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2 suggestions for mods I think would be very cool...Werewarrior


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#1 Stardusk

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Posted 18 September 2009 - 01:33 AM

1st idea:

This class is a fighter who can devoted all his efforts to learning and controling the inner beast which dwells in everyone; he can become a werewolf that gains in strength and power over time.

Werewarrior (Fighter Kit)

Available Race(s): All


Primary Attribute(s): Strength (9 Minimum)


Stronghold: The Werewarrior can acquire the de'Arnise Keep as his stronghold. See our Fighter Quests section for more information.


Strengths

- Can shapechange into werewolf form which becomes progressively stronger with time:

1st level

- +1 to Strength, Dexterity and Constitution

- -2 to armor class

- Claws: (treated as daggers for purposes of proficiency) 1d6 dmg, treated as +1 weapons

7th level

- +2 to Strength, Dexterity and Constitution

- -3 to armor class

- Claws 1d8 dmg, treated as +2 weapons

13th level

- +3 to Strength, Dexterity and Constitution

- -4 to armor class

- Claws 1d10 dmg, treated as +3 weapons

- Immune to non-magical weapons

- Regeneration 1hp/round

- Magic Resistance 20%

19th level

- +4 to Strength, Dexterity and Constitution

- -5 to armor class

- Claws 1d12 dmg, treated as +4 weapons

- Immune to non-magical and +1 weapons

- Regeneration 2hp/round

- Magic Resistance 40%

25th level

- +5 to Strength, Dexterity and Constitution

- -6 to armor class

- Claws 1d20 dmg, treated as +5 weapons

- Immune to non-magical, +1 and +2 weapons

- Regeneration 3hp/round

- Magic Resistance 60%

31st level

- +6 to Strength, Dexterity and Constitution

- -7 to armor class

- Claws 2d12 dmg, treated as +6 weapons

- Immune to non-magical, +1, +2, and +3 weapons

- Regeneration 4hp/round

- Magic Resistance 80%


Weaknesses

- Cannot wear armor

-Cannot use weapons except for claws

- Cannot use missile weapons

- Cannot cast spells

-No weapon proficiencies (except for daggers and two weapon wielding)


Possible High-Level Abilities [ToB]

Critical Strike
Deathblow
Greater Deathblow
Greater Whirlwind Attack
Hardiness
Power Attack
Resist Magic
Smite
War Cry
Whirlwind Attack

2nd idea: less a kit mod and more a desire to see the possibility of the pc becoming a vampire (evil only) after completing all the tasks for bhodi, would have similar progression to Valen; what do you think?

#2 vilkacis

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Posted 18 September 2009 - 03:47 PM

This seems like a very good example of a mod idea, so, welcome to IE Mod Ideas.

[edit: doublepost lol, merging my own posts ftw]

Ugh, fine, have it your way.

Note that this is quite untested (I can only hope that the regen functions as intended), but it works as far as I can tell - you can shapechange back and forth, and the stat changes show up as intended. It stops improving at lv25, though. Anything that gains +6 natural attacks = big NO as far as I'm concerned. It also gets the standard fighter HLA table.

Edited by vilkacis, 18 September 2009 - 09:03 PM.


#3 Azkyroth

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Posted 20 September 2009 - 12:19 PM

2nd idea: less a kit mod and more a desire to see the possibility of the pc becoming a vampire (evil only) after completing all the tasks for bhodi, would have similar progression to Valen; what do you think?


I think the proportion of the game that takes place outdoors during the day would kill either suspension of disbelief or the player's enjoyment, depending on how exactly this was handled.

"Tyranny is a quiet thing at first, a prim and proper lady pursing her lips and shaking her head disapprovingly, asking, well what were you doing (wearing that dress, walking home at that hour, expressing those inappropriate thoughts) anyway? It's subtle and insidious, disguised as reasonable precautions which become more and more oppressive over time, until our lives are defined by the things we must avoid. She's easy enough to agree with, after all, she's only trying to help -- and yet she's one of the most dangerous influences we face, because if she prevails, it puts the raping, robbing, axe-wielding madmen of the world in complete control. Eventually they'll barely need to wield a thing, all they'll have to do is leer menacingly and we fall all over ourselves trying to placate them." -godlizard


#4 Stardusk

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Posted 23 September 2009 - 10:21 AM

This seems like a very good example of a mod idea, so, welcome to IE Mod Ideas.

[edit: doublepost lol, merging my own posts ftw]

Ugh, fine, have it your way.

Note that this is quite untested (I can only hope that the regen functions as intended), but it works as far as I can tell - you can shapechange back and forth, and the stat changes show up as intended. It stops improving at lv25, though. Anything that gains +6 natural attacks = big NO as far as I'm concerned. It also gets the standard fighter HLA table.


As I said in the pm, I think that the kit should be able to get grandmastery in his claws (however they are classed) just because they are his only weapon basically...and he only has 2 attacks per round even with boots of speed....giving him grandmastery and consequently normal attacks would cement this kit in my opinion...

And not being able to dual class? That is pretty harsh...all fighter kits are usually able to....? No...

Would weapon specialisation (grand mastery), normal attacks and dual classing be so unbalancing?

A side question though....you are aware of the ease of use mod? My whole idea for this mod came about through that thing...it was quite overpowered and I played a fighter/thief with the use any item and used it (borrowed from Cernd); unstoppable; too overpowered and weird anyway.....like no real explanation for the elemental resistances and such...but one thing that bothered me was the lack of claw progression, which was stuck at +3 (and some enemies were unaffected....I thought it would be a good compromise to have a kit like this but the dual classing and normal attack progression...is reasonable, no?

Edited by Stardusk, 23 September 2009 - 01:54 PM.


#5 vilkacis

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Posted 23 September 2009 - 04:02 PM

And not being able to dual class? That is pretty harsh...all fighter kits are usually able to....?

You stated as a weakness:

- Cannot cast spells

Disabling dualclassing was basically the quickest way I could think of. :mellow:

(Also, the combination of a werewolf form with +5 boosts to all the important stats and UAI to circumvent the equipment restrictions seems like it would be a pretty obscene combination.)



If you absolutely must, find the lines in in setup-werewarrior.2da that read

// appended to DUALCLAS.2da
~jl#werew 0 0 0 0 0 0~

and change the numbers to 0 1 1 1 1 0, then reinstall the mod; that should give you the normal fighter dualclassing options.


A side question though....you are aware of the ease of use mod?

I may even have it installed... although my install is such a mess that I can't be sure about that <_<