New Temple+ Available

Discussion in 'General Modification' started by _doug_, May 6, 2020.

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  1. Pygmy

    Pygmy Established Member Supporter

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    No, I had great ideas for a scout 1//wizard 4/unseen seer should I fluke 18 intelligence but I was unable to get skirmish damage added to scorching rays.
     
  2. Pygmy

    Pygmy Established Member Supporter

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    The scout adds one weapon to his/her auto-equip inventory for each martial weapon proficiency feat he/she has at level 1 and so starts with 2 shortbows and 2 shortswords

    I have tested both scorching ray and lesser orb of sound to work with skirmish - lots of fun thank you.

    Checked scout is now born with clothing. I had hoped you had got start_equipment_ext.mes to work....
     
    Last edited: Jun 16, 2025
  3. dolio

    dolio Established Member Supporter

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    The extra equipment is due to a script that runs on character creation. Various feats cause you to start with related equipment. The one you'd be likely to normally see is that weapon focus starts you with that weapon.

    However, taking a specific weapon proficiency also does it. Normally you'd only have a weapon proficiency in a particular weapon if you selected it specifically, which is what the script is based on. Other classes have separate group feats for their default proficiencies.

    However, the scout was instead implemented by giving them all the individual proficiencies, which triggers the script. I'm not exactly sure what to do about it right now.
     
  4. _doug_

    _doug_ Established Member

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    Maybe add some special handling for the scout to not give out the extra weapons?
     
  5. datakurs

    datakurs Member

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    Found a probably not Temple+ related exploitation bug:
    When Lord Grundwell appears with the gifts for rescuing Thrommel, he gives all PCs some stuff and 20000 gold per each. Now, if you have charmed NPCs in the party, they also get it. The weird is that now they can be pickpocketed infinitely for gold, not limited to only 20000.
     
  6. Buffed Rabbit

    Buffed Rabbit Established Member

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    Not only charmed, but also other controlled/semi-controlled entities, like turned undead-creatures, animals (either charmed or companions), familiars, etc.

    That's one way to give your animal companions and undead army an item for each one (ring of deflection) without killing/cheesing them.
     
  7. datakurs

    datakurs Member

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    I give items to charmed NPCs by beating them unconscious through non-lethal attacks, so their inventories become accessible, give them the equipment, cast the charm spell (usually pimped up by a few levels of Extend Spell), then cast healing.
    I'm such a villain I made a "slave collar" magic necklace item that decreases Will saves by 5, making easier to cast charm spells repeatedly on the wearer.
     
    Last edited: Jul 8, 2025
  8. OccasionallyGood

    OccasionallyGood Member

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    Did you add that item to the game yourself or it was already there?
     
  9. datakurs

    datakurs Member

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    I added that.
     
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  10. Pygmy

    Pygmy Established Member Supporter

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    Is the a way of adjusting base_attack_bonus() or attachee.stat_base_get(stat_attack_bonus) outside of 'the system'?

    I am working on the optional base_attack_bonus() variation where a semi-martial character is credited with 0.75 transferrable BAB per rogue OR cleric level such that a rogue 1/ cleric 1 now has a to hit bonus contribution of Class +1.

    The timing of additional attacks is correctly calculated but, the base_attack_bonus() when interrogated for feat and prestige class qualification is still 0 for said rogue 1/cleric 1.
     
  11. zertzax

    zertzax Established Member

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    As far as I know each .75 class does not get a +1 BaB at level one. Each new non 1.0 Class gets zero BaB. two level 1 classes do not add to the BaB. You would need to be level2 in the class to get the +1 BaB.
     
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  12. dolio

    dolio Established Member Supporter

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    I don't know what you're changing exactly, but I think to make this happen the actual base attack calculations in the DLL/C++ need to be modified. I think classes just specify a progression type, and the BAB is calculated from that.

    BTW, it was published in Unearthed Arcana. They did it for saves, too, but it seems like it makes the problem there worse. You get 2.5 points for good saves at level 1, which is even better than 2. It seems like you should only be able to get the +2 once at most.

    I've thought about adding this variant. I also have ideas for 'old school' tweaks that might want to make BAB progress differently, so maybe I could add something to make it more configurable.
     
  13. Pygmy

    Pygmy Established Member Supporter

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    My understanding is that multi-class saving throws are toned down because a cleric 1/wizard 1 will get 2.5 points for will save as a cleric but only 0.5 points for the subsequent wizard level for a total of +3 rather than +4 as at present. I remembered this stuff was in Unearthed Arcana but didn't think that was a reputable source,
     
  14. dolio

    dolio Established Member Supporter

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    Their saves example is 5 cleric/2 fighter, which they say has a fortitude of 7.5 rounded down. That's 3 from fighter and 4.5 from cleric, which only happens if you get the +2 from the first level of both. So it still has the weirdness where you can get much better saves by taking the first level of a lot of classes, and it probably works even better because of the fractions.

    I'm not sure if it was printed anywhere else, but Unearthed Arcana is an official book, at least. I don't know how thoroughly used it was, though. I do think some of the rules were pretty popular, like LA buyoff.
     
  15. dolio

    dolio Established Member Supporter

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    Took a mere 2 years to figure this out. :p
     
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