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Can we get the kit description?

I have the ipad and I have a feeling I will have to wait till next week (Friday I bet) to get the new update. Is there any way someone to copy the kit description (at least the sol monk at least). I know the dlc spoiler thread has four of them.
Thanks!

Comments

  • JalilyJalily Member Posts: 4,681
    edited February 2013
    [spoiler=Shadowdancer]SHADOWDANCER: Shadowdancers can harness the power of magic to increase their stealth abilities. Enigmatic and dangerous, these uniquely skilled Thieves are able to blend seamlessly into the shadows in ways that a normal Thief cannot, striking without warning—sometimes with supernatural speed.

    Advantages:
    – Hide in Plain Sight: A Shadowdancer may Hide in Shadows even while being observed.
    – May cast Shadowstep once per day every 5 levels.

    SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The Shadowdancer cannot attack or cast spells while in the Shadow Plane.

    – Slippery Mind: +1 bonus to Saving Throws.

    Disadvantages:
    – Alignment restricted to any non-lawful.
    – May use Backstab ability, although for a lower damage multiplier than Thieves:
    Level 1-8: x2
    Level 9+: x3
    – May only distribute 15 skill points per level (30 at level 1) among thieving skills.[/spoiler][spoiler=Dwarven Defender]DWARVEN DEFENDER: The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Trained extensively in the art of dwarven warfare, a handful of these stout fighters can render a defensive line all but unbreakable.

    Advantages:
    – May use Defensive Stance once per day every 4 levels (starts at 1st level with one use).

    DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.

    – Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.
    – Hit Dice: d12

    Disadvantages:
    – Race restricted to dwarf.
    – May not exceed High Mastery (four slots) in axes and war hammers.
    – May not exceed Specialization (two slots) in any other weapon.[/spoiler][spoiler=Dragon Disciple]DRAGON DISCIPLE: Dragon Disciples are powerful Sorcerers with dragons' blood somewhere in their lineage. Their natural magical talents bring out their draconic heritage, allowing them to cast powerful magical spells and exhibit dragon-like abilities.

    Advantages:
    – 1st level: +1 bonus to AC.
    – 3rd level: May use Breath Weapon once per day.

    BREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140 degree cone.

    – 4th level: Gains 25% innate Fire Resistance.
    – 5th level: +1 bonus to AC and Constitution.
    – 6th level: Breath Weapon damage increases to 4d8.
    – 8th level: Innate Fire Resistance rises to 50%.
    – 9th level: Breath Weapon damage increases to 5d8.
    – 10th level: +1 bonus to AC.
    – 12th level: Breath Weapon damage increases to 6d8.
    – 12th level: Innate Fire Resistance rises to 75%.
    – 15th level: Breath Weapon damage increases to 7d8.
    – 15th level: +1 bonus to AC and Constitution.
    – 16th level: Innate Fire Resistance rises to 100%.
    – 18th level: Breath Weapon damage increases to 8d8.
    – 20th level: +1 bonus to AC.
    – Hit Dice: d6

    Disadvantages:
    – May only learn up to four spells per level.[/spoiler][spoiler=Dark Moon Monk]DARK MOON MONK: The Order of the Dark Moon is a secretive monastic order that follows the teachings of the dark goddess Shar. Monks of the Dark Moon use physical prowess, dark magic, and many different forms of deception to mask their activities and strike with deadly precision.

    Advantages:
    – Perception: +2 bonus to Saving Throws vs. Illusion spells.
    – May cast Chill Touch once per day every four levels (starts at 1st level with one use).
    – 1st level: May cast Blindness once per day.
    – 3rd level: May cast Blur once per day.
    – 7th level: May cast Vampiric Touch once per day.
    – 11th level: May cast Mirror Image once per day.

    Disadvantages:
    – Alignment restricted to lawful evil.
    – May not use Lay On Hands ability.
    – May not use Stunning Blow ability.[/spoiler][spoiler=Sun Soul Monk]SUN SOUL MONK: Sun Soul Monks were once worshippers of Amaunator in the time of the Netheril, but today their worship is divided between Lathander, Selûne, and Sune. Sun Soul Monks adhere strictly to the law, using their martial arts and magical abilities to drive out darkness and corruption wherever they find it.

    Advantages:
    – 2nd level: May cast Sun Soulray once per day.

    SUN SOULRAY: The Sun Soul Monk projects a blast of light from open palm, dealing 1d8 damage every 2 levels to a maximum of 5d8. This ability does an additional 6 damage vs. undead.

    – 5th level: May cast Flaming Fists once per day.

    FLAMING FISTS: The Sun Soul Monk channels inner light into unarmed attacks, turning fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.

    – 6th level: Gains an additional use of Sun Soulray.
    – 8th level: May cast Greater Sun once per day.

    GREATER SUN: The Sun Soul Monk wreathes self in flames that act as a Fireshield (Red), granting the Monk 50% Fire Resistance and protecting from attacks made within a 5-ft. radius. An opponent that hits the Monk with any weapons or spells within this radius suffers 1d8+2 points of fire damage.

    – 10th level: Gains an additional use of Sun Soulray.
    – 13th level: May cast Soul Sunbeam once per day.

    SUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that strikes at all other creatures within a 30-ft. radius. The Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the Monk's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the Monk must save vs. Spell or be blinded for 10 turns.

    – 15th level: Gains an additional use of Sun Soulray.

    Disadvantages:
    – Alignment restricted to lawful good.
    – May not use Stunning Blow ability.
    – May not use Quivering Palm ability.[/spoiler]
  • SindyanSindyan Member Posts: 146
    Thank you so much!!!!
  • ScytheKnightScytheKnight Member Posts: 220
    You posted SSM as DMM
  • vdoxpvdoxp Member Posts: 6
    Thank you so much for the info! Woohooooo
  • [Deleted User][Deleted User] Posts: 0
    edited February 2013
    Interesting, so the Shadowdancer ended up getting a time stop-style ability, which should be useful for quickly closing with enemy mages/archers and quickly setting up backstabs in the middle of combat. Dwarven Defender will be able to make itself nearly invulnerable to physical damage just by equipping the Defender of Easthaven. Dragon Disciple's drawback is interesting; if your fifth spell known is usually an "also ran" choice, it doesn't hurt you much at all. I like both of the Monk kits; the changes to Chill Touch make it very dangerous in a Dark Moon Monk's hands, and the Sun Soul Monk gets some nice offensive options that are less reliant on failed saves than Stunning Blow/Quivering Palm.

    Edit: Did Rasaad get changed to be a Sun Soul Monk? That could improve his usefulness a bit.
  • ScytheKnightScytheKnight Member Posts: 220
    Yeah, if they have actually made Rasaad a SSM... could really elevate him as a character.
  • SindyanSindyan Member Posts: 146
    I agree. Maybe that is the other new thing they were taking about!
  • KidCarnivalKidCarnival Member Posts: 3,747
    If so, I demand Kagain to be a Dwarven Defender - to make him a one-trick pony with at least ONE ability button to click. ;)
  • ScytheKnightScytheKnight Member Posts: 220
    Ehhhh... I'm a little torn on Kagain... on one hand he's a perfect candidate for becoming a DD... on the other hand he's already one of the most powerful and hands down the toughest NPC of the series... frankly IMO he doesn't need it.
  • PawnSlayerPawnSlayer Member Posts: 295
    Kaigen said:

    Interesting, so the Shadowdancer ended up getting a time stop-style ability, which should be useful for quickly closing with enemy mages/archers and quickly setting up backstabs in the middle of combat. Dwarven Defender will be able to make itself nearly invulnerable to physical damage just by equipping the Defender of Easthaven. Dragon Disciple's drawback is interesting; if your fifth spell known is usually an "also ran" choice, it doesn't hurt you much at all. I like both of the Monk kits; the changes to Chill Touch make it very dangerous in a Dark Moon Monk's hands, and the Sun Soul Monk gets some nice offensive options that are less reliant on failed saves than Stunning Blow/Quivering Palm.

    Edit: Did Rasaad get changed to be a Sun Soul Monk? That could improve his usefulness a bit.

    Yeah, if they have actually made Rasaad a SSM... could really elevate him as a character.

    I can confirm that Rasaad is NOT a Sun Soul Monk.

    I've tried this with both my normal saves, and a new game in which I rushed to Nashkel (it's possible to do this quite easily in 5 minutes real time, encountering no enemies).
  • ScytheKnightScytheKnight Member Posts: 220
    Lame... seriously this whole good/evil NPC balance is starting to piss me off.
  • Welp, that's what Shadowkeeper is for, I guess.
  • ScytheKnightScytheKnight Member Posts: 220
    @Kaigen not really a fan of that.. but FFS this time I might make an exception... I mean his entire Fing story is him being a SSM, why in all the flying fuck wouldn't you make him one when adding the class? Just fucking stupidity keeping to the whole fucking herp-derp of "Good get shit characters but don't have to worry about rep, Evil get OP characters but have to manage a bullshit game mechanic that totally ruins any illusion of immersion or RP in the rep system"

    /rant... for now.
  • maneromanero Member Posts: 392
    edited February 2013
    I don't get whats the point of Shadowdancer. He can sneak around and that's all... Dwarwen defender would be quite usefull for BG1 but not BG2(dangerous enemies are mages) Both monks are usefull for BG1 but not BG2. Dragon disciple is mistake.
  • ScytheKnightScytheKnight Member Posts: 220
    Shadowdancer + Katana = mage chunks.
  • manero said:

    I don't get whats the point of Shadowmaster. He can sneak around and that's all... Dwarwen defender would be quite usefull for BG1 but not BG2(dangerous enemies are mages) Both monks are usefull for BG1 but not BG2. Dragon disciple is mistake.

    While BG2 shifts to having more of the dangerous encounters being against mages, there are still plenty of tough creatures that will rip you to shreds in melee if you don't take precautions, so the Dwarven Defender maintains usefulness for that. I don't see what the problem with the Monk kits in BG2 is; the abilities they lose are ones that require setup late in BG2 anyway because of good enemy saves, and the abilities they get are useful sources of additional damage. Dragon Disciple is only a mistake if you really need all the versatility you can get from your Sorcerer; IMO, there are usually only three "must have" spells at any given level, with everything else being gravy.

    Shadowdancer is a tricky one; potentially devastating with chain backstabs (not to mention that HIPS makes it easy to redirect enemies away from targeting you), but obviously will not be able to be your sole thief.
  • NifftNifft Member Posts: 1,065
    Kaigen said:

    Shadowdancer is a tricky one; potentially devastating with chain backstabs (not to mention that HIPS makes it easy to redirect enemies away from targeting you), but obviously will not be able to be your sole thief.

    With all the thieves in BG1, that's actually a good argument for Shadowdancer CHARNAME.
  • jimkayjimkay Member Posts: 10
    Shadowdancer can start with 2 pips in axes? For stealth axing!
  • PawnSlayerPawnSlayer Member Posts: 295
    jimkay said:

    Shadowdancer can start with 2 pips in axes? For stealth axing!

    Nothing says "stealth", "inconspicuous" or "subtle" like someone attacking you with an axe!
  • AHFAHF Member Posts: 1,376
    Is it just my software or can you specialize in axe as a Shadowdancer in character creation and then not use them in the game?

    I am thinking there is a bug there.
  • NifftNifft Member Posts: 1,065

    jimkay said:

    Shadowdancer can start with 2 pips in axes? For stealth axing!

    Nothing says "stealth", "inconspicuous" or "subtle" like someone attacking you with an axe!
    Nobody expects to get backstabbed with an axe.

    Hiding in plain sight, indeed.
  • PawnSlayerPawnSlayer Member Posts: 295
    AHF said:

    Is it just my software or can you specialize in axe as a Shadowdancer in character creation and then not use them in the game?

    I am thinking there is a bug there.

    Confirmed, it's not just you.
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