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New HLA for fighter


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#1 GreyViper

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Posted 29 April 2004 - 04:22 AM

Two-Handed Power Strike (Fighter)
You have learned how to use large weapons effectively, utilising their weight and balance to cause maximum damage possible whenever they are swung.

Prerequsite: Str 15+, Power Attack
Benefit: You may add twice your strenght bonus to damage when using a two-handed close combat weapon with both hands. This HLA may only applied when you are using full attack combat option.

EDIT:
Few more ideas.

Compensate for Size
You leap up and around when fighting a larger foe, compensating
for your small size.
Prerequisite: Dexterity 13+
Benefit: The character leaps about when fighting a creature one
size (or more) larger than she is, granting her an additional +1
dodge bonus to Armor Class and a +1 competence bonus to melee
attack rolls per size category difference. To use this feat, the character
must wear either Light armor or no armor.

Defensive
You are cautious and careful, always more mindful of incoming
attacks than making attacks.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 dodge bonus to Armor Class to
all attacks but suffers an inherent ?1 penalty to all attack rolls.
Special: A condition that makes the character lose her Dexterity
bonus to Armor Class (if any) also makes her lose dodge bonuses. The
character must be aware of the attack to gain this bonus. Also, dodge
bonuses stack with each other, unlike most other types of bonuses.

Low Blow
You are skilled at striking vital, debilitating
areas on a foe.
Prerequisite: Base attack bonus +3 or
higher
Benefit: As a full-attack action, the
character can make a single attack roll
that inflicts normal damage. If she damages
her humanoid or monstrous
humanoid opponent, the foe must attempt
a Fortitude save (DC 10 + half her level +
Wisdom bonus). Should he fail the save, he
is dazed for 1 full round.

Power Charge
Once you start a charge, you become extremely dangerous.
Prerequisites: Power Attack, Strength 13+
Benefit: When using the charge action, the character deals
double damage with a melee weapon. Only the weapon?s damage
doubles, not the bonuses from Strength, magic, or other factors.

Slippery Mind
Once you complete a ritual with 10 other people involving clouds of
incense :huh: :lol: , you become difficult to enchant(stoned).
Prerequisite: Truename
Benefit: If a character becomes the target of an enchantment
and fails the saving throw, she can attempt the save again 1 round
later. She gets only this one extra chance to succeed.

Two-Weapon Defense
Your two-weapon fighting style bolsters your defense as well as
your offense.
Prerequisites: Dexterity 15+, Two-Weapon Fighting
Benefit: When wielding a double weapon or two weapons (not
including natural weapons or unarmed strikes), the character gains
a +1 shield bonus to Armor Class.
When fighting defensively or using the total defense action, this
shield bonus increases to +2.

Two-Weapon Fighting, Massive
You can use heavier than normal weapons in each hand.
Prerequisites: Two-Weapon Fighting, Strength 17+, base attack
bonus +7 or higher
Benefit: The character can use any one-handed weapon in her
off-hand as though it were a light weapon.
Democracy is three Dragons and a Cow voting on what's for dinner!

"A handsome young Cyborg named Ace,
Wooed women at every base,
But once ladies glanced at
His special enhancement
They vanished with nary a trace."

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Sparta Command

#2 Feanor

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Posted 29 April 2004 - 06:11 AM

It is quite early for such a debate, but if you started it, let's go.
For Wizard Slayer, I think he should have more anti-magic abilities. The fighter has already the possibility to increase his magic resistance to 50%, but only for a short time. I think that should become a permanent addition for the Wizard Slayer (the Resist Magic ability should add a permanent 50% or less - if 50% is too much -magic resistance). Also the Wizard Slayer should have something like the monk's Dragon Fist. I mean his strikes against a mage should have an antimagic effect : like Dispel Magic, Breach or Pierce Magic (only for some rounds). What would you say, Maestro ?

#3 Rathwellin the Bard

Rathwellin the Bard

    Bloody engine of destruction ... oh, wait. That was my Sorcerer

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Posted 29 April 2004 - 06:24 AM

Have you guys looked at the new Spell Immunity HLA? It's insane.

I'll also note that there is already a mod out there that bumps up the Wizardslayer MR ... Ashes of Embers.

One of the reasons a monk needs Dragon's fist is that he can't deal elemental damage that gets through stoneskins the way warriors can. A wizardslayer on the other hand can.

#4 GreyViper

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Posted 29 April 2004 - 06:30 AM

I think that should become a permanent addition for the Wizard Slayer (the Resist Magic ability should add a permanent 50% or less - if 50% is too much -magic resistance).

Yep I agree on that, allso the same Resist Magic ability should applay to spells cast by friends. In BG1 it was funny when you had the magic resist 100 and had Jaheira cast a heal spell on PC with no effect(spell failed) :P .

Also the Wizard Slayer should have something like the monk's Dragon Fist. I mean his strikes against a mage should have an antimagic effect : like Dispel Magic, Breach or Pierce Magic (only for some rounds).

More like chance to cause miscast spell or absorb spell cast on him with no effect.
Btw unarmed maybe but if he is using plain sword then no.
Democracy is three Dragons and a Cow voting on what's for dinner!

"A handsome young Cyborg named Ace,
Wooed women at every base,
But once ladies glanced at
His special enhancement
They vanished with nary a trace."

Barracks Graffiti
Sparta Command

#5 T.G.Maestro

T.G.Maestro

    Eclipse

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Posted 29 April 2004 - 06:31 AM

Two-Handed Power Strike

The idea is nice, but it would be much easier to implement in IWD2 and in 3rdE of course. First, we cannor set ability score prerequisites without using scripts, something we would like to avoid if possible. The same goes for the STR bonus - it is applied by a hardcoded effect, and we would have to adit quite a few things to implement this change. Sorry, but I don't think we'll be able to add this. ;)

It is quite early for such a debate, but if you started it, let's go.
For Wizard Slayer, I think he should have more anti-magic abilities.

the Wizard Slayer should have something like the monk's Dragon Fist. I mean his strikes against a mage should have an antimagic effect : like Dispel Magic, Breach or Pierce Magic (only for some rounds).

No. Wizard Slayers are not monks, and they aren't mages either. Actually I don't like the base idea of this kit from the start, since nothing explains why someone would develop an innate MR like some specific races (Drow for example), simply because they don't like wizards and magic. While the inner pulsion and heavy (specialized) training of monks can result in such effects, I don't see how simply anger and hatred against magic would grant such heavy anti-magic abilities. I had a few problems with my Magic Immunity addition to them as well in the past, but it seemed fitting, so I decided to use it in the final release.
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