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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 ![]() |
The final description of the kit is this:
QUOTE RISKBREAKER: Riskbreakers are masters of simultaneous 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, 16 and 21. - 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 10D6 +5 additional damage), "Risk Increment" on target (applies -4 penalty to AC for 2 rounds), "Avert Risk" (heals the Riskbreaker for 20 hp). - Gains the ability "Chain Breaker Stance" at levels 17 and 23. - 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 5 rounds: - +25% resistance to physical damage - 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. As for the v6 release date, it's close, but I can't give an exact date of the day right now. -------------------- 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: 663 Joined: 9-June 08 From: Budapest, Hungary ![]() |
The final description of the kit is this: ... - 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 10D6 +5 additional damage), "Risk Increment" on target (applies -4 penalty to AC for 2 rounds), "Avert Risk" (heals the Riskbreaker for 20 hp). Is there a saving throw against the offensive effects? -------------------- History of my party in IA can be seen here!
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Lo-Fi Version | Time is now: 3rd May 2025 - 11:56 PM |