls if the price is right. The downside to scribed scrolls will be they are unstable and only last for a duration (like a day or two) and must be used in that time frame or the ink fades away rendering them useless.
Anyway, so I still have a bit of work before this is released, but rest assured I am working on it as fast as I can. I want to have the first aftermarket mod out for IWD. =) And I want it to be as bug free as the original (or have less bugs than the original, heh) so I will need some beta testers when I get farther along, perhaps you will be interested?
I do have almost all of the innate abilities, and kit restrictions, etc, done, however, now I have to write the rest of the scripts/dialogs that do the actual awarding of guild abilities, (this is all handled automatically by the Kit feature in Bg2, so in bg2 there was no need to add abilities via a script).
The scripts that do this are long and monotonous, having checks for the PCs level (PC that is in the guild). The awarding of guild abilities is when the PC levels up, and each guild gains different abilites at different levels, when they talk to their guild trainer.
The training is free of course, for those in the guild, but I am thinking about having the trainers teach certain innate abilities for a price. Like the Red Wizards might be able to teach any mage the ability to scribe some offensive wizard spell scrolls if the price is right. The downside to scribed scrolls will be they are unstable and only last for a duration (like a day or two) and must be used in that time frame or the ink fades away rendering them useless.
Anyway, so I still have a bit of work before this is released, but rest assured I am working on it as fast as I can. I want to have the first aftermarket mod out for IWD. =) And I want it to be as bug free as the original (or have less bugs than the original, heh) so I will need some beta testers when I get farther along, perhaps you will be interested?
Wizards Of Eregion Expansion Team Presents:
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
- Gruulbasker
- Posts: 14
- Joined: Sat Feb 23, 2002 3:43 am
- Location: western new york
- Contact:
hey kensai,
sounds like quite the workload. i'm most impressed with your concern for balance in the new kits...i dislike cheat modes and too-powerful characters who would never logically belong in the AD&D worlds. (they take away that "you are in this fantastic world" quality that makes the forgotten realms so intriguing in the first place. So to see more varied, but still logical, character classes added to the icewind dale world is a great plus...
Having played through Icewind Dale a couple times, and its expansion sets, i really look forward to the chance to play with some new areas and character classes (last time through i used a druid for the 1st time --turned out to be a surprisingly fun character class to use-- and used a gnome character for the 1st time...Unless i get some new character classes, i might someday have to try out a *shudder*... bard.
I would dlove to be a beta tester when you are finished. just post a reply here or send me an email at "pastorkeeley@yahoo.com" (i'm not a pastor, btw) when the time comes, if you still need them.
thanks,
jm
sounds like quite the workload. i'm most impressed with your concern for balance in the new kits...i dislike cheat modes and too-powerful characters who would never logically belong in the AD&D worlds. (they take away that "you are in this fantastic world" quality that makes the forgotten realms so intriguing in the first place. So to see more varied, but still logical, character classes added to the icewind dale world is a great plus...
Having played through Icewind Dale a couple times, and its expansion sets, i really look forward to the chance to play with some new areas and character classes (last time through i used a druid for the 1st time --turned out to be a surprisingly fun character class to use-- and used a gnome character for the 1st time...Unless i get some new character classes, i might someday have to try out a *shudder*... bard.
I would dlove to be a beta tester when you are finished. just post a reply here or send me an email at "pastorkeeley@yahoo.com" (i'm not a pastor, btw) when the time comes, if you still need them.
thanks,
jm