Hi, please note I am no longer actively modding so all my current mods are in their final version.
I haven't made any changes since Patch 8 dropped so if there area any issues, I'd recommend you look for an alternative mod that adds something similar!
What I think is happening is that the UUID value is not the same as the one other subclasses are using and is bringing up a different level up panel (in multiclass only) to the one that the other mods are trying to use. It is also missing the SubClass entries for the base game subclasses (the first three in the second thing I pasted) which is why it isn't showing them.
EDIT: fixed the file extension because apparently I can't read
hey sorry this might be a dumb question but does it add an actual additional subclass or does it change the fighter champion subclass that is already there?
Oooo this is neat, good job! Have you considered making a knight enchanter? always wondered how that might translate to DnD. Maybe some inspiration from bladesinger
Thanks! I'd love if Knight-Enchanter was in this game, such a fun playstyle. If you take a look through my previous mods, you'll notice that I'm partial to making mods for martials lol. I wouldn't rule out modding a caster subclass, but I'd have to start small first!
Oh absolutely! I'm more martially inclined myself, which is part of why KE was always my favorite because it was a melee oriented mage. Keep up the good work! and if you're planning on playing veilguard, hope you have fun!
I really like the idea of this class, it's something that's really missing. However, at the moment it's too OP. This is of course just my opinion, but almost every ability is too strong starting with the insane 50% HP.
Hi and yeah Champion was pretty busted in Inquisition too haha. The health boost is actually one of the more balanced parts since your HP will only be slightly higher than a Barbarian's (who also has Rage), and only starts to get noticably larger around Level 7-9.
I'm happy to make certain changes:
Wary Cry can be once per Short Rest instead of per Battle and can remove Prone condition
Taunt effect can be a Wisdom Saving Throw
To The Death Can be a once per Long Rest ability
Walking Fortress is busted because it's designed that way! It works exactly the same in Inquisition but still open to feedback
Those are just off the top of my head - if any of those sound appealling or if you have thougths of your own, let me know.
Edit: I've made the above changes and changed the Taunted status' Attack Roll penalty from -4 to -2.
Here are some balance ideas, out of the top of my head:
War Cry: Leave as is but reduce taunt duration to 2 turns. Remove unconditional -2 to attack rolls. Bulwark: Reduce to 33% hp. To The Death: Reduce to once per short rest. Change +10 damage to +10 attack rolls. Keep bolster but eliminate all other effects. Resilience: Remove the 'per-turn' condition. Add a 'while health is at 100%' condition (ensuring the stun happens after damage is applied) Unyielding: Change invulnerability duration to 1 turn.
I liked a lot of your ideas and incorporated them all except I kept "To The Death" the same outside of being once per Long Rest (it functions the same as Dragon Age Inquisition's so wanted to keep it as is) and made Walking Fortress once per Long Rest. Will be uploading the balanced version shortly and updating the description!
13 comments
I haven't made any changes since Patch 8 dropped so if there area any issues, I'd recommend you look for an alternative mod that adds something similar!
<node id="Progression">
<attribute id="AllowImprovement" type="bool" value="false"/>
<attribute id="Level" type="uint8" value="3"/>
<attribute id="Name" type="LSString" value="Fighter"/>
<attribute id="ProgressionType" type="uint8" value="0"/>
<attribute id="TableUUID" type="guid" value="ba4e707e-4bbd-4630-963b-ce2f2947f971"/>
<attribute id="UUID" type="guid" value="a1c746d6-976a-4504-a594-04027d244b3c"/>
<children>
<node id="SubClasses">
<children>
<node id="SubClass">
<attribute id="Object" type="guid" value="8011c2a2-4918-4687-8022-411e28a5df3e"/>
</node>
</children>
</node>
</children>
While it should look like this:
<node id="Progression">
<attribute id="AllowImprovement" type="bool" value="false"/>
<attribute id="Level" type="uint8" value="3"/>
<attribute id="Name" type="LSString" value="Fighter"/>
<attribute id="ProgressionType" type="uint8" value="0"/>
<attribute id="TableUUID" type="guid" value="ba4e707e-4bbd-4630-963b-ce2f2947f971"/>
<attribute id="UUID" type="guid" value="23eacff0-9efe-4ea6-b031-19075cc96b63"/>
<children>
<node id="SubClasses">
<children>
<node id="SubClass">
<attribute id="Object" type="guid" value="e668c6f1-5149-4b10-ab7e-3637ed444066" />
</node>
<node id="SubClass">
<attribute id="Object" type="guid" value="b722614a-303f-411a-bb19-a1882ad1f4cc" />
</node>
<node id="SubClass">
<attribute id="Object" type="guid" value="0a01dc6b-ab1a-4c0e-8a5e-4787fe1f2caf" />
</node>
<node id="SubClass">
<attribute id="Object" type="guid" value="8011c2a2-4918-4687-8022-411e28a5df3e"/>
</node>
</children>
</node>
</children>
What I think is happening is that the UUID value is not the same as the one other subclasses are using and is bringing up a different level up panel (in multiclass only) to the one that the other mods are trying to use. It is also missing the SubClass entries for the base game subclasses (the first three in the second thing I pasted) which is why it isn't showing them.
EDIT: fixed the file extension because apparently I can't read
My mod is added as a new Fighter subclass, the regular Champion subclass is still available and untouched.
I'm happy to make certain changes:
Those are just off the top of my head - if any of those sound appealling or if you have thougths of your own, let me know.
Edit: I've made the above changes and changed the Taunted status' Attack Roll penalty from -4 to -2.
War Cry: Leave as is but reduce taunt duration to 2 turns. Remove unconditional -2 to attack rolls.
Bulwark: Reduce to 33% hp.
To The Death: Reduce to once per short rest. Change +10 damage to +10 attack rolls. Keep bolster but eliminate all other effects.
Resilience: Remove the 'per-turn' condition. Add a 'while health is at 100%' condition (ensuring the stun happens after damage is applied)
Unyielding: Change invulnerability duration to 1 turn.