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Simple kit mod idea, is it overpowered?

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Hi everyone and anyone that may give me some balancing advice. I'm just starting to learn some coding and moding for the BG series despite playing it for like a decade.

I had an idea for a gladiator character that I hope to eventually turn into an NPC mod. The kit is loosely inspired by Mazzy's abilities, but not as a consequence of divine favor. I like the idea of a fighter having nonmagical "abilties" if they are truly exceptional/different than a common soldier or guard. The kit would be basically as follows:

Advantages
  • Frenzy: Acts as Draw Upon Holy Might, gains a use at 1st level, again at 10th, and 20th
  • Bravado: Acts as Remove Fear, one use at level 1, and again at level 3
  • Spectacle: Acts as Cloak of Fear one use at level 7, again at level 15
  • Arena Solidarity: Acts as defensive harmony, gains a use level 10, again at level 20
  • Agility: Acts as Mazzy's Haste, gains a use at level 10, again at level 20

Disadvantages
  • Heaviest armor they can wear is splint
  • No bludgeoning weapons
  • No ranged weapons
  • Limited to two proficiency points, can't reach three proficiency points in two-weapon fighting

My attempt is, like the barbarian it trades armor and proficiency for some abilities, but I don't know if there should be a fatigue component as well like the berserker. Additionally, the casting time is reduced to match that of innate abilities, so essentially a casting time of 0, which is a large advantage as well. Are repeated uses of these abilities too much? Would it be better to have them be only each once a day?

For what it's worth, the NPC would be a half-gnoll with high strength and dexterity, and average constitution. Probably 17/18 for strength and dexterity, and maybe 15 or 16 for constitution.

Let me know what you think! Any ideas or perspective are appreciated.

Full descriptions/reasoning for the abilities are listed below:

Frenzy

Gladiators live and die in short, brutal encounters in arenas, pit, and coliseums all across Faerun. In a fit of desperation, cunning, or bravery, a gladiator draws upon hidden reserves of energy to overpower <PRO_HISHER> opponents in a brief frenzy. When <PRO_HESHE> does this, <PRO_HISHER> Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the gladiator. A 3rd-level gladiator would have <PRO_HISHER> abilities raised by 1, while a 12th-level gladiator would have <PRO_HISHER> abilities raised by 4.

Bravado

A gladiator understands that many fights in an arena are won due to mental fortitude. By swaggering, laughing, or displaying the utmost confidence, the gladiator bolsters <PRO_HISHER> morale, as well of <PRO_HISHER> allies. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.

Spectacle

As a gladiator becomes more experienced in fighting, <PRO_HISHER> comes to better understand the psychological nature of combat. <PRO_HESHE> learns to intimidate, mock, taunt, and terrify opponents through the use of body language, displays of weapons, cries and yells, and the spectacle of this display.

In a 15-ft. radius all other characters and creatures must roll a successful Save vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although they may find the gladiator's spectacle disquieting.

Arena Solidarity

Gladiator battles are as diverse as the arenas in which they take place and the fighters themselves. Usually gladiators fight one another in pairs, but at times they also fight wild animals or groups of enemies. In these situations it is common for gladiators to also fight in pairs or in groups. These bonds made in the arena, especially if two or more gladiators go on to become a team, are strong. Different fighting styles can blend together and the best gladiators learn eachother's movements, strengths, and weaknesses.

Working like a pack of wolves or lions, the gladiators work together in attack and defense, becoming something greater than the sum of their parts. All allies within a 15-ft. radius of the gladiator gain a +2 bonus to <PRO_HISHER> Armor Class. This lasts for 6 rounds or until dispelled. Those affected can move outside of this initial area and still enjoy the benefits of the harmony.

Agility

Gladiators learn in arenas, fighting pits, and coliseums to avoid wild animals, the weapons of other gladiators, and dangerous obstacles and traps. In a flood of hysterical adrenaline, experienced gladiators rely on years of practice and experience to increase their agility to supernatural levels. When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. The effect lasts for 3 rounds + 1 round/level.

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