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if you could create kit...

jones0901jones0901 Member Posts: 51
what would it be (complete with restrictions)
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  • FrozenDervishFrozenDervish Member Posts: 295
    A duskblade with the equivalent channeling ability.
  • etaglocetagloc Member Posts: 349
    Hamster tamer
    summons 6d6 rageing rapid hamsters once a day for each level..... oh god im bored ; )
  • Leaf_EaterLeaf_Eater Member Posts: 71
    Probably an escape artist thief. something with crowd control and illusion tricks as well as high dex acrobatics.
    Fights with a quarterstaff too of course.
  • TehCerealKillerTehCerealKiller Member Posts: 56
    Something in the Fighter class area that doesn't take away what you can equip. Always hated that in BGII they did stuff like you can't equip anything magical except weapons and armor
  • bgplayabgplaya Member Posts: 129
    etagloc said:

    Hamster tamer
    summons 6d6 rageing rapid hamsters once a day for each level..... oh god im bored ; )

    Waaaaay OP.

  • MillardkillmooreMillardkillmoore Member Posts: 150
    Probably a ranger kit that focused on being an up-close, dual-wielding warrior.

    Disadvantages:
    Cannot cast Ranger spells
    Cannot wear armor heavier than chainmail.

    Advantages:
    Can place 3 proficiency points into any one-handed weapon.
    Gains +1 Thac0 and damage with one-handed melee weapons at first level and every 5 levels after
    Gains -1 AC at level 1 and every 5 levels after.

    The exact details may need some fine-tuning for balance, but that's the basic idea. I kind of view it as a kensai kit for Ranger with the advantages and disadvantages turned down a bit.

    I'd probably call it the blademaster or whirlwind or something.



  • SFischSFisch Member Posts: 59
    You can create a kit! Make a mod! :)
  • AranneasAranneas Member Posts: 282
    edited July 2012
    I could see doing an interpretation of the 3e Psychic Warrior (or its PRC countepart the Warmind) as a Fighter kit. I probably wouldn't go for an overly faithful psionics representation, just pick a few relevant powers at each level and have a shared pool of uses. Tradeoffs would probably be splint mail max, reduced thaco progression, reduced hit die.

    * ed: easy proficiency implementation might just be to go with Bard proficiencies. so chain max no comp bows. or something. this does leave the side effect of them being able to use instruments, but I don't think that is really a big deal.
    Post edited by Aranneas on
  • jones0901jones0901 Member Posts: 51

    Probably a ranger kit that focused on being an up-close, dual-wielding warrior.

    Disadvantages:
    Cannot cast Ranger spells
    Cannot wear armor heavier than chainmail.

    Advantages:
    Can place 3 proficiency points into any one-handed weapon.
    Gains +1 Thac0 and damage with one-handed melee weapons at first level and every 5 levels after
    Gains -1 AC at level 1 and every 5 levels after.

    The exact details may need some fine-tuning for balance, but that's the basic idea. I kind of view it as a kensai kit for Ranger with the advantages and disadvantages turned down a bit.

    I'd probably call it the blademaster or whirlwind or something.



    Ha....that's almost the same kit I would create. It's everything I have considered so far minus the ability to set traps
  • IchigoRXCIchigoRXC Member Posts: 1,001
    I would love to expand on specialist mages, Necromancers to be precise and follow the complete book of necromancers in making some cool kits.

    The Death Slayer - a Necromancer kit who has the undead as a hated enemy and can't cast animate dead spells. I would go into more detail but all my notes are at home.
  • MaranMaran Member Posts: 42
    (Paladin Kit)
    Dark Knight:
    These warriors, for good or evil, choose to allow their soul to be tainted by dark powers. They specialize in sacrificing their own lifeforce to cause profane damage to enemies.

    Advantages:
    - Gains Darkness ability at level 1.
    DARKNESS: the Dark Knight deals damage to himself equal to half his weapon's damage when striking an opponent, and doubles damage.
    - Gains Dark Armor 1/day at level 11.
    DARK ARMOR: The Dark Knight can for 1 hour every 5 levels increase his armor by 5 and saving throws by 2. The Dark Knight must be wearing armor of chainmail or better. The Dark Knight takes double damage from holy weapons and spells. Unholy damage heals the Dark Knight.
    - Black Heart, the Dark Knight gains 4 extra hitpoints each level. Starting at level 3.

    Disadvantages:
    - Dark Knight must be Chaotic Good, or Chaotic Evil. Cannot be Neutral or Lawful.
    - -2 to Dexterity and Charisma
    - Cannot use any item for Good alignments, even if Chaotic Good.
    - Cannot dual class or multiclass
    - Cannot cast spells, or use spell scrolls.
    - Cannot use any Paladin HLAs
    - Cannot Lay on Hands or Detect Evil
    - Cannot use any Paladin specific items.


    This is a Paladin Kit only because it can be used as a defender. Think a sacrificing knight, who lets evil into his soul, to wrought it back at evil. Or an evil paladin. Even evil gods have paladins, though they are mostly Blackguards. I figured if Cavalier or Inquisitor where common kits for Good paladins why not add a unique kit for dark paladins?
  • CommunardCommunard Member Posts: 556
    Probably an equivalent to the Oracle in Pathfinder. It is essentially a divine version of a Sorcerer, a spontaneous divine caster. The lore works really well given CHARNAME's...heritage. I'd also have it be non-broken and actually have a casting stat (CHA) unlike the Sorcerer in BG!
  • Daedalus87mDaedalus87m Member Posts: 92
    Somekind of Monk that uses weapons (Staff, Katana, Wakizashi/Ninjato etc.) instead of fists
  • AranneasAranneas Member Posts: 282

    Somekind of Monk that uses weapons (Staff, Katana, Wakizashi/Ninjato etc.) instead of fists

    So basically... a Kensei?

  • eainterplayeainterplay Member Posts: 55
    Arcane Archer
  • DelvarianDelvarian Member Posts: 1,232
    Tax accountant.
  • drakerddrakerd Member Posts: 23
    I would like to see a specialist summoning Druid. A druid who gives up shapeshifting and most combat functionality to bring out several elementals and animals to fight for them. Making their summons last longer, stronger and more of them.
  • Daedalus87mDaedalus87m Member Posts: 92
    @Aranneas - All a Kensai can do is hit his enemy hard, that has nothing to do with Monks.
    Monks can heal themselves, get better AC, lots of MR, immunities, they can hide, find traps, move faster...

    The only thing they have in common is they can't wear armor (and Kensai can't wear bracers).
  • ElysElys Member Posts: 100
    A Succubus Disciple Kit (Restricted to Chaotic Evil and +16 CHR) gaining various bonus at various level such as:
    - Charm abilities
    - Energy Drain abilities
    - Resistance to Electricity & Poison
    - Demon summoning

  • jmakula87jmakula87 Member Posts: 7
    Delvarian said:

    Tax accountant.

    I knew that internship would come in handy.
  • mch202mch202 Member Posts: 1,455
    Lawful Good Assassin
  • AurenRavidelAurenRavidel Member Posts: 139

    Something in the Fighter class area that doesn't take away what you can equip. Always hated that in BGII they did stuff like you can't equip anything magical except weapons and armor

    Completely agree. I really dislike the fighter kits in BG2. Some possible additions.

    |Amazon|
    Restriction: Female only

    Benefits: Special Ability (Amazon Aim) usable 1/day per every 5 levels. All bow and spear attacks by the Amazon deal double damage for a short period of time.
    Move Silently as per the Ranger's advancement.
    Immune to Fear.

    Hindrances: Amazon Aim not usable in heavy armor. Five star specialization available only with bows and spears. Everything else maxed at two star specialization.

    |Duelist|
    Restriction: None

    Benefits: +2 Bonus to hit, damage and AC when facing an individual opponent one-on-one in melee (other characters are not within a certain radius). Receive an additional attack per round as well.

    Hindrances: -2 penalty to AC when being attacked by multiple opponents in melee.

    |Gladiator|
    Restriction: None

    Benefits: Successful melee attacks inflict additional bleeding damage on living targets, determined by the gladiator's level. Damage takes effect the following round after the initial wound is inflicted.
    1-5: 1d2
    6-10: 1d3
    11-15: 1d4
    16+: 1d6

    Hindrances: Ranged attacks are at -2 to hit.

  • AlderonAlderon Member Posts: 53
    A ranged class that uses muskets and hand-held crossbows as well as other mechanical and magical devices like smoke grenades. Sort of a cross between the ranger and thief class. High utility, but very vulnerable in melee.
  • MoomintrollMoomintroll Member Posts: 1,498
    edited August 2012
    Cat herder
    Can summon 2D6 cats once a day, every 7 levels.
    Shapeshift into obese flatulent moggy at level 9

    immunity to stinking cloud from level 1
  • beerflavourbeerflavour Member Posts: 117
    edited August 2012
    Cowvoker

    A specialty mage.

    Special Spells from the cow school of magic:
    1st: Summon milk (similar effect like druid spell goodberry)
    2nd: Summon cow (summons a cow which will fight on your side)
    3rd: Summon bull (similar to the 2nd level spell but summons a bull)
    4th: Summon small herd (summons 3d3 cows which will fight for the caster)
    5th: Cowkill (summons a cow which shortly floats above a victim and then falls down to crush the victim.
    6th: Stampede (commands a cow herd to run to a direction of the caster's discretion)
    7th: create Minotaur (permanently transforms the victim into a cow/human hybrid)
    8th: Summon large herd (summons (caster level)d(caste level) cows which will fight for the caster).
    9th: Cowclysm (like cowkill but on a larger scale)


    Jokes aside. I'd probably recreate the shaman (priest kit).
    Post edited by beerflavour on
  • karpaszkarpasz Member Posts: 74
    Rogue - Arcane Trickster


  • DougPiranhaDougPiranha Member Posts: 50

    Arcane Archer

    You can try this one, some guy calling himself Doug Piranha created it :)

    I like creating new kits, the one I'm now contemplating is called hellknight, a "sold my soul to the devil" warrior kit. Abilities would be something like this:
    - Infernal contract - -1 con, cannot be resurrected
    - Infernal tongue - +1 cha, command spell
    - Hellfire - weaker or tweaked version of sunfire
    - Infernal resistance - bonus to fire resistance and save vs. poison
    - Infernal talisman - item that protects from evil and gates a baatezu
    - Infernal servant - gain an imp as a servant

    This last one is the highlight of the kit, and is tough to balance and gel into game. I want to make him conversable like familiar, but what could he do? Have a shop selling some kit appropriate evil items? Give boon to his master if his reputation is low enough? Bargain with his master for further favors? Difficult to chose, and there is no dynamic class ability like it for reference.
  • HeinrichHeinrich Member Posts: 188
    An Immortal (fighter kit) from the Highlander films.

    Immortal Description: "An immortal fighter is a swordsmen who can only be killed by decapitation and thus can withstand much more damage than their mortal counterparts. Mastering one's sword is vital when participating in "The Game" to achieve the fabled Prize."

    Advantages:
    -Constitution set to 25
    -Immune to Disease and Poison.
    -Piercing and Blunt damage done to player decreased by 25%
    -Regenerates 1 HP per 10 seconds.

    Disadvantages:
    -Can only use swords
    -Slashing damage done to player increased by 50%
    -Cannot spend proficiencies in Sword and Shield style.

  • AmardarialAmardarial Member Posts: 270

    Arcane Archer

    So So much of this, love me some Arcane Archer, question would it be a Fighter, Ranger, Rogue, or Wizard Kit? Cause it could fit each of those...
  • FrozenDervishFrozenDervish Member Posts: 295
    If using the current non-enhanced game I would do a ranger kit with all the ranger spells removed and replaced with a limited selection of mage spells and then the various arrow abilities added as special abilities.

    If the enhanced edition allows it, it would be its own class for fighter APR, limited mage spellbook, medium hit dice *6-8*, special arrow abilities, and the racial requirement of elf/half-elf.
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