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Making A kit


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#1 leahnkain

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Posted 21 December 2006 - 07:41 AM

We are trying to make a bladesinger kit for Classic Adventures. I don't want to use a bard as the base class. How can i make this?

Here is what I want to do:

Hitpoints as fighter mage or d8
THACO: As fighter
Full spell range or if limited as per sorcerer

BLADESINGER

Of the roving elves, there are few as deadly as the Bladesinger. They are masters of their weapons and have spent their lives in the study of their chosen weapons. They have also learned to cast spells while engaged in combat, and thus they double their might. To be a Bladesinger, a character needs at least a 13 Strength and Constitution, as well as a 15 Dexterity and Intelligence.

The poised steps of the bladesong (the act of attack by a Bladesinger) not only reveals the Bladesinger to be a creature of beauty even during battle, but the steps also carry him into advantageous positions for either offense or defense. He can instinctively grasp the flow of the battle around him, and his feet will carry him through the intricate maneuvers necessary to optimize his attack. Such is the intensive training of the Bladesinger that he gains an automatic +1 to attack rolls as well as a +1 for damage. This is in addition to the normal elven +1

Riv could get the blades ability of defensive+offensive spin (at 1st level)and the high level warrior ability of whirlwind attack at 9th level.

Bladesingers are so devoted to their chosen weapon(up to five points) that they can never specialize in another one. Unlike other elves, they do not gain a +1 to attack rolls with a bow. With all other weapons, they suffer a -1 penalty to attack rolls, even if they have taken it as a proficiency. Basically Riv can only put 1 slot in another weapon and still receives a -1 penalty to hit.

Bladesingers may wear no armor heavier than elven chain or studded leather.

Bladesingers rarely use weapons other than swords. With only rare exceptions, they never learn two-handed fighting styles. They may not use shields or two-handed weapons, for these interfere with the bladesong.

Edited by leahnkain, 21 December 2006 - 04:10 PM.

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#2 Sticz

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Posted 21 December 2006 - 08:24 AM

I would go for Innate Abilities for a fighter to cast your spells.

That or make custom items for a mage that would appear as chain.

In any case, to change the hitpoints and Thaco you would need to do it in the CLAB File and modify your Thaco and Hit-points for each level. That, or change the tables for the entire base class

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Edited by Sticz, 21 December 2006 - 08:27 AM.

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#3 leahnkain

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Posted 21 December 2006 - 08:32 AM

Would it be easier to make the kit using the mage as a base class and pumping the THACO? It is a kit for a joinable NPC so I can assign enough hitpoints.

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#4 GeN1e

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Posted 21 December 2006 - 08:46 AM

Would it be easier to make the kit using the mage as a base class and pumping the THACO

You can do it through clab****.2da kit abilities. Not sure about usability of weapons though.
Otherwise it's quite a pain to force fighter to use spells.

Edited by GeN1e, 21 December 2006 - 08:48 AM.

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#5 Sticz

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Posted 21 December 2006 - 08:50 AM

If the kit is for a joinable NPC and only a joinable NPC (cannot be selected by any race at startup) then you have a lot more leeway. If you do it that way you have plenty of options, though it may be a bit tedious for what you are trying to do.

By way of example I made a BlackGuard. Do not take this a gospel, but here is what I had to do. First, I had to remove all of the spells from all priest classes, I did this by way of Divine Remix. Then I had to add them all back to the respective classes and make a CLAB file for my new kit. You could easily do something along these lines with a ranger or paladin as a base for your 'Bladesinger' You would, again have to modify how the bonus spells are applied.

If you choose to make a mage class that has all of the abilities of a Fighter: Yes, modify the CLAB file to pump up the THACO and the Hit-Points. And then you would need to either use some of the ideas from the Tweak Pack or Fix Pack (they have code that allows different classes to wear heavy armor and still cast spells, they just apply a peanalty) or make your own armor and place it in several quest creatures.

The nice thing about making a kit available only to the Joinable NPC is that you can set their appearance to whatever you need it to be. That way your 'Mage' that is wielding a couple of swords and wearing plate armor doesnt look like a simple mage.
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#6 ronin

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Posted 21 December 2006 - 09:15 AM

You could always look at how St_Vitruvius did it over at G3. He made a bladesinger kit.

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If his site is down pm me and I can mail you the file.

#7 seanas

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Posted 21 December 2006 - 10:06 AM

and as well as St_Vitruvius's bladesinger, there's also a bladesinger in TDD (from which St_Vitruvius took his inspiration). both are pretty ugly kludges, so i'd recomend taking a look at both to see what you need ot do to persuade the engine to allow a bladesinger.

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#8 Sticz

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Posted 21 December 2006 - 11:24 AM

Unless you are totally not wanting to have your character be a bard, you can always use innate abilities that are shown in the spellbook. It would grant you a similar effect as what you get from a sorcerer kit and you could tailor how many of each spell your kit gets per level. I messed around with this for a while, it works pretty well, you just don't get to pick how many you have memorized.

You could also do this with multiclasses and such.


Just a thought.

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#9 Celestine

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Posted 21 December 2006 - 04:30 PM

leahnkain has the G3 bladesinger kit files, Ronin. Thanks. I passed it to him. It is a good reference but not ideal for CA's purposes.

You could also do this with multiclasses and such.

Sticz, will that mean that the NPC has to level up as per multi-class? I prefer her to progress in a single class but I don't know what that'll mean in terms of code.

Edited by Celestine, 21 December 2006 - 04:32 PM.