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improved monk fists mod for IWD2 v3.1

Discussion in 'Icewind Dale 2' started by lefuet, Oct 23, 2012.

  1. lefuet Gems: 3/31
    Latest gem: Lynx Eye


    Resourceful Veteran

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    improved monk fists mod for IWD2 v3.1

    author: lefuet
    wanted to give monk fists the chance to keep up with ever better magical weapons

    version 3.1
    - splitted the main damage into 2 dice of half size each
    (feels more natural because of the 2 fists and improves the effect of luck)
    - the (possibility of) extra bludgeoning damage grows parallel with the main damage
    - the (possibility of) extra magic damage starts with the advent of the Ki strike at level 10
    - possibility for stunning at higher levels
    to reduce micromanagement (monks can stun anyway) and heighten the feel of a monk (in contrast to other melee classes)
    - the (possibility of) stunning also starts with Ki strike and improves with monk levels

    instructions:
    -------------
    copy the files to your override folder to activate
    remove these files from your override folder to deactivate


    what is changed:
    ----------------
    weapon type of monk fists is now axes:
    - they profit from weapon proficiency (in axes)
    - the critical threat range is 19-20 x3 (they are also keen weapons now)

    The enchantment (Ki strike) you gain at level 10 +1 (13+2, 16+3, 21+4) now also counts as to hit and damage bonus (like all +x weapons).
    At level 26 your fists now count as +5 weapons (including the to hit and damage bonus).

    level: damage
    01-03: 2d3 + 1d3 (10%) normal
    04-07: 2d4 + 1d4 (15%) normal
    08-09: 2d5 + 1d5 (20%) normal
    10-11: 2d5 +1 + 1d5 (20%) normal + 1d5 (10%) magical (+1 Weapon now) + stun( 5%)
    12-12: 2d6 +1 + 1d6 (25%) normal + 1d6 (10%) magical (+1 Weapon now) + stun( 7%)
    13-15: 2d6 +2 + 1d6 (25%) normal + 1d6 (15%) magical (+2 Weapon now) + stun(10%)
    16-20: 2d10+3 + 1d10(25%) normal + 1d10(25%) magical (+3 Weapon now) + stun(25%)
    21-25: 2d10+4 + 1d10(50%) normal + 1d10(50%) magical (+4 Weapon now) + stun(50%)
    26-xx: 2d10+5 + 1d10 normal + 1d10 magical (+5 Weapon now) + stun

    stun(x%) = x% chance that target is stunned
    stuns for 1/2 round at lvl 10 to 1.5 rounds at lvl 26+
    Fortitude saves but gets slightly penalized with growing monk levels

    http://www25.zippyshare.com/v/14684412/file.html

    notes:
    - he is now great fun to play. From level 10 onward he really starts to shine.
    interesting combinations:
    - with customDLL (all focused weapons are finessable) the monk fists (axes) become finessable
    - I use a mod where weaponfocus allready gives some bonus damage, that now also works for monks
     
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