The only question is whether I'll be able to have my other characters steer clear of the equipment... it looks somewhat overpowered. (Though SCSII of course levels that out a lot...)
Modifié par AnonymousHero, 24 juin 2011 - 05:11 .
Modifié par AnonymousHero, 24 juin 2011 - 05:11 .
Modifié par Grond0, 24 juin 2011 - 05:18 .
Ah, I won't spoil you (any more) then. I did not know that about SCSII Imprisonment. Very good to know. Do you happen to know if the improved beholders (Elder Orbs, Hive Mothers, etc.) also avoid casting Imprisonment on the PC?Grond0 wrote...
I'm not sure which equipment you're referring to (I haven't looked at the spoiler files for the mod, which presumably list this ability for something), but actually the answer to imprisonment in my set-up is a bit easier. I've used the default settings on SCSII, that mean opponents do not cast imprisonment on the PC.
Alesia_B_H wrote...
There is a simple solution. The SCS-Tactics Hybrid has the battle I do want just after the Tactics "Shattered One" fight. I could just Ctrl-Y through that, and then have the ending I want without jumping through lots of hoops. But when I do that, I end up with the Unkillable Slayer bug...
Assassin
Through this revision, Assassins can no longer be good aligned, their bonus to hit and damage has been
replaced with Poison Expertise, the Poison
Weapon ability has been altered in order to properly scale with levels
and a new Death Attack ability has been added at higher levels. The
updated kit description reads as follows:
ASSASSIN:
This is a killer specialized in discreet and efficient murder, relying
on anonymity and surprise to perform his task. Training in anatomy,
stealth and poison use allows an Assassin to carry out missions of
death with terrifying precision. A clever Assassin might never be seen
by his victim.
Advantages:
- May use Poison Weapon once per day at 1st level and every 4 levels thereafter
- Acquires Poison Expertise at 8th level. This ability improves further every 8 levels thereafter
- May use Death Attack once per day at 16th level and every 8 levels thereafter
- Backstab reaches x7 instead of x5
Disadvantages:
- Only 15% per level to distribute on abilities
- Must be of evil or neutral alignment
Poison Weapon:
Due
to the requirements of his profession, an Assassin becomes adapt at
coating his weapons in poison early during his career. Any weapon
prepared in this manner
will deal an extra 1d3 points of poison damage upon contact.
Furthermore, unless a saving throw vs. poison is made, the poison will
be injected into the bloodstream of the victim dealing one additional
point of damage per each level of the Assassin (up to a maximum of 20).
The poison coating evaporates after 5 rounds. Constructs, Elementals,
Slimes and Undead creatures cannot be poisoned.
Poison Expertise
Through
training and experience, an Assassin gradually learns to utilize poison
more effectively. Furthermore, due to the constant exposure to poison
an Assassin slowly becomes desensitized towards it. Each time this
ability is acquired, the Assassin gains a permanent +1 bonus to his
saving throws vs. poison. At the same time, the saving throw difficulty
class of his Poison Weapon ability improves by 1.
Death Attack:
By
thoroughly studying the weak spots of his victim, an Assassin can focus
all of his cunning and prowess into a single, deadly strike. The next
attack he makes automatically becomes a critical hit and his victim
must make a saving throw vs. death or die instantly. As the Assassin
gains more experience, the lethality of the Death Attack increases. The
victim saves with a -1 penalty at level 24, a -2 penalty at level 32
and a -3 penalty at level 40. Constructs, Elementals, Slimes and Undead
creatures cannot be slain by a Death Attack.
Crippling Strike
(replaces Scribe Scrolls)
An experienced Thief can use the knowledge of his opponent's weak
spots to gain an advantage in combat. During the round when this
ability is activated, every attack of the Thief deals maximum damage
and may weaken his target. On each successful hit the victim must make
a saving throw vs. death (with a -4 penalty) or have its strength score
lowered to 10 for the next five rounds. Note: Constructs, Elementals,
Slimes and Undead creatures are completely unaffected by this ability.
Requires: Assassination
Insightful Strike
(replaces Scribe Scrolls, Swashbuckler only)
An experienced Swashbuckler can use the knowledge of his opponent's
weak spots to gain an advantage in combat. During the round when this
ability is activated, the Swashbuckler receives a +5 bonus to his
critical hit rolls and deals maximum damage with each attack.
Danger
Sense (replaces Greater Evasion)
By studying his surroundings intently, an experienced Thief can
predict the actions of his opponents through cunning insight and
extraordinary perception. Any potentially hostile actions are perceived
in advance, giving the Thief enough time to react appropriately. This
uncanny sense for impending danger almost borders on precognition and
grants the Thief a +5 bonus to his armor class and all saving throws
for 5 rounds after this ability is activated. Furthermore, as the Thief
cannot be surprised nor caught off guard while using this ability, he
is not susceptible to backstab attacks until the duration expires.
Evasion
(revised ability)
Thieves of exceptional skill can avoid damage from energy
discharges such as breath weapons, fireball spells and the like through
a combination of superior reflexes and extraordinary agility. Through
nearly superhuman effort, a Thief can position himself out of harm's
way mere seconds before an energy discharge reaches him. After
activating this ability the Thief can evade the effects of the
following spells: Burning Hands, Fireball, Lightning Bolt, Call
Lightning, Flame Strike, Cone of Cold, Sunfire, Chain Lightning,
Delayed Blast Fireball and all forms of Dragon's Breath. The Evasion
ability expires after five rounds.
Requires: Danger Sense
Acid
Trap (replaces
Time Trap)
This ability allows the rogue to set a powerful trap that splashes
nearby opponents with a highly vitriolic alchemical mixture which deals
10d6 points of acid damage. Once the acid engulfs a target it becomes
difficult to remove. Afflicted opponents must make a saving throw vs.
breath or take an additional 2d6 points of acid damage during each of
the following three rounds. Creatures who are particularly vulnerable
to acid damage (such as Trolls) do not get a saving throw.
Alchemy
(revised ability)
With cleverness innate to the class, an experienced thief has seen
enough potions in his or her adventuring career to simulate the
creation of one. However, the costs for any raw materials that are used
in the process must be paid. This ability allows a thief to brew one of
the potions from the following list:
1) Potion of Mind Focusing
2) Potion of Clarity
3) Potion of Regeneration
4) Potion of Defense
5) Potion of Superior Healing
6) Elixir of Health
7) Oil of Speed
8) Potion of Freedom
9) Potion of Frost Giant Strength, only usable by thieves or bards
Note: brewing potions is a delicate task which can only be undertaken
in safe (non-hostile) areas. Due to his advanced alchemical
knowledge, a Bounty Hunter can make three times as many potions as a
regular rogue in one setting.
Modifié par Saint of Sinners, 24 juin 2011 - 06:29 .
Saint of Sinners wrote...
Have you tried Ctrl+Q instead?
I, myself, have the Tactics Remix installed. I believe that it could have been done with more flair and less cheesiness (the aesthetic kind, not the gaming kind). Had a lot of potential but was executed quite poorly.
Modifié par Alesia_B_H, 24 juin 2011 - 08:35 .
AnonymousHero wrote...
I do hope you find a way to solve your problem.
Modifié par Alesia_B_H, 24 juin 2011 - 09:34 .



Grond0 wrote...
Oh dear - Knucklear succumbs at the hands of the Shade Lord.
Modifié par Alesia_BH, 24 juin 2011 - 11:04 .



Modifié par Alesia_BH, 25 juin 2011 - 12:13 .









Modifié par Alesia_BH, 25 juin 2011 - 01:20 .



Modifié par Alesia_BH, 25 juin 2011 - 01:44 .














That seems interesting. My main goal is finding a character that can do as much physical damage as possible without sacrificing too much(ala kensai). That usually involves fighter HLAs though. A backstabbing character would be my preference however several enemies tend to be immune to backstab that I want to backstab. I'm leaning towards kensai cleric but we'll see. I hadn't thought of a swashbuckler/cleric but it would be neat to try. We'll see I suppose. A F/M is out of the question though as I don't want to play one of those.ussnorway wrote...
@Shadow_Leech07, have you looked at Swashbuckler 11 - Cleric X... one of my favourites.
Modifié par Shadow_Leech07, 25 juin 2011 - 10:18 .
Modifié par Shadow_Leech07, 25 juin 2011 - 12:21 .