Quantcast
Channel: Modding — Beamdog Forums
Viewing all articles
Browse latest Browse all 11774

[MOD] Warlock Kit (in progress)

$
0
0
Hey guys,

I'm working on making a Warlock kit mod.
For those who do not play a lot of D&D outside of BG, I'll drop a link to explain the concept of the class:
http://nwn2.wikia.com/wiki/Warlock
Basically it's a special kind of spellcaster that has a very restricted number of spells (4 spell levels, and up to 3-4 spells per level) but can use them at will.

It's rather unique and since we can't make new classes, just kits, I had to cope with that and find a class that'd fit in terms of GUI, item usability etc...

So here's what the kit would look like:
Rogue Kit
0 points per level to share among rogue skills, 0 at level 1. The only points you get are those from Dex/Race/item/spells bonuses
Cannot set traps
Cannot backstab
Cannot dual-class
I will explain why below the rest of the features, but it's not to be played like a rogue

At level 10, the Warlock will be allowed to choose two energy types (Magic (damage), Acid, Fire, Cold, Lightning, Poison). He'll gain 10% resistance to these, increasing to 20% at level 20.

Has access to Eldritch blast: this ability has a casting time of 2, can be used at will, and deals1d3+1 damage per level on a single target, up to 15d3+15 magic damage.

Has access to special abilities called invocations. These are special abilities that can be used at will. Details in the spoiler. You'll also find HLAs in the spoiler.

Spell progression: Same as in NWN2
http://nwn2.wikia.com/wiki/Warlock

Invocations I plan to implement:
Note: Every Blast spell deals magic damage and are subject to Magic Resistance, unless specified otherwise. Their spell level is considered equal to the number of damage dice, up to level 9.
Besides, any damage/duration indicated here is purely indicative and might no make it as such in the mod once it(s released. It will go through balance testing first.
Eldritch Blast, and all that derives from it has been largely tuned down damage-wise, because the HP scaling is not the same in AD&D and 3E, and because it normally requires a touch-attack which cannot be implemented in BG2. Normally, Eldritch Blast derivatives deal as much damage as Eldritch Blast. I chose to tune down that as well so that a warlock will have to choose between trying to control his enemy and optimizing his damages.

Least invocation:


Draining Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation at -2 or it is slowed for one round per 3 levels.

Frightful Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be frightened for one round per 3 levels.

Beguiling Influence: +6 to Charisma for 24hours

Dark One’s Own Luck: +1 to all saving throws per 5 levels for 24 hours.

Leaps and Bounds: +4 to dexterity for 1 turn per level

See the Unseen: grants See Invisible and Infravision for 1 turn per two levels. Also grant a bonus 5% per level up to 100 at level 20 to your Detect Illusion and Detect Traps skills.

Hideous Blow: Channels your Eldritch Blast into your weapon. Your next attack within 5 rounds will deal additional magic damage equal to that of your eldritch blast (still need to hit the target, if you don’t, the Hideous Blow is wasted).

Sickening Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Death or be diseased for 1 turn.

Cloak of Shadow: +5 per level, up to 100 at level 20 to your HiS, your MS and your PP skills for 8hours.


Lesser invocations:


Beshadowed Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be blinded for 2 rounds.

Brimstone Blast: Deals fire damage. 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or suffer an additional 1d8 damage each round for one round per 4 levels.

Hellrime Blast: Deals cold damage. 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation or suffer a -4 AC Penalty for 1 round per 2 levels.

Curse of Despair: Target must save vs Spells or suffer a permanent -3 to all ability scores. This can be cured with a Remove Curse Spell.

The Dead Walk: Basically a copy of Animate Dead

Voracious Dispelling: Just like dispel Magic, and it deals 1 magic damage per level up to 10 to hit targets, allies included.

Walk Unseen: Permanent-duration invisibility, only on self, until any action that would normally break invisibility is used.

Flee the scene: As dimension door, and leaves a darkness spell from your casting point for 1 round


Greater invocations:


Eldrith Cone: 1d3+1 damage per level on a single target, up to 15d3+15 in a cone.

Bewitching Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -4 or be confused for 1 round per three levels.

Stunning Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -2 or be stunned for 1 round per three levels.

Vitriolic Blast: 2d3+2 per three levels, up to 10d3+10,+2d6 acid damage. Ignores any magic resistance.

Chilling Tentacles: Creates a zone filled with tentacles. Any creature in the zone suffers 1d6 crushing damage and 2d6 cold damage per round, and must save vs Paralysation each round or be Held for one round.

Devour Magic: Replaces your weapon for one hit with a melee one that has no damage of its own, +10 to-hit, but dispels any effect on the target and heals you for 4hp per level, up to 80.

Tenacious Plague: Carbon Copy of Insect Plague

Repelling Blast: 2d3+2 per three levels, up to 10d3+10. Enemies must save vs Spells or be knocked back.

Eldritch Beam: 1d3+1 damage per level on all enemies between you and your target, up to 15d3+15, save vs spell for half.


Dark Invocations:


Eldritch doom: 1d3+1 damage per level up to 15d3+15 on a 30 foot radius, self-centered, save vs spells for half.

Utterdark Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target must save vs spells at -2 or have two of her levels drained.

Binding Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target is stunned for one round.

Dark Foresight: Protects the caster from any physical attacks for two rounds.

Retributive Invisibility: The caster becomes invisible and is granted immunity to divination for 3 rounds. When it ends, any nearby creature suffers 4d6 magical damage.

Overwhelming Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target must save vs spells or fall under control of the caster for 1 round per level and be fully healed.

High-level abilities:
Note on HLA: unless specified otherwise, these HLAs can only be picked once, and only be used once a day.


Word of Changing: the caster may assume the form of several Demons for the next hour: Marilith, Pit Fiend, Balor. Can be picked multiple times.

Hellfire Blast: 1d6+2 damage per level on a single target, up to 15d6+30. Half is fire damage, the other half is magic damage. The caster suffers a -3 Constitution penalty for 1 turn after using Hellfire blast. Half the damage of each component ignores magic resistance. Once picked, this ability can be used at will.

Hellfire Shield: Much like Fireshield(Red) , dealing 1d10+3 fire and 1d10+3 magic damage instead. This shield lasts 5 rounds and the caster suffers a -5 Constitution penalty for 1 turn after using Hellfire Shield. Can be picked multiple times. Requires Hellfire Blast

Hellball: Deals 8d6 fire, 8d6 cold, 8d6 acid, 8d6 magic and 8d6 electricity damage to all enemies in the area. Save vs Spells at -2 for half, ignores magic resistance (though not damage resistance). Requires Hellfire Shield

Summon the Infernal Host: Summons a Marilith.

Extra least invocation: Allows you to pick an extra least invocation.

Extra lesser invocation: Allows you to pick an extra lesser invocation. Requires Extra least invocation

Extra greater invocation: Allows you to pick an extra greater invocation. Requires Extra lesser invocation

Damnation: Banishes a single creature to hell. Much like Imprisonment, except the target will drop its items and cannot be brought back with Freedom. This spell is very exhausting and will incur instant fatigue as well as a -5 Constitution penalty for 24 hours. Requires Hellball.

Hellish Constitution I: Gains +1 Constitution. Requires Damnation.

Hellish Constitution II: Gains +1 Constitution. Requires Hellish Constitution I

Hellish Constitution III: Gains +1 Constitution. Requires Hellish Constitution II

Use Any Item

Time Stop (as a one-cast-a-day special ability, pickable only once)

Fiendish Regeneration: Self-cast only. The caster heals for 5hp/second for 10 rounds. He then suffers a -4 penalty to Constitution for 2hours. Requires Hellfire Shield




Now, why would I make it a rogue kit if it can hardly do anything a rogue does? Several points:
Hit die: rogue and warlock both have d6
Armor restriction: Both are restricted to medium armors
Weapon choice: More or less in line with what a Warlock gets in 3E.
2 Quick-weapon slots: That's what you have on most spellcasters.
Rogue skills: as you may have seen if you have been through that wall of text that was hidden in the spoiler, some invocations will buff your rogue skills. These are adapted from 3E invocations that boost the same skills, and aim to open a wider choice of ways for your character. Besides, any character in 3E may pick those rogue skills, except it will not be as effective as if a rogue were taking them.
No spellcasting except your special abilities.


Some "strange choices" you might have noticed:
Why would I give a warlock UAI as an HLA? Warlock have the "use magic device" as a class skill in 3E, as well as the "deceive item" passive feat. So using items that are not made for them is in tune with the class.

Why would I give a warlock Time Stop as an HLA? Well, that's something I am not yet sure about. Basically, a high-level warlock is an immensely powerful caster, and as such I find it normal that he should have access to Time Stop. Making it an HLA that he can only use once a day is for balance reasons.

What's with all those CON-lowering HLAs? It aims to mirror the prestige class Hellfire Warlock in NWN2, which basically gives an immense offensive power in exchange for CON drain upon using its specific abilities.

Why make Word of Changing an HLA? Some of you might know it's supposed to be a dark invocation. The reason I moved it to an HLA is an balance matter which is related to an engine limitation. Polymorphing disables spellcasting, but not special abilities. I could make it disable special abilities as well but then you would not be able to transform back to human form or to another demon form. So basically Word of Changing would allow you to be in an alternate form while retaining all your warlock abilities. This deserves to be an HLA.

What's with the superlong duration spells? Well, it's a matter of conveniency, as well as a reflection of 3E behaviour. Since you have an unlimited amount of spells, casting them over and over would just be tedious. As you may have noticed, the very powerful spells when used in the thick of combat have a very short duration, much shorter than their arcane counterpart (retributive invisibility and Dark Foresight), to counterbalance the fact that they can be cast at will.


Most of the invocations are adapted from their NWN2 version, some are unimplemented 3E invocation, and there's one Dark Invocation (Overwhelming Blast) that is my own creation (or so I think).

I'll keep you informed of the progress of the mod.

As always, I'm opened to any suggestion or discussion over the mod. I might have forgotten a detail or two in this wall of text, so if you want any detail, please ask in the comments. I cannot guarantee that grammar will be perfect, I am not a native, but I'll try as hard as I can.

Current state: Creating custom spells (takes a looooooooooooong time)

Viewing all articles
Browse latest Browse all 11774

Latest Images

Trending Articles



Latest Images