This is a Homebrew Class, feedback on bugs, balance and anything you think would look or work better is really appreciated.
Important: Use Bug Section for Reports
Please report all bugs in the "Bug Section." It notifies me instantly on my phone, making it quicker and easier to fix issues. Reports in the comments may get delayed.
ya know for the remaining 10 levels you can snag the giant soul sorcerer and maybe some day someone will also add the rune shaper feat to really let you live out the giant lifestyle especially since there are already a few that add half giant/half goliaths
Would you be willing to make a patch for Home Brew - Classes Reworked? It moves subclass election to lvl 3 and the lvl 10 feature is moved to level 11 to accommodate new wizard abilities.
this subclass kinda turns the wizard into a martial spell caster, which i think is awesome, but the features you get focus a bit on offensive weapon fighting and whatever cool stuff you can come up with using the runes, making it kinda lacking in the defense area if it's a subclass that could possibly put you in the front lines. I would recommend some defensive features, but either way I think this subclass is awesome and incredibly unique.
It is fitting for a wizard to be a glass cannon though. other spellblade classes like warlocks subclasses don really get additional defensive options either
Would it be possible to make the mod compatible with the Charisma Wizard mod? - https://www.nexusmods.com/baldursgate3/mods/6533 The only thing that would need to be done is make the runic weapon able to use your charisma modifier rather than intelligence. All the spells work fine already.
Any chance of adding a rune carving feat? I really like this idea, but want to use it on my mono-classed character. Something like the second half of the 2nd level abilities (inscribing runes).
Found a way to do it by looking at off hand pact bind. (for anyone that is following). This will also put it in the ranged weapon and I don't know if it will have any adverse effects. 1. Unpack the mod using LSLib 2. look for FFT_Shout.txt in Public\FFT_WizardTraditions_Runesmith\Stats\Generated\Data and change data "SpellProperties" "ApplyEquipmentStatus(MainHand,FFT_RUNIC_WEAPON,100, -1);" todata "SpellProperties" "ApplyEquipmentStatus(MainHand,FFT_RUNIC_WEAPON,100, -1);IF(not IsOffHandSlotEmpty() and not HasShieldEquipped()):ApplyEquipmentStatus(OffHand,FFT_RUNIC_WEAPON,100,-1);ApplyEquipmentStatus(RangedMainHand,FFT_RUNIC_WEAPON,100,-1);ApplyEquipmentStatus(RangedOffHand,FFT_RUNIC_WEAPON,100,-1)"
3. In same folder find FFT_boost.txt and change data "IsUnique" "1" under FFT_Runic_Weapon to data "IsUnique" ""
61 comments
This is a Homebrew Class, feedback on bugs, balance and anything you think would look or work better is really appreciated.
Important: Use Bug Section for Reports
Please report all bugs in the "Bug Section." It notifies me instantly on my phone, making it quicker and easier to fix issues. Reports in the comments may get delayed.
Thank you.
The only thing that would need to be done is make the runic weapon able to use your charisma modifier rather than intelligence. All the spells work fine already.
when i use shield spell into the rune, It can't work
someone can solve this problem?
weapon and I don't know if it will have any adverse effects.
1. Unpack the mod using LSLib
2. look for FFT_Shout.txt in Public\FFT_WizardTraditions_Runesmith\Stats\Generated\Data and change
data "SpellProperties" "ApplyEquipmentStatus(MainHand,FFT_RUNIC_WEAPON,100, -1);"
todata "SpellProperties" "ApplyEquipmentStatus(MainHand,FFT_RUNIC_WEAPON,100,
-1);IF(not IsOffHandSlotEmpty() and not
HasShieldEquipped()):ApplyEquipmentStatus(OffHand,FFT_RUNIC_WEAPON,100,-1);ApplyEquipmentStatus(RangedMainHand,FFT_RUNIC_WEAPON,100,-1);ApplyEquipmentStatus(RangedOffHand,FFT_RUNIC_WEAPON,100,-1)"
3. In same folder find FFT_boost.txt and change data "IsUnique" "1" under FFT_Runic_Weapon to data "IsUnique" ""
Edit: The skill will be container where you will be able to engrave main/ranged and offhand weapons