Scrolls in BG2 tend to boil down to scribing material or merchant fodder. They seldom ever get used to cast spells directly because they're so expensive.
Hi there a quickie question... I would really like to try out new playthrough of IWD:EE using some of those multi class kits, but before I do it I would really like to know more about using them than just: "You'll need some totem or whatever to be one" which is more or less what readme says. I don't want to miss said item, especially since I want to try a rather unusual party combination, which should work, but not having the kit I planned for could potentially rather ruin the party So... can anyone slap me with some minor spoilers, please?
Why thank you! One more question, do the character need to be some specific multiclass for the item to work? I.e. Fighter/mage for elven bladesinger? I would guess so, but I just want to be sure.
Poop - I totally forgot about psionics! I want some low-level psionic abilities to be something rogues can learn as feats.
For basic psionic feats, I think they should be low-power, maybe usable at will, or once every 5 rounds or something... maybe similar to the SoB wizard cantrips. Hmmmm... let's brainstorm:
Telepathic Defense: - self: mind shield Telepathic Attacks: - target: save or sleep - target: save or stunned - target: save or blinded - target: save or panic Telekinesis: - inertial barrier (damage reduction) - energy resistance - battering ram (ranged blunt damage) - free action Psychometabolism: - camouflage - regeneration - haste Clairsentience: - farsight - see invisible
They would work like bard songs, if you get hit the effect is interrupted.
I figure some of these could be available for rogues to learn as feats (not all though, just a few)... then the psionicist class itself would have access to more, plus they would grow in power, plus they could get special area-based powers using the old bard song mechanic.
Hmmm..... it's a framework. When/how I actually do all this, I have no idea.
Sorry about that! (Quick explanation: this give a -1 off-hand thac0 penalty for heavy weapons like flails, bastard swords, and katanas. I had the effect coded like this:
ADD_ITEM_EQEFFECT INT_VAR opcode=305 parameter1=(-1) END
...but for some reason it needs to be like this:
ADD_ITEM_EQEFFECT INT_VAR opcode=305 parameter1=(0 - 1) END
Why? I don't know. But in any event it should install now.
LOREMASTER bard kit: "Through their devoted study of the past, gain a fundamental understanding of many strange magical items not normally usable by the bard class. Thus, they can use any magical item."
This works fine I guess.
"Loremasters' studies enhance their understanding of magic, such much that they cast spells as if they were one level higher."
All spells which I've choose are disabled. Are loremasters suppose to have those spells?
Well, It was only a test, I might do some more but I don't know what is CLAB and have little to none IE klownege. If I/my version of the game could be userfull for debugging, please explain what I have to do.
I would lump clubs in with maces. The movements for using a short, one-handed blunt weapon are completely different from using a two-handed long weapon. Quarterstaves actually have more in common with spears than clubs, the jab to the chest is a standard move for both.
I might also add one-handed axes in with clubs and maces, the fighting style is quite similar.
I wouldn't put flails with anything else, controlling the head(s) has got to be a special skill all its own.
I do like clubs in BG1, Jaheira comes with the proficiency, and you can get a +2 club pretty early.
I would lump clubs in with maces. The movements for using a short, one-handed blunt weapon are completely different from using a two-handed long weapon. Quarterstaves actually have more in common with spears than clubs, the jab to the chest is a standard move for both.
*snip*
Agree to this. I guess it depends on whether you want it 'realistic' or just more balanced @subtledoctor. I've always said the same as @billyYank, swinging a mace and swinging a club is exactly the same, though the mace may weigh a bit more but that's already taken care of with STR req's. I like staff maces but I think it's kinda ridiculous that it's in staff prof category instead of club/mace category, since the movement pattern for them are so different.
Btw, you forgot about warhammers. A warhammer has a very heavy head and may be similar to an axe in how you handle it (this is a stretch, I know). So you might want to stick warhammers and axes in a combined prof category.
Comments
I really like those ideas for Bards!
I really need to get around installing all these mods to IWD:EE and do another run XD
"Through their devoted study of the past, gain a fundamental understanding of many strange magical items not normally usable by the bard class. Thus, they can use any magical item."
This works fine I guess.
"Loremasters' studies enhance their understanding of magic, such much that they cast spells as if they were one level higher."
All spells which I've choose are disabled. Are loremasters suppose to have those spells?
Clean BG2:EE, no even voice mods:
WeiDU
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #100 // IWO: Item & Weapon Overhaul: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #120 // WPO: Weapon Proficiency Overhaul: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #160 // STO: Saving Throw Overhaul: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Revised Stat Bonuses: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Hit Point Tables: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Revised XP Tables: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #215 // Revised Spellcasting Tables: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #255 // Revised Rangers: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #270 // Revised Bards: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #275 // Revised Shadowdancer: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // Add the Loremaster (bard kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #480 // Add the Meistersinger (bard kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): v1.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Add Multiclass Kits: v1.5
Creating character an choosing spell: http://prntscr.com/9943m1
Start of the ToB (wrong string reference for polish) http://prntscr.com/9944fm
Spellbook: http://prntscr.com/9946kf
Still, caont use spells after rest: http://prntscr.com/9946v8
I might also add one-handed axes in with clubs and maces, the fighting style is quite similar.
I wouldn't put flails with anything else, controlling the head(s) has got to be a special skill all its own.
I do like clubs in BG1, Jaheira comes with the proficiency, and you can get a +2 club pretty early.
Btw, you forgot about warhammers. A warhammer has a very heavy head and may be similar to an axe in how you handle it (this is a stretch, I know). So you might want to stick warhammers and axes in a combined prof category.