Potions are essential for witcher, maybe you could add new potions just for witcher class, that some npc can sell or one could loot them from dead bodies of witchers in the wilderness.
Dual classing to druid or thief sounds fun, if you ever release this class i will most definitely play it
IMHO the character should have max char of 8-10 and negative reaction modifiers. Negative constitution does not make any sense, as Witcher are very healthy. They should also have natural regeneration.
I would also remove the chance of slaying a monster and grant them gradual +1 to thac0 and dmg against certain types of monsters.
As far as immunities go, I would get rid of them and improve their saving throws against poison. Also their amulet should grant them +2 to saves against spells etc.
But honestly, I would look forward to some clever thoughts on his weapons. That's like the first thing that stopped me from trying to create a kit myself.
I managed to make not removable witcher's amulet on character creation...
What features should he have?
Minor save vs spell bonus and it could grant detect evil and maybe detect invisibility or dispel magic (amulet shakes when enemies or magic is nearby).
I tried it, but after leaving candle keep witchers amulet was removed from amulet slot and i got two unremovable witchers amulets in my inventory
Nice touch with offensive spin from amulet. I like the idea of witchers being able to use spins, maybe this ability could be on some other witcher equipment (some sword). But with all his current abilities maybe this sword could be obtained later ... in bg2 or even tob.
Can't Baldur's Gate just be Baldur's Gate and The Witcher 2 the Witcher 2? I don't see a reason to implement a Witcher-like character in the game... I'm not really a fan of cross-overs.
Can't Baldur's Gate just be Baldur's Gate and The Witcher 2 the Witcher 2? I don't see a reason to implement a Witcher-like character in the game... I'm not really a fan of cross-overs.
So don't download this mod. Plain and simple. Plus, it is way more pleasant thing to do than complaining.
Can't Baldur's Gate just be Baldur's Gate and The Witcher 2 the Witcher 2? I don't see a reason to implement a Witcher-like character in the game... I'm not really a fan of cross-overs.
I agree with ZelgadisGW. And btw latest czech spin off of dungeons and dragons features witcher as regular class, so its not like witcher only belongs to witcher games and books ^_^ I think even in faerun there is place for specialist monster hunter...
It would be nice to know what the changes are. And maybe moving it to the modding forum. (this should not be critic, just suggestions) Thanks for the nice Kit mod.
do signs work correctly? because when I use them totally nothing happens, I click on icon, char is just waving his hands like he's casting spells (but I didn't have any opportunity to choose which sign I want to use), and generally that's about it, nothing happens and abiility is just used.
Really like the idea of the Witcher kit, however the Sign magic doesn't work as intended and he can still user quarterstaffs. The movement rate increase is not working either. This seems enjoyable and i'm patiently waiting for a good update!
Edit: On the proficiency selection, the Witcher can put points into War Hammer, Club, Spear, Flail, Mace and Quarterstaff, none of which are bladed weapons. I don't suppose there are going to be new sprite models for this too will there?
Looking at that last description, some things stick out.
* Witchers have insane constitution, a +2 bonus would make a lot more sense than a -2 penalty. -4 Charisma seems sensible as well. * Hit point would make sense at d6 + fighter CON bonus, or alternatively d8 + regular CON bonus. * I don't feel witchers should be able to dual class. "Witcherness" is a lifetime commitment. * Throwing knives (and possibly throwing axes) should definately be permitted. * Instead of prohibiting Sword & Shield specialization, they should simply not have access to shields at all. * Mithril Chainshirt should be permitted. Basically same as thieves. * Sign magic seems very weak. 1/day per 3 levels seems a lot more sensible. IMO.
I like the medallion idea. Detect Evil 1/day + Detect Invisiblity 1/day?
do signs work correctly? because when I use them totally nothing happens, I click on icon, char is just waving his hands like he's casting spells (but I didn't have any opportunity to choose which sign I want to use), and generally that's about it, nothing happens and abiility is just used.
Really like the idea of the Witcher kit, however the Sign magic doesn't work as intended and he can still user quarterstaffs. The movement rate increase is not working either. This seems enjoyable and i'm patiently waiting for a good update!
Edit: On the proficiency selection, the Witcher can put points into War Hammer, Club, Spear, Flail, Mace and Quarterstaff, none of which are bladed weapons. I don't suppose there are going to be new sprite models for this too will there?
Witcher may not specialize (2 point) in any non-bladed weapons, but may use and may be proficient (1 point).
The movement rate increase based on monk ability and work OK for me. Do you use any monk mods?
I re-installed it and it worked fine but the amulet is a bit iffy. For example since you get it after the scene with Gorion and the Mysterious figure (Trying to not put any spoilers in) which is where you've set as the point to get it, the amulet will just sit in the inventory all smug if you've imported someone who's already using it. So it removes the one you're already wearing and takes up a slot in your inventory without being able to use it.
the problem as I see it is that The Witcher as a "Class" is a bit of a miss-nomer. The character is given access to several skill sets and then developes along the path chosen by the player. It is intended to be a base with multiple end points, kind of a blank slate.
Best you can do really is pick a class or class combo and 'Pretend' it is a Witcher type class. That way you are in essence doing what the Witcher games make you do, choose a path for yourself.
Hello ladies and gents. I'm a big fan of the Witcher stories, novels, and games. I think the author and the game developers do a great job of not only storytelling, but of the lore of witchers themselves.
Those of you that are familiar with the witcher, what are your thoughts on a class/kit that resembles a witcher's skillset? For example, one that jumps to mind for me is the Blade. The blade has combat prowess, can cast arcane spells but not as much as a pure mage, and is very adaptable.
What do you guys think?
What a witcher really represents is neutrality, that's the idea of the game, although the game give you free will to pursuit which path you think is right (the consequences of take side are dire however). Baldur's Gate by another side represent everything besides neutrality, you can be good, you can suffer for being evil (it's a shit and the game lack of evil content, not evil NPCs, the devs should observe this difference), but neutrality isn't even able to be perceived on the game.
However, if you just want a Witcher fight style, i believe the game already provide it. The only thing that could be more accurate to your request would be the creation of an alchemist class (but thieves HLA abilities already do this with create potion HLA) and allow this class to be multi/dual.
A multi/dual fighter/alchemist is the nearest thing that you will get of a witcher fight style in D&D.
Uploading v1.05 * Fixed amulet (it removable now and have new effects): Equipped abilities: - Infravision - Regeneration 1HP per round - Detect Evil (once per day) - Detect Invisiblity (once per day)
* Quen now based on Blur * Yrden damage now scaled for level 1 - 5
* New descriptions: Advantages: - +3 bonus to hit and damage rolls against all monster or undead creatures. - -1 bonus to Weapon Speed Factor every 4 levels. - May use Sign Magic ability once per day per 4 levels (starts at 1st level with one use) from list: * Aard (Chromatic Orb), * Igni (Burning Hands), * Yrden (Skull Trap), * Quen (Blur), * Axii (Charm Person/Mammal). - A witcher starts off moving at +2 move, then +1 move every 4 levels and cannot be Slowed or Hasted. - Immune to hold, poison and all diseases. - On character creation gain Witcher's amulet.
Disadvantages: - On character creation receives a -2 to Charisma and Constitution. - May not use any missile weapons. - May only become Proficient (one slot) with non-bladed melee weapons. - May not specialize in sword and shield weapons style. - May not use any shields or amulets (apart Witcher's amulet). - May not wear any metal armor.
I know this topic gets a bit old but I'd like yet to put a small suggestion As a monster (and also undead) slayer shouldn't he get protection from energy drain? Also dont know why have u changed Quen to work like Blur (Shield of faith seemed to match better, if we look on how does it work in 'The Witcher 2' game, it was sort of an absorbtion shield). PS. Immunity to diseases seems to not work I'm testing this kit and just caught a disease from ghast xD
I also have the comment that immunity to slow and haste seems to be wrong with that potion the Witchers have that speeds up your reaction speed so everything else slows down (or seems to). Blizzard, I think.
Got a new PC recently. Huzzah! And now that i'm trying to re-install the mods I had some mods i.e. class kits are not working properly. Is there some update that happened that made them not work or what?
Comments
Are you planing a public release ?
Dual classing to druid or thief sounds fun, if you ever release this class i will most definitely play it
Player how-to: Getting mods to work on BGEE
http://forum.baldursgate.com/discussion/6950/player-how-to-getting-mods-to-work-on-bgee#latest
Extract in main BGEE folder and run setup-witcher1...
I would also remove the chance of slaying a monster and grant them gradual +1 to thac0 and dmg against certain types of monsters.
As far as immunities go, I would get rid of them and improve their saving throws against poison. Also their amulet should grant them +2 to saves against spells etc.
But honestly, I would look forward to some clever thoughts on his weapons. That's like the first thing that stopped me from trying to create a kit myself.
What features should he have?
Upload fixed version...
Nice touch with offensive spin from amulet. I like the idea of witchers being able to use spins, maybe this ability could be on some other witcher equipment (some sword). But with all his current abilities maybe this sword could be obtained later ... in bg2 or even tob.
During cutscene attacks on Gorion engine scrips replace amulet on Player1 with minhp1...
May be witcher will obtain amulet on level 2... ???
(this should not be critic, just suggestions)
Thanks for the nice Kit mod.
changed amulet - now gain on level 2 instead 1 (incompatibility with the engine script out of Candlekeep)
ok, try move to the modding forum...
Edit: On the proficiency selection, the Witcher can put points into War Hammer, Club, Spear, Flail, Mace and Quarterstaff, none of which are bladed weapons. I don't suppose there are going to be new sprite models for this too will there?
Looking at that last description, some things stick out.
* Witchers have insane constitution, a +2 bonus would make a lot more sense than a -2 penalty. -4 Charisma seems sensible as well.
* Hit point would make sense at d6 + fighter CON bonus, or alternatively d8 + regular CON bonus.
* I don't feel witchers should be able to dual class. "Witcherness" is a lifetime commitment.
* Throwing knives (and possibly throwing axes) should definately be permitted.
* Instead of prohibiting Sword & Shield specialization, they should simply not have access to shields at all.
* Mithril Chainshirt should be permitted. Basically same as thieves.
* Sign magic seems very weak. 1/day per 3 levels seems a lot more sensible. IMO.
I like the medallion idea. Detect Evil 1/day + Detect Invisiblity 1/day?
Upload fixed version.
The movement rate increase based on monk ability and work OK for me.
Do you use any monk mods?
Best you can do really is pick a class or class combo and 'Pretend' it is a Witcher type class. That way you are in essence doing what the Witcher games make you do, choose a path for yourself.
However, if you just want a Witcher fight style, i believe the game already provide it. The only thing that could be more accurate to your request would be the creation of an alchemist class (but thieves HLA abilities already do this with create potion HLA) and allow this class to be multi/dual.
A multi/dual fighter/alchemist is the nearest thing that you will get of a witcher fight style in D&D.
* Fixed amulet (it removable now and have new effects):
Equipped abilities:
- Infravision
- Regeneration 1HP per round
- Detect Evil (once per day)
- Detect Invisiblity (once per day)
* Quen now based on Blur
* Yrden damage now scaled for level 1 - 5
* New descriptions:
Advantages:
- +3 bonus to hit and damage rolls against all monster or undead creatures.
- -1 bonus to Weapon Speed Factor every 4 levels.
- May use Sign Magic ability once per day per 4 levels (starts at 1st level with one use) from list:
* Aard (Chromatic Orb),
* Igni (Burning Hands),
* Yrden (Skull Trap),
* Quen (Blur),
* Axii (Charm Person/Mammal).
- A witcher starts off moving at +2 move, then +1 move every 4 levels and cannot be Slowed or Hasted.
- Immune to hold, poison and all diseases.
- On character creation gain Witcher's amulet.
Disadvantages:
- On character creation receives a -2 to Charisma and Constitution.
- May not use any missile weapons.
- May only become Proficient (one slot) with non-bladed melee weapons.
- May not specialize in sword and shield weapons style.
- May not use any shields or amulets (apart Witcher's amulet).
- May not wear any metal armor.
As a monster (and also undead) slayer shouldn't he get protection from energy drain?
Also dont know why have u changed Quen to work like Blur (Shield of faith seemed to match better, if we look on how does it work in 'The Witcher 2' game, it was sort of an absorbtion shield).
PS. Immunity to diseases seems to not work I'm testing this kit and just caught a disease from ghast xD