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Monks: Improved Fists v0.1

Discussion in 'Icewind Dale 2' started by lefuet, Jun 11, 2011.

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


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    improved monk fists mod for IWD2

    http://www.filefactory.com/file/ccce82d/n/improved_monk_fists_zip
    edit: latest version can be found here: http://www.gamebanshee.com/forums/threads/monks-improved-fists-v0-2.119238/

    version: 0.1 (initial version)
    author: lefuet

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

    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 you gain at level 10 +1 (13+2, 16+3, 21+4) now also counts as to hit and damage bonus.
    at level 26 your fists now count as +5 weapons (including the to hit and damage bonus)
    added the possibility for (lvl 1-9: normal, lvl 10-xx: magical) damage bonus.
    lvl 01-03: 1d6 + 1d6(10%) normal damage
    lvl 04-07: 1d8 + 1d6(10%) normal damage
    lvl 08-09: 1d10 + 1d6(10%) normal damage
    lvl 10-11: 1d10+1 normal damage + 1d6(10%) magical damage (+1 Weapon now)
    lvl 12-12: 1d12+1 normal damage + 1d6(10%) magical damage (+1 Weapon now)
    lvl 13-15: 1d12+2 normal damage + 1d6(10%) magical damage (+2 Weapon now)
    lvl 16-20: 1d20+3 normal damage + 1d6(10%) magical damage (+3 Weapon now)
    lvl 21-25: 1d20+4 + 1d6 normal damage + 1d6(50%) magical damage (+4 Weapon now)
    lvl 26-xx: 1d20+5 + 1d10 normal damage + 1d10 magical damage (+5 Weapon now)
     
    Last edited: Aug 12, 2012
  2. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    This mod fixes an obvious oversight made by the developers - monk fists aren't really up to par compared to the +5 weapons with up to several extra dice of damage thrown around.

    However, do you still retain the fist damage bonus and/or the faster access to more attacks per round when wearing a shield?
     
  3. lefuet Gems: 3/31
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    strange, I _do_ keep the damage bonus while wearing a shield (I would not have thought so)
    the faster attack rate is lost though (even when wearing robes, the monk robe fix of custom dll seems to only keep the wisdom to AC bonus while wearing a robe)
    but why would you want to use a shield with a monk in the first place?

    small changes:
    http://www.filefactory.com/file/ccc669b/n/improved_monk_fists_zip

    improved monk fists mod for IWD2

    version: 0.2 (added 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)

    0.1 (initial version)

    author: lefuet

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

    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 you gain at level 10 +1 (13+2, 16+3, 21+4) now also counts as to hit and damage bonus.
    at level 26 your fists now count as +5 weapons (including the to hit and damage bonus)
    added the possibility for (lvl 1-9: normal, lvl 10-xx: magical) damage bonus.
    lvl 01-03: 1d6 + 1d6(10%) normal damage
    lvl 04-07: 1d8 + 1d6(10%) normal damage
    lvl 08-09: 1d10 + 1d6(10%) normal damage
    lvl 10-11: 1d10+1 normal damage + 1d6(10%) magical damage (+1 Weapon now)
    lvl 12-12: 1d12+1 normal damage + 1d6(10%) magical damage (+1 Weapon now)
    lvl 13-15: 1d12+2 normal damage + 1d6(10%) magical damage (+2 Weapon now) + stun(10%)
    lvl 16-20: 1d20+3 normal damage + 1d6(25%) magical damage (+3 Weapon now) + stun(25%)
    lvl 21-25: 1d20+4 + 1d6 normal damage + 1d6(50%) magical damage (+4 Weapon now) + stun(50%)
    lvl 26-xx: 1d20+5 + 1d10 normal damage + 1d10 magical damage (+5 Weapon now) + stun

    stun(x%) = x% chance that target is stunned for 1 round (Fortitude save)
     
  4. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    As I stated in the JUPP guide, you don't actually gain much by using the monk's WIS bonus to AC unless you're to pour points into it together with Bane's WIS quest bonus and/or using the potions to raise it. Rather go with low WIS (I know, blasphemous) so that you can freely max STR, DEX and CON instead, while still keeping INT to 13+ for Expertise. Hence the use of an actual body armor (read: Drakka's) together with a shield. You'll still be able to reach AC72 with this setup. :)
     
  5. lefuet Gems: 3/31
    Latest gem: Lynx Eye


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    actually, with the monk robe fix of the custom dll (that allows monks to wear robes while keeping their wisdom bonus) they can wear Drakka's (it's a robe!). :)


    btw, I enjoyed your guide a lot! First I found upp, than jupp, than silverdragon's guide, than iwd4dummies. atm I'm using among others the extended levelcap at 40, tactics (that gives harder battles but also some extra ability points and AC entering HOF, so relaxing the strict restraints for AC 72 quite a bit) weimar's armor gives resistance (editing interesting armor that did not get the resistance while I play).
    I also changed the range of polearms I'm using to 3 (one handed weapons 1, 2handed weapons 2, polearms 3 :)). Imho it adds flavor and gives polearms with less useful piercing damage a little edge against 2handed axes.
    Sadly most uncapped spells seem to be capped at 30 and not so easy to edit so the extended levelcap leads only to easier multiclassing and not stronger casters. ..
     
  6. lefuet Gems: 3/31
    Latest gem: Lynx Eye


    Resourceful Veteran

    Joined:
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