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Weapon Skills Extra Patch9Ready v1.48  

Upload: 27 Jul 2023, 16:31
Created by: LostSoulMan [X]
Uploaded by: Aqxaro
Weapon Skills Extra Patch9Ready v1.48

Adds Echo Knight, Path of the Zealot and Path of Ancestral Guardian subclasses (see below/articles to more details). No change to new wpn skills (still once per rest)

Requires:

5e Spells
More Feats Patch9Ready

V1.48 Change: can throw enemeis with Throw_ImprovisedWeapon
V1.47 Add: GloomStalker Ranger (Massive thanks to Djmr, base ranger and start of GloomStalker was all their fantastic work!)
V1.46 echo immunities  "SILENCED;DEAF;BLINDED;UNCONSCIOUS;CHARMED;BLEEDING;SHOCKED;SLEEPING;RESTRAINED;KNOCKED_OUT;POISONED;SG_Prone;PRONE_FALLEN;DIFFICULT_TERRAIN_VINES;ENSNARED_VINES;WEB;SG_Blinded;SLEEP;SG_Disease;SG_Poisoned;BURNING;SG_Frightened;SG_Charmed;CROWN_OF_MADNESS;MIND_MASTERY;PARALYZED;HOLD_PERSON;STATIC_DISCHARGE;STATIC_DISCHARGE_DAMAGE;LURING_SONG;SHOCKED;TIMMASK_SPORES;BIBBERBANG_FUMES;HIDEOUS_LAUGHTER;WILD_MAGIC_BURNING"
V1.45 Fix: echo AC scales with PB (only tested to lvl 5)
V1.44 Fix: echo extra attack set to go to temporary toolbar
V1.43 Fix: echo immune to sleep and can Echo Knight can summon without killing the Echo!
V1.42 Add: add proficiency bonus for fighters and barbariansin progressions.
V 1.41 Fix: unarmed attack using actionpointgroup
V1.40 Fix: vortex issue [thanks unseenenigma] and throw_throw_dex
V1.39 Fix: can pick Precision Strike and Parry as Fighting Styles [Had to change Parry to a flat 5 damage reduction due to bugs].
V1.38 Fix: for Patch 9, Precision Strike and Parry uses reaction (Parry is BETA= dmg only reduced to 1, and maybe you can parry ranged attacks, oops).
V1.37 Fix: for Patch 9, Echo Knight and Barb highlight powers.
V1.36 Fix: Extra Attack
V1.35 Amend: Reckless Attack is an ability you can use if you have an available action. Now you have combine with special weapon abilities.
V1.34 Add: Fighterstyle - Druidic Warrior for Ranger
V1.33 Update: Echo Knight. So you can swap to echo location for attack at no cost. [Bug: Echo has lost its name]
V1.32 - Ignored
V1.31 Add: compatibilty to allow throw using dex.
V1.30 Fix: the Echo should now be immune to sleep
V1.29 Update: for patch 8
V1.28 Fix: Ok, i think ive really fixed it this time! (base game doesnt allow Barbarians to receive rage dmg bonus to offhand attacks)
V1.27 Fix: base game doesnt allow Barbarians to receive rage dmg bonus to offhand attack
V1.26 Update: change throw and unarmed attack (compatibility with HomeBrew Features mod)
V1.25 Update: for Patch 7 (Barb can be leveled to lvl20 BUT I havent added extra skills for Totem and Beserker >lvl 4)
V1.24 Fix: Fighting Style - unarmed fighting
V1.23 You can now rez characters (patch6 upgrade that i missed fixing)
V1.22 Rage and Reckless auto cast (just click on icon and they cast). [Thanks to irishpubbg for finding the error]
V1.21 Updated for Patch 6 (see article)
V1.20 fix for extra attack (you must load this mod after lvlup)
V1.19 Fix for revivify
V1.18 Unarmored Defence Fix (thanks Diz)
V1.17 Adds Path of the Zealot (see article)
V1.16 Traders should have gold after level 5
V1.15 Can't rage in heavy armor
V1.14 Reckless Attack (bug fix: now also usable when not raging)
V1.13 Add for Eldritch Knight and Battle Master - see article
V1.12 Barbarian- Path of Ancestral Guardian to level 20 - see video and article.
V1.11 Extra attack, extra action surge, extra attack after action surge, indomitable added. Indomitable gives a 3 round buff giving advantage on saving throws.
V1.10 Adds Progressions.lsx to lvl 20 (skills yet to be complemented)
V.109 Bait& Switch |+4 AC| Sweeping Attack |Use a cleave attack| Whip |Made it a simple weapon for rogues|
V.108 Adds Echo Knight (please watch the video).

Manifest Echo: At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. | Initially set at 9 metre range |

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. |AC set at 16. 1 hp, immune to most statuses |

On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. | If it becomes 18 metres away from knight it is destroyed |

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. |Swap implemented |
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. | Difficult to implement. You get a skill Swap Places - Attack. You swap with the echo, attack (you cant move or use BA), then use a new skill to return to original poisition |
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. | Difficult to implement. You get a new skill Echo AOO. You target one enemy with melee range of your Echo. You make an attack. If you hit the creature has a status that if it moved it will take 1d10 slashing damage, at the cost of your reaction. If you miss it doesn't cost your reaction. If you use More Feats and take Sentinal- if you toggle it on, and hit,. the enemies movement is blocked. If the feat is toggled off it wors as normal |

Unleash Incarnation: At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. | 1. Use Echo swap- Attack. 2. Attack and enemy. 3. This will unlock a melee attack. 4. If you have the Unleash Incarnation resource you can make an attack. If you use Action Surge you can then make another attakc using this resource. You currently get 3 uses per long rest |

V.107 Adds Quick Toss, Skeleton Trader sells Nets (Choose Your Stats mod updated so you can nets from game start)

V1.06 Lvl 5 action surge fix

V1.05 Adds PrecisionAttack, Commanding Presence, Feigning Attack and Evasive FootWork. Rally lasts until a long rest.

Precision Attack: activate to use superiority die. Then you MUST use the normal melee or ranged attack to get +d8 on your attack rolls.

Commanding Presence: you get +4 on those skill checks.

Feigning Attack- works per 5e

Evasive Footwork- you get +4 AC and don't care about needing to move.

Rally- now lasts until a long rest (like 5E)

V1.04 Blind fighting style now gives immunity to blind
V1.03 fix throw for patch 5, add fighting styles (trip and disarm attack)
Added FightSyles V1.02  -see article
Changes weapon skills e.g. cleave, smash, pindown, slash and rush to be used per combat (instead of per rest).

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