My request, new Kits for all classes (Including Barb,Sorc,Monk) Detailed Ideas inside.
Amardarial
Member Posts: 270
Kits I'd love to see by class.
Barbarian -- Frenzied Bererker, Eye of Grumish
Fighter -- Spellblade
Ranger -- Arcane Archer
Cleric -- Hierophant, Seer, Favored Soul
Mage -- Archmage
Theif -- Shadowdancer, Scout
Druid -- Shaman
Paladin --Knight
Monk -- (Never played monks, so don't know much for them)
Sorcerer -- Dragon Blood, Demon Blood, Fey Blood, Celestial Blood
A lot of those are 3e Prestige Classes, but kits could easily be made for them, and they would add a lot of variety to the game both at low and higher levels.
Some more laid out examples
Thief -- Scout Kit
Advantages
+50% to stealth ability
-1 bonus to move speed factor for every 3 levels.
+1 to AC for every 4 levels.
May specialize in short bow and long bow
Can backstab using bow's
Disadvantages
May backstab for a lesser amount than the base thief class (level 1-8: x1, level 9-16: x2, level 17+: x3)
Only 15 points per level to distribute on abilities.
Swift are the Scouts, fleet of foot and excellent at stealth, they are as their name suggests the perfect scouts, often used to scout out enemies, and if the situation presents itself, take out the enemy before it even knows the Scout is there.
Sorcerer -- Dragon Blood (Choose a color Metallic if Good/Neutral or Chromatic if Evil/Neutral)
Advantages
+5% Resist to Dragons Element
Tiny Dragon Familiar of Dragons Type
Dragons Breath Weapon, Damage of Dragons Element, Damage is 1d6/two levels, once day/four levels, cone attack.
Disadvantages
-10% Resists to Dragons Opposed Element
Can't cast spells with Elemental type of opposed Element
Fighter -- Spellblade
Advantages
Receives a enchanted weapon (Based on specialization) that increases in power with your character.
1st-5th +1 Thaco
6th-10th +2 Thaco, +1 Damage
11th=15th +3 Thaco, +2 Damage
15th-20th +4 Thaco, +3 Damage
21st+ Extra +1 Thaco and +1 Damage
At 1st level May cast Shield spell Once a day per three levels
At 3rd level May cast Strength spell Once a day per four levels
At 5th level May cast Haste (Self Only) spell Once a day per five levels
At 7th level May cast Spirit Armor spell Once a day per six levels
At 9th level May cast Protection from Normal Weapons Once per day per seven levels
Disadvantages
May not wear armor greater than studded leather.
Cannot specialize in ranged weapons.
May not duel wield.
Druid -- Shaman
Tribal Shamans, they focus more on their tribes place in nature. Often accompanied by members of their tribe, they also excel in the use of simple weapons.
Advantages
May specialize in the Club, Spear, Sling, and Quarterstaff
May cast the following Arcane Spells
1st -- Sleep
2nd -- Web
3rd -- Lightning Bolt
4th -- Ice Storm
5th -- Spider Spawn
6th -- Cone of Cold
7th -- Wyvern Call
May summon a tribesmen (of same race and alignment as Druid) once per day per five levels.
Tribesmen is counted as four levels lower then the Druid (Minimum level one), tribesmen is a Fighter with 14 Str 14 Dex 13 Con 11 Int 15 Wis 13 Cha (Gets +1 Str, Dex, Con for every 5 Druid levels to a max of +4 at level 20)
At 1st-3rd level is equipped with Spear and Leather Armor
At 4th-8th level is equipped with +1 Spear and +2 Leather Armor
At 9th-12th level is equipped with +2 Spear and +3 Leather Armor also has 20% Resist Fire, Cold, and Electrical
At 13th-20th level is equipped with +3 Spear and +4 Leather Armor also had 40% Resist Fire, Cold, and Electrical
Disadvantages
May not wear armor heaver the Studded Leather
May not use weapons other then Club, Spear, Sling, and Quaterstaff
Cannot shapeshift.
Minimum Charisma of 17
Just came up with this one, not sure about balance, curious as to what others think.
Barbarian -- Frenzied Bererker, Eye of Grumish
Fighter -- Spellblade
Ranger -- Arcane Archer
Cleric -- Hierophant, Seer, Favored Soul
Mage -- Archmage
Theif -- Shadowdancer, Scout
Druid -- Shaman
Paladin --Knight
Monk -- (Never played monks, so don't know much for them)
Sorcerer -- Dragon Blood, Demon Blood, Fey Blood, Celestial Blood
A lot of those are 3e Prestige Classes, but kits could easily be made for them, and they would add a lot of variety to the game both at low and higher levels.
Some more laid out examples
Thief -- Scout Kit
Advantages
+50% to stealth ability
-1 bonus to move speed factor for every 3 levels.
+1 to AC for every 4 levels.
May specialize in short bow and long bow
Can backstab using bow's
Disadvantages
May backstab for a lesser amount than the base thief class (level 1-8: x1, level 9-16: x2, level 17+: x3)
Only 15 points per level to distribute on abilities.
Swift are the Scouts, fleet of foot and excellent at stealth, they are as their name suggests the perfect scouts, often used to scout out enemies, and if the situation presents itself, take out the enemy before it even knows the Scout is there.
Sorcerer -- Dragon Blood (Choose a color Metallic if Good/Neutral or Chromatic if Evil/Neutral)
Advantages
+5% Resist to Dragons Element
Tiny Dragon Familiar of Dragons Type
Dragons Breath Weapon, Damage of Dragons Element, Damage is 1d6/two levels, once day/four levels, cone attack.
Disadvantages
-10% Resists to Dragons Opposed Element
Can't cast spells with Elemental type of opposed Element
Fighter -- Spellblade
Advantages
Receives a enchanted weapon (Based on specialization) that increases in power with your character.
1st-5th +1 Thaco
6th-10th +2 Thaco, +1 Damage
11th=15th +3 Thaco, +2 Damage
15th-20th +4 Thaco, +3 Damage
21st+ Extra +1 Thaco and +1 Damage
At 1st level May cast Shield spell Once a day per three levels
At 3rd level May cast Strength spell Once a day per four levels
At 5th level May cast Haste (Self Only) spell Once a day per five levels
At 7th level May cast Spirit Armor spell Once a day per six levels
At 9th level May cast Protection from Normal Weapons Once per day per seven levels
Disadvantages
May not wear armor greater than studded leather.
Cannot specialize in ranged weapons.
May not duel wield.
Druid -- Shaman
Tribal Shamans, they focus more on their tribes place in nature. Often accompanied by members of their tribe, they also excel in the use of simple weapons.
Advantages
May specialize in the Club, Spear, Sling, and Quarterstaff
May cast the following Arcane Spells
1st -- Sleep
2nd -- Web
3rd -- Lightning Bolt
4th -- Ice Storm
5th -- Spider Spawn
6th -- Cone of Cold
7th -- Wyvern Call
May summon a tribesmen (of same race and alignment as Druid) once per day per five levels.
Tribesmen is counted as four levels lower then the Druid (Minimum level one), tribesmen is a Fighter with 14 Str 14 Dex 13 Con 11 Int 15 Wis 13 Cha (Gets +1 Str, Dex, Con for every 5 Druid levels to a max of +4 at level 20)
At 1st-3rd level is equipped with Spear and Leather Armor
At 4th-8th level is equipped with +1 Spear and +2 Leather Armor
At 9th-12th level is equipped with +2 Spear and +3 Leather Armor also has 20% Resist Fire, Cold, and Electrical
At 13th-20th level is equipped with +3 Spear and +4 Leather Armor also had 40% Resist Fire, Cold, and Electrical
Disadvantages
May not wear armor heaver the Studded Leather
May not use weapons other then Club, Spear, Sling, and Quaterstaff
Cannot shapeshift.
Minimum Charisma of 17
Just came up with this one, not sure about balance, curious as to what others think.
Post edited by Amardarial on
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Comments
Ninja Spy
- can use backstab (up to x3 maybe ?)
- more points to distribute to thief skills (or a straight bonus at creation ?)
- no lay on hands ability (or whatever the monk's version was called)
- (needs more disadvantages, but I'm out of ideas)
Henshin Mystic
- gains remove poison, remove curse, lesser restoration, maybe raise dead as innate abilities
- lower bare-handed damage
- cannot use the quivering palm ability
I saw a decent eye of g in the general discussion board.
I'd like a delver that has a bonus to skills and lore at the cost of backstab.edit: maaaybe the ability to use scrolls and/or wands.
For your scout I'd get rid of specialization, speed bonus which I think applies to weapons (replaced with a movement bonus a la barbarian) ac bonus and normal backstab. Give backstab to short bow and sling, and normal skill acquisition.
@tanthalas would that be appropriate ? Sorry to pick on you but youre the only moderator I know.
Edit: perhaps there should be a subsection for mos requests?
Well, the basic request is for more kits for every class (which has basically been requested multiple times now).
The kit discussion could actually go to the General or Modding board maybe. My first impression was that this is basically a Kensai, but then I noticed that his extra THAC0 and damage would be limited to a single weapon for the entire game. I'd maybe also prevent him from dual-wielding too.
@Tanthalas Yea, lack duel wielding would make sense as your super focused on one weapon, not two.
Also if my example kits are bit off, sorry, did kind of make them late and really off the top of my head so, was more of a way to show examples and get ideas flowing, or at least that was my intention.
and my biggest wish is a kit or three for Monks, Sorcerers, Barbarians, and Wizards (Specialist don't count)
Some tweaks that I've come across that were acceptable were ones that tooled the Monk to, instead of having a flurry of blows and attacking many times, have a much larger bonus to THAC0 and damage than normal and attack slowly. Another adjustment involved a "master of the hand", who was able to change the damage type of his unarmed attack at will from Crushing to... anything, actually. He later gained the ability to obtain insight on what the target was most weak to, and attack with the most damaging type, effectively giving him a permanent damage bonus and making his attacks always effective.
If you'd like, I could cook up some stats for some kits.
Least that's how it works in my head. :P
There should also be an eye towards whats possible in the engine. alternate possibilities should be given if youre suggesting something that you have never seen in a mod or the game itself to give more options for modders (or game developers)
For example, backstab may not be possible or feasible with ranged weapons.
Sorceror sounds fun and reasonably balanced, but looks like it could be a challenge to implement all those dragon types (which is why I think the games basically just switched to Red).
Spellblade also sounds great. I risk angering the forum gods here but I think you may just want to keep the to hit and damage scores equal. Considering a loss of weapon versatility, you'd probably want the spellblade's weapon to be pretty good. In BG, you come across magical weapons damn early (the longsword +2 being a good example, or the celestial fury +3). I agree with no dual wield as well. They can always use a shield...and those can be pretty good.
Gotta say I'm impressed you too the time to make kits that were not ridiculously overpowered or hyperspecialized. Good on you!
Yet it's possible with Short Bows already isn't it? Least should be, might have my editions mixed up though, sounds OP, but in the long run it's really not.
and loving the feedback, already edited the Scout to be Move Speed and NOT Weapon Speed, admit to not really know how +% works for skills, assumed it was a flat +% of whatever points you spent, but based on feedback seems it what you start with? If so, then yea, need to increase that.
Archmage
A master of the high arcana, the Archmage sacrifices traditional spell study to pursue magical theory and technique, unlocking magical might by furthering spells far beyond their original power and even bending raw magical energy to their will.
Advantages:
Spell-Like Ability: At Level 7 (and every 7 levels thereafter), the Archmage may permanently memorize any spell available to them of 7th level or lower as a Spell-Like Ability which can be used twice a day. Choosing the same spell repeatedly will increase the amount of times the spell may be cast per day by 2.
Spell Power: At Level 8, the Archmage now casts spells at one level higher when determining caster level for spell effectiveness.
Arcane Reach: At Level 15, the Archmage may use Touch spells at a distance of 30 feet. At level 30, they may be used at a distance of 60 feet.
Arcane Fire: At Level 18 (and every 5 levels thereafter), the Archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. Arcane Fire is a ranged touch attack with a range of 400 feet that deals 10d6 damage + 1d6 per 5 caster levels.
Disadvantages:
Archmages can only have up to 3 base spells known per spell level, rather than the standard Mage’s 5. Note: This does not affect bonus spells from Intelligence.
Adapted from the SRD:Archmage to (hopefully) not require a whole ton of additional coding to make function. If you folks like it, I'll keep working on others.
That said, I want to play a Archmage now!
Arcane Archers, Bladesingers, Battlemage... so on and so forth? Some of those, or the ability to make those, would be splendid.
Way I was thinking (Using Arcane Archer as a example) it would require you to be a Multiclass Mage, using either Ranger, Fighter, or Rogue as the second class, you'd then get the option of choosing the Kit, which would replace the Multiclass, and basically be a kit that would require more XP to lvl (To keep in line with it being a Multiclass Kit) and have pro's/con's in line with it being a multiclass kit.
Just again not 100% sure how it would work,or if it's even possible. Unless you just cheat and it replaces one of your base classes in the Multiclass.
@Kithrixx More then me, I know a bit about PnP variations, and have played BG1/2, etc plenty, no clue about coding though despite many many attempts :P
Arcane Archer I'd probably make as a Ranger Kit that had arcane spells instead of Druid. The tricky thing about making kits for Baldur's Gate is you basically have to condense Prestige classes into a base class, while giving it disadvantages to balance out the fact that it's available immediately.
The biggest issue is that I think that the caster level of a level 18 mage is 18. So Arcane Fire's damage range at level 18 would be between 108 and 1080. Perhaps its a bit too strong.
Besides from what I've been able to gather, seems most 2e Kits were more fluff then mechanical changes.
Anyone, tossed up a idea I had for a Shaman Druid Kit.
It was originally 1d6 + 1d6 per caster level, but I decided against it and "supposedly" changed it to 10d6 + 1d6 per 5 caster levels.
Also kind of curious what are the odds of seeing new kits outside of the Blackgaurd that is already confirmed?
Do you mean that he gets a raw 50% added on to his stealth? So, for example, if you started him with 20% stealth, would that actually work as 70% stealth? Or would it mean his stealth multiplied by 1.5, as in 20% becomes 30%?
Sorry for my denseness, but because the game counts points as percentages, I'm not sure which one you meant.
Also, would it be a universal stealth bonus, i.e. both Hide in Shadows and Move Silently? Or just one or the other?
Seems like a really cool kit, though. I would use it.