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BPaulsen

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  1. From the testing I have seen people do, the saving throw bonus for Protection from Evil does work. Chant, like you mentioned, is something the Fixpack likely addressed. I did not know about that particular psionic blast having a -4 penalty. That makes it like Symbol, Stun. Dangerous. Just as a thought exercise: Level 9 Holy Liberator with Protection from Evil/Helm of Balduran/Delver's Plate (innate spell with easily accessed equipment giving a total -5 to save vs. spells) against the Psionic Blast with -4 gives him a 25% chance to be stunned. Sure, not as desirable as the blanket immunity provided by Chaotic Commands, but better than everything except "shorty saving throws". Immunity to anything imposing a -4 save vs. spell penalty (such as Symbol, Stun) would happen at level 13 with a Ring of Gaxx added to that equipment. Alternatively, level 15 with an Aid or Chant spell would obtain the same immunity without the Ring of Gaxx. In my opinion, that is pretty strong. I got a good laugh at imagining demons spitting fireballs from their asses. I am open to further adjusting things. If the 3e SRD listed the Power Word and Symbol spells as mind-affecting compulsion spells, then the kit would be immune to those too.
  2. Well, it is easy to lower those saving throws to the point of immunity. Level 9 Holy Liberator + innate Protection from Evil spell = 5. Throw in an Aid or Chant spell (4), Helm of Balduran (3), and Ring of Protection +2 (1) and voila, immunity to mind flayer stun. Accomplishing this rather easily at such a low level is significant, in my opinion. The Chaotic Commands immunity is both inspired by the rules and important for balancing the kit. Solo players would not care at all about it, because Paladins cannot cast it anyway. I know Power Word: Stun has no saving throw. However, in 2e it is a Conjuration spell and does not have an Enchantment/Charm spell partner like Power Word: Sleep does. I did give serious consideration to expanding the hold/sleep spell immunity to hold/sleep/stun spell immunity, but could not justify it on the grounds that the Power Word and Symbol spells did not become Enchantment/Charm school until 3.5e. I am aware of the saving throws being hardcoded. In this case, I need to find a way to implement the +2 vs. spell saving throw bonus, and I was intending to use the Monk as a guide. As an aside: I remember doing something related to the Champion of Torm on the shsforums, but I can take no credit for actually getting it done. Full credit goes to Jarno Mikkola for that undertaking.
  3. Thank you for the response! #1) I looked over the special abilities that inflict the hold or sleep effect in vanilla (my modding skills are basically non-existent, so I am not going to pay attention to other mods) and only the Pixie Prick's special ability stood out as relevant (it is possible I am missing something and would appreciate anyone pointing out other possibilities!). Demon abilities that inflict hold were tricky, but they are usually treated as paralysis rather than an enchanted compulsion in pen and paper, so I am leaving those alone. #2) I will be doing the kit for the original game. This one sounds like it will be the most complex part of trying to put together the kit. #3) Interesting. If it must be implemented as a bonus to save against specific spells, then it only being two spells will likely simplify this one. Is there a guide anywhere that will help with questions 2 and 3? #4) Simple and straightforward.
  4. Chaotic Commands would very likely be a mind-affecting compulsion spell if it had a 3e counterpart due to changing how the target's mind works. Immunity to charm and compulsion effects includes all charms and compulsions, whether beneficial or not. I could take the "letting the kit have its cake and eat it too" angle by removing the immunity to specific beneficial spells, but this strikes me as poorly balanced. The kit is, in my estimation, already very powerful without Chaotic Commands. Stun is not a charm or compulsion*. The kit is not meant to have blanket immunity to every status effect, such as Chaotic Commands basically grants. Stun would be something he is vulnerable to, but he does have the advantage that every stun effect uses save vs. spells (if I remember correctly), so his +2 save vs. spell (on top of the +2 to all saves Paladins naturally receive) should be very good by the time the character reaches mind flayers. A naked Holy Liberator, protected only by the use of an innate Protection from Evil spell, that rushes off to battle mindflayers at level 9 would have a save vs. spell of 5. A mind flayer's chance of stunning the kit would be 20%. A naked Holy Liberator doing the same thing at level 13 would be stunned 5% of the time, and would be effectively immune at level 15. *Per Edition 3.5 Power Word: Stun and Symbol of Stunning (Symbol, Stun in 2e) are spells the kit would have immunity to, giving partial protection to stun should I elect to go that route. However, I am content with it as is given the attempt to focus on 2nd/3rd edition. The only reason immunity to Power Word: Sleep exists is because it functions as the Sleep spell, but with only a verbal component required.
  5. Hello everyone! It has been a long time since I last posted, but I got the urge to finish a kit I was working on around a decade ago. The Holy Liberator kit has been done before (in Oversight), but I wanted to make it as close to the spirit of its 3rd edition pen-and-paper counterpart as possible. This interpretation is based on Defenders of the Faith's iteration of the Holy Liberator, and it took some time determining exactly what immunities should be derived from its "immunity to charm and compulsion" feature. After quite a bit of reading and reasoning and comparing 2nd edition's spells to 3rd edition's, I have the general outline and concept in mind. However, I forgot what little I knew about making kits about a decade ago, so any guidance would be appreciated. I do not know if some of the implementation is possible, so that is another reason for asking. Here is the general outline: Holy Liberator The holy liberator is a holy warrior, a distant cousin of the paladin, who is dedicated to overthrowing tyranny wherever it may be found. These champions of freedom and equality are strong-willed, independent-minded, and virtuous. Holy liberators must be of Chaotic Good alignment. Advantages: - May use Subversion ability once per day per to free a creature from charm, confusion, feeblemindedness, and all hold and sleep spells. - Immune to charm, confusion, feeblemindedness, and all hold and sleep spells. - +2 to save vs. spells and an extra +2 to save vs. Enchantment/Charm spells Disadvantages: - May not use Lay On Hands ability. - Immune to Bless, Chaotic Commands, and Defensive Harmony First question: The kit will have immunity to the opcodes for charm, confusion, and feeblemindedness. Hold will just be Hold Person/Hold Animal/Hold Monster, Sleep will be the spells Emotion, Sleep, Power Word: Sleep, Command, and Greater Command. Is there anything I should know about implementing those immunities? Second question: Is it possible to make Subversion only heal hold specifically from Hold Person/Hold Animal/Hold Monster and Sleep from Emotion, Sleep, Power Word: Sleep, Command, and Greater Command? For example, I am trying to avoid the opcode for hold, because that would heal paralysis from ghouls, and that is supposed to be outside of the kit's capabilities. The same is also true for avoiding the sleep opcode, because it should not be immune to Stinking Cloud and the Staff of Air's special ability. If I remember correctly, it is possible to give a character immunity to specific spells, but I was not able to find anything about healing effects from specific spells. Third question: The innate +2 to spells is something I think should be possible, but is giving the kit the extra +2 to save vs. Enchantment/Charm spells possible to implement? From an in-game perspective this means only Miscast Magic and Ray of Enfeeblement are affected, but it is part of its abilities. If it is not possible, then the lazy route of giving the kit immunity to all Enchantment/Charm spells is possible, but I would rather not given not all Enchantment spells are mind-affecting compulsions in either 2nd edition or 3rd edition. Fourth question: Immunity from beneficial spells is unusual, but can this be implemented? It is important as part of the immunity to charm/compulsion type enchantment spells.
  6. I'm in the process of creating a kit that I recently made a thread on here for. However, I don't know how to go about creating the spells/making sure the effects are correct. Also, I don't know how to enforce the May not turn undead restriction I want to put on the class. Here's the .tp2 I have so far:
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