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Need ideas for my kit.

XavioriaXavioria 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.

Comments

  • smeagolheartsmeagolheart Member Posts: 7,963
    describe what you have so far. Is this a good/evil, animal or veritable loving druid or none of the above?

    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?
  • XavioriaXavioria Member Posts: 874
    edited April 2013
    @smeagolheart I see what you're saying... I was thinking about putting it out there but I'm a bit self-concious. Very well... here it is:

    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 :)
  • smeagolheartsmeagolheart Member Posts: 7,963
    @Xavioria It seems like a powerful kit to me. The mage spells gained are all very useful.

    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.
  • XavioriaXavioria Member Posts: 874
    This is a druid kit, and the minimum stat is something a druid wouldn't need. I'm basically using it as a balancing factor because the other stats my suffer depending on what roll you get. THAT and I kinda feel like to be able to use those spells, you gotta be smart anyways
  • smeagolheartsmeagolheart Member Posts: 7,963
    I think it's no big deal and fine what you have. I was just trying to explain something I'd heard along the way of learning about Baldurs' Gate.

    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.
  • KaltzorKaltzor Member Posts: 1,050
    Well, if possible, you could make it slightly stronger by adding a 2nd spell to one of the earlier levels... Maybe give the Chromatic Orb so Burning Hands isn't the only spell that directly damages until Cold Storm.
  • kamuizinkamuizin Member Posts: 3,704
    Adapt an kit for druid/mage multi-class/dual class and you will be my hero :)!

    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.
  • mjsmjs Member Posts: 742
    i like it already, but if you'd like input...

    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
  • kamuizinkamuizin Member Posts: 3,704
    If possible and not to hard to code, you can make an "elemental imbue" ability for the kit.

    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).
  • smeagolheartsmeagolheart Member Posts: 7,963
    @kamuizin that sounds a lot like flame weapon from NWN..

    Spell level: sorcerer/wizard 2

    Innate level: 2
    School: evocation
    Descriptor: weapon enchantment
    Components: verbal, somatic
    Range: touch
    Area of effect: creature or melee weapon
    Duration: 2 turns / level
    Save: none
    Spell resistance: no

    Description: Sets a melee weapon aflame, granting 1d4 points of fire damage +1 per caster level to a maximum of +10. You can target a specific weapon or a creature with this spell.
  • kamuizinkamuizin Member Posts: 3,704
    Didn't knew that, the question is:

    Is this possible in infinite engine? That i really don't know.
  • smeagolheartsmeagolheart Member Posts: 7,963
    the spell got a 'nerf' in NWN2 to be a druid only spell...

    This spell sets a melee weapon aflame, granting 1d8 points of fire damage. You can target a specific weapon or a creature with this spell.
    Spell level : Innate level: 2, Druid: 2
    School : Evocation
    Descriptor(s) : Weapon Enchantment
    Components : Verbal and Somatic
    Range : Touch
    Target/Area : Creature or Melee Weapon
    Duration : 60 seconds / level
    Save : None

    NWN Comparison

    * Flame Weapon in NWN could be casted by anyone who could cast arcane spells.

    * Flame Weapon was not affected by any metamagic feats except extend spell.
    * Flame Weapon damage does not scale with caster level in NWN 2, making it much less powerful
    I have no idea if it's possible in infinity engine.. Bueler?
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