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trunk/newspellbook/bnd_vest_halphax.nss
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trunk/newspellbook/bnd_vest_halphax.nss
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/*
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25/03/21 by Stratovarius
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Halphax, the Angel in the Angle
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Gnomes rarely earn a reputation for their military might, but Halphax is one of the few exceptions to that rule. He grants his summoners the ability to defend a fortress and imprison foes, as well as the hardness of stone.
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Vestige Level: 8th
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Binding DC: 32
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Special Requirement: Halphax<61>s sign must be drawn inside a building.
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Influence: In his time as a vestige, Halphax seems to have lost all memory of his life as well as any feeling of guilt or shame for his actions. Thus, when you are under his influence,
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you lose any normal sense of shame or embarrassment. However, if someone threatens a hostage you care about<75>be it a creature or an item<65>Halphax requires that you accede to the hostage taker<65>s demands.
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Granted Abilities:
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Halphax grants you great knowledge of mechanical arts as well as the power to imprison foes, build defenses, and gird your body with the hardness of stone.
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Damage Reduction: You gain damage reduction 10/+5.
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Halphax<EFBFBD>s Knowledge: You gain a +16 bonus on Lore checks.
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Imprison: As a standard action, you can make a melee touch attack to imprison your target. If you hit, the target must make a Fortitude saving throw or be imprisoned.
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This ability functions like the imprisonment spell, except that the imprisonment lasts for a number of rounds equal to your effective binder level. If a target makes
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its save, you must wait 1d4 rounds before using the ability again. You cannot imprison a creature while you already have another imprisoned from the use of this ability.
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Iron Defenses: As a standard action, you can cause a series of gnashing defenses to spring into place. This functions as a blade barrier spell. Once you have used this ability, you cannot do so again for 5 rounds.
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Secure Shelter: At will as a standard action, you can cast Mordenkainen's Magnificient Mansion.
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*/
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#include "bnd_inc_bndfunc"
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void main()
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{
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object oBinder = PRCGetSpellTargetObject();
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effect eLink = EffectLinkEffects(EffectVisualEffect(VFX_DUR_STONE5), EffectPact(oBinder));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_PROT_PRC_STONESKIN));
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if (!GetIsVestigeExploited(oBinder, VESTIGE_HALPHAX_DR)) eLink = EffectLinkEffects(eLink, EffectDamageReduction(10, DAMAGE_POWER_PLUS_FIVE));
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if (!GetIsVestigeExploited(oBinder, VESTIGE_HALPHAX_KNOWLEDGE)) eLink = EffectLinkEffects(eLink, EffectSkillIncrease(SKILL_LORE, 16));
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if (!GetIsVestigeExploited(oBinder, VESTIGE_HALPHAX_IMPRISON)) IPSafeAddItemProperty(GetPCSkin(oBinder), ItemPropertyBonusFeat(IP_CONST_VESTIGE_HALPHAX_IMPRISON), HoursToSeconds(24), X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
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if (!GetIsVestigeExploited(oBinder, VESTIGE_HALPHAX_BARRIER)) IPSafeAddItemProperty(GetPCSkin(oBinder), ItemPropertyBonusFeat(IP_CONST_VESTIGE_HALPHAX_BARRIER ), HoursToSeconds(24), X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
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if (!GetIsVestigeExploited(oBinder, VESTIGE_HALPHAX_SHELTER)) IPSafeAddItemProperty(GetPCSkin(oBinder), ItemPropertyBonusFeat(IP_CONST_VESTIGE_HALPHAX_SHELTER ), HoursToSeconds(24), X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(eLink), oBinder, HoursToSeconds(24));
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}
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