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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Swashbucklers will no longer have access to "Use Any Item" HLA. Instead, I decided to add other HLA's for them. So far, four HLA's are added:
They already had access to one warrior HLA; so, I decided to add three more (though the total numbers of these new HLA's they can pick are fewer than the numbers a warrior can pick): - Hardiness - Critical Strike - Resist Magic I also added one new HLA: - Acrobatic Combat Description: By using this ability, a high level swashbuckler can improve his agility and fighting expertise (in both defense and attack) to an extraordinary level. Acrobatic Combat grants +6 bonus to AC and +3 bonus to THAC0 for 5 rounds. Suggestions for more new HLA's are welcome.* Thanks. * Ideas for new HLA's should be original (not copied or taken from other mods). This post has been edited by Sikret: Oct 21 2008, 10:06 AM
Reason for edit: Fixing typos
-------------------- 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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Forum Member Posts: 55 Joined: 30-June 06 ![]() |
I read some interesting info from the High lvl Campaigns book of 2nd edition, It has some high level abilities for rogues.
Italics are directly copied from the source. Then I used my own ideas to create HLAs out of them. Feel free to add your own ideas. Improvised Attack: Rogues with this skill can use unorthodox and unexpected maneuvers to achieve special results in combat. The more unusual the maneuver, the better its chance for success. A rogue can use this skill only once a day, but the character can learn the skill multiple times. For example, a rogue who learns this skill three times can make three improvised attacks each day. An improvised attack can have one of the following effects:Blind, Immobilize, Stun, Trip, Disarm, Kill. So by using this HLA the Swashie can perform a very unexpected and flashy attack which can cause one of those random effects. The duration of the HLA must not be higher than two rounds, and its saving throws allowed should be with a hefty penalty. If it can stack with WW attack it may be powerful. The effects may be:blewn backwards (as if hit by Dragon Breath), drop uncouncious, stunned, blinded, or killed outright. Ofcourse, most IA enemies may be immune to such effects, so maybe an extra damage chance upon hit may not be too bad? Shadow Flight: This ability is similar to the shadow travel skill, except that a successful hide in shadows roll allows the character to fly silently from shadow to shadow. Like the shadow travel skill, the rogue must begin with a successful hide in shadows roll. My idea: When this HLA is used, the Swashie must make a Hide in Shadows roll, if succesful, he is improved invisible for the next 10 rounds, and if he is in trouble (health is reduced down to half) while this HLA is in effect, he instantly teleports (dimension door) right next to the strongest (highest HP) character in the party, via shadows, ending the effect. This may be hard to code, but it gives a good defensive ability, an instant escape chance from rough situations, and a reason to invest Hide In Shadows for Swashie. Inner Focus: Rogues with this skill can marshal their personal energies to provide a temporary bonus to their Dexterity, Intelligence, or Constitution scores; it is otherwise similar to the warrior skill of the same name. Make it something like Draw Upon Holy Might, it may prove useful to boost ability scores to very high levels. Adaptation: A character with this skill has a trained mind that quickly analyzes unusual or unfavorable environments and a finely tuned body that can compensate for physical impediments to fighting. Except where noted below, it is identical to the warrior skill of the same name. Hmm this is impossible to directly to code for BG2, but: When this HLA is in effect, the Swashie gains immunity to most things that impair his mind and/or body:slow, stun, hold, paralysis, charm, confusion, dominate effects etc for 10 rounds. This gives a good defensive ability to counter many nasty things enemies can hurl. Also maybe resistance to intense heat and cold, as they are enviromental and can be 'adapted'. |
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