Baldur's Gate 3
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Voltron89

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16 comments

  1. Hexx0117
    Hexx0117
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    if you take the Attack action on that turn, you can make one additional weapon attack as part of that action."  And since Action Surge gives you attack action again, it gives you Dread Ambusher again.

    i think youre reaching here. this still looks like its intended to only work one time per turn. otherwise youd have to get another dread ambusher attak on your hasted attack, and your blood lust attack too.
    1. skystryke468
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      In 5e haste is much weaker and explicitly only allows you to make one single attack, Dash, Disengage, Hide, or Use an Object action, regardless of any other extra attack sources you have where in BG3 it gives a full action with zero limitations. And to my knowledge bloodlust potions are wholly made up for BG3. The way this mod implements it is pretty much exactly as it should work per actual tabletop rules other than the issue where it grants it on turns other than the first due to engine limitations.
    2. TankieSabotabby
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      Def not the case. Haste specifically only allows you to make one attack if you take the attack action. Action surge has no such restrictions.
  2. merry346
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    Hey I found a problem. action surge gave me extra Dread Ambusher attack even my character was not in first start turn
    1. Voltron89
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      As I said in my description, you have to limit yourself to not using it (extra Dread Ambusher attack) on following turns if you use Action Surge later as currently (without using some other tools like script extender) there is no way to restrict it to "OnFirstTurn" or something similar as game just doesn't have that function. In the end the number of attacks will be the same, so it's not big deal, but if you want to use it "as it supposed to be used" you just have to either use Action Surge on first turn or simply not using extra Dread Attack if you used AS on next turns. Sadly this is the best I could do.
  3. Areqa
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    I think you could use Script Extender to circumvent the "only first turn" problem as the latter check for many more conditions than available in vanilla BG3. Many mods that have to do more extended checks on conditions already use it.
    1. Voltron89
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      Sadly I have no idea how to use it, nor I have enough time to study it, so if someone will make better version of this mod for it, I will be using that myself.
  4. merry346
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    does only action surge give the extra Dread Ambusher attack?
    due to the change of attack action mechanic of larian, Haste spell and haste potion give full action instead of once attack in table.
    I think Dread Ambusher attack should be given by every full attack action just like how it works in table. 
    Or maybe there is another way: could you rebalance the mechanic of Haste spell and haste potion to make them more like table‘s rule?
  5. theraven1337
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    Could you possibly make it so that dread ambusher can also be used out of combat to initate it? That way you could use it as a powerful opener and I believe it would be possible RAW as well.
    1. Voltron89
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      5e RAW you have to use attack action first to even get the Ambusher extra attack so you would always be in combat (unless that first attack kills enemy and nobody else was around but then, no point, right?) before you can use it.
    2. McDifer
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      "technically" your first attack of that attack action can be the dread ambusher attack since nothing in the feature mentions any order of operation for it. And since you can take attack action out of initiative order(any time you swing that weapon/fist is taking attack action or using a reaction to do so)... You get where I'm going with this. 
    3. theraven1337
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      That's the way I see it. Because you're making it as PART of the attack action and not after it, like say flurry of blows.
  6. hcch1988
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    Thank you for sharing your mod! I really appreciate the effort you've put into making the gloom stalker more in line with the RAW.

    I was wondering if there might be a way to further enhance the Umbral Shroud ability. For instance, the gloom stalker should become invisible within dark environments unless an enemy is equipped with a light source. One potential approach could involve changing the Umbral Shroud as a free action, and only usable in heavily obscured conditions. While this might not perfectly align with the RAW, it seems like a significant improvement over the current implementation in the game.

    I don't know how to make mods for BG3, so I'm unable to contribute directly, but I'm hopeful that this suggestion could serve as a source of inspiration for you. Your dedication to bringing the gloom stalker closer to RAW is admirable, and I'm sure many players will be excited to experience this improved version.
    1. Voltron89
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      I have plan for that as well. So far thanks to ring "Risky Ring" I have advantage on all attacks anyway and everything dies on Tactician on turn 1/2 so I didn't feel big pressure for that but I am planning to do some fix to Shroud as Gloom is my fav subclass in 5e.

      I still don't know if it's possible to make Gloom passively permanently invisible becasue he should only be invisible RAW to creatures with darkvision, and I am not sure that Darkvision really works here as it works in 5e. Seems it only gives disadvantage to attacks but it's not like you can't totally see someone... So maybe something like invisibilty in 1st turn once per combat or something like that.

      A quick fix would be to make Shroud free/bonus action and behave like Greater Invisibility, not Invisibility. I will have to think about that.
  7. Dralggish
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    You might be able to look into monks and rogue: assassin to find a way to work it in similar to RAW and your intent. Monks have an extra ability appear, their unarmed attack every time they make an attack action, and rogue: assassins get guaranteed crits at the start of combat. Rather than a first turn modifier there might be a start of combat modifier. 
    1. Voltron89
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      Assassinate work only at start of combat becasue it has condition: "IF(HasStatus('SURPRISED'))" for enemies. So it will natrually happen only in first turn becasue enemies are surprised only on first turn. However I found function "not HadTurnInCombat()" so I will try to play with that later and see if I can somehow put it into work.

      EDIT: nope, HadTurnInCombat is for enemies that didn't act yet so it won't work. Dead end here.