I really liked the people, so warm and friendly. That is why I returned, to visit the people.
The scenery is out of this world. The photos don't do it justice.
That is, if you can see it.
I've just had a quick visit for 7 days and only saw the mountains once (after a rain storm) so if you want to see them, go in the trekking season. My recent visit was to visit friends.
Pokhara must be one of the most beautiful cities in the world. Kathmandu is a dump. The earthquakes haven't helped the city either, but it was a dump before that.
Accomodation is variable, it is basic by western standards but if you think youth hostel standards in the 60s, that's about it.
Went to the terai where I saw tigers, rhinos, crocodiles, deer etc. That's the only area where mosquitoes are a pest.
Bird watching fantastic and butterflies are so beautiful too.
Going trekking, you really need a couple of weeks in order to get among the mountains, but people do enjoy shorter treks.
Not what most people go for, but I loved the church services there. The christians get so excited about their faith, so it's no wonder that it has the fastest growing church in the world.
Chitwan is also nice, though the elephant reserve is a bad tourist attraction.
The biggest problem when trekking is that a lot of sights are ruined due to the extreme amount of trash that is dumped everywhere.
Annapurna trek is good. Going to basebamp is about as far as you would want to go. It is long tough and I would recommend a slightly shorter trek of 5-6 days that gives good views of the mountains. That would be the one to take you from Pokhara through Ghorepani, Poon Hill, Chomping, Ghandruk and back to Pokhara.
Overall I concur. Lovely country and people but very basic, you will get diarrhoea at some point and avoid spending too many days in Kathmandu.
@mashedtaters: The symbolic name is just for scripts, I think. Other than that, it's just a clue about where a spell is used. You don't need to edit symbolic names, I don't think (I don't even know how).
For a spell that shows up in both priest and wizard spellbooks, is there a specific difference to be considered when assigning those to an innate ability other than its location and type?
I can't think of any mage spells that are truly identical to priest spells; even those with the same name have different effects and durations and stuff. But if you want to make a priest or mage spell into an innate, all you have to do is set its type to innate and make sure its location is innate abilities instead of spells.
Unless you're working with IWD2, where you also have to add an entry to the LISTINNT.2da table to make sure the innate spell actually shows up in your innate abilities list.
you will get diarrhoea at some point and avoid spending too many days in Kathmandu.
Is that one prediction and one recommendation, or two predictions?
If it's the latter, you should totally write horoscopes for a living.
both predictions
Having lived there for six years, I learned enough to avoid getting it. Only eat cooked food or fruit that can be peeled, is a good starting point. Having yoghurt instead of milk on your muesli is also a good idea. Dal bhat tends to be safe.
I disagree about the length of trek. I would much rather walk the bit extra to get to Annapurna Base Camp or at least Machchapuchare base camp rather than stopping at Ghandruk. It is now possible to take a taxi almost to Ghandruk. Well worth it if you are short of time. The first time I did the Annapurna sanctuary trek I had to walk from the edge of Pokhara as there were no roads. It was a long day's trek from Pokhara to Dhampus! Very long!
The new roads are both good and bad. The local people want them to transport their produce to market, get supplies, go to the hospital etc, but the road along the Kali Gandaki does spoil the Annapurna Circuit.
Always carry your plastic water bottles down to where you can recycle them. Sadly not everyone does with the result that the waste will be a major problem unless it is tackled.
We had a funny occurrence when we got to Machchapuchare base camp. We needed the loo during the night, but when we went to the bucket to flush the loo, the water in the bucket was frozen solid. Not surprising since the temperature was -25.
Note: At high altitudes hand washing gear is essential!!!
you will get diarrhoea at some point and avoid spending too many days in Kathmandu.
Is that one prediction and one recommendation, or two predictions?
If it's the latter, you should totally write horoscopes for a living.
both predictions
I disagree about the length of trek. I would much rather walk the bit extra to get to Annapurna Base Camp or at least Machchapuchare base camp rather than stopping at Ghandruk. It is now possible to take a taxi almost to Ghandruk. Well worth it if you are short of time.
Oh that is a nice improvement! Maybe I'll go visit again soon if I can skip a large portion of the walk and get to the higher bits.
In the tour group I took only two out of 25 people did not end up with stool issues, me being one of them. My wife got it from brushing her teeth with water that had not touched the boil well enough...
you will get diarrhoea at some point and avoid spending too many days in Kathmandu.
Is that one prediction and one recommendation, or two predictions?
If it's the latter, you should totally write horoscopes for a living.
both predictions
In the tour group I took only two out of 25 people did not end up with stool issues, me being one of them. My wife got it from brushing her teeth with water that had not touched the boil well enough...
Bottled water is readilly available. I used it for brushing my teeth. However bottles are not allowed above a certain altitude due to people just discarding bottles rather than carrying them down again.
At least they have started recycling them nowadays.
The average human being has about 400,000 waking hours in their lifespan. This means you could spend 100,000 hours playing Baldur's Gate and still have 75% of your life to spare!
The average human being has about 400,000 waking hours in their lifespan. This means you could spend 100,000 hours playing Baldur's Gate and still have 75% of your life to spare!
Given my admission to the high number of hours I spend doing so, that's probably for the best. Hmm, let's see now, that makes 1% in the past year and a half... lawd. Ah, heck with it, time to up that percentage some more.
Perhaps I was just really, really slow on the uptake, but I only recently realized that the gem bag can hold magical rings and amulets as well as nonmagical ones.
I was browsing the spell files in NearInfinity while working on the IWD wiki, and found that Melf's Acid Arrow scales all the way up to level 30 there! In BG2, it scales only up to level 21, dealing a maximum of 16d4 acid damage over 8 rounds, but in IWD, that's 22d4 acid damage over 11 rounds (no save, as usual)! That's just fantastic, considering the fact that you can actually reach level 30 (since there isn't an XP cap, but rather a level cap), especially if you're playing solo.
(I'm currently doing a solo Dragon Disciple run of IWD:EE. It's much more fun than playing with a full party!)
I'm not sure about the IE implementation, but in the PnP version, spells tend to either require you to hit the target and don't have a save, or automatically hit the target but require a save. One or the other. Melf's Acid Arrow is one of those spells that requires you to hit the target.
I'm not sure about the IE implementation, but in the PnP version, spells tend to either require you to hit the target and don't have a save, or automatically hit the target but require a save. One or the other. Melf's Acid Arrow is one of those spells that requires you to hit the target.
In the game, it bothhits automatically ("speeds unerringly to its target" according to the in-game description), as well as allows NO Save. That's why it's so nice.
In the spell's description, it is erroneously stated that the Saving Throw vs. this spell is "Special", but in fact, it offers no save at all.
I'm not sure about the IE implementation, but in the PnP version, spells tend to either require you to hit the target and don't have a save, or automatically hit the target but require a save. One or the other. Melf's Acid Arrow is one of those spells that requires you to hit the target.
In the game, it bothhits automatically ("speeds unerringly to its target" according to the in-game description), as well as allows NO Save. That's why it's so nice.
In the spell's description, it is erroneously stated that the Saving Throw vs. this spell is "Special", but in fact, it offers no save at all.
Spell description from the Manual:
Spell file seen in NearInfinity:
Ssh! Pas devant les domestiques, I mean , Beamdog, just one day before the final patch ships! Don't ruin a good thing!
The developers originally considered adding BG2-style kits to Icewind Dale 2. They were never included, but there are still references to the kits in the in-game .2da tables. Aside from BG2 kits like the Kensai and Shapeshifter, they also considered the Mercenary fighter kit, Votary paladin kit, Giant Killer ranger kit, Arcane Rogue thief kit, Riddlemaster bard kit, and Aes Dana druid kit.
Here are the descriptions for the kits that never showed up, as well as some BG2 kits that would have had different abilities and drawbacks. IWD2 players may notice that some of the would-be kit abilities, like Heroic Inspiration, were turned into feats.
MERCENARY: Mercenaries are soldiers who sell their services to the highest bidder. Traveling great distances in harsh conditions for coin and fame, the mercenary is a man or woman who must master a variety of weapons and styles to satisfy his or her employer's needs.
Advantages: * Two extra proficiency slots at 1st level. * One extra proficiency slot at 6th level. * Carry weight increased by 50%.
Disadvantages: * Unable to start with Weapon Specialization. * Unable to achieve Grand Mastery in a weapon.
WIZARD SLAYER: This warrior has been specially trained by his sect to excel in hunting and attacking spellcasters of all kinds.
Advantages: * Each hit on opponent spellcaster increases the chance of spell disruption by 5%. * Gains 1% magic resistance each level. * +4 attack bonus and Damage vs. Wizards and Sorcerers.
Disadvantages: * May not use any magic items except for weapons and armor.
WEAPONS MASTER: a warrior that has been specially trained to be one with his or her weapon, weapons masters are often held in high regard: in Kara-Tur they are known as kensai - 'sword saints' - and are similarly revered among the moon elves of Evereska. They are deadly and fast and are trained to fight without encumbrance, some considering armor the crutch of the martially unskilled.
Advantages: * Bonus +1 attack bonus and Damage /3 levels. * +2 armor bonus. * -1 bonus to Speed Factor for every 4 levels. * May use 'Focus' ability one time per day for every 4 levels: this ability lasts 10 seconds and makes all attacks do maximum damage.
Disadvantages: * May not use missile weapons. * May not wear armor.
CAVALIER: The name "cavalier" represents an attitude rather than a profession. The cavalier is a fearless combatant against monstrous opponents, inspiring others with his or her fearless dedication and prowess in battle. Cavaliers always fight at the front of every battle, choosing to use close-combat melee weapons over weapons with reach.
Advantages: * +3 Attack Bonus and Damage vs. demonic and draconic creatures. * Remove Fear 1/day/level. * Immunity to poison. * 3rd level: Emotion Control: Courage 1/day.
Disadvantages: * May not use missile weapons, halberds, or spears. * May not use armor less than splint mail.
INQUISITOR: The inquisitor has dedicated his or her life to finding and eliminating practitioners of evil magic and defeating the forces of darkness.
Advantages: * May use Inquisitor Dispel Magic 1/day/4 levels: ability is used at speed factor 1. * Immune to hold and charm spells. * 7th level: Spell Shield 1/Day. * 9th level: Miscast Magic 1/Day. * 15th level: Antimagic Field 1/Day.
Disadvantages: * May not use Lay on Hands. * May not cast priest spells. * May not use Remove Disease.
VOTARY: Grim, intensely devoted champions of their faith, votaries are the bane of all evil priests. Votaries are known for their vehement dislike for all foreign religions and their skill at dispatching the agents of such faiths.
Advantages: * +4 attack bonus and Damage vs. Clerics and Druids. * 1 additional spell per spell level the votary is able to cast. * 1 additional Holy Smite per day/4 levels.
Disadvantages: * May not use Lay on Hands. * May not use Remove Disease.
GIANT KILLER: The classic heroes of countless tales throughout the Realms, giant killers are rangers who devote their efforts towards the protection of civilized lands from evil giants and their kin.
Advantages: * +1 attack bonus per level vs. Giants, Ogres, and Trolls. * +1 to Damage per level vs. Giants, Ogres, and Trolls.
Disadvantages: * Giant killers may not select a racial enemy. * Giant killers are unable to track.
ARCANE ROGUE: Combining the skills of a rogue with minor magical powers, the arcane rogue is a potent scout and decoy. The arcane rogue focuses less time on lethal combat than his or her fellow rogues.
Advantages: * +10% to Use Magic Device. * 5th level: Invisibility 1/day. * 9th level: Improved Invisibility 1/day. * 11th level: Dimension Door 1/day. * 15th level, Shades 1/day.
Disadvantages: * -10% on all rogue skills except Use Magic Device. * Cannot make Sneak Attacks.
BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities go towards making him appear more intimidating and fearsome. His fighting style is showy but also quite deadly.
Advantages: * Blades automatically have an extra proficiency slot in the Two-Weapon fighting style. * 3rd level: Trick Shot: When Blades critically hit, they cause Blindness (50% chance) or Slow (50% chance) for five rounds unless a Fortitude save is made. Undead, constructs, and elementals are immune to these effects. * 5th level: Offensive Spin: When a Blade activates this ability, he or she gains a +2 attack bonus and a +2 bonus to damage for ten rounds. He or she can use this ability 3/day. * 7th level: Defensive Spin: When a Blade activates this ability, he or she gains a +2 generic armor class and saving throw bonus for ten rounds. He or she can use this ability 3/day.
Disadvantages: * Only has one-half Lore value. * Can only play the Ballad of Three Heroes bard song.
RIDDLEMASTER: This bard uses odd, confusing riddles to infuriate and dazzle opponents. As a riddlemaster gains experience, he or she learns more powerful riddles in the same manner that a traditional bard learns songs.
Advantages: * 3rd level: The Infuriating Dilemma: This riddle is so annoying to the target that he or she goes berserk for five rounds. It is useable 3/day. * 5th level: King's Logic: The riddlemaster presents a logic puzzle so fascinating that the target is stunned for five rounds. It is useable 3/day. * 7th level: Gram's Paradox: All enemy creatures within 20' of the riddlemaster are confused for five rounds. It is useable 1/day. * 9th level: Foolproof: The riddlemaster is immune to all confusion, fear, and berserk effects. * 11th level: Conundrum: The target of this incredibly difficult riddle is subjected to a Feeblemind spell. It is useable 3/day.
Disadvantages: * All deaf/silenced creatures, elementals, undead, animals, and constructs are immune to the riddlemaster's riddles. Creatures with Intelligence under 5 or over 19 are immune to the riddles as well. All creatures receive a saving throw vs. spell against the effects. * Riddlemasters only gain the Ballad of Three Heroes bard song.
SKALD: This is a tribal bard who is also a warrior of great strength, skill and virtue. His songs are inspiring sagas of battle and valor, and the skald devotes his life to those pursuits.
Advantages: * Skalds have +1 attack bonus and Damage with all weapons. * 3rd level: Heroic Inspiration: Every time a member of the party (PC) dies, the Skald gains +1 attack bonus and damage, up to a maximum of +5. This bonus lasts as long as enemies are in view. * 11th level: Inspire Fury: At 11th level, the Skald gains the ability to incite Blood Rage 1/Day.
Disadvantages: * Skalds have -10% to Pick Pockets and Use Magic Device. * Skalds gain half as many points in Pick Pockets and Use Magic Device, per level.
AES DANA: Among the more civic-minded of druids, the aes dana are well versed in history, frequently assist war bands, and heal the wounded after battle. Druids like the aes dana are often found in the Moonshae Isles.
Disadvantages: * Cannot shapeshift into animals, only elementals at high levels.
SHAPESHIFTER: These druids master their shapechanging abilities much more extensively than others and train intensely to increase their powers throughout their life.
Advantages: * All normal druidic shapechanging powers. * 9th level: shapeshift into arctic boar. * 11th level: shapeshift into black panther. * 13th level: shapeshift into shambling mound.
Disadvantages: * Do not gain Poison Immunity. * Do not gain Timeless Body.
AVENGER: A member of a special sect within a druidic order, a druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average druid does not; additional abilities that have been earned through extensive rituals, a process that is very physically draining.
Some of those kits mention 2nd edition specific abilities, which makes it sound like they originally planned 2nd edition rules with kits, and then moved over to 3rd edition, and weren't exactly sure what to do with those kits anymore, and eventually just abandoned them.
Doing a serious Shaman run for the first time, and something interesting happened when I fought Irenicus in Spellhold. I decided to wait until he'd cloned my party, and then use Nature's Beauty to blind everyone. Irenicus fled not long after that, but for some reason, the inmates all survived. I assume it must have been a result of Irenicus' blindness, but I can't be sure. Of course, they then turned hostile for some reason, and not taking them seriously enough while also contending with those generic thieves cost me Edwin, so I'm gonna reload. So yeah, that happened.
Another insight from this run, almost finished SOA. Nature's Beauty doesn't break invisibility when you use it. And druids/shamans can turn invisible using the spell Pixie Dust. Nasty combo.
In general, it occurs to me that the summoning dances are a waste of time, and the best way to use the shaman is as a sorcerer-type druid with Detect Illusion as a bonus. And in this role, I think the class is a bit underrated. Yes, the druid list isn't as good as the mage list, but it's important to keep in mind just how the spontaneous casting mechanic changes certain dynamics.
For a druid, level 5 spell slots are really competitive. Between Iron Skins, Chaotic Commands, Insect Plague, True Seeing, and Pixie Dust, it's hard to have enough of each spell ready. The Detect Illusion skill makes True Seeing less important, and the spontaneous casting mechanic relives you of having to juggle the other spells. The bonus shaman spells are also a nice addition, particularly Spirit Fire and Spiritual Lock. Both are well-suited to spamming, which is obviously another strength for spontaneous casters. If you don't have anything better to do with your 6th level slots, then try Feebleminding some bad guys. Can't go wrong with a good old save or lose.
The summons are fantastic early game in BG1. I had dancing win all of my fights until the bandit camp. Even after that point, the fact that they are essentially limitless makes pretty great for slowing down dangerous opponents.
Did you know that there are several Jan Jansen in real life? (Kind of) including the dutch barbary pirate Jan Janszoon who took part in forming the Republic of Salé in the 17th century.
Modding is incredibly addictive... You come up with a few changes at first, but then you realize there's a whole bunch of other things you can do to improve on the concept. Then the mod just keeps expanding and taking on new roles and you throw in new features because you want it to be bigger and shinier than it was before.
My IWD2 overhaul mod started out as a single component to speed up Dragon's Eye. All it did was let you open a door. Now I'm contemplating tweaking the casting times for a small subset of spells in order to rebalance cleric alignment choices and adding a new character to the Severed Hand.
My name is Yon Yonson. I come from Wisconsin. I work in a lumber yard there. Everyone that I meet when I walk down the street says "Hello, what's your name?" and I say:
My name is Yon Yonson. I come from Wisconsin. I work in a lumber yard there. Everyone that I meet when I walk down the street says "Hello, what's your name?" and I say...
My name is Yon Yonson. I come from Wisconsin. I work in a lumber yard there. Everyone that I meet when I walk down the street says "Hello, what's your name?" and I say:
My name is Yon Yonson. I come from Wisconsin. I work in a lumber yard there. Everyone that I meet when I walk down the street says "Hello, what's your name?" and I say...
A rather vital ditty in the collected works of Kurt Vonnegut, in fact. It shows up in Slaughterhouse 5 and several other books.
Comments
The scenery is out of this world. The photos don't do it justice.
That is, if you can see it.
I've just had a quick visit for 7 days and only saw the mountains once (after a rain storm) so if you want to see them, go in the trekking season. My recent visit was to visit friends.
Pokhara must be one of the most beautiful cities in the world. Kathmandu is a dump. The earthquakes haven't helped the city either, but it was a dump before that.
Accomodation is variable, it is basic by western standards but if you think youth hostel standards in the 60s, that's about it.
Went to the terai where I saw tigers, rhinos, crocodiles, deer etc. That's the only area where mosquitoes are a pest.
Bird watching fantastic and butterflies are so beautiful too.
Going trekking, you really need a couple of weeks in order to get among the mountains, but people do enjoy shorter treks.
Not what most people go for, but I loved the church services there. The christians get so excited about their faith, so it's no wonder that it has the fastest growing church in the world.
The biggest problem when trekking is that a lot of sights are ruined due to the extreme amount of trash that is dumped everywhere.
Annapurna trek is good. Going to basebamp is about as far as you would want to go. It is long tough and I would recommend a slightly shorter trek of 5-6 days that gives good views of the mountains. That would be the one to take you from Pokhara through Ghorepani, Poon Hill, Chomping, Ghandruk and back to Pokhara.
Overall I concur. Lovely country and people but very basic, you will get diarrhoea at some point and avoid spending too many days in Kathmandu.
If it's the latter, you should totally write horoscopes for a living.
Unless you're working with IWD2, where you also have to add an entry to the LISTINNT.2da table to make sure the innate spell actually shows up in your innate abilities list.
I disagree about the length of trek. I would much rather walk the bit extra to get to Annapurna Base Camp or at least Machchapuchare base camp rather than stopping at Ghandruk. It is now possible to take a taxi almost to Ghandruk. Well worth it if you are short of time. The first time I did the Annapurna sanctuary trek I had to walk from the edge of Pokhara as there were no roads. It was a long day's trek from Pokhara to Dhampus! Very long!
The new roads are both good and bad. The local people want them to transport their produce to market, get supplies, go to the hospital etc, but the road along the Kali Gandaki does spoil the Annapurna Circuit.
Always carry your plastic water bottles down to where you can recycle them. Sadly not everyone does with the result that the waste will be a major problem unless it is tackled.
We had a funny occurrence when we got to Machchapuchare base camp. We needed the loo during the night, but when we went to the bucket to flush the loo, the water in the bucket was frozen solid. Not surprising since the temperature was -25.
Note: At high altitudes hand washing gear is essential!!!
In the tour group I took only two out of 25 people did not end up with stool issues, me being one of them. My wife got it from brushing her teeth with water that had not touched the boil well enough...
(I'm currently doing a solo Dragon Disciple run of IWD:EE. It's much more fun than playing with a full party!)
In the spell's description, it is erroneously stated that the Saving Throw vs. this spell is "Special", but in fact, it offers no save at all.
MERCENARY: Mercenaries are soldiers who sell their services to the highest bidder. Traveling great distances in harsh conditions for coin and fame, the mercenary is a man or woman who must master a variety of weapons and styles to satisfy his or her employer's needs.
Advantages:
* Two extra proficiency slots at 1st level.
* One extra proficiency slot at 6th level.
* Carry weight increased by 50%.
Disadvantages:
* Unable to start with Weapon Specialization.
* Unable to achieve Grand Mastery in a weapon.
WIZARD SLAYER: This warrior has been specially trained by his sect to excel in hunting and attacking spellcasters of all kinds.
Advantages:
* Each hit on opponent spellcaster increases the chance of spell disruption by 5%.
* Gains 1% magic resistance each level.
* +4 attack bonus and Damage vs. Wizards and Sorcerers.
Disadvantages:
* May not use any magic items except for weapons and armor.
WEAPONS MASTER: a warrior that has been specially trained to be one with his or her weapon, weapons masters are often held in high regard: in Kara-Tur they are known as kensai - 'sword saints' - and are similarly revered among the moon elves of Evereska. They are deadly and fast and are trained to fight without encumbrance, some considering armor the crutch of the martially unskilled.
Advantages:
* Bonus +1 attack bonus and Damage /3 levels.
* +2 armor bonus.
* -1 bonus to Speed Factor for every 4 levels.
* May use 'Focus' ability one time per day for every 4 levels: this ability lasts 10 seconds and makes all attacks do maximum damage.
Disadvantages:
* May not use missile weapons.
* May not wear armor.
CAVALIER: The name "cavalier" represents an attitude rather than a profession. The cavalier is a fearless combatant against monstrous opponents, inspiring others with his or her fearless dedication and prowess in battle. Cavaliers always fight at the front of every battle, choosing to use close-combat melee weapons over weapons with reach.
Advantages:
* +3 Attack Bonus and Damage vs. demonic and draconic creatures.
* Remove Fear 1/day/level.
* Immunity to poison.
* 3rd level: Emotion Control: Courage 1/day.
Disadvantages:
* May not use missile weapons, halberds, or spears.
* May not use armor less than splint mail.
INQUISITOR: The inquisitor has dedicated his or her life to finding and eliminating practitioners of evil magic and defeating the forces of darkness.
Advantages:
* May use Inquisitor Dispel Magic 1/day/4 levels: ability is used at speed factor 1.
* Immune to hold and charm spells.
* 7th level: Spell Shield 1/Day.
* 9th level: Miscast Magic 1/Day.
* 15th level: Antimagic Field 1/Day.
Disadvantages:
* May not use Lay on Hands.
* May not cast priest spells.
* May not use Remove Disease.
VOTARY: Grim, intensely devoted champions of their faith, votaries are the bane of all evil priests. Votaries are known for their vehement dislike for all foreign religions and their skill at dispatching the agents of such faiths.
Advantages:
* +4 attack bonus and Damage vs. Clerics and Druids.
* 1 additional spell per spell level the votary is able to cast.
* 1 additional Holy Smite per day/4 levels.
Disadvantages:
* May not use Lay on Hands.
* May not use Remove Disease.
GIANT KILLER: The classic heroes of countless tales throughout the Realms, giant killers are rangers who devote their efforts towards the protection of civilized lands from evil giants and their kin.
Advantages:
* +1 attack bonus per level vs. Giants, Ogres, and Trolls.
* +1 to Damage per level vs. Giants, Ogres, and Trolls.
Disadvantages:
* Giant killers may not select a racial enemy.
* Giant killers are unable to track.
ARCANE ROGUE: Combining the skills of a rogue with minor magical powers, the arcane rogue is a potent scout and decoy. The arcane rogue focuses less time on lethal combat than his or her fellow rogues.
Advantages:
* +10% to Use Magic Device.
* 5th level: Invisibility 1/day.
* 9th level: Improved Invisibility 1/day.
* 11th level: Dimension Door 1/day.
* 15th level, Shades 1/day.
Disadvantages:
* -10% on all rogue skills except Use Magic Device.
* Cannot make Sneak Attacks.
BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities go towards making him appear more intimidating and fearsome. His fighting style is showy but also quite deadly.
Advantages:
* Blades automatically have an extra proficiency slot in the Two-Weapon fighting style.
* 3rd level: Trick Shot: When Blades critically hit, they cause Blindness (50% chance) or Slow (50% chance) for five rounds unless a Fortitude save is made. Undead, constructs, and elementals are immune to these effects.
* 5th level: Offensive Spin: When a Blade activates this ability, he or she gains a +2 attack bonus and a +2 bonus to damage for ten rounds. He or she can use this ability 3/day.
* 7th level: Defensive Spin: When a Blade activates this ability, he or she gains a +2 generic armor class and saving throw bonus for ten rounds. He or she can use this ability 3/day.
Disadvantages:
* Only has one-half Lore value.
* Can only play the Ballad of Three Heroes bard song.
RIDDLEMASTER: This bard uses odd, confusing riddles to infuriate and dazzle opponents. As a riddlemaster gains experience, he or she learns more powerful riddles in the same manner that a traditional bard learns songs.
Advantages:
* 3rd level: The Infuriating Dilemma: This riddle is so annoying to the target that he or she goes berserk for five rounds. It is useable 3/day.
* 5th level: King's Logic: The riddlemaster presents a logic puzzle so fascinating that the target is stunned for five rounds. It is useable 3/day.
* 7th level: Gram's Paradox: All enemy creatures within 20' of the riddlemaster are confused for five rounds. It is useable 1/day.
* 9th level: Foolproof: The riddlemaster is immune to all confusion, fear, and berserk effects.
* 11th level: Conundrum: The target of this incredibly difficult riddle is subjected to a Feeblemind spell. It is useable 3/day.
Disadvantages:
* All deaf/silenced creatures, elementals, undead, animals, and constructs are immune to the riddlemaster's riddles. Creatures with Intelligence under 5 or over 19 are immune to the riddles as well. All creatures receive a saving throw vs. spell against the effects.
* Riddlemasters only gain the Ballad of Three Heroes bard song.
SKALD: This is a tribal bard who is also a warrior of great strength, skill and virtue. His songs are inspiring sagas of battle and valor, and the skald devotes his life to those pursuits.
Advantages:
* Skalds have +1 attack bonus and Damage with all weapons.
* 3rd level: Heroic Inspiration: Every time a member of the party (PC) dies, the Skald gains +1 attack bonus and damage, up to a maximum of +5. This bonus lasts as long as enemies are in view.
* 11th level: Inspire Fury: At 11th level, the Skald gains the ability to incite Blood Rage 1/Day.
Disadvantages:
* Skalds have -10% to Pick Pockets and Use Magic Device.
* Skalds gain half as many points in Pick Pockets and Use Magic Device, per level.
AES DANA: Among the more civic-minded of druids, the aes dana are well versed in history, frequently assist war bands, and heal the wounded after battle. Druids like the aes dana are often found in the Moonshae Isles.
Advantages:
* +10 to Lore.
* 3rd level: Cure Moderate Wounds 1/Day.
* 5th level: Prayer 1/Day.
* 7th level: Recitation 1/Day.
Disadvantages:
* Cannot shapeshift into animals, only elementals at high levels.
SHAPESHIFTER: These druids master their shapechanging abilities much more extensively than others and train intensely to increase their powers throughout their life.
Advantages:
* All normal druidic shapechanging powers.
* 9th level: shapeshift into arctic boar.
* 11th level: shapeshift into black panther.
* 13th level: shapeshift into shambling mound.
Disadvantages:
* Do not gain Poison Immunity.
* Do not gain Timeless Body.
AVENGER: A member of a special sect within a druidic order, a druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average druid does not; additional abilities that have been earned through extensive rituals, a process that is very physically draining.
Advantages:
* 3rd level: Beast Claw 2/Day.
* 5th level: Spike Growth 2/Day.
* 7th level: Thorn Spray 2/Day.
Disadvantages:
* May not shapeshift into animals, only elementals at high levels.
For a druid, level 5 spell slots are really competitive. Between Iron Skins, Chaotic Commands, Insect Plague, True Seeing, and Pixie Dust, it's hard to have enough of each spell ready. The Detect Illusion skill makes True Seeing less important, and the spontaneous casting mechanic relives you of having to juggle the other spells. The bonus shaman spells are also a nice addition, particularly Spirit Fire and Spiritual Lock. Both are well-suited to spamming, which is obviously another strength for spontaneous casters. If you don't have anything better to do with your 6th level slots, then try Feebleminding some bad guys. Can't go wrong with a good old save or lose.
Because I've seen that error come up several times on the internet.
My IWD2 overhaul mod started out as a single component to speed up Dragon's Eye. All it did was let you open a door. Now I'm contemplating tweaking the casting times for a small subset of spells in order to rebalance cleric alignment choices and adding a new character to the Severed Hand.
My name is Yon Yonson.
I come from Wisconsin.
I work in a lumber yard there.
Everyone that I meet
when I walk down the street
says "Hello, what's your name?"
and I say:
My name is Yon Yonson.
I come from Wisconsin.
I work in a lumber yard there.
Everyone that I meet
when I walk down the street
says "Hello, what's your name?"
and I say...