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#1
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
The Riskbreaker is extremely interesting, but he seems more like a chore to keep alive. I have some ideas on how to play with him (I started a quick game to try out some things), but he could use a fun upgradeable ring and/or amulet that provides some protection options to take him out of the continuous baby-sitting bin. Without such a bonus, I believe that the riskbreaker will not be played. People should have an incentive to play him. Have people find the item in the early game, then have them upgrade it in the mid-game.
Perhaps the item should provide "Shield" thrice a day for when blur runs out after the so-manieth time the opponents cast "True Sight". Further bonuses might be something like +2AC, +2 saving throw vs spells, 10% resistance to fire/cold/magic damage. Later improve it to +3 and +15% or something.... minor bonuses add up through an entire game. |
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#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
What's your opinion about this new description for the kit:
QUOTE RISKBREAKER: Riskbreakers are masters of simultaneos speed and accuracy. They have the ability to move and attack enemies in a way that only a blurred outline of their bodies can be seen. Riskbreakers have limited access to two mage spells as innate abilities. High level Riskbreakers gain unique abilities to break the risk involved in most difficult battles. The trainings required to become a riskbreaker are very demanding and require the riskbreaker to sacrifice a portion of his health and stamina during the process. Only Humans can be Riskbreakers. Advantages: - +2 Bonus to save vs. Breath Weapon. - Makes critical hits at a roll of 17 or better (instead of the usual 20). - Gains "Blur" every 5 levels. - +2 bonus to Armor class for every 6 levels. - Gains "Improved Haste" at levels 11 and 14. - Once the Riskbreaker reaches level 15, each of his successful hits will have 15% chance to apply a random effect picked from the following pool: "Hard Hit" on target (applies 10D8 +8 additional damage), "Risk Increment" on target (applies -4 penalty to AC for 2 rounds), Healing the Riskbreaker for 20 hp. - Gains the ability "Chain Breaker Stance" at levels 17 and 20. - Gains the innate ability "Risk Decrement" at levels 18, 24 and 30. Chain Breaker Stance: This ability applies the following effects to the caster for 10 rounds: - Improved Haste - 25 strength - Regenerating 12 hp per round Risk Decrement: When surrounded by lots of enemies and when most other warriors may fall or surrender in despair, a high level riskbreaker is more than capable to break the risk involved in the toughest situations. Risk Decrement has the following effects: - Heals the riskbreaker completely. - Applies a massive attack to all enemies around the riskbreaker inflicting 8D10 crushing damage with no saving throw. - Has a good chance to throw back all or some of the enemies. Disadvantages: - Cannot wear any armor. - Cannot wear any helmet (other than Ioun stones). - Cannot use gauntlets and shields. - Cannot use ranged weapons. - Cannot specialize in two handed weapons. - Cannot be proficient in single weapon and Two handed weapon styles. - Receives a -2 Penalty to constitution. - Is immune to "Spirit Armor" and "Barkskin" spells. - Requires 12 Intelligence. - Cannot dual class. Please compare this with the current description (attached to the mod's readme) and send me your 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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Post
#3
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Forum Member Posts: 36 Joined: 4-February 08 ![]() |
What's your opinion about this new description for the kit: QUOTE RISKBREAKER: Riskbreakers are masters of simultaneos speed and accuracy. They have the ability to move and attack enemies in a way that only a blurred outline of their bodies can be seen. Riskbreakers have limited access to two mage spells as innate abilities. High level Riskbreakers gain unique abilities to break the risk involved in most difficult battles. The trainings required to become a riskbreaker are very demanding and require the riskbreaker to sacrifice a portion of his health and stamina during the process. Only Humans can be Riskbreakers. Advantages: - +2 Bonus to save vs. Breath Weapon. - Makes critical hits at a roll of 17 or better (instead of the usual 20). - Gains "Blur" every 5 levels. - +2 bonus to Armor class for every 6 levels. - Gains "Improved Haste" at levels 11 and 14. - Once the Riskbreaker reaches level 15, each of his successful hits will have 15% chance to apply a random effect picked from the following pool: "Hard Hit" on target (applies 10D8 +8 additional damage), "Risk Increment" on target (applies -4 penalty to AC for 2 rounds), Healing the Riskbreaker for 20 hp. - Gains the ability "Chain Breaker Stance" at levels 17 and 20. - Gains the innate ability "Risk Decrement" at levels 18, 24 and 30. Chain Breaker Stance: This ability applies the following effects to the caster for 10 rounds: - Improved Haste - 25 strength - Regenerating 12 hp per round Risk Decrement: When surrounded by lots of enemies and when most other warriors may fall or surrender in despair, a high level riskbreaker is more than capable to break the risk involved in the toughest situations. Risk Decrement has the following effects: - Heals the riskbreaker completely. - Applies a massive attack to all enemies around the riskbreaker inflicting 8D10 crushing damage with no saving throw. - Has a good chance to throw back all or some of the enemies. Disadvantages: - Cannot wear any armor. - Cannot wear any helmet (other than Ioun stones). - Cannot use gauntlets and shields. - Cannot use ranged weapons. - Cannot specialize in two handed weapons. - Cannot be proficient in single weapon and Two handed weapon styles. - Receives a -2 Penalty to constitution. - Is immune to "Spirit Armor" and "Barkskin" spells. - Requires 12 Intelligence. - Cannot dual class. Please compare this with the current description (attached to the mod's readme) and send me your feedback. imo go for 10% or lower the values from the random abilities remove imp from chainbreaker, 25 str is nice, lower regen rate gain 1st decrement at a bit higher lvl imo no need to raise int req for his 2 spells he casts lol |
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