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Old 12-21-2002, 10:23 PM   #5
Harkoliar
Jack Burton
 

Join Date: March 21, 2001
Location: Philippines, but now Harbor City Sydney
Age: 42
Posts: 5,556
i finally found it.. its the ease of use mod... actually it makes the shapeshifters stronger and more balanced (except for a spell). i got the readme on this... what the shapeshifter is suppose to have and what i currently have (b4 the mod was installed)

You Were Supposed To Get
a) Base Magic Res 20% |
b) Immunity to Normal Weapons |
c) Paw = 1d12 slashing |

You Actually Got
~~~~~~~~~~~~~~~~~~~~~~~~
a)Magic Res *LOCKED AT* 20%
b)Nothing
c)Paw = 1d6 piercing

For the Greater Werewolf ... |

You Were Supposed To Get |
~~~~~~~~~~~~~~~~~~~~~~~~ |
a)THAC0 6 |
b)Saves 1/1/1/2/1 |
c)Base Elemental Res 50% |
d)Base Magic Res 40% |
e)Immunity to Normal Weapons |
f)Paw = +3 Weapon |
g)Paw = 2d8 slashing |
h)Regeneration 3 HP / second |

You Actually Got
a)Nothing
b)Nothing
c)Elemental Res *LOCKED AT* 50%
d)Magic Res *LOCKED AT* 40%
e)Nothing
f)Paw = +2 Weapon
g)Paw = 1d6 piercing
h)Nothing

now the spells that i think are a little overpowering (like the cleric-druid spells)

Quote:
The "Rebalancing" gives a Greater Werewolf Shapeshifter the +7 HP per Level
due to a fighter with 25 CON (before you just got +2). Most importantly,
Shapeshifters may now cast spells while in Wolf form. Hey, they're supposed
to have dedicated their lives to controlling lycanthropy. I'm sure a little
fur won't mess up their communion with nature. Yuan Ti, Githyanki,
Sahuagin, they can all cast spells. Why not wolfmen?



In addition, the Druid spell choices were a bit weak in some areas, so some
Priest-only spells were made Priest-Druid: Sanctuary (sylvan sanctuaries
abound), Chant (they got Bless, why not Chant?), Zone of Sweet Air (sounds
nature-y to me!), Glyph of Warding (no excuse, but they need a damaging
spell here that isn't Call Lightning), Righteous Magic (listen to Jaheira
for a while and tell me she's not Righteous ... more importantly, if
they're going to tank around they need some extra help).

Finally, 99% of all sixth-level druid spell slots go to "Summon Fire
Elemental". You can get a 24 hit dice monster with +4 claws that lasts for
hours with that spell. It's so much better than the 7th level "Summon Earth
Elemental" that it isn't funny. The other 6th-level summons just don't come
close. To give you some actual choices, "Conjure Animals" has been changed
to summon two 20 HD Greater Bearweres (they're like Greater Wolfweres).
However, the duration remains 4 turns. Do you want Fire Elementals forever,
or Mighty Big Tanks for a short time? You decide.
this all came from the read me of the ease of use mod
http://www.cs.berkeley.edu/%7Eweimer...EADME-Ease.txt

[ 12-21-2002, 10:50 PM: Message edited by: Harkoliar ]
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