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Poll....Bhaalpowers add-on
Posted: Sun Jul 08, 2001 12:00 pm
by Cavalizer
Just curious to know of anyone has tried using the Bhaalpowers Addition from Kevin Dorner's Page. It sounds pretty cool; recieving special abilities after completeing the quests in the pocket plane. I don't really like using add-ons but it is one that was apparantly intended to be in the original game and left out because they thought with the new high-level abilities it would get confusing. So if anyone has tried em out, post what they are and if you found them unbalancing or not.
Posted: Sun Jul 08, 2001 12:42 pm
by Sabre
I haven't tried them yet, but I've been looking through the script file, here is a list of the powers:
First Challenge: Pocket Plane ability - same as before, allow you to get back to your stronghold
Second Challenge:
Good - Mass Healing
Mass Healing (Necromancy)
Range: Sight of caster
Duration: Permanent
Casting Time: 1
Area of Effect: 30 foot radius
Saving Throw: None
When using this ability, the Bhaalspawn must picture the faces of his fellow party members clearly and focus on the unity of the group. Upon completion, all party members within 30 foot radius of the caster are healed 2d8 + 2/level hit points. Other conditions suffered by the party are cured, as well: fatigue, poison, disease, blindness and deafness.
Evil - Regeneration
Regeneration (Necromancy)
Level: 7
Sphere: Healing
Range: Touch
Duration: 1 round/ 2 levels
Casting Time: 7
Area of Effect: Target Creature
Saving Throw: None
This powerful spell enables the priest to imbue 1 creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 hit points per second. The effect lasts for 1 round per every 2 levels of the caster or until dispelled. For example, a 14th level priest would regenerate 18 hit points per round for 7 rounds.
Third Challenge:
Good - Draw Upon Holy Might
Draw Upon Holy Might (Invocation)
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
The Bhaalspawn calls upon the might of his blood to grant him power for a short period. When he does this, his strength, constitution and dexterity all are raised by 1 point for every 3 levels of the caster. A third level caster would have his abilities raised by 1, while a 12th level caster would have all his abilities raised by 4.
Evil - Dark Taint
Dark Taint (Necromancy)
Range: 20 feet
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Negates
Through this spell, the Bhaalspawn can expel the taint of their evil sire onto a victim, poisoning those who fail their save vs. death. The effects depend upon the caster's level and are detailed below:
7-9th level: 2d8 + 2/round, slow for 12 seconds, save at -2
10-12th level: 3d8 + 3/round, slow for 12 seconds, save at -2
13-14th level: 4d8 + 4/round, slow for 12 seconds, save at -2
15-16th level: 6d8 + 5/round, slow for 24 seconds, save at -2
17-21st level: 8d8 + 6/round, slow for 24 seconds, save at -4
25th level: 8d8 + 6/round, slow for 36 seconds, save at -4, affects group of targets
Fourth Challenge:
Good - Negative Plane protection and +5% Magic Resistance
Evil - Hand of Murder
Hand of Murder (Necromancy)
Range: Caster
Duration: 1 rounds/5 levels
Casting Time: 1
Saving Throw: none
When this power is called upon by the Bhaalspawn, they immediately do extra damage with each hit to their target with any melee weapon they wish (whether it be fist or sword), their dark energies travelling through their weapon and assaulting their victim...and absorb that damage as healing to themselves.
The effects vary by level as follows:
10th: 2 rounds, 4 hp extra damage, 4 hp healed
15th: 3 rounds, 6 hp extra damage, 6 hp healed
20th: 4 rounds, 8 hp extra damage, 8 hp healed
25th: 5 rounds, 10 hp extra damage, 10 hp healed
30th: 6 rounds, 12 hp extra damage, 12 hp healed
Final Challenge:
Good - Resurrection
Resurrection (Necromancy)
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: Creature Touched
Saving Throw: None
Like the 5th level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life once more.
Evil - +25% resistance to slashing, crushing, piercing and missile attacks
Edit - The abilities don't too unbalancing to me; well the evil ones are powerful, but what else do you expect from a Bhaalspawn that's following his/her father's footstep as the Lord of Murder. I rather like the Negative plane protection thing, but it's a bit late in the game, could have come in handy it a lot earlier.
[ 07-08-2001: Message edited by: Sabre ]
Posted: Sun Jul 08, 2001 3:27 pm
by Xyx
Looks nice
Much better than that stupid Slayer thing. The Good/Evil part means your Alignment (as opposed to a choice such as in Hell)?
Posted: Sun Jul 08, 2001 3:42 pm
by Sabre
The Good and Evil things are similar to the Good and Evil rewards from Hell. But these are determine while you're talking to the Solar, before you actually start the challenge. If you choose responses that are good - truthful, honest, correct, etc. - you'll get the good reward; if you choose evil responses - mean, deceitful, etc. - you'll get the evil reward.
Example - contain spoiler
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Solar: Would Sarevok be in your place, now, if but for the smallest twist of fate? Is there a debt between you, then, that is yet unpaid?
Your choices:
1. If there was a debt, then it was Gorion's...and it has been paid.
2. There is no debt. Gorion had no choice...and I wouldn't have ended up like Sarevok.
3. Sarevok made his own fate. Neither Gorion nor I are responsible for it.
4. Sarevok paid for what he did...as for now, I don't know...perhaps there is a debt.
5. Yes, there is a debt. I could have just as easily have had his life, and he mine.
Dialogues such as the one above occurs before you begin the challenge, chosing good response increase a global variable, while evil responses decrease the variable. After the challenge, if the variable is higher than 0 you get the good reward, if it's lower than 1 you get the evil reward.
This is how it applies to the example above:
Option 1: -1
Option 2: -2
Option 3: 0
Option 4: +1
Option 5: +2
[ 07-08-2001: Message edited by: Sabre ]
Posted: Sun Jul 08, 2001 3:52 pm
by Armadin of Clan Geddin
I nay be seein' how Regeneration can be evil.
Posted: Sun Jul 08, 2001 3:56 pm
by Red Inquisition
Because I can cut off my arm, beat the crap out of people with it and grow a new one.
Not really evil just not natural.
Posted: Sun Jul 08, 2001 6:33 pm
by Cavalizer
THanks for the great info Sabre. I think that the idea of getting divine abilities is a really great idea. I wish they could have implemented ii inot the final release of the game. At least they gave us the patch to try it out though.
BTW...Are these abilities only useably once per day or does that increase with levels also?
Posted: Sun Jul 08, 2001 7:43 pm
by Metatron
Dammit, that's so cool. Why couldn't they have put that in the ToB expansion?
I mean, I'm not going nuts here over the powers themselves. They're alright, but nothing to write home about. I wish they had made the fact that you're unlocking your dark heritage more apparent. I would much prefer gaining a new bhaal power to the appearance of three giant stone heads.
Posted: Mon Jul 09, 2001 12:45 am
by rarsus
Originally posted by Armadin of Clan Geddin:
<STRONG>I nay be seein' how Regeneration can be evil.</STRONG>
Just some monsters who have the power of regeneration: Trolls, Wolfwere... Druids (doing nothing -true neutral- is almost as bad as being evil)
Posted: Mon Jul 09, 2001 2:21 am
by Sabre
I think you can only use them once per day, not too sure, because I haven't actually got them yet.
Posted: Mon Jul 09, 2001 2:35 am
by PDF
Cavalier or Sabre, can you plz put a link to the site where the files are ?
The abilities look pretty cool and are a change from this stupid slayer thing !
EDITED - Don't worry replying, I found'em at Baldurdash..
[ 07-09-2001: Message edited by: PDF ]
Posted: Mon Jul 09, 2001 10:22 am
by Xyx
Originally posted by Sabre:
<STRONG>Dialogues such as the one above occurs before you begin the challenge, chosing good response increase a global variable, while evil responses decrease the variable. After the challenge, if the variable is higher than 0 you get the good reward, if it's lower than 1 you get the evil reward.</STRONG>
Thanks Sabre!
Leaves me one small but obnoxious question... What happens if your variable = 0?
Posted: Mon Jul 09, 2001 2:25 pm
by Sabre
If variable = 0, you'll get Evil reward.
Good: Variable > 0; which means 1, 2, 3, etc.
Evil: Variable < 1; which means 0, -1, -2, etc.
[ 07-09-2001: Message edited by: Sabre ]
Posted: Tue Jul 10, 2001 9:49 am
by Xyx
Oh yeah... Duh.
Strange that there are
three alignments in the game, but only
two choices...
And not even to mention the Law/Chaos part.
Posted: Tue Jul 10, 2001 6:16 pm
by Cavalizer
All this talk about the different responses to the planer quests made me wonder something. I've never noticed a change before but does your alignment change based on what answers you give in the pocket plane. I was wondering if it is similiar to Hell in SoA?
Posted: Tue Jul 10, 2001 6:22 pm
by Sabre
No, but these dialogues also effect the outcome at the end of the game.
Spoiler
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At the end of the game, you'll at the choice of either becoming a god or give up the Bhaal essence and be a mortal. If you choose to be a god, what type of god (Good or Evil) you'll become will depends on the dialogues as well.
Posted: Wed Jul 11, 2001 12:35 am
by Xyx
So, you can be Good, but take Evil choices and become an Evil god?
Posted: Wed Jul 11, 2001 3:20 am
by Sabre
It seems that way, I'll check the scripts again.
Edit - Ok, this works the same way as the challenges, but the global is set by your reward from the challenges.
First challenge: this depends on alignment/rep; if you're evil or below 8 rep, then the evil global will increase; if not the good global will increase.
Other challenges: the global is set depending on your reward: good reward - good global increase, evil reward - evil global increase.
Whether you become a good or evil god will depend on the evil global: <2 - good, >1 - evil. There's nothing about an alignment change.
[ 07-11-2001: Message edited by: Sabre ]
Posted: Tue Aug 14, 2001 11:44 pm
by White Rabbit
[ 07-11-2001: Message edited by: Savage Garden ]
Posted: Wed Aug 15, 2001 12:14 am
by UserUnfriendly
What is the variable name???
I really want dark taint and hand of murder, but want as the last reward resuurection.
Hmmmm.....maybe I can add them via shadow keeper? Then when I get them via the game will it crash the character file?
Sigh, maybe I should figure out how to get them via add innate power in shadowkeeper, and remove patch.
nah, I actually think these powers add to the story line.
Well, maybe when I reinstall for tob/soa and play thru soa again, with viccy, the hottie, I'll add them in manually. I can think of just how useful dark taint and hand of murder would be in he underdark. Afterall, being the child of god of death should net you some cool perks and transcendent abilites