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#1
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Since ranger is one of the most recommended classes while playing Improved Anvil (for playing the expanded ranger stronghold), I added the new Vagrant kit to the game in order to give players more options at character creation stage. Please send your feedbacks, suggestions and comments about the new ranger kit here.
1- Is the kit balanced, overpowered, underpowered? (mostly compared to other ranger kits of the original game) 2- Are the swanmays helpful, too powerful, too weak, well balanced? 3- Does the kit gain the ability to summon swanmays too early, too late, too frequently, not frequently enough, or just fine? 4- How interesting is the kit compared to other ranger kits? Is it attaractive enough to give you motive to play with it at least in some of your game-throughs (when you decide to play a ranger anyway)? Here is the newest description of the kit (you can always find the newst description in theinitial post of this thread or in the related file attached to the mod's readme file): QUOTE VAGRANT: Vagrants do not stay in a place for long. They spend most of their time exploring new wilderness areas and enjoying the beauties of nature. Woodlands and lakes are the most favorite places for vagrants. They are very healthy characters with exceptional stamina. Vagrants can develop a special kind of friendship with swanmays. Swanmays are very rare and special kind of lycanthrope rangers living at lakesides in woodlands and in remote temperate wetlands. High level vagrants can call for swanmays' help.
Advantages: 1- +1 bonus to Constitution 2- Immunity to disease and poison 3- +2 bonus to save vs. Paralyze/Death 4- 15% resistance to elemental damage for every 6 levels of experience 5- Gians the ability to summon Swanmay at levels 13 and 16. 6- Gains the ability to summon Greater Swanmay at levels 19 and 22. 7- Gains the ability to summon 'Swanmay Queen' at level 25. The swanmays will loyally fight at the vagrant's side for 20 rounds. Disadvantages: 1- May not wear armor greater than studded leather 2- Cannot specialize in ranged weapons 3- Requires 12 Charisma 4- Cannot dual class This post has been edited by Sikret: Feb 4 2008, 02:00 PM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Ok, I dropped the idea of immunity to those beneficial spells.
What if I let the vagrant to reach grandmastery in axes and clubs, but confine him to one proficiency stars in some other weapons? If yes, which weapons do you suggest for him not to have more than one stars in? As a character who spends most of his time at lakesides and woodlands, he seems to be more in harmony with his axe (with which he makes boats and cut woods) and the club he makes out of the woods rather than (say) a bastard sword or a halberd, eh? I have not implemented this either, I'm looking for opinions and feedback. -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#3
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![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
What if I let the vagrant to reach grandmastery in axes and clubs, but confine him to one proficiency stars in some other weapons? If yes, which weapons do you suggest for him not to have more than one stars in? I favor leaving >2 star proficiency to fighters (and kits) exclusively. |
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