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Sumradagnoth

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  1. sumradagnoth8
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    PLEASE READ PRIOR TO POSTING


    • The single greatest thing you can do for me if you like my work is to Endorse this mod, and give me a Kudos on my profile.  I appreciate you!
    • If you have questions about the subclass not appearing, please read this article on load order and requirements.
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  2. DI0Brando
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    Could you make searing strike a class action instead of an evocation cantrip please? I wanted to make a broly build with this mod and multiclass into barbarian but the rage blocks searing strike since is tagged as a spell
    1. sumradagnoth8
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      So, I do appreciate what youre trying to do here... because DBZ... but thats not actually the way the ability is supposed to work.  In tabletop you actually are casting the spell Burning Hands using Ki.  But if you want to do this for your build, just unpack my mod and go into the SunSoul5e_Spell_Zone.txt file and for each Zone_SearingArcStrike_x entry, remove the "IsSpell;" from the SpellFlags list... save the file and repack the mod.  
    2. DI0Brando
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      Thanks I did it and works perfectly. Never knew it was supposed to count as a spell though, in my table we have never treated monks abilities as spells. 
    3. sumradagnoth8
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      Yeah this one specifically says “cast the burning hands spell” in the ability description so it’s an exception. Enjoy the build! Kinda cool build idea btw
  3. Pillarleg
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    I know that this line in RAW is why it's like this:

    "You gain a new attack option that you can use with the Attack action."

    But the rest of it RAW has it following unarmed strike standards - Proficiency, the damage die following it, and even it's own version flurry of blows. You can also mix and match attacks with it using extra attack:

    "When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action."

    So I always interpreted it as interchangeable with unarmed strike- it seems to be the intention. Upon reading the entry you provided, I see the wording is slightly more specific to the attack action.

    With that said, I was wondering if it would be too much to ask to make a standalone file with a bonus action radiant bolt (like the bonus action unarmed strike the monk gets)?

    Also, would it be a pain to kill the restriction of having to fire a radiant bolt before flurrying them (or before said bonus action radiant bolt)?

    This mod actually has the exact behavior I'm looking for, but only for this one specific ability.
    https://www.nexusmods.com/baldursgate3/mods/1467?tab=description

    Your work is superior, more comprehensive, and more level 20 friendly, it's just that I've always played with them ruled as an alternative to unarmed strikes.

    Especially with recent changes to the monk that allow them to flurry or unarmed as a bonus action without having had to have attacked first, which I (and assume most people have) modded into the game, the restrictions on when you can/can't radiant bolt and flurry make it feel almost.. useless.

    I mean a monk already has insane move speed to run up and hit things, and so range almost never comes into play. But if you could use your move speed to run up and kill something, then toss a radiant bolt/flurry afterward, it'd greatly increase it's utility.

    It's okay if you're not interested, or it would be too much work, but I figured it was worth asking.
    1. sumradagnoth8
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      So, in reading the way its written, they would have said you can replace one (or both) attacks in your flurry of blows & would have said you can replace an unarmed attack with this ability, if they intended it to work that way.  As it stands, it is a ranged spell attack that deals your scaling martial arts die for damage, and uses dex as its spellcasting ability, and works as part of your attack action + extra attack  ... it is a very weird thing.

      I did see that the original mod for this subclass deviated from raw in a number of ways, so i see how my version could be a bit disappointing.  I could potentially do an optional patch for it to adjust some stuff, but im kinda taking a break to polish the mods i have out and fix some things that were on my to do list.  lemme see how that goes and ill revist :)
    2. Pillarleg
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      Yeah, dude, your way is totally accurate. I would definitely not call your mod disappointing by any stretch of the word, it's incredible. I was just asking for an optional patch cuz I know I can't be the only one to play it this way.

      You're one of my favorite mod devs! You keep killing it, I was just making a request ^ ^.
    3. sumradagnoth8
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      Thanks. Appreciate you and your support. 
  4. tinybike
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    Does Radiant Sun Bolt count as a "spell" in your implementation?  The 5e description says it's a ranged spell attack, but in the mod, it just says it's a class action and doesn't indicate that it's specifically a spell/cantrip.  Asking b/c I'm not clear if it's affected by spell-specific modifiers or not -- like if an item increases my spell attack rolls, does it affect Radiant Sun Bolt?  Can RSB be counterspelled?  Is it affected by Spell Sniper?
    1. sumradagnoth8
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      By rule it is not a spell but it is made using a ranged spell attack with dexterity (which is not the monks normal spell casting ability) . Its weird.
      anything that affects ranged spell attack rolls *should* work. But it is not a spell.
    2. tinybike
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      Ok interesting, so you'd expect it to get the benefit of for example Spell Sniper's increased critical range for spells (since that affects the attack roll), but maybe not the increased range (physical distance) then?  Do you know if it can be counter spelled?
    3. sumradagnoth8
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      Ok I just checked through the way the base game does some of this stuff...

      1. Counterspell - no it cannot be counterspelled, which requires the Spell SpellFlag and a designated SpellLevel
      2. Spell Sniper - Critical will not apply as it again is looking for the Spell SpellFlag and a designated SpellLevel
      3. Spell Sniper - I am not actually seeing where BG3's implementation of Spell Sniper provides increased physical distance range
      4. Items - this is where it gets interesting... Daredevil Gloves WILL work, as they specifically look for the RangedSpellAttack attack type

      So bottom line, if the item or ability triggers off of the attack type rangedspellattack, it will work
      Also because the way this ability is written and its so weird that its a spell attack using a different ability as the spell ability modifier (dex), you will notice the combat log shows some backend calculations where ultimately the attack roll adjusts to use your dex modifier... this is intentional, but strange when you first see it in the log
    4. tinybike
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      Interesting, thanks for looking all this up!  Re: distance, I just realized, I think that's part of a mod I always use (Rebalance - Feats) rather than base game.

      How do you look this kind of thing up, as far as whether it uses RangedSpellAttack or other stuff?  Does the game have an API or other documentation where all this is laid out?  Often have questions like this about game mechanics and not sure how to look it up.
    5. sumradagnoth8
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      Yeah its all in the game data files, which you can index and then search it and figure out how the abilities are written... hmu on larian discord if you need info on how
  5. Psimitar
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    Any chance you can put out a 5e RAW Psi-Warrior?  I know SixFingeredMage did one a while back but the Telekinetic Movement is broken and they haven't updated it in 6 months.
    1. sumradagnoth8
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      So this is sensitive for me because Six Finger is basically the first person to ever help me when I started modding, and they taught me a ton of stuff. I’d only pick psi warrior up if they gave the ok :)
    2. sumradagnoth8
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      I’ll be done with this in a couple of days… full remake of psi warrior
  6. toffeegirl54
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    So for the 20+ expansion, will other mods work and you just can't guarantee bc you're only testing with one? I haven't used any level 20 mods before though I'm thinking of for my next playthrough so I don't know how they all differ.
    1. sumradagnoth8
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      Yeah it’s just that I have only tested with expansion
      but like realistically any of them should work
  7. Blackouto000
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    Question, do i have to download all of the nexus requirements or only have one of them?
    1. sumradagnoth8
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      All the requirements enable custom subclass compatibility - so if you intend to use multiple nexus monk subclass mods , then you need all the requirements I listed
  8. VonLoewe
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    Your class icons are just so good, I was wondering if you'd do some for havsglimt's mods since they don't have any.
    1. sumradagnoth8
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      If they wanted me to I would yeah. I’ve helped some other modders with class icons - happy to help. Would need their permission and willingness though ;)
  9. CrimsonEdge7
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    Awesome mod! Any chance for Whispers Bard? Kind of surprised no one has made that one yet.

    Other than that, it's only Undying Warlock and Scribes Wizard that needs to be made.
    1. sumradagnoth8
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      Weird no one made whispers I thought that was done already
      Funny thing I have a wip undying mod in my bin that I just lost interest in because uh… it’s such a terrible subclass. I’ll get back to it one day.
      scribes is in my to do- I have pieces of it done but still playing with how to do the book “pet” properly 

      I think ascendant dragon is up next but lemme look at whispers and make a decision 
    2. CrimsonEdge7
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      Awesome! I'm playing the other Ascendant Dragon right now, and Whispers Bard is the only subclass preventing me from making my entire D&D party from an old campaign, so I might be a bit biased on that selection. :)

      That's great that you're working on Scribes! I was worried it would never happen due to the complicatedness of the changing damage types based on the spell selection. Sounds like that's not what's get you stuck with it though, so looking forward to it! As well as Undying if you ever get around to finishing it.
    3. sumradagnoth8
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      Its complicated, but I did it with Astral Self for the astral arms attack and it is a good fit for Scribes damage conversion
      Still working out the check for existing spells known of same level and use those as valid damage conversion types...
    4. ErraticPixel
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      it's only Undying Warlock and Scribes Wizard that needs to be made.
      It's more than that.  there's 8 subclasses that aren't present or supported with mods

      Here's a full spreadsheet of which subclasses are supported with mods: BG3 Subclass and mods
    5. sumradagnoth8
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      I dunno if we should be considering Tal'Dorei Campaign Setting Reborn part of as "official" subclasses...
      and we should also factor in anything that has been done, but is no longer upkept / working
  10. Limb0
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    any chance you can work this into the mix?

    https://www.nexusmods.com/baldursgate3/mods/5355

    and maybe this?

    https://www.nexusmods.com/baldursgate3/mods/2876