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#71 |
Manshoon
![]() Join Date: January 25, 2002
Location: Houston
Posts: 216
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Dooms last about a minute and they have a six second casting time. 3 dooms = 18 seconds you are casting. This isn't too overpowering because it was intended to be a spell - a priest spell.
Adding spell abilities to objects will sometimes make you think the spell alone is 'insane', but given it's proper place, it's not so bad. I always found that the dooms were short lived in my games. If I'm looking at theme alone, it isn't bad to use because it's a priest spell. The chill touch and spirit armor are necro spells tho. I'm sure, in your quest, there are reasons why a paladin will resort to having a sword touched by necromancy, if that's part of your theme. That may be a good reason why you want the int to be high and for the sword to be intelligent- the necromancy on it. In looking over the chill touch description, is that -2 THACO from each hit of the chill touch acuumulative? Let's see, 3 dooms = -6 THACO and -6 saves. Each chill touch after will inflict 1-8 points of magical dmg. Each hit will add intop of the dooms another -2 THACO. So in the heat of battle you have HIGH chances to NOT get hit PLUS you're dealing out what , 1-8 magical dmg AND 1d8+5 dmg? Like I said, hasted, that's one mean lady. Hrm, HOP ABOARD, you have just now made an "UBER" item here. I like the idea, but being a one handed sword that can really cripple the melee capabilites of an opponent, it IS OVERPOWERING TO EVEN YOUR STANDARDS. If the -2 THACO isn't cumulative, then no problem. I'm afraid to see what this lady will use in the offhand too. It rocks as an idea, now do we take my stance on it or do we use yours? With mine, we can all oooh and ahhh over it and leave it at that.
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<i>just,</i><p><b>PeeWee</b><br /> ![]() |
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#72 |
Manshoon
![]() Join Date: January 25, 2002
Location: Houston
Posts: 216
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quote: Replies above show that the kill info can't be connected to the sword. The strength bonus is what really sets this baby off tho. AND no flames from me ![]() And no name?
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<i>just,</i><p><b>PeeWee</b><br /> ![]() |
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#73 |
Ironworks Moderator
![]() Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 44
Posts: 6,766
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quote: Yes, if you look at it spell wise, 2 of those spells are necromancy spells. But the sword did not get touched by necromancy, and the character was not a paladin by then, Remember, she is now a Lawfull Evil Fallen paladin. Something happened to the character, something strange that made the character lose her memory and that turned her evil. The sword, being soul bound to her, is simply an extension of what she is now. I am using spells like abilities on the sword, because the game engine is limiting. This would be the description of the sword in a pen and papar game. This Holy Sword has been corrupted by an unknown source. The sword radiate evil, and is surrounded by darkness. When wielded, the sword surround its wielder by an armor of pure darkness. Every hit from this weapon has a chance of doing 1-8 extra damages and giving a penalty of 2 to the victim's thaco. 3 time per day, the wielder can use the sword's link to the negative energy plane to create feeling of doom in the target, giving a moral penalty of 2 to to all roll the target make in the next turn. quote: Chill Touch should not be stackable. In dungeon and dragon, no two same spells can ever stack. I made the sword keeping that in mind, so playing by the real rules, at max the target could get a -2 penalty to all rolls for a turn (a doom spell) and get a -2 tacho penalty (chill touch). Regular holy sword are one handed, but I am thinking about making this one two handed, because I don't want the character to be able to dual wield another weapon or use a shield.
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#74 |
Manshoon
![]() Join Date: January 25, 2002
Location: Houston
Posts: 216
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Wanted to throw in another item/idea up for "discussion"
![]() In the far eastern woods of Aghivan, lived a man named Berutal. Half descendant of a group of giants from up north, Berutal possessed a high physical prowess. He was a brave huntsman and scout for his village. Berutal lived a noble life providing for his family as well as fellow villagers. It just so happened that after his second son was born his first took ill. Upon visiting the village priest, who was more the witch doctor, Berugal began his journey into what bards today call the Hunt for Hope. Berutal's ill son had two years to live and the only known cure for the trecherous disease laid rest within the castle De Montagne, which was somewhere along the southwestern shores. The grim half giant took up the endeavor with haste and set off the following night. Accompanying Berutal were Cyrand, the happy-hearted jester and childhood friend, and Xynthan, a lizardman also friend to Berutal from many years ago. It is worthy to note that about 10 years prior to the Hunt, Xynthan lost his comrades in an ambush as they were travelling near the Aghivan woods. Berutal was the man who found Xynthan lying half dead near the Amgordian Stream. Without hesitation, the giant took the lizard up over the shoulder and single handedly laid rest to the marauders who were still waiting for passerbys. This time they met their match, and from here, Xynthan's friendship and loyalty to Berugal began. Two years seemed as if it was an hour. In the times passing, many battles were fought and tales told. I won't say much about what laid ahead, but I will comment on this remarkable relic given to Berugal from a new friend during his last hours on his journey. The Hammer of Berugal Magical proficiency type : war hammer enchantment: +4 considering what to hit THACO: +3 DMG: 2d4+2 weight: 15 required str: 15 speed: 3 who can use: Lawful Good characters who can be proficient in hammers Abilities: wielder is immune to poison and disease 1 time a day wielder can call forth a Blink Dog to aid him in battle (duration 8 hours) Blink Dog upon summoned: Large Magical Beast Hit Points: 56 Speed: 3 AC: -5 Attacks: Bite +4 melee (Enchantment/ THACO) 2 attacks/round Damage: Bite 1d6 Special Qualities: Blur, Dimension Door, True Sight Saves: Para/Poisn/DethMgc 3, Rod/Stff/Wand 5, Petr/Poly -1, BrthWpns 5, Spell 7 Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11 Climate/Terrain: Temperate plains Treasure: None Morale: High Alignment: Lawful Good * made adjustments as "I" seen fit"* There's just too much to write down for the make-up of the blinker. He blinks, he attacks, and he's a friend. So....anyone able to make this lil puppy? [img]smile.gif[/img]
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#75 |
Ironworks Moderator
![]() Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 44
Posts: 6,766
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It should not be hard to make, the hardest part would be creating a custom spell that summon the blink dog.
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#76 |
Ironworks Moderator
![]() Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 44
Posts: 6,766
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Do you have all the files for the blink dog? If so, I could probably make the weapon for you.
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#77 |
Manshoon
![]() Join Date: January 25, 2002
Location: Houston
Posts: 216
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quote: Truthfully, I wouldn't know what files are needed. It's an idea I like alot since I got the spider summoning item and horn of valhalla, oh and the staffs of air and fire. The creature should be that of a dog of course and those are already in the game. To make them summoned and used as pets is another story, dunno what would have to be done. The creature editor calls for alot more than I described, but the above info should be enough for a start. I appreciate the consideration. Why not experiment with it and let me know how that pet turns out. That would also be cool; to know it can be done. Like I said too, if I were to import it into my game, I wouldn't want to CLUA it in, has to be obtained thru some big fight or random encounter. Thanks again.
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#78 |
Ironworks Moderator
![]() Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 44
Posts: 6,766
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I can edit the game so that you actually find the item in the game. I did it already with my evil half elf assasin. He can be found in the Cooper Coronet.
Making a dog is easy, but my problem come from the blinking and Dimension door abilities. I guess I could make it like those spider that keep teleporting around. Would that be ok?
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#79 |
Manshoon
![]() Join Date: January 25, 2002
Location: Houston
Posts: 216
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quote: Oh yeah, that sounds great- the phasing. The blinking would actually be the spell blur. Makes the dog harder to attack if not an eye sore. Dun know of a way to set it up as a spell trigger. For pets to get attacked to 50% health, have it cast up blur. It should not be a continuous effect- would hurt the eyes. Thanks for checking to see if it works out.
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#80 |
Ironworks Moderator
![]() Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 44
Posts: 6,766
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It would be a lot easier to have it constatly have blur on, but I guess it is also possible to have him cast it when he get to about 50% health. The only problem I see is that he might start casting it non-stop once he get to 50% health or less. I will see how I can prevent that.
[ 02-28-2002: Message edited by: Luvian ]
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