[Mod] Arcane Archer Kit Mod for BG:EE and BG2:EE (Fighter Kit)
TheArtisan
Member Posts: 3,277
A very small kit mod I made in a couple of days for the 3e prestige class, Arcane Archer. Still in playtesting stage though mostly working.
Kit Description:
Screenshots of abilities (courtesy of poor Bob Ogre):
Enhance Arrow
Imbue Arrow
Phase Arrow
(wait, an ogre with 16 INT? O_O)
Arrow of Death (R.I.P Bob Ogre)
Ability Icons (currently placeholders)
Bugs/Issues:
- Imbue Arrow doesn't scale with level. It should deal 1d6 +1/level but currently only does 1d6+5. I'm not sure how to fix this, as there seems to be no way to make the Cast Spell effect take your level. I may keep it this way as firing multiple 1d6+20 fireballs in a round at high levels seems a bit overpowered.
- Can't get the d8 hit point roll to work. Still figuring it out.
Future additions (if I can figure out how to implement them):
- Choose your own effect for Imbue Arrow in an Enchanted Weapon style list: fire, cold, magic, even dispelling!
- Prettifying and flashifying ability effects
- Unique icons (current icons are recolored vanilla spells)
- Potentially new abilities (e.g. Hail of Arrows replacing Whirlwind Attack)
- Seeker Arrow becomes Critical Strike for ranged weapons only (overpowered?)
Limitations:
- Enhance Arrow by 3e rules innately enchants normal arrows (so an unenchanted arrow can hit as a +5 weapon). Can't be done in the Baldur's Gate engine, so I made my own variation of the ability.
Comments: I know the vanilla kits aren't the definition of balance, but I would like to make this a viable choice over the Archer, and vice versa. It has slightly lower prowess in combat in exchange for some cool effects on its attacks. I'd appreciate people giving this kit a run and deciding whether it's a balanced and usable kit for the game.
Change Log:
- v1.0 - Completed mod.
- v1.1 - Ability effects prettified slightly, Phase Arrow fixed to allow magic resistance.
Kit Description:
ARCANE ARCHER: Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.
Advantages:
- +1 to hit and damage rolls with any missile weapon at level 1 and every 5 levels afterwards.
- May use Enhance Arrow ability once per day per 7 levels.
ENHANCE ARROW: Using arcane magic, the arcane archer can enchant his arrows. For 1 round, all arrows fired by the arcane archer deal 1d4 magic damage. The damage increases to 1d8 at level 8 and 1d10 at level 14.
- 5th level: May use Imbue Arrow ability once per day per 7 levels.
IMBUE ARROW: Using arcane magic, the arcane archer can imbue his arrows with an area spell. For 1 round, all arrows fired by the arcane archer explode dealing 1d6 fire damage plus 1 damage per level (save vs. spell for half).
- 9th level: May use Seeker Arrow ability once per day per 7 levels.
SEEKER ARROW: A skilled arcane archer can launch an unerring arrow to any target known to them in their range. For 1 round, the arcane archer gains +20 to hit rolls on ranged attacks.
- 13th level: May use Phase Arrow ability once per day per 7 levels.
PHASE ARROW: An experienced arcane archer can launch an incorporeal arrow that penetrates armor. For 1 round, targets struck by the arcane archer lose 10% cumulative resistance to missile damage for 3 rounds.
- 17th level: May use Arrow of Death ability once per day.
ARROW OF DEATH: A master arcane archer can launch a powerful arrow that can instantly strike a foe dead. For 1 round, targets struck by the arcane archer must make a save vs. death at -2 or die.
- May acquire more uses of all abilities as HLAs. Extra uses of Arrow of Death are limited to two.
Disadvantages:
- Rolls d8 for hit points instead of d10.
- Race restricted to elf or half-elf.
- Minimum DEX of 15 required.
- Minimum INT of 14 required.
- May not exceed proficiency (one slot) in weapons other than longbows, shortbows and crossbows.
- May not exceed proficiency (one slot) in any weapon style.
- May not wear armor heavier than splint mail.
- May not acquire the following HLAs: Deathblow, Greater Deathblow, Hardiness.
Advantages:
- +1 to hit and damage rolls with any missile weapon at level 1 and every 5 levels afterwards.
- May use Enhance Arrow ability once per day per 7 levels.
ENHANCE ARROW: Using arcane magic, the arcane archer can enchant his arrows. For 1 round, all arrows fired by the arcane archer deal 1d4 magic damage. The damage increases to 1d8 at level 8 and 1d10 at level 14.
- 5th level: May use Imbue Arrow ability once per day per 7 levels.
IMBUE ARROW: Using arcane magic, the arcane archer can imbue his arrows with an area spell. For 1 round, all arrows fired by the arcane archer explode dealing 1d6 fire damage plus 1 damage per level (save vs. spell for half).
- 9th level: May use Seeker Arrow ability once per day per 7 levels.
SEEKER ARROW: A skilled arcane archer can launch an unerring arrow to any target known to them in their range. For 1 round, the arcane archer gains +20 to hit rolls on ranged attacks.
- 13th level: May use Phase Arrow ability once per day per 7 levels.
PHASE ARROW: An experienced arcane archer can launch an incorporeal arrow that penetrates armor. For 1 round, targets struck by the arcane archer lose 10% cumulative resistance to missile damage for 3 rounds.
- 17th level: May use Arrow of Death ability once per day.
ARROW OF DEATH: A master arcane archer can launch a powerful arrow that can instantly strike a foe dead. For 1 round, targets struck by the arcane archer must make a save vs. death at -2 or die.
- May acquire more uses of all abilities as HLAs. Extra uses of Arrow of Death are limited to two.
Disadvantages:
- Rolls d8 for hit points instead of d10.
- Race restricted to elf or half-elf.
- Minimum DEX of 15 required.
- Minimum INT of 14 required.
- May not exceed proficiency (one slot) in weapons other than longbows, shortbows and crossbows.
- May not exceed proficiency (one slot) in any weapon style.
- May not wear armor heavier than splint mail.
- May not acquire the following HLAs: Deathblow, Greater Deathblow, Hardiness.
Screenshots of abilities (courtesy of poor Bob Ogre):
Enhance Arrow
Imbue Arrow
Phase Arrow
(wait, an ogre with 16 INT? O_O)
Arrow of Death (R.I.P Bob Ogre)
Ability Icons (currently placeholders)
Bugs/Issues:
- Imbue Arrow doesn't scale with level. It should deal 1d6 +1/level but currently only does 1d6+5. I'm not sure how to fix this, as there seems to be no way to make the Cast Spell effect take your level. I may keep it this way as firing multiple 1d6+20 fireballs in a round at high levels seems a bit overpowered.
- Can't get the d8 hit point roll to work. Still figuring it out.
Future additions (if I can figure out how to implement them):
- Choose your own effect for Imbue Arrow in an Enchanted Weapon style list: fire, cold, magic, even dispelling!
- Prettifying and flashifying ability effects
- Unique icons (current icons are recolored vanilla spells)
- Potentially new abilities (e.g. Hail of Arrows replacing Whirlwind Attack)
- Seeker Arrow becomes Critical Strike for ranged weapons only (overpowered?)
Limitations:
- Enhance Arrow by 3e rules innately enchants normal arrows (so an unenchanted arrow can hit as a +5 weapon). Can't be done in the Baldur's Gate engine, so I made my own variation of the ability.
Comments: I know the vanilla kits aren't the definition of balance, but I would like to make this a viable choice over the Archer, and vice versa. It has slightly lower prowess in combat in exchange for some cool effects on its attacks. I'd appreciate people giving this kit a run and deciding whether it's a balanced and usable kit for the game.
Change Log:
- v1.0 - Completed mod.
- v1.1 - Ability effects prettified slightly, Phase Arrow fixed to allow magic resistance.
Post edited by TheArtisan on
4
Comments
What I could try to do is make it so the abilities set your attack per round to 1 for the duration, and prevent means of increasing it, or I could give the abilities an actual cast time.
For the next round, the arcane archer only has one attack, but targets must make a save vs. death or die. The saving throw becomes -1 at level 21 and -2 at level 28.
I'll put up the change for the ability soon.
the kit does not apear in char creation.
any idea why?
Did you get any install errors? It will also only show up for an Elf or Half-Elf and it is a Fighters kit, not a Ranger.
thanx!