Improved Trip / Disarm should be Champion of Corellon bonus feats. Crinti Shadow Marauders don't get weapon proficiencies. Epic Dragon Shaman is 21st level. JPM was missing epic arcane bonus feats. Karsites & Silverbrows can enter Crinti Shadow Maarauder. Drunken Rage can allow entry into Frostrager. Knight of the Sacred Seal was missing FEATOR prereq for Weapon Focus: Shortsword. Two-Weapon Defense is a general feat. Tweaked Echoblade enchantment cost. Added base class equpiment packages more inline with PnP & the actual package descriptions (@Cypher). Added a modified packages.2da to support the above. Updated Dynamic Conversation tokens as to greatly lessen the chance of conflicting with module dialogues. Added weapon proficiencies to FeatToIprop(). Added pnp essentia scaling support for meldshaper levels over 40. Added GetProficiencyFeatOfWeaponType(). Added GetHasSwashbucklerWeapon(). Added GetHasCorellonWeapon(). Fixed spelling for IP_CONST_FEAT_WEAPON_PROFICIENCY_NUNCHAKU. Fixed PsyRogue's Enhanced Sneak Attack scaling. Eldrtich Doom shouldn't target non-hostiles. Fixed Hellfire Warlock fire resistance to work with other sources of fire resistance. Fixed text feedback for Island in Time. Added some DEBUG for Shadow Blade. prc_2da_cache creature should no longer be accidently targetable, causing faction issues. Added a PnP cat creature, for the hell of it. Tibitz is Dragon Magizine, unfortunately. Updated text tokens for Astral Construct convos. Updated text tokens for soulknife's mindblade convos. If you save vs certain fear effects, they fail to work on you for 24 hours, from that source. (Form of Doom, Dragon Fear) Fixed Prismatic Sphere VFX bug (@Syrophir) Fixed Banishment bug on all Prismatic spells. Bralani Eldarin were missing Low-Light Vision. Fixed Lips of Rapture bug. Prelimiary work to making Favoured Soul's Deity's Weapon closer to PnP. Fixed Firey Burst bug. I think. Updated notes. Updated PRC8 Manual.
123 lines
4.8 KiB
Plaintext
123 lines
4.8 KiB
Plaintext
/*
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----------------
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Form of Doom - Frightful presence OnEnter
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psi_pow_frmdment
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----------------
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13/12/05 by Stratovarius
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*/ /** @file
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Form of Doom - Frightful presence OnEnter
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Psychometabolism
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Level: Psychic warrior 6
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Manifesting Time: 1 standard action
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Range: Personal; see text
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Target: You
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Duration: 1 round/level
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Power Points: 11
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Metapsionics: Extend
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You wrench from your subconscious a terrifying visage of deadly hunger and
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become one with it. You are transformed into a nightmarish version of
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yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a
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fright-inducing countenance. You retain your basic shape and can continue to
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use your equipment. This power cannot be used to impersonate someone; while
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horrible, your form is recognizably your own.
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You gain the frightful presence extraordinary ability, which takes effect
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automatically. Opponents within 30 feet of you that have fewer Hit Dice or
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levels than you become shaken for 5d6 rounds if they fail a Will save
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(DC 16 + your Cha modifier). An opponent that succeeds on the saving throw
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is immune to your frightful presence for 24 hours. Frightful presence is a
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mind-affecting fear effect.
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Your horrific form grants you a natural armor bonus of +5, damage reduction
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5/-, and a +4 bonus to your Strength score. In addition, you gain +33% to
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your land speed as well as a +10 bonus on Jump checks.
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A nest of violently flailing black tentacles sprout from your hair and back.
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You can make up to four additional attacks with these tentacles in addition
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to your regular melee attacks. You can make tentacle attacks within the
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space you normally threaten. Each tentacle attacks at your highest base
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attack bonus with a -5 penalty. These tentacles deal 2d8 points of damage
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plus one-half your Strength bonus on each successful strike.
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This power functions only while you inhabit your base form (for instance,
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you can’t be metamorphed or polymorphed into another form, though you can
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use, claws of the beast, and bite of the wolf in conjunction with this power
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for your regular attacks), and while your mind resides within your own body.
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Augment: For every additional power point you spend, this power’s duration
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increases by 2 rounds.
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*/
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#include "prc_inc_spells"
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void main()
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{
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object oTarget = GetEnteringObject();
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object oCreator = GetAreaOfEffectCreator();
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string sCreatorID = GetObjectUUID(oCreator);
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string sVar = "FoD_FEAR_IMMUNE_" + sCreatorID;
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// Skip if target already immune to this manifester's frightful presence
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if (GetLocalInt(oTarget, sVar))
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return;
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effect eLink = EffectShaken();
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
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int nDC = 16 + GetAbilityModifier(ABILITY_CHARISMA, oCreator);
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int nDuration = d6(5);
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if (GetIsEnemy(oTarget, oCreator))
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{
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SignalEvent(oTarget, EventSpellCastAt(oCreator, SPELLABILITY_AURA_FEAR));
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if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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else
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{
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// Successful save grants 24-hour immunity to this manifester’s aura
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SetLocalInt(oTarget, sVar, TRUE);
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DelayCommand(HoursToSeconds(24), DeleteLocalInt(oTarget, sVar));
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}
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}
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}
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/* #include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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object oTarget = GetEnteringObject();
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effect eLink = EffectShaken();
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
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int nDC = 16 + GetAbilityModifier(ABILITY_CHARISMA, GetAreaOfEffectCreator());
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int nDuration = d6(5);
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if(GetIsEnemy(oTarget, GetAreaOfEffectCreator()))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FEAR));
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//Make a saving throw check
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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} */ |