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More PnP accurate Wizard Slayer (if possible)

ZanathKariashiZanathKariashi Member Posts: 2,869
Wizard Slayer - More PnP Accurate BG interpretation

HD D10

Advantages-

For every 3 class levels, the Wizard Slayer applies an effective +1 enhancement bonus (only applies to to-hit (weapons) or +all saves (armor), does not increases damage or AC) to Weapons, body armor, and shields, to a max of +5 at lvl 15. This bonus also allows the Wizard slayer to hit creatures requiring a minimum level of enchantment to hit, up to their maximum.

Weapons wielded by wizard slayers are never considered magical, but a Wizard Slayer of lvl 3 or above can by-pass protections against normal weapons.

(the above 2 abilities, I'm not 100% sure can be done with the current system....anyone more fluent in modding able to chime in on feasibility or possible workarounds?)

A wizard slayer's melee attacks are imbued with disruptive energies that can dispel magical effects. Every melee hit by a wizard slayer has a chance (50%) to dispel any magical effects present on the target, as if casting the targeted form of dispel magic with a caster level equal to the wizard slayers class level. Additionally, any spellcaster damaged in melee must save vs spells at -2 or be stricken with a non-cumulative spell failure penalty equal to the wizard slayer's magic resistance for 5 rounds.

Wizard Slayers possess Magic Resistance equal to 20% + 2% per class level (1% after 20)

Wizard Slayers also have 50% innate resistance to raw magical damage (spells such as Magic missiles or Skull trap only deal half damage) (also includes most inflict spells, Vampiric touch, harm (halves current hp, to a minimum of 1d4), finger of death, slay living, Horrid Wilting, Implosion)


Disadvantages -

May only specialize (**) in any weapon type usable by a fighter.

Wizard Slayers cannot use ANY magical equipment or items, except for restorative potions (potions of healing, antidotes, etc). (technically they can, but their strong anti-magic training completely suppresses such items abilities, so...it's easier to just disallow them to be used)

The Wizard Slayer cannot suppress his magic resistance, thus friendly spells and effects can potentially be resisted.

All healing from magical sources, such as clerical spells or from potions of healing is only half as effective (Heal only restores 50% of their max hp).This only applies to direct amounts of healing received, not to other effects such restoration or curing of poison.

Wizard Slayers cannot dual-class. (Technically they COULD dual into a thief...they're only restricted dualing into spell-casting classes, but even with UAI, they couldn't use magical items due to the above suppression effect, so it's best to just not bother with dual-classing, since that would be a LOT of work prevent, unless you can simply make it so a dualed wizard slayer/Thief can't pick Use any item as a HLA, which would be a fine workaround)
Post edited by ZanathKariashi on

Comments

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  • karnor00karnor00 Member Posts: 680
    Unfortunately they would still be completely outclassed by Inquisitors, particularly an Inquisitor with Carsomyr.

    By far their best ability would be the dispel on hit, but that's replicated by an Inquisitor with Carsomyr ( (which you can get pretty early in the BG2). And they would lack the amazing double-level dispel of the Inquisitor.

    The magic resist ability isn't that amazing (and again Carsomyr would = L25 wizard slayer). +5 weaponry just isn't that special given the weapons available in BG2. The +5 armor and shield would certainly be great, but an inability to use rings, amulets, cloaks, gauntlets, belts and helms would be pretty crippling.

    Then again, Wizard Slayers are currently so hopeless that it would still definitely be an improvement.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    And your point is?

    Classes don't compete against each other, and if you actually roleplay, you couldn't use a paladin in an evil party (AT ALL) or even a neutral party that occasionally takes evil paths on some quests, since doing so is considered a major violation and would instantly and irrevocably remove their paladin abilities. And they can't say they didn't know their group was evil or doing evil deeds as paladin have and are required to use their at-will detect evil ability anytime they meet a group of people, before attacking others etc, or it again, counts as a major violation.

    (I'll not elaborate further beyond that the BG inquisitor is NOTHING, like the PnP one, so again, it's not so much the wizard slayer is weaker, it's more that Bioware made $%^& up as they went along, without even trying to convert the some of the kits to BG's system)

    (I mean hell, the Cavalier is technically a Fighter kit that Paladins are also allowed to use, that works almost identically to the current one (except the PnP version is actually MUCH stronger), except it's abilities are on top of the underlying frame work for the class it's placed over...and the fighter version gives up going above specialization (**), while the paladin version gives up specialization, in addition to not using ranged weapons)

    So, not only would it bring the Wizard Slayer closer to it's PnP incarnation, and be a rather hefty buff over the BG version, but it would open up roleplaying options for having an anti-magic specialist warrior, without blatantly disregarding most of the VERY strict rules paladins are supposed to obey.
  • DarkcloudDarkcloud Member Posts: 302
    In this case bringing the character closer to PnP seems to be a good idea and with a Shield and Full Plate he would be at -9AC just from that equipment at level 15. If it isn't possible to modify weapons and armor in a way to apply these bonuses it would maybe possible for him to just "create" a new one if he has a normal one of these items in the inventory with class restrictions set to wizard slayer.
  • PugPugPugPug Member Posts: 560
    Do you have access to the source material for this kit? I'd really like to read it.

    I've never modded BG, but I'm experienced in modding other games, and it would be worth it to me to learn BG to fix this kit.

    I thought Overhaul was going to do it -- one of their people had posted that it was on their radar -- but I've given up hope on that happening.
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