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Old 09-23-2001, 03:52 AM   #21
chinese noodle
Manshoon
 

Join Date: September 19, 2001
Location: dunedin new zealand
Posts: 188
A tinkerer
May only be gnome or halfling, thief kit, any alignment
DEX and INT must be 15 or above,
can CREATE ITEM once per day, +1 every 3 levels, this can be a short sword, long sword, x-bow, buckler or helmet, and as you get to higher levels these can be magic items like
Levels 12-15 all weapons are +1
Levels 16-19 +2
Level 20, +3
(helmets could have AC bonuses from levels 12 to 20)

and can tinker with items after level 15, like taking off one special ablility of a weapon and adding a new one ie. Blackrazor- instead of hasting the wielder it could slow or hold the target. or something like that

ALSO
+2 to DEXTERITY
-1 on STRENGTH

thief abilities 2/3rds normal

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Old 09-24-2001, 05:39 AM   #22
Baron Nocturna
Dungeon Master
 

Join Date: August 27, 2001
Posts: 53
Cool, so do I win?

Seriously though, my idea for the psi-mage/monk is a pretty rough one and now that I think on it, it reminds me of that game from eons ago called "Moebius". You were a monk basically with some mind powers. I wish i could remember what those powers were. I like the idea of having advanced saves againt mind spells. Also, casting times for the psi-mage/monk should be adressed as they are mind disciplines rather than actual spells. Thoughts on that? Thanks...

Baron Nocturna


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Old 09-24-2001, 07:03 PM   #23
Zhakrin
Elite Waterdeep Guard
 

Join Date: September 17, 2001
Location: n/a
Posts: 4
Ok, I know this is probably going to sound like a stupid question, but I'm going to ask anyuways: Where can I find these new charachter classes, or are they individual charachters that people make? I've been searching around for the general Class, but I've only been able to find specific charachters.
Thanks for any help!
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Old 09-24-2001, 10:32 PM   #24
Encard
Quintesson
 

Join Date: June 13, 2001
Location: Darkness
Age: 32
Posts: 1,033
These kits aren't in the actual game of BG2, they're ideas for things that could be made by someone using TeamBG's kit editor (which I can't get to work right, sigh).

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Lord of the RaBid Fruit Trees. ChAos rules all! Bwahahahaha...
:1drgat1:
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Old 09-25-2001, 04:17 AM   #25
Amergin
Zhentarim Guard
 

Join Date: May 28, 2001
Location: memphis,tn
Posts: 375
Quote:
Originally posted by Baron Nocturna:
Cool, so do I win?

Seriously though, my idea for the psi-mage/monk is a pretty rough one and now that I think on it, it reminds me of that game from eons ago called "Moebius". You were a monk basically with some mind powers. I wish i could remember what those powers were. I like the idea of having advanced saves againt mind spells. Also, casting times for the psi-mage/monk should be adressed as they are mind disciplines rather than actual spells. Thoughts on that? Thanks...

Baron Nocturna


if by "winning" you mean you get a prize, a date with a model, or a new car, then no. if you mean i actually make the kit, then yes. but you must remember several things: i am a slacker; 95% of my time with the game is spent playing, only 5% editing; im a slacker. so think of this as a xmas present to the community.

one thing i definitely want to handicap this kit with is the inability to solo with it. it is impossible to complete the game with just one character without using cheese tactics (which includes luring enemies out to fight them one at a time; even pro wrestlers arent that stupid). so it wont be mr badass mindreamer or anything but possibly something that can complement both other spellcasters and fighters. if i get on a roll with it i may even work in an NPC with his own quest and items.

re: casting times, i suppose it would depend entirely on the spell. something like blur would have to be instantaneous, but a high level charm-type spell with a fat save penalty could take up to a round. since these abilities are not magic per se, none would be affected by magic resistance and i think this is where alot of his power will come from considering how useless many spells become later in the game.


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Old 09-25-2001, 10:11 AM   #26
Baron Nocturna
Dungeon Master
 

Join Date: August 27, 2001
Posts: 53
I was kidding about winning. It was more a reference to the title of the original post .

As far as being a power character, I really did NOT want this to be an unstoppable tank, that wouldn't be fun. My thoughts on the casting time would be that you would have basically those disciplines that are instant and a those that take concentration. The ones that take concentration should have a casting time of 4+ IMO. Just a rough guideline. Another interesting idea was with improved saves vs. certain "mind" based spells (charm, confusion, etc...) Is that even possible? I thought that saves were against spells, death, poison, etc... Maybe immunity to certain lower level charms makes more sense. Just a thought. Finally in the name of balance, how weak should the fighting skills be? I realized that a monk thats about 3 levels behind the fighting curve would be hideously weak at low level. This is not a huge deal in SOA as you pretty much start out at 7th level but it is something to consider. I'm not sure how to balance the fighting abilities with the new skills from being a psionic. The -2 strength at character creation is pretty brutal and since having 18 strength seems to be what people want for a front line fighter type, that may go a long way. I dunno, I'm sure that whatever you do with it will be cool. I like you always liked the psionic abilities in old school D&D but hated how they were implimented. I always thought it should be its own character class and using the model of the monk made sense to me. Oh well, I appreciate you taking the time to do something like this.

Baron Nocturna

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Old 09-26-2001, 03:26 AM   #27
Amergin
Zhentarim Guard
 

Join Date: May 28, 2001
Location: memphis,tn
Posts: 375
rather than a STR penalty i was thinking of just capping it at 17. stats minimums work a crappy way in this game. whatever the mins are are automatically filled in, so every stat that has a min raises the avg of the total, which is why a paladin will avg far higher than a standard fighter w/o the difficulty of actually trying to roll to meet the mins. somewhere there's a hard code for how WIS affects spell failure. id like to implement that if i could and just not have any minimum stats. as im discovering most of the stuff id like to do just isnt possible without the source code (id love to make a high CHA improve the chances of a charm spell working).

technically this will be a priest subclass who have the 2nd best THAC0 behind fighters but dont get the multiple attacks later on. ive already decided that everything this character would need will be ability based so he will be able to use exactly one magic item, which is a staff that he makes himself (gets more powerful as he levels).

as far as his abilities go, im looking at what my current character has right now and he is immune to charm/confusion/hold via shield of harmony, free action ring, 50% resistance to acid and fire, etc. i dont think itd be unbalanced to give the psimonk immunity to the entire school of enchantment/charm at name level, say 10th, considering that is his forte. and you're right; theres no way to alter saves vs specific schools or specific spells, only resist completely.
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Old 09-26-2001, 08:35 AM   #28
Zoltan
Symbol of Cyric
 

Join Date: August 17, 2001
Location: Waterdeep
Age: 39
Posts: 1,222
I like to hear your ideas,advices,thoughts about this class I created..

WARLOCK

Warlock: Warlocks cast spells with the magical energy within. Legends tell that they possess draconian blood. True or false, they have a potential power within which lets them cast spells without spellbook. They don't memorize spells, they don't scribe scrolls. They cast spells with their magic potential.

A Level 1 Warlock starts with 10 spell points and he cast spells with these spell points. For example, a 1st level spell costs 10 spell points, a 3rd level spell costs 30 spell points. A 6th level Warlock has 60 spell points, (if he doesn't have any bonus spell points, High Intelligence gives bonus spell points) so he/she can cast 1 fireball and 3 magic missile or 4 burning hands and 1 mirror image. They gain new spells as they advance level.

A Warlock gains extra HP and SP when he advances level. He gains additional 10 + Int-15 spell points.

The difference between the Warlocks and Mages is their spell casting style and form. A 16th level Mage can cast five 1st, 2rd ,3rd ,4rd level spell; four 5th level spells; three 6th and 7th level spells and one 8th level spells. The total is 31 but a 16th level Warlock doesn't have 310 spell points. A 16th level Warlock with 17 Intelligence has 192 spell points. So there's a penalty for quantity of spells and an advantage for spell selection. You don't worry about "Oh Why I didn't memorize this spell!" Also you don't have a horrible spell quantity limitation like Sorceror class; you don't gain only 1 new spell per level.

Warlocks gain 1 + (Int-15) new spell for every level they advance. So If your intelligence is 17 you got 3 new spells as you advance a level.

Specialist Warlocks can cast the spells of their opposite schools but they have a penalty at this point. It costs more SP if they cast an opposite school spell, and lesser SP if they cast a specialized school spell.


Racial Requirements

Only Humans, Half-Elves and Elves can become Warlocks.

Ability Requirements

CON 13
INT 15
WIS 13
CHA 14


Weapon Proficiencies

They can be proficient with dagger, club, schimitar, spear, sling, staff and dart. A Warlock who wields an item which has "Dragon Slayer" ability takes 1d2 hp damage and drops the item instantly.


Class Features

They gain an extra +1 to their saving throws for Breath Weapon per 3 levels.

They gain an extra %2 magic resistance for every 3 levels.

They gain %1 resistance against fire,acid and posion per level.

__________________


I like to hear your ideas,suggestions,thoughts about this class. Thank you..
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Old 10-31-2001, 11:26 PM   #29
chinese noodle
Manshoon
 

Join Date: September 19, 2001
Location: dunedin new zealand
Posts: 188
JEDI

+1 to strength and dex -1 to con
1 hand attack has a 'force' power which casts a wing buffet spell and knocks them unconsciouss if they dont save vs spells
+1 to hit with 1 bladed weapons
may only use i handed weapons
can only wear up to studdedd leather armour
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Old 10-31-2001, 11:54 PM   #30
Archon Devangilous
The Magister
 

Join Date: October 15, 2001
Location: Myths Crevice
Posts: 141
Jesters

a mix of thief bard and monk. They use their stealth speed acrobatics and uncanny reflexes

proficient in blade weapons and throwing daggers.
Cannot use two handed weapons as they cannot be easily concealed.
Can play songs like a bard and have ability similar to defensive spin except its their reflexes that dodge the blows
They have an advantage against other blades when they have no weapon (like a monk)


i did figure out all the lil quids and pros and put it in another post but if intersted iwill add it all.
let me kno


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Nor shadow or myst
the jester is a myth
he is absolute
beware the jester
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