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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
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#2
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Forum Member Posts: 16 Joined: 19-June 07 ![]() |
Just a small typo:
5- Gians should be Gains. Concerning the summons: Will you at level 28 be able to summon 3 Swanmays, 2 Greater Swanmays and 1 Swanmay Queen per day, or will the lesser ones be lost or converted to Queen? Can you have one of each summoned at the same time? Do they have any kind of special abilities or spells, or are they "point and attack" summons? I read this thread yesterday, but I'm not sure what you decided to do about the elemental resistance. Will it stack with spells/potions/items? Does "2- Cannot specialize in ranged weapons" mean vagrants can get only 1 * in ranged weapons, or none at all, but still be able to use them? Not that ranged weapons are what I'd plan on using anyway, as it seems weak and unreliable in IA. That being said, I don't see why Vagrants should not be good at using ranged weapons, but if you want to it should be pretty easy to come up with a good explanation. Maybe not being able to use heavy or large weapons would be more fitting, as that'd be much work to carry around when you're a vagrant, and that could lead to them not having as much training as with lighter and smaller weapons? Disadvantages vs advantages seems balanced and fitting for the kit. This looks interesting, and I will play a Vagrant in 4.3. |
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