Need ideas for my kit.
Xavioria
Member Posts: 874
Hello, I've just made a Druid kit that is more defined on spellcasting (moreso than an avenger) and loses their shapeshifting. As I see it so far, my kit looks like a weaker avenger, probably for the lack of shapeshifting... and I was wondering if anyone had any ideas on how I could make this Druid kit a bit more powerful without making it overpowered, and slightly more interesting.
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Without knowing what you have so far, I'd throw out there maybe a more summoning focused druid who could call bears once a day or something?
Elementalist:
Advantages:
-Receives extra bonuses to their elemental resistances at level 5
-Gains a repitoire of elemental mage spells listed below:
1st Level: Burning Hands
2nd Level: Strength
3rd Level: Haste
4th Level: Cold Storm
5th Level: Cloudkill
6th Level: Chain Lightning
Disadvantages:
-Requires a minimum of 15 intelligence
-Cannot Shapeshift
It's a bit lackluster if compared to an Avenger IMO. Any ideas would be great
One thing to note, if you didn't know, is that minimum stats are actually supposedly a benefit because lower rolls are discarded in order to meet the minimum stat.
I like it though in general. I think it's pretty good as is.
YMMV.. From http://www.gibberlings3.net/bg2tweaks/cheats.php
Minimum Stats Cheat
This component will let you set a universal minimum stat for all classes and kits. Minimum stats are a drawback in P&P, but in BG2 it just makes your stats move upward to always meet the minimum--essentially an unnatural boost to your dice rolls at character creation. This component will allow you to select a minimum stat value between 6 and 15. Note that at higher minimums, your flexibility in re-distributing the points can become more and more limited. Play around with the range to find a minimum that works for you.
To add your ideas, i suggest this kit to be alike an specialist mage kit, give an extra-slot spell per divine circle but take one school spell from that kit (something that would oppose an elemental focused spell caster ideals), i suggest to take away the necromancy cleric spells (hard) or the divination cleric spells (not so hard) from this kit priest spell list, or maybe even both.
Add some wizard magics to their repertorie as you're already doing or/and use the Icewind Dale spells and import them to baldur's gate (already exist mods that do this, that can save you the trouble of code the transference). IWD has awesome druid spells and many for low level.
Advantages
20% resistances to all elemental attacks (fire, ice, electric, acid) at lvl 7 (to replace a druid's shapshift ability gain at this level), so by level 24 when the druid kits gain those extra element resistances, the elementalist will end up with 50% fire, ice, electric and acid resistance
Gains
1st - Burning hands
2nd - Melf's Acid Arrow
3rd - Fireball
4th - Cold storm
5th - Cone of Cold
6th - Chain Lightning
Special Ability (once per 10 levels, beginning with 1 at level 1)
Exposed to the Elements
Instantaneous casting time. Area, 30ft radius. No save, magic resistance is ignored. Duration, 1 round per level. Effect, all affected creatures have their elemental resistances lowered by 10% per level (up to level 10), where resistances become negative, elemental damage increases accordingly
Disadvantages
Minimum 15 Intelligence (i like this idea)
-50% resistance to all blunt, slashing and piercing attacks
cannot shape shift
cannot wear greater than leather armour
This would be awesome
Elemental Imbue - enchant a "character/weapon" (what get easier to code) so every time "he/the weapon" hit something it will be considered a magical weapon, also give a "random/elemental choosen" xdx" (also what get easier to code) damage based on the caster level. If the weapon enchantment is already higher than the elemental imbue improvment, the magical enhancement will do nothing, still the damage bonus will be applied.
So, for example, from level 1 to 4 it enchant a weapon as +1 and give 1d4 extra elemental bonus damage, from level 5 to 8 it enchant a weapon as +2 and give 2d4 extra elemental damage (or 1d6, 1d8... that's for you to choose), from level 9 to 15 the enchant can be +3 and the elemental damage bonus 3d4 (or 2d6, 1d10... same as before), therefore on.
Instead of give bonus damage the skill can only change the damage kind of the weapon to the elemental kind choosen/randomed if you think this is too overpower, giving still the magic enhancement bonus.
Duration could be 1 round per level of the caster and quantity can be set based on 1 use at each x levels starting with one use at level 1.
Obs: if you want the elemental kind to be choosen instead of randomed, the sorcerer code used to control that class use of spells can help (otherwise people would be able to cast the ability for each kind of elemental damage included).
Is this possible in infinite engine? That i really don't know.