Knights of the Chalice 2 - Class Updates and Module Ideas
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The latest Kickstarter update for Heroic Fantasy Games' CRPG Knights of the Chalice 2 goes over the game's last two patches, details a number of new feats for the Mage Knight and Paladin classes, showcases a bunch of AI-generated art, and spitballs some ideas for the game's upcoming modules.
Here's more on some of that:
New Feats for the KotC 2 Mage Knight
The new feats of the Mage Knight are the following:New Feats for the KotC 2 Paladin
- Phase Spells: You can aim circle spells and single-target spells at creatures and squares located behind walls and large pillars.
- Improved Drinker Weapon: The effect of the Drinker weapon enchantment increases from 1d6 to 1d8. Requires level 5.
- Greater Drinker Weapon: The effect of the Drinker weapon enchantment increases from 1d8 to 1d10. Requires level 11, Improved Drinker Weapon.
- Improved Vorpal Weapon: The effect of the Vorpal weapon enchantment increases by 10 points. Requires level 11.
- Improved Energy Resistance Armour: The effect of Energy Resistance Armour and Shield enchantments increases by 10 points. Requires level 5.
- Time Control: You can cast the level-7 Wizard spell Time Control as a level-6 spell.
- Vortex Of Doom: You can cast the level-7 Wizard spell Vortex of Doom as a level-6 spell.
- Mass Mirror Image: You can cast the level-7 Wizard spell Mass Mirror Image as a level-6 spell.
- Greater Stoneskin: You can cast the level-7 Wizard spell Greater Stoneskin as a level-6 spell and the casting time is reduced from a Standard Action to a Move Action.
- Improved Interposing Hand: You can cast the level-6 Wizard spell Interposing Hand as a level-5 spell and the casting time is reduced from a Standard Action to a Move Action.
- Greater Chaos: You can cast the level-6 Wizard spell Chaos as a level-5 spell, and affected creatures always receive the Berserk condition rather than the Confusion condition.
- Improved Freezing Sphere: You can cast the level-6 Wizard spell Freezing Sphere as a level-5 spell, and the radius increases from 10’ to 15’.
- Improved Blast Of Force: You can cast the level-5 Wizard spell Blast of Force as a level-4 spell, and the range increases from medium to long.
- Improved Shocking Grasp: The damage per level of your Shocking Grasp and Greater Shocking Grasp spells increases from 1d6 to 1d8 and you can cast the level-5 Wizard spell Greater Shocking Grasp as a level-4 spell.
- Improved Globe Of Invulnerability: You can cast the level-4 Wizard spell Globe of Invulnerability as a level-3 spell and the casting time is reduced from a Standard Action to a Move Action.
- Improved Stoneskin Personal: You can cast the level-4 Wizard spell Stoneskin Personal (Wizard) as a level-3 spell.
- Improved Suppress Sword: You cast the level-3 Wizard spell Suppress Sword as a level-2 spell and the casting time is reduced from a Standard Action to a Move Action.
- Improved Haste: You can cast the level-3 Wizard spell Haste as a level-2 spell.
- Improved Flame Arrow: You can cast the level-3 Wizard spell Flame Arrow as a level-2 spell.
The new feats of the Paladin are the following:[...]
- Greater Favour: You can cast Divine Favour, Shield of Faith, Enhance Weapon, Mass Protection from Alignment, Align Weapon, Protection from Energy, Enhance Ability, Mass Greater Protection from Alignment, Greater Enhance Weapon, Death Ward, Freedom of Movement Touch, Mass Death Ward, and Judgement with a Move Action. In addition, your spell Holy Sword creates a +6 Holy weapon rather than a +5 Holy weapon.
- Righteous Healing: You can cast Cure Light Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Mass Cure Serious Wounds, Heal, Remove Blindness, Remove Curse, Remove Ailment, Remove Paralysis, Remove Fatigue, Remove Fear, Remove Negative Levels, Lesser Restoration and Greater Restoration with a Move Action.
- Legendary Shield: The effects of Holy Shield, Heroic Shield and Mystic Shield now cover allies within 15' of the Paladin.
- Blessed Aura Of Courage: The radius of your Aura of Courage increases from 10 feet to 15 feet.
Some Ideas For The Upcoming Adventure Modules
Fred recently asked me about what I'm planning for the new modules, so I'll reproduce my answer here. Thank you so much Fred for all the encouragement!
Okay, so it's definitely not set in stone yet, but the idea for the first module, The Dark Arena, is to have a regional map with at least two important places where you can receive new quests: the Adventurer's Guild, and the stronghold of the Knights of the Chalice.
The stronghold may be similar to the fortress found in the beginning of KotC 1 or in the D&D module The Keep on the Borderlands (see the KotB mod for Temple of Elemental Evil).
You will be able to explore the map freely in the first part of the game. The second part of the game, with gladiatorial combat, will probably be more linear.
My sources of inspiration for the slave-gladiator part include a Dark Sun module that I love: the one called Freedom (AD&D 2nd Edition). My sources of inspiration also include the Dark Sun module called Bloodsand Arena (D&D 4th Edition), the two Dark Sun computer role-playing games, and KotC 1.
The second module, Forces of Chaos, and the third module, Heart of Evil, will concern an invasion by an army of monsters, and the recovery of ancient artifacts of power.
So, for the moment, my sources of inspiration include the D&D 3.5 module called Red Hand of Doom, the Dark Sun module called Road to Urik (AD&D 2nd Edition), the two Dark Sun CRPGs, the roguelike CRPG ADOM, and the classic CPRGs The Bard's Tale II, Temple of Elemental Evil, Baldur's Gate 2, Planescape: Torment, Neverwinter Nights 2: Mask of the Betrayer, Champions of Krynn, and KotC 1.