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Class/Kit Attempt: Warlock

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I have tried to recreate the Warlock class from 3.5. The primary goal of this was to discover a way to create modular spells, being able to choose an essence and shape for the eldritch blast in a convenient manner for the user. Cutting down the 80 different possible combinations to just 2 sets of 10 essence spells and 8 shape spells.

I ultimately decided to make it a Druid kit, mostly due to various hard-coded features that needed to be worked around, mainly needing a spell-book and scroll use.
- Can cast but not learn from Scrolls.
- Can equip any armor or shield, but can only cast Invocations in "Light" armor and bucklers.
- Can become proficient in a variety of weapons, specifically excluded from heavy, two-handed, or exotic weapons(Two-handed Sword, Bastard Sword, Katana, Halberd, Flail/Morning-star, and Longbow), though they can still equip these weapons. Can only take Single Weapon Style Proficiency.
- All Invocations may be cast at-will, unlimited times per day. A "Refresh" ability will always be in the last slot of the spell-select menu, to memorize any newly learned Invocations, and just in case anything else manages to drain them, like excessive level draining.
- Blast damage scales at 1d6 per 2 levels, 1d6(L1), up to 10d6(L19), with either a to-hit requirement or allowing a
save vs. spell for half damage(evasion also considered).
- Eldritch Blast, Eldritch Blow(a melee variant), and Eldritch Chain all utilize Magically created weapons, requiring that they actually "hit" their target. To simulate the better accuracy of touch-attacks bypassing most forms of AC, they have had their critical threat range progressively reduced as Thac0 improves, but do not deal any extra damage on critical hits. This is the default behavior, but can be reverted to normal accuracy/crits by the second installation component.
- The default Eldritch Blast damage is supposed to be untyped, so it uses an undefined damage type, which worked fine in BGEE, but in IWDEE and now BG2EE it is displayed as uncolored fire damage in the message window(I could not get the new dmgtype 2da to work). It is still functional, just a display issue.
- Invocations are chosen through select-spell special abilities, do try not to choose the same one more than once.
- One Invocation can be switched out at any level a new one is not granted. Currently these opportunities stack and remain until used.
- Damage Reduction implemented as resistance to Physical Damage types (Crushing, Piercing, Slashing, Missile), ranging from 10%(L3) to 34%(L30).
- Energy Resistance implemented similarly, still doesn't apply until level 10, but it increases every level instead of
every 10 levels. Starts at 10%(L10), up to 30%(L30).
- Fiendish Resilience is at-will and permanent, but dispellable. It provides a constitution boost, using the
regeneration of high Constitution values to represent its effects, so the amount healed is reduced to about 10% of the original short-duration ability. Starts at 20Con(L8), up to 25Con(L18).
- 24 hour duration invocations were made permanent, dispellable, on/off toggles.
- Druids spells are removed each level on a 1-second delay. Pregenerated Characters will have to remove them with an ability in their special abilities menu for level 1. Neither remove non-vanilla spells yet.
- Infuse Item ability omitted.

Invocations, list + short descriptions:
[spoiler]
Blast Shapes:
Start: Eldritch Blast: Ranged touch attack.
Start: Eldritch Blow: Melee touch attack.
Least: Hideous Blow -> Eldritch Weapon: Delivers the Eldritch Blast through your equipped weapon, melee or ranged. Will dispel the magical weapons of Eldritch Blast/Blow/Chain.
Least: Eldritch Burst: Very short and small AoE, save vs. spell for half. Will hit yourself if the target is too close(unarmed/dagger range).
Lesser: Eldritch Chain: Party friendly Chain-lightning effect for the Eldritch Blast. +1 target per 5 levels.
Lesser: Eldritch Ward: Protective Ward, +AC, Elemental Resistance, or Immunities depending on Blast Essence. Will end if any other Blast shape is used.
Greater: Eldritch Cone: Indiscriminate Cone shape for the Eldritch Blast.
Greater: Wall of Perilous Flames -> Wall of Eldritch Flames: Made this a blast shape by turning the "half supernatural" part of this invocation to be tied to your current Blast Essence, but the total damage is the same as the original (2d6 + level per round).
Dark: Eldritch Doom: Party Friendly, ranged "Fireball".

Blast Essences:
Start: Eldritch Blast: Nothing but damage.
Least: Frightful Blast: Save vs. Spell or Panic (1 Round). 6+HD immune.
Least: Beshadowed Blast: Save vs. Spell or Blind (1 Round).
Lesser: Hellrime Blast: Cold damage, Save vs. Spell or -4 AC and Thac0(4 Rounds). Be warned cold deaths can destroy items.
Lesser: Brimstone Blast: Fire damage, Save vs Spell or 2d6 fire damage per round (1+1 round per 5 levels).
Greater: Bewitching Blast: Save vs. Spell or Confused (1 Round).
Greater: Noxious Blast: Disease(Poison) damage, Save vs. Spell or Nauseated(Disease:Slow)(1 Round).
Greater: Vitriolic Blast: Acid damage, Save vs. Spell or 2d6 acid damage per round (1+1 round per 5 levels). Ignores Magic Resistance.
Dark: Binding Blast: Electrical damage, Save vs. Spell or Stun (1 Round).
Dark: Utterdark Blast: Negative Energy(Poison) damage, Save vs. Spell or 2 levels drained. Heals undead. Poison damage used since everything necessary should have immunity to it.

Least:
Entropic Warding: 20% miss chance for all missile attacks, also has a chance to stop Acid and Flame arrow spells, and Magic Stone spell.
Spiderwalk: Functions as immunity to Entangle, Grease, and Web.
See the Unseen: Infravision. Dispel Invisibility each time it is cast. Non interruptive instant cast.
Baleful Utterance: Knock
Summon Swarm: Functions as an indiscriminate, low-level Chain-Insects, but its targeting is completely random. Hits up to 6 times.
Earthen Grasp: Summons a jelly-animation to attack target, 1d6 damage, and entangles on a failed save.
One's Own Luck: Improves a single save, based on level. +1(L1), up to +5(L9).

Lesser:
Charm: Same as spell.
The Dead Walk: Animate Dead Spell(BG version) with 1 Turn duration.
Flee the Scene: 1 Round Mislead + Teleport.
Stony Grasp: Same as Earthen Grasp, but higher damage (2d4), -4 save penalty, and can entangle large creatures.
Voracious Dispelling: I have tried to get this to function as close to the original as possible, however damage is a
constant 1d4 per source instead of cumulative spell-level.(laziness/simplicity)
Walk Unseen: Invisibility.

Greater:
Chilling Tentacles: 5d8 Crushing damage(1d4+4 * 1d4) per round, only 1 grapple attempt(1 round paralyze)(save vs. death). Large Creatures immune to the grappling. 2d6 cold damage per round.(4 Rounds).
Devour Magic: Same as Voracious, a constant 5 temp. HP per source instead of cumulative spell level.
Tenacious Plague: Similar to Insect Plague spell, except 2d6 magic damage per round. (3 Rounds).
Caustic Mire: Grease + 1 acid damage per second. -25% fire resist to non-fire-immune creatures. (3 Rounds).
Painful Slumber: Permanent Sleep + 10% HP damage on-hit-wake.
Nightmares Made Real: Self-centered area of Illusions(Blindness and Invisibility to all(no save)), Enemies must Save vs Spell or 1d6 damage and entangle each round. (1 Turn).

Dark:
Dark Discorporation: Polymorph self into swarm of bats. Swarm immunities/ vulnerabilities, auto-hit attack all enemies within your swarm for 4d6 nonlethal damage.
Retributive Invisibility: Improved Invisibility, 4d6 damage and stun to surrounding creatures if dispelled. Save vs.spell for half and avoid stun.
Word of Changing: Polymorph other.(Permanent)
Dark Foresight: +4 AC, Thac0, Save vs. Spell and Breath, Immunity to Backstab/Sneak Attack, and Time Stop. Prepare 1 Least, Lesser, or Greater Invocation in a Contingency.
Path of Shadow: Party Shadow Walk (1 Round). Restores 10% HP.

The following Invocations are Permanent but Dispellable, and function as a on/off toggle(if for whatever reason you want to remove them yourself): Entropic Warding, Spiderwalk, See the Unseen, One's Own Luck, and Dark Foresight. All Essences function this way as well, but are automatically deactivated when you activate another. Eldritch Ward functions similarly, except that Wards for different essences will switch out instead of deactivating.
Dark Foresight has to be deactivated and then reactivated to create a new Contingency, this is intentional, along with its full-round cast time.

Eldritch Essences may be switched out instantly without disrupting spellcasting. Other abilities that should be always "on", such as see invisibility(See the Unseen) or their detect magic ability, can also be cast instantly without disrupting or interfering with spellcasting as often as desired.
[/spoiler]

This kit only works for IWDEE currently.

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