Merci d'avance
[MOD] Pen & paper Celestials
Je voulais juste savoir si quelqu'un a déjà testé ce mod et s'il en vaut vraiment la peine ?
Merci d'avance
Merci d'avance
<span style=\'font-family:Geneva\'><span style=\'font-family:Times\'>"La plus grande force ne réside pas dans la force physique,mais belle et bien dans l'attitude moral et mental"Alaundo Le Sage.</span></span>
-
Mathrim Cauthon
- Statut : Hors ligne
-
Mathrim Cauthon
- Statut : Hors ligne
Citation du readme, très compréhensible même si on n'a pas un haut niveau d'anglais :
Planetar
A General Overview
Planetars are powerful spirits that directly serve the deities and powers of the upper planes. Planetars will typically come to the aid of only the most powerful mortal servants of good.
Combat
Planetars have the spell ability of a priest half the level of the planetar and with wisdom equal to 21. They have major access to all spheres, and in addition have the following innate powers:
* Aid, at will 1/round.
* Cure Serious Wound, 3/day.
* Detect Evil, at will 1/round.
* Know Alignment, at will 1/round.
* Teleport Without Error, at will 1/round.
* Blade Barrier, 3/day.
* Cure Disease, at will 1/round.
* Detect Invisibility, at will 1/round.
* Detect Snares and Pits, at will 1/round.
* Dispel Magic, at will 1/round.
* Earthquake, 1/day.
* Feeblemind, 1/day.
* Fire Storm, 1/day.
* Flame Strike, 3/day.
* Heal, at will 1/round.
* Holy Word, 1/day.
* Improved Invisibility 10' Radius, at will 1/round.
* Insect Plague, 1/day.
* Limited Wish, 1/day.
* Polymorph Any Object, at will 1/round.
* Protection From Evil 40' Radius, at will 1/round.
* Raise Dead, 3/day.
* Remove Curse, at will 1/round.
* Remove Fear, at will 1/round.
* Resist Cold, at will 1/round.
* Greater Restoration, 1/day.
* Shapechange, 1/day.
* Symbol- any, 1/day.
* True Seeing, at will 1/round.
In addition Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil.
Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.
Planetar
A General Overview
Planetars are powerful spirits that directly serve the deities and powers of the upper planes. Planetars will typically come to the aid of only the most powerful mortal servants of good.
Combat
Planetars have the spell ability of a priest half the level of the planetar and with wisdom equal to 21. They have major access to all spheres, and in addition have the following innate powers:
* Aid, at will 1/round.
* Cure Serious Wound, 3/day.
* Detect Evil, at will 1/round.
* Know Alignment, at will 1/round.
* Teleport Without Error, at will 1/round.
* Blade Barrier, 3/day.
* Cure Disease, at will 1/round.
* Detect Invisibility, at will 1/round.
* Detect Snares and Pits, at will 1/round.
* Dispel Magic, at will 1/round.
* Earthquake, 1/day.
* Feeblemind, 1/day.
* Fire Storm, 1/day.
* Flame Strike, 3/day.
* Heal, at will 1/round.
* Holy Word, 1/day.
* Improved Invisibility 10' Radius, at will 1/round.
* Insect Plague, 1/day.
* Limited Wish, 1/day.
* Polymorph Any Object, at will 1/round.
* Protection From Evil 40' Radius, at will 1/round.
* Raise Dead, 3/day.
* Remove Curse, at will 1/round.
* Remove Fear, at will 1/round.
* Resist Cold, at will 1/round.
* Greater Restoration, 1/day.
* Shapechange, 1/day.
* Symbol- any, 1/day.
* True Seeing, at will 1/round.
In addition Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil.
Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.
-
Mérillym Martial
- Statut : Hors ligne
-
Mathrim Cauthon
- Statut : Hors ligne
-
Mathrim Cauthon
- Statut : Hors ligne
-
Mathrim Cauthon
- Statut : Hors ligne
-
Mathrim Cauthon
- Statut : Hors ligne
Et bien, seuls les planétaires "normaux" sont modifiés par ce mod. D'après ce que j'ai lu sur le forum du mod (sur ce post), l'auteur considère (en se basant sur ses livres de règles de ADD) qu'un planétaire déchu perd ses pouvoirs quand a lieu sa déchéance et devient donc une créature moins puissante.
- Elzen
- Grand Gourou
- Glabrezu
- Messages : 5283
- Enregistré le : mer. 22 oct. 2003, 23:22
- Localisation : Pas loin...
- Contact :
- Statut : Hors ligne
Moins bien pour les mauvais, mais logique... (PTI)
Elzen (mon blog, le Livre d'Argent). Statut : Plus ou moins dispo.
RP : Angus Mivert, barde bricoleur (#3CB371 – ma fiche).
Auteur de la Gigue des Ombres ; initiateur de feu le Projet nBg.
Supercalifragilisticexpialidocious, Kupo !!
RP : Angus Mivert, barde bricoleur (#3CB371 – ma fiche).
Auteur de la Gigue des Ombres ; initiateur de feu le Projet nBg.
Supercalifragilisticexpialidocious, Kupo !!
Qui est en ligne
Utilisateurs parcourant ce forum : Aucun utilisateur enregistré et 7 invités
Vous ne connaissez pas Valen, Ilyich, Solaufein ? Vous avez terminé Baldur's Gate cent fois et vous vous en lassez ? Envie de savoir ce qu'est un mod, où en trouver, ce que les gens ont pu en penser ? Envie de découvrir une nouvelle facette de Baldur's Gate ? Vous trouverez ici la réponse à vos questions sur les mods concernant Baldur's Gate. Pour les mods relatifs à Icewind Dale, veuillez consulter la section dédiée.