Quester Posted September 3, 2022 Share Posted September 3, 2022 Hey @morpheus562. Would you happen to know how the "Add New Paladin Abilities" component would work together with FnP:s Revised Paladins? Would we get two different Smite abilities, for instance? Link to comment
Guest morpheus562 Posted September 3, 2022 Share Posted September 3, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Satrhan Posted September 5, 2022 Share Posted September 5, 2022 (edited) On 9/3/2022 at 8:38 AM, morpheus562 said: New proficiencies in the works. So far: SWIFTBLADE: This proficiency allows one to combine arcane-assisted speed with melee skill to turn a first strike into a deadly assault. With this proficiency, one discovers unconventional ways to utilize the haste spell. All abilities are cumulative. Arcane Reflexes (1 slot): The character gains a -2 bonus to Speed Factor while under the effects of a haste spell. Swift Surge (2 slots): The character gains +1 bonus to Thac0 and AC while under the effects of a haste spell. Blurred Alacrity (3 slots): The character becomes blurred while under the effects of a haste spell. Greater Swift Surge (4 slots): The character gains an additional bonus to Thac0 and AC bringing it to +2 while under the effects of a haste spell. Evasive Celerity (5 slots): The character gains +10% magic resistance while under the effects of a haste spell. PALE MASTER: This proficiency path allows one to master the deathless arts. With this proficiency, one draws on a font of special lore that provides a macabre power all its own. Darkvision (1 slot): The character gains the ability to see in the dark. Bone Skin (2 slots): The character's flesh becomes tough and cadaverous providing +2 bonus to AC. Deathless Vigor (3 slots): The character gains a +2 bonus to save vs. Paralysis / Poison / Death Tough as Bone (4 slots): The character becomes immune to hold, paralysis, and stun effects. Deathless Mastery (5 slots): The character gains immunity to all forms of death magic. Please Note: Spell Penetration will require EEex and it requires adjustments to an existing opcode to work. No ETA on when/if this will be available. SPELL PENETRATION: This proficiency allows a caster to bypass a portion of a target's magic resistance. Spell Penetration (1 slot): The wizard can bypass 10% of a target's magic resistance. Greater Spell Penetration (2 slots): The wizard can bypass 25% of a target's magic resistance. Would these new proficiencies be accessible to everyone? Because these sound more like class features than proficiencies to me. And very specific, compared to the more generalist proficiencies you have in the current version of the mod. Of course there is already a pale master in the artisan's kit pack. I do see some nice synergies with swiftblade for thieves, f/m, f/m/t, or possibly for your eldritch scion. But shouldn't that be more of a kit feature, with some corresponding drawbacks, since it basically boosts an already very useful spell? Edited September 5, 2022 by Satrhan Link to comment
subtledoctor Posted September 5, 2022 Share Posted September 5, 2022 +2 weapon speed, +2 thac0, -5 AC, +1 to all saves, 10% MR, along with +1APR… sounds like a super Haste spell. Like 7th level or so. Link to comment
Guest morpheus562 Posted September 5, 2022 Share Posted September 5, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted September 5, 2022 Share Posted September 5, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted September 8, 2022 Share Posted September 8, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
LordofBones Posted September 9, 2022 Share Posted September 9, 2022 (edited) Hey morpheus, is it safe to update the mod mid-playthrough when you update with a new release? I'm using the latest alpha, and my mage has maxed out Spellcraft. Edited September 9, 2022 by LordofBones Link to comment
Guest morpheus562 Posted September 9, 2022 Share Posted September 9, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
docbeard Posted September 24, 2022 Share Posted September 24, 2022 Hi, I'm using this mod (specifically the component that adds Open Locks and Find Traps to bards) and Artisan's Warlock kit (and many many others but I think those are the relevant ones) and everything seems to be working well. I was wondering if there's a way to make AI scripts that automatically turn on trapfinding for thieves work for bards/bard kits as well? (Or if that should already work because right now, for me, it isn't.) Link to comment
Guest morpheus562 Posted September 24, 2022 Share Posted September 24, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
docbeard Posted September 24, 2022 Share Posted September 24, 2022 11 minutes ago, morpheus562 said: My enhanced powergaming scripts already do this. Well that was an easier answer than I expected. Thank you! Link to comment
LordofBones Posted September 27, 2022 Share Posted September 27, 2022 Have you considered adding Spell Focus/GSF/ESF type proficiencies in line with the 3.5 feats, giving enemies penalties to saves against a certain school of magic? Link to comment
Guest morpheus562 Posted September 27, 2022 Share Posted September 27, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted October 2, 2022 Share Posted October 2, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
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