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Josh Sawyer talked a bit about new and exisiting kits in Icewind Dale II. First of all the 'Captain' kit is most likely out. So he proposed two new kits, of which one might replace it:Landsknecht: Typically a heavily armored front-line fighter, the landsknecht breaks apart enemy formations and creates an offensive menace that is hard to overcome. The landsknecht focuses most of his or her expertise on brute force weapons and heavy armor.
Advantages:
* Landsknechts automatically start with a point in the two-handed weapon fighting style.
* 3rd Level: Armor Optimization: Landsknechts are masters of scavenging and piecing together bits of armor. Even without armor, the landsknecht layers his or her clothing and equipment in such a manner that they constantly have a +1 generic bonus to their armor class.
* 6th Level: Knockdown: When a landsknecht critically hits an opponent, the target must make a Fortitude saving throw (15 DC) or be knocked unconscious for 1-3 rounds.
* 9th Level: Critical Attack: Activating this ability causes the landsknecht to lose one attack per round, but all attacks during this time receive a +2 bonus to critically hit. It can be used 3/day.
Disadvantages:
* The landsknecht cannot gain proficiency in bows, slings or darts. They require too much finesse for front-line fighter.
* The landsknecht cannot use shields, and cannot specialize in the weapon and shield fighting style.
* The landsknecht gains proficiencies at a reduced rate, once every four levels.
Ravager: Living a life of violence, the ravager is a warrior who revels in slaughter, leaving maimed and terrified opponents in his or her wake. Unlike the barbarian, who enters a berserk state to down foes with powerful blows, the ravager inflicts awful, painful wounds on an opponent with malicious glee.
Advantages:
* Ravagers are immune to the effects of fear.
* 3rd Level: Vile Wounds: When a ravager critically hits an opponent, the target must make a Fortitude save (15 DC) or suffer a bleeding wound that causes 1 point of damage per round for 10 rounds.
* 6th Level: Cruelest Cuts: After activating this ability, which lasts for 3 rounds, all of the ravager's blows have an equal chance blinding the target or reducing his or her movement by 2 points unless a Fortitude save (20 DC) is made. It can be used 3/day.
* 9th Level: Spirit Blades: Once per day, the ravager has the ability to invoke a circle of spirit blades similar in effect to the blade barrier spell. The ravager's spirit blades cause less damage (3d6), but the ravager is immune to the blades effects and can move through them without fear of personal harm.
Disadvantages:
* Ravagers start game play with two weapon proficiencies.
* Ravagers lack the focus to gain grandmastery in any weapon.
edit addition: * Ravagers only gain half the benefits from any healing effect (e.g., a healing spell normally gives back 8 hit points; the ravager only gains 4).
Restrictions:
* Ravagers cannot be lawful or good.
He also commented on the fact if these kits were well balanced:I have no doubt that both the landsknecht and ravager are less than well-balanced. My efforts towards conservative kits with the mercenary and captain resulted in many tears, some of them justified. If people want the ravager or landsknecht -- great! They probably won't go in exactly as listed.
Additionally the Blade kit is more finalized: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 save vs. death 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 penalty 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 to Armor Bonus and Saving Throws and a -2 attack bonus penalty and Damage 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.
There has been some rending of beards and garments among the flower of France because of the Blade's OS and DS. How would you feel if the OS and DS were changed as follows:
* 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. |
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