improved monk fists mod for IWD2
version: 0.2 (added possibility for stunning at higher levels)
to reduce micromanagement (monks can stun anyway)
and heighten the feel of a monk (in contrast to other melee classes)
0.1 (initial version)
author: lefuet
wanted to give monk fists the chance to keep up with ever better magical weapons
instructions:
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copy the files to your override folder to activate
remove these files from your override folder to deactivate
what is changed:
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weapon type of monk fists is now axes:
- they profit from weapon proficiency (in axes)
- the critical threat range is 19-20 x3 (they are also keen weapons now)
the enchantment you gain at level 10 +1 (13+2, 16+3, 21+4) now also counts as to hit and damage bonus.
at level 26 your fists now count as +5 weapons (including the to hit and damage bonus)
added the possibility for (lvl 1-9: normal, lvl 10-xx: magical) damage bonus.
lvl 01-03: 1d6 + 1d6(10%) normal damage
lvl 04-07: 1d8 + 1d6(10%) normal damage
lvl 08-09: 1d10 + 1d6(10%) normal damage
lvl 10-11: 1d10+1 normal damage + 1d6(10%) magical damage (+1 Weapon now)
lvl 12-12: 1d12+1 normal damage + 1d6(10%) magical damage (+1 Weapon now)
lvl 13-15: 1d12+2 normal damage + 1d6(10%) magical damage (+2 Weapon now) + stun(10%)
lvl 16-20: 1d20+3 normal damage + 1d6(25%) magical damage (+3 Weapon now) + stun(25%)
lvl 21-25: 1d20+4 + 1d6 normal damage + 1d6(50%) magical damage (+4 Weapon now) + stun(50%)
lvl 26-xx: 1d20+5 + 1d10 normal damage + 1d10 magical damage (+5 Weapon now) + stun
stun(x%) = x% chance that target is stunned for 1 round (Fortitude save)