Mod is totally dead, in case you are experiencing every skill/action icon disappeared and evert class icon in character creation screen... this mod is probably the cause.
is anyone else having trouble starting this mod? because from what i can tell i have all requirements installed but when i go to level up the subclass is not there? any advice would be greatly appreciated.
Hey, I Love this mod! It's the first Subclass Mod I downloaded. I played a Rune Knight through Tomb of Annihilation, and it is so fun to see that character recreated in the game. Thank you so much for all the hard work you put into this mod, and bringing it to the game. And Thank you, @sumradagnoth8 for working on rebuilding it.
Could I make a humble request though? I don't know if anyone else has already mentioned this, or how hard this would be to do, but could you change the "buff" of Giant's Might to be a separate spell effect apart from "Enlarge"? What I'd love to be able to do is stack the two effects.
I don't quite remember if this was RAW but when I played Tomb, my Rune Knight was also a Duergar, that gets access to the enlarge spell at level 3 just like in BG3. Since Giant's Might and Enlarge were separate spells/effects, my DM allowed them to stack. So from level three on, my fighter could literally grow from Medium to Huge. Which just made for some tremendously fun encounters. A Duergar fighting toe to toe with Frost Giants and an Undead TRex and by the end of the module, a demi-god. I'd love to see that fun silliness brought to BG3 and I doubt it would be overpowered or game-breaking... it didn't seem to be throughout ToA on the Table.
This change would allow other players to get the benefit in other ways too, without having to use the Duergar race. Anyone could pop an elixir of the Colossus or have Gale cast Enlarge on them, so it just brings some extra utility to Giants Might.
If that's not your vision for the rebuilt mod/subclass that's cool. I'm still really thankful to get to play it, and I really appreciate the work to bring it to the game! You're awesome, and Thank You again.
In my rebuild, the enlarge spell should stack properly with giants might, per tabletop rules. What your dm ruled for you is the way it is supposed to work :)
So yeah at 18th level Runic Juggernaut, with Enlarge cast, we can have these shenanigans:
I also fixed it so that Runic Juggernaut properly applies the 5' reach bonus to your melee attacks (like RAW), and additive with weapons that already have reach.
Also have it working with Dr. Kekyll's grappling framework so you can make the classic Rune Knight overpowered grappler build in BG3
Sadly, Patch6 broke SE (as expected), so gonna be pending that to get fixed before I can fully post the mod.
This is awesome. Can’t wait to see it live. It gave me an excuse to pause and go back to my pre-modded game and finish Act 3. Hopefully the SE issues are resolved soon, and by then you’ll be able to post the rebuild. But if not, I’ve still got a couple characters I’m excited to play through.
Now if I could only find someone who wants to mod in the Grung…
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Could I make a humble request though? I don't know if anyone else has already mentioned this, or how hard this would be to do, but could you change the "buff" of Giant's Might to be a separate spell effect apart from "Enlarge"? What I'd love to be able to do is stack the two effects.
I don't quite remember if this was RAW but when I played Tomb, my Rune Knight was also a Duergar, that gets access to the enlarge spell at level 3 just like in BG3. Since Giant's Might and Enlarge were separate spells/effects, my DM allowed them to stack. So from level three on, my fighter could literally grow from Medium to Huge. Which just made for some tremendously fun encounters. A Duergar fighting toe to toe with Frost Giants and an Undead TRex and by the end of the module, a demi-god. I'd love to see that fun silliness brought to BG3 and I doubt it would be overpowered or game-breaking... it didn't seem to be throughout ToA on the Table.
This change would allow other players to get the benefit in other ways too, without having to use the Duergar race. Anyone could pop an elixir of the Colossus or have Gale cast Enlarge on them, so it just brings some extra utility to Giants Might.
If that's not your vision for the rebuilt mod/subclass that's cool. I'm still really thankful to get to play it, and I really appreciate the work to bring it to the game! You're awesome, and Thank You again.
What your dm ruled for you is the way it is supposed to work :)
I also fixed it so that Runic Juggernaut properly applies the 5' reach bonus to your melee attacks (like RAW), and additive with weapons that already have reach.
Also have it working with Dr. Kekyll's grappling framework so you can make the classic Rune Knight overpowered grappler build in BG3
Sadly, Patch6 broke SE (as expected), so gonna be pending that to get fixed before I can fully post the mod.
Now if I could only find someone who wants to mod in the Grung…