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#1
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Forum Member Posts: 9 Joined: 8-September 07 ![]() |
1. Is it viable to play a monk protagonist in IA? Have there been any changes made to the Monk class? This would be my first IA run-through.
2. Would it break any part of the mod if I wanted to change the class of the Bioware NPC's? I want to try out some new kits this time through the game, and also the personality of some NPC's that I didn't use my first time through. Specifically, I'd like to change Jaheira to a Totemic Druid (single class), Viconia to an Assassin, and Imoen to a Sorceress. The way I intend to do this is using SK, by setting the character to level 0, HP down to 1, removing all spells, innate abilities, thieving skills, proficiencies... etc.. And then giving them enough experience to level up. In tests this has worked surprisingly well. So, again, the question is: will doing this break any part of IA? 3. I'd like to try out class/kits that have a unique playing style. The first time through the game, I used NPCs with only common classes: fighter, ranger, paladin, mage, cleric, thief. Are there any classes that play significantly differently from these? I intend to have a monk, totemic druid, assassin, and sorceress in this runthrough. Any other cool classes/kits that you guys can recommend, that are fun to play (and effective) in IA? Thanks in advance for any comments. Looking foward to 4.3! This post has been edited by JohnGalt: Sep 12 2007, 10:03 PM |
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#2
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![]() Forum Member Posts: 174 Joined: 10-May 07 From: Budapest, Hungary ![]() |
QUOTE Although I don't know anything about the Blade Master kit, I guess it's compatible with IA (I hope it's not insanely overpowered though). BLADE MASTER: The Blade Master uses one-handed bladed weapons, but he can do many things with them that the regular fighter cannot. He gains many special abilities using his blades, but he can only wear very light armor. Only one innate ability may be active at any given moment. Advantages: - +2 to dexterity - +10% to slashing and piercing resistance - Gains Precision Strike ability at levels 4, 7 and 22. Grants a +3 THAC0 bonus for three rounds, does 1d10 damage to target, and has a 25% chance to stun target. - Gains Parry ability at levels 7, 10 and 22. Parry grants virtual immunity to physical attacks for two rounds. - Gains Counter Attack ability at levels 10, 13 and 22. Grants virtual immunity to physical attacks for one round and does 2d10 of damage to attacker. - Gains Disarm ability at levels 13, 16 and 22. Has a 50% chance to make opponent drop their weapon. - Gains Feint ability at levels 16, 19 and 22. Feint grants Invisibility and Non-Detection for one round. - Gains Swift Strike ability at levels 19 and 22. Decreases weapon speed by 2, adds an extra attack, a +5 THAC0 bonus and a -2 Armor Class penalty for two rounds. - Gains extra one-half attack at levels 11, 15 and 19 Disadvantages: - Penalty of -2 to strength - Can only wear armor up to Studded Leather - Cannot have proficiency in any non-bladed weapon I think Blade Master isn't too powerful, because the very strict armor penalty (It Isn't any upgrade leather in IA, which a fighter can use, only Shadow dragon scale, and in Ia, the opponent have very low THACO) |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
- Gains Disarm ability at levels 13, 16 and 22. Has a 50% chance to make opponent drop their weapon. This one is problematic. Either don't use the kit or if you want to play it, be careful not to use that particular ability. -------------------- 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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