A Frosty Journey: The IWDEE Kitpack
elminster
Member, Developer Posts: 16,317
A Frosty Journey: The IWDEE Kitpack
Features
- 34 new kits. With more on the way!
- Additional dialogue between an Icepriest of Auril character and Lysan (as well as a few other characters like Hrothgar).
- Unique biographies and kit colours for each kit.
Fighter Kits
- Breachgnome
- Mercenary
- Myrmidon
- Tunnelrat
Ranger kits
- Giant Killer
Paladin kits
- Divinate of Mystra
- Divinate of Mielekki
- Divinate of Ilmater
Monk Kits
- Brother or Sister of the Pure Flame (Kossuth - Lawful Neutral)
- Child of the Passive Voice (Oghma)
- Disciple of the Changeless Face (Grumbar)
- Disciple of the Phoenix (Kossuth - Lawful Good)
- Disciple of the Salamander (Kossuth - Lawful Evil)
- Disciple of the White Rod (Loviatar)
- Disciple of the Yielding Way (Eldath)
- Monk of the Old Order (no deity)
- Monk of the Order of the Long Death (no deity)
- Monk of the Shimmering Wind (Akadi)
- Monk of the Shining Hand (Azuth)
- Monk of the Weeping Friars (Ilmater)
- Zealot of the Written Word (Deneir)
Thief kits
- Mouseburglar
- Pest Controller
- Scout
- Tumbler
- Vermin Slayer
Cleric kits
- Earthwalker of Grumbar
- Shaman of Gruumsh
- Priest of Luthic
- Icepriestess of Auril
- Iceguardian of Uluntiu
- Leaftender
- Treetender
Druid kits
- Hivemaster
Download Link
You can download it here
http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/
Compatibility
Provided you don't use the "Cleric Kit Penalties" and "Druid Kit Penalties" components this kitpack should be compatible with other mods.
Bug Reporting: Though I was sure to test each of them it is entirely possible that these kits could have bugs. If you do experience kit or spell specific bugs feel free to report them here. Also don't be using this mod when making any bug reports to Overhaul.
With all that in mind you can find more details about the kits in the next few posts below.
Special Thanks
CrevsDaak - For his kit mod instructions. This wouldn't be possible if those hadn't been written. If you haven't seen it check it out here.
http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
(Also for help with figuring out how dialogue works)
Overhaul/Camdawg - For all their work on IWDEE. Camdawg in particular since I took advantage of some leftover 2DA work for the Priest of Tempus to figure out how to not just grant spells but also base it off of alignment.
Wisp - and anyone else involved with Weidu updating.
Argent77 - For all the work put into Near Infinity. I found it to be tremendously helpful here.
Isaya - For help figuring out dialogue.
Saigon1983 - For providing a Russian translation and pointing out minor tra errors.
Features
- 34 new kits. With more on the way!
- Additional dialogue between an Icepriest of Auril character and Lysan (as well as a few other characters like Hrothgar).
- Unique biographies and kit colours for each kit.
Fighter Kits
- Breachgnome
- Mercenary
- Myrmidon
- Tunnelrat
Ranger kits
- Giant Killer
Paladin kits
- Divinate of Mystra
- Divinate of Mielekki
- Divinate of Ilmater
Monk Kits
- Brother or Sister of the Pure Flame (Kossuth - Lawful Neutral)
- Child of the Passive Voice (Oghma)
- Disciple of the Changeless Face (Grumbar)
- Disciple of the Phoenix (Kossuth - Lawful Good)
- Disciple of the Salamander (Kossuth - Lawful Evil)
- Disciple of the White Rod (Loviatar)
- Disciple of the Yielding Way (Eldath)
- Monk of the Old Order (no deity)
- Monk of the Order of the Long Death (no deity)
- Monk of the Shimmering Wind (Akadi)
- Monk of the Shining Hand (Azuth)
- Monk of the Weeping Friars (Ilmater)
- Zealot of the Written Word (Deneir)
Thief kits
- Mouseburglar
- Pest Controller
- Scout
- Tumbler
- Vermin Slayer
Cleric kits
- Earthwalker of Grumbar
- Shaman of Gruumsh
- Priest of Luthic
- Icepriestess of Auril
- Iceguardian of Uluntiu
- Leaftender
- Treetender
Druid kits
- Hivemaster
Download Link
You can download it here
http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/
Compatibility
Provided you don't use the "Cleric Kit Penalties" and "Druid Kit Penalties" components this kitpack should be compatible with other mods.
Bug Reporting: Though I was sure to test each of them it is entirely possible that these kits could have bugs. If you do experience kit or spell specific bugs feel free to report them here. Also don't be using this mod when making any bug reports to Overhaul.
With all that in mind you can find more details about the kits in the next few posts below.
Special Thanks
CrevsDaak - For his kit mod instructions. This wouldn't be possible if those hadn't been written. If you haven't seen it check it out here.
http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
(Also for help with figuring out how dialogue works)
Overhaul/Camdawg - For all their work on IWDEE. Camdawg in particular since I took advantage of some leftover 2DA work for the Priest of Tempus to figure out how to not just grant spells but also base it off of alignment.
Wisp - and anyone else involved with Weidu updating.
Argent77 - For all the work put into Near Infinity. I found it to be tremendously helpful here.
Isaya - For help figuring out dialogue.
Saigon1983 - For providing a Russian translation and pointing out minor tra errors.
Post edited by elminster on
24
Comments
Description
BREACHGNOME: The Breachgnome is a heroic defender of gnomekind. They are known to put themselves in harms way, whatever the outcome, and to hold off an enemy as long as is needed. Frequently they receive training from both their own masters as well as members of other races in order to improve their skills at defending from attacks.
Advantages
- Level 2: It can use its Hold the Line ability once per day. It gains an additional use out of this ability every 4 levels.
HOLD THE LINE
When this ability is used the Breachgnome remains still, holding his place in order to defend himself from all attacks made against him.
When activated the Breachgnome's AC is further reduced by 1 for every 2 levels the Breachgnome has obtained. This is to a maximum of -10 at level 20. The ability lasts for one turn, after which the Breachgnome may move around as needed.
- Level 2: Gains -1 AC every 2 levels, to a maximum of -5 at level 10.
- Level 3: Becomes immune to Fear
Disadvantages
-Can only gain Grand Mastery in Short Swords, Warhammers, and Axes.
-Can only become specialized in other weapons.
-Can only gain specialization in Sword and Shield Style. No greater than proficiency can be obtained for other weapon styles.
Restrictions
-Must be a gnome
-Must have 16 strength
-Must be a neutral or good alignment
Mercenary
Description
MERCENARY: A mercenary is an outcast from halfling society who is forced to mingle with humans, elves, dwarves, and even goblinoids. Their skills can vary but their pasts frequently share a story of being mistreated and driven from their homes. Out of necessity they've learn a wide variety of skills that a fighter would otherwise might avoid.
Advantages:
-Immune to blindness
-Can use Tracking once per day. Every 4 levels they gain an additional use of this ability.
-At 2nd Level they receive -1 Thac0, +2 damage to their missile weapon usage. This is on top of any weapon proficiency bonus they may have.
-Receives a stipend of gold every two levels starting at level 2. This represents 10% of the current parties gold.
Disadvantages:
-Cannot have higher than 16 charisma.
Restrictions:
-Must be a halfling
-Must have 13 strength, 13 dexterity, and 13 constitution.
Myrmidon
Description
Description: The Myrmidon is the ultimate soldier. He may be a high-ranking officer or a career sergeant; he may belong to one nation's armed forces or may be a mercenary. To an adventuring party he brings discipline and a useful understanding of military tactics, even though he can often be rigid and contemptuous. His stature, posturing, and maneuvers make him however very recognizable in any group, which makes him less likely to successfully dodge ranged attacks made by enemies. Most of his experience in fighting would have involved fighting other humans or similar humanoids with very traditional weapons.
Advantages
Gets +1 Thac0 and +2 damage, and -2 speed factor bonus regardless of the weapon he is using.
+ 2 Thac0 against humanoids (Goblins, humans, elves, dwarves, kobolds, Lizard Man, etc)
+25% cold resistance
Disadvantages
Gets +3 AC against all ranged attacks made against him
Though he can gain grandmastery in any other weapon he can only become proficient with katanas and scimitars.
Must have at least 12 strength and 12 constitution
Must have at least 15 strength and 15 constitution to dual class from this kit.
Tunnelrat
Description
Description: The tunnelrat is a warrior who specializes in underground search-and-destroy missions, especially in areas where constricted space or low ceilings would put larger warriors at a disadvantage. As such they prefer weapons that can be easily grabbed, especially for missions where climbing is involved. In particular they specialize in rooting out smaller humanoids who make their lairs underground, though they are also versed in fighting a few other select creatures. Their specialized training however has reduced their effectiveness against large creatures. They are known amongst those that hire them for being well adjusted to fighting in the dark and for being fearless warriors.
Advantages
-Has infravision
-Is immune to blindness and fear
-Gets -3 THAC0 and +3 damage against Humanoids (Goblins, humans, elves, dwarves, kobolds, Lizard Man, etc), Spiders, Undead, Beetles, and Carrion Crawlers.
Disadvantages
-Gets +3 THAC0 and -3 damage against Giant Humanoids (Giants, Ettins, Elementals, Yeti's, Trolls, Ogres, etc), Yuan-Ti, Umber Hulks, and Rehmoraz
-Though he can get up to grandmastery with axes he cannot get proficiency in any other melee two-handed weapon or a longbow.
-Cannot start with anything higher than 16 charisma.
Ranger Kits
Giant Killer
GIANT KILLER: The Giant Killer is a skilled combatant, often from humble beginnings, trained to the specific purpose of slaying giants and other large creatures. He has mastered combat techniques designed to fell these creatures, and has become an expert in their behavior and habits. A Giant Killer is nothing if not confident; a giant's immense size merely means he makes a good target.
Advantages:
- Level 1: Gets a -4 Thac0 bonus vs. Giants, Ettins, Ogres, and Trolls.
- Level 5: Gets +5 to Damage vs. Giants, Ettins, Ogres, and Trolls.
Disadvantages:
- Are unable to use Tracking or Charm Animal
Restrictions:
- Must have 15 strength and dexterity
Paladin Kits
Divinate of Mystra
Description
DIVINATE OF MYSTRA: Paladins in service of Mystra, Our Lady of Spells, often find themselves traveling frequently in the service of their god. Mystra herself seeks to preserve the stability of the Weave, and has tasked her clergy and paladins to act with this in mind. Her Divinates, who represent some of her most faithful warriors, are sent out throughout the realms to investigate magic users as needed.
Advantages
-Spellglow grants them an increased sight of 5 feet.
-At 5th level they gain the ability to cast Dispel Magic as an innate ability once per day.
-At 6th level they can cast Magic Missiles as a 1st level priest spell.
-At 9th level their casting times are reduced by 3.
-At 12th level they can cast Minor Sequencer as a 3rd level cleric spell.
Disadvantages
-Cannot use Lay on Hands
-Cannot use Cure Disease
-Cannot use Protection from Evil
-Cannot use Divine Courage
-Cannot use Smite Evil
Divinate of Mielekki
Description
DIVINATE OF MIELEKKI: Those who serve Mielekki typically are Druids, Rangers, or Clerics. However, despite her limited power she does maintain a small number of paladin followers. The most devout of these paladins, soldiers who have agreed to give their lives to protect nature, are her Divinates. These soldiers collectively train extensively against the challenges that would otherwise impede most travelers in the wild and as a result they are immune to most natural impediments. Though limited in what she can grant them Mielekki also has seen to grant her divinates access to a few additional spells.
Advantages:
- Immune to Entangle and Web
- Becomes immune to Spike Growth at level 9
- Can cast Entangle at level 6 (1st level), Web at level 9 (2nd level), and Summon Insects at level 12 (3rd level) out of your priest spellbook.
Disadvantages:
- Cannot cast Animate Dead or Slay Living
- Does not benefit from Divine Courage
Restrictions:
May be Lawful Good, Neutral Good, Chaotic Good, or True Neutral.
Divinate of Ilmater
Description
DIVINATE OF ILMATER: Divinate of Ilmater are widely known for their willingness to put themselves in harms way to protect the downtrodden, the poor, and those who suffer. Though they are most often found living among the poorer denizens of Faerun's cities they can be found any place in the realms where there is suffering.
Advantages:
- Gets +4 to saving throws vs death
- Gains an additional casting of Lay on Hands at level 1.
- Can cast Favor of Ilmater once per day starting at level 5.
- Can cast Champion's Strength once per day starting at level 7.
- Can cast Entropy Shield once per day starting at level 9.
Disadvantages
- Cannot cast Detect Evil or Smite Evil. Is not granted Divine Courage.
Monk Kits
Brothers and Sisters of the Pure Flame
Description
- 1st level: Can use Flaming Fist once per day.
FLAMING FISTS: The Monk channels his/her fire into his/her unarmed attacks, turning his/her fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 3 rounds at level 5, 5 rounds at level 8, 7 rounds at level 11, and 1 turn at level 14. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.
- 2nd level: Gains 10% fire resistance. This increases by 10% for every 2 levels until it is 100% at level 20.
- 7th level: Can cast Greater Flame once per day.
GREATER FLAME: The Monk wreathes him/herself in flames that act as a Fireshield (Red), granting the Monk 50% Fire Resistance and protecting him/her from attacks made within a 5-ft. radius. An opponent that hits the Monk with any weapons or spells within this radius suffers 1d10+5 points of fire damage. It lasts for 1 turn at level 1 and increases in duration by 5 rounds every 5 levels (up to a maximum of 4 turns at level 30).
Disadvantages:
- Cannot use Lay on Hands
- Cannot use Stunning Fists
- Cannot use Quivering Palm
- Starts with -20% resistance to cold.
Restriction:
- Must be lawful neutral
Child of the Passive Voice
Description
CHILD OF THE PASSIVE VOICE: An order of learned monks whose members protect many libraries and abbeys. They normally will only agree to join adventuring parties if they have reason to believe a library elsewhere is threatened or that rare reading materials can be found on the journey.
Advantages:
- Level 1: Gains 10 lore. Gains an additional 10 lore every three levels.
- Level 4: Can cast Clairvoyance once per day.
- Level 7: Can cast Farsight once per day.
- Level 13: Can cast Scribe Scrolls once per day.
SCRIBE SCROLLS
This ability allows a monk to create priest scrolls. The scrolls that the monk can create are randomly chosen from the following list:
1) Protection from Acid
2) Protection from Cold
3) Protection from Electricity
4) Protection from Fire
5) Protection from Magic
6) Protection from Poison
7) Protection from Undead
8) Raise Dead
9) Heal
10) Resurrection
Disadvantages:
- Cannot use Lay On Hands
- Cannot use Stunning Blow
- Cannot use Quivering Palm
Restrictions:
- Can be lawful good or lawful neutral.
- Must have at least 9 intelligence.
Disciple of the Changeless Face
Description
DISCIPLE OF THE CHANGELESS FACE: Members of this order seek to preserve all knowledge of how things currently are in order to restore them to their former status should things change. They are a stoic and spartan order who wishes to carry on the wish of Grumbar and maintain stability in the realms.
Advantage:
- Level 2: Gains the ability to cast Rock Fists. Gets an additional use every 8 levels.
ROCK FISTS :Activating this ability coats your fists in a thin layer of rock, causing each hit you make to do an additional 4 crushing damage. The ability lasts for one turn, after which your fists return to normal.
- Level 3: Gets 10% Crushing resistance. Continues to gain 10% crushing resistance every 3 levels, up to a maximum of 100% at level 30.
- Level 7: Gains the ability to cast Stoneskin once per day.
Disadvantage:
- Cannot use Lay on Hands
- Cannot use Stunning Fists
- Cannot use Quivering Palm
Restriction:
- Must be lawful neutral
Disciple of the Phoenix
Description
DISCIPLINE OF THE PHOENIX: Disciples of the Phoenix see the church of Kossuth as a means of advancing towards purity. Amongst this order other clergy members of Kossuth are to be viewed as expendable, particularly those of evil alignment. Disciples of the Phoenix strongly believe that everyone should be given a chance to prove themselves as being worthy of their lords graces.
Advantages:
- 1st level: Can use Flaming Fist once per day.
FLAMING FISTS: The Monk channels fire into unarmed attacks, turning fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 3 rounds at level 5, 5 rounds at level 8, 7 rounds at level 11, and 1 turn at level 14. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.
- 5th Level: Can cast Resist Cold/Fire once per day.
- 7th level: Can cast Greater Flame once per day.
GREATER FLAME: The Monk wreathes self in flames that act as a Fireshield (Red), granting the Monk 50% Fire Resistance and protecting from attacks made within a 5-ft. radius. An opponent that hits the Monk with any weapons or spells within this radius suffers 1d10+5 points of fire damage.
- 18th level: Gets an additional casting of Greater Flame.
Disadvantages:
-Cannot use Stunning Fists
-Cannot use Quivering Palm
-Starts with -20% resistance to cold.
Restriction:
- Must be lawful good
Disciple of the Salamander
Description
DISCIPLE OF THE SALAMANDER: Disciples of the Salamander see the church of Kossuth as a means of advancing towards purity. Amongst this order other clergy members of Kossuth are to be viewed as expendable, as are any others who stand in their way.
Advantages:
-Level 1: Can use Flaming Fists once per day.
FLAMING FISTS: The Monk channels fire into unarmed attacks, turning fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 3 rounds at level 5, 5 rounds at level 8, 7 rounds at level 11, and 1 turn at level 14. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.
- Level 4: Can cast Protection from Fire once per day.
PROTECTION FROM FIRE:
Level: 3
Range: 0
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Self
Saving Throw: None
This spell confers complete invulnerability to fire damage.
- Level 7: Can cast Fireball once per day.
FIREBALL:
(Evocation)
Level: 3
Range: Visual range of the caster
Duration: Instant
Casting Time: 3
Area of Effect: 30-ft. radius
Saving Throw: 1/2
To cast fireball, the monk points finger and speaks the range at which the fireball is to burst. A streak flashes from the pointing digit and blossoms into a fireball, delivering damage proportional to the level of the monk who cast it: 1d6 points of damage for each level of the monk (up to a maximum of 30d6). Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, taking only half damage.
- Level 12: Can cast Fire Storm once per day.
- Level 18: Gets an additional casting of Fireball.
Disadvantages:
-Cannot use Lay on Hands
-Cannot use Stunning Fists
-Cannot use Quivering Palm
-Starts with -20% resistance to cold.
Restriction:
- Must be lawful evil
Disciple of the White Rod
Description
DISCIPLE OF THE WHITE ROD: Loviatar teaches that the world is full of pain and torment, and the best one can do is to suffer those blows that cannot be avoided and deal as much pain back to those who offend. Disciples of the White Rod respect this view of the world and train themselves in the art of inflicting pain on others.
Advantages:
- Level 1: Gains the ability to cast Painful Punch once per day. Gains an additional use of this every 5 levels thereafter.
PAINFUL PUNCH
Each successful hit within the next 5 rounds will spread a powerful contact poison onto the target, dealing an extra 2 points of damage per second with no Saving Throw (up to a maximum of 12 points of damage per hit). Moreover, if the target fails a Saving Throw vs. Poison, he/she will suffer 1 additional point of damage per round for 4 rounds. The Disciple of the White Rod who uses this ability is immune to its poisonous effects.
- Level 5: Gains the ability to cast Greater Pain once per day.
GREATER PAIN: The Monk wreathes him/herself in magic that acts as a shield, granting the Monk 50% Magic Damage Resistance and protecting him/her from attacks made within a 5-ft. radius. An opponent that hits the Monk with any weapons or spells within this radius suffers 1d10+5 points of magic damage.
- Level 10: Gains the ability to cast Symbol, Pain once per day. Gains additional castings of this at level 20 and 30.
Disadvantages:
- Cannot cast Lay on Hands.
- Cannot use Stunning Blow.
Restrictions:
- Must be Lawful Evil
Disciple of the Yielding Way
Description
DISCIPLE OF THE YIELDING WAY: Sometimes known as the Brothers and Sisters of the Open Palm. These monks guard sacred sites where many peacemen and peacewomen dwell and travel the countryside gathering information for isolated groves and fastnesses. They do not ever seek to provoke violence, but are quite deceptively deadly when defending themselves, their charges, and their holy sites.
Advantages:
- 1st level: Can cast Sanctuary once per day. Gains additional castings once every 5 levels thereafter (level 6, 11, etc).
- 5th level: Can cast Remove Fear once per day.
- 7th level: Can cast Silence once per day.
- 11th level: Can cast Otiluke's Resilient Sphere once per day
- 13th level: Gains a second casting of Silence on per day.
- 15th level: Gains a second casting of Otiluke's Resilient Sphere.
Disadvantages:
- Cannot use Quivering Palm.
Restrictions:
- Must be either Lawful Good or Lawful Neutral.
- Must have at least 9 intelligence.
Monk of the Old Order
Description
MONK OF THE OLD ORDER: Monks of the Old Order do not worship any deity, but are devoted to the philosophy espoused by a deity who is either now dead or has never existed on the Material Plane of Toril. The monks contradict themselves on this point, but the deity's identity isn't important to them, it's the message they care about. The Old Order never has huge monasteries, but has spread widely throughout Faerûn.
Advantages and Disadvantages:
- None (same as non-kitted monk)
Restrictions:
- Can be of any lawful alignment.
Monk of the Order of the Long Death
Description
MONK OF THE ORDER OF THE LONG DEATH: These monks seek for the secrets of life by studying death. It is the condition of being dead that concerns them most, and not what lies beyond. Obtaining the perfect death, whatever form that happens to be, is something that they revere. Their laboratories are full of decaying, dying, and dead animal and plant specimens that they study with detached interest. They frequently purchase rare specimens that they cannot obtain easily themselves from adventurers and merchants and rarely adventure themselves.
Advantages:
- Level 1: Can cast Quivering Palm once per day. Gets an additional use of it every five levels.
- Level 6: Can cast Death Spell once per day.
- Level 8: Can cast Deathblow once per day.
- Level 12: Can cast Greater Deathblow once per day.
Disadvantages:
- Cannot use Lay on Hands
- Cannot use Stunning Fist
Restrictions:
- Must be lawful neutral or lawful evil.
Monk of the Shimmering Wind
Description
MONK OF THE SHIMMERING WIND: An isolationist group of monks who worship the god
Akadi. These monks frequently are found in monasteries in high elevation areas. They train and read
extensively about the wind and weather, hoping to gain each time new insight into it that will help them
in battle.
Advantages:
- Level 2: They gain the ability to cast Speed of the Wind once per day.
SPEED OF THE WIND: For the next 3 rounds this ability doubles the monks normal walking speed.
Other movement-altering effects, such as Haste and Slow, cannot affect the caster while this spell is in
effect. Chinook Charge may not be active while this ability is in effect.
- Level 5: They gain the ability to use Blast of Wind on an opponent once per day. They get an
additional casting of Blast of Wind at level 9.
BLAST OF WIND
This ability does 2d6 cold damage and knocks the target and anyone near them backwards. It also stuns 22
them for 1 round. This ability does not work against large creatures.
- Level 7: They can cast Zone of Sweet Air once per day.
- Level 13: Can cast Chinook Charge once per day.
CHINOOK CHARGE
Through intense training a monk can learn to utilize the air and winds to increase their speed and
attacks during a single round. At level 13 this grants a monk 6 attacks per round. It increases by 2
attacks per round every 4 levels thereafter, reaching a maximum of 10 at level 21.
Speed of the Wind may not be active while this ability is in effect.
Disadvantages:
- Cannot use Stunning Blow
- Cannot use Quivering Palm
- Cannot use Lay on Hands
Restrictions:
- Must be lawful neutral or lawful evil
Monk of the Shining Hand
Description
MONK OF THE SHINING HAND: The Shining Hand is one of the oldest monk orders of Amn,
mixing faith in Azuth, and the practice of wizardry with monastic devotions. Amn's crackdown on the
practice of wizardry has sent some Shining Hand groups underground and sent others out into the wider
world.
Advantages:
- Level 2: Can cast the Fists of Spells once per day. Gets an additional use once every four levels.
FIST OF SPELLS: When this ability is activated the Monk channels his/her magic into his/her unarmed
attacks, turning his/her fists into magic weapons that deal an additional 2 magic damage per hit for the
next turn. This special ability automatically modifies normal attacks; no weapon-switching needs to be
done.
- Level 3: Gains 5 lore. Gains an additional 5 lore every three levels.
- Level 5: Gains +3 to their save vs spells.
- Level 10: Can cast Spell Deflection once per day.
Disadvantages:
- Cannot use Lay on Hands
- Cannot use Stunning Blow
- Cannot use Quivering Palm
Restriction:
- Must be lawful good, lawful neutral, or lawful evil.
- Must have at least 9 intelligence.
Monk of the Weeping Friars
Description
MONK OF THE WEEPING FRIARS: The Weeping Friars are an informal order of monks known
throughout most of the Savage Frontier. They claimed to believe there to be only a finite amount of
pain and suffering in the world and that if they take on someone else's burden it will ultimately lessen
suffering in the world. They offer to undergo suffering on a person's behalf in exchange for money or
items, usually taking the form of alcohol or trinkets. The Weeping Friars are considered to be a fringe
order by mainstram Ilmatari, with even some even claiming them to be heretics for refusing to take the
vow of Purity.
Advantages:
- Level 1: Gets +2 to saving throws vs death
- Level 1: Gains an additional casting of Lay on Hands. Lay on Hands cast by this monk can also work
on others.
- Level 5: Can cast Favor of Ilmater once per day.
- Level 13: Can cast Entropy Shield once per day.
Disadvantages:
- Does not gain Stunning Blow or Quivering Palm.
Restrictions:
- Must be Lawful Good or Lawful Neutral.
- Must have 16 constitution.
Zealot of the Written Word
Description
ZEALOT OF THE WRITTEN WORD: Also sometimes called Carmendines after their (long-dead)
founder. These monks are followers of Deneir. They spend their time recording information,
developing their theses on various forms of unarmed combat, earning money for their church (usually
by making books, paper, and ink, or working as scribes), and even accompanying clerics of the faith on
quests. When traveling, a Zealot normally carries a small book or bundle of scrolls showing the next
martial arts form she intends to master, all of which have complex and flowery names.
Advantages:
Level 3: Gains 10 lore. Gains an additional 10 lore every three levels.
Level 5: Can cast Clairvoyance once per day.
Level 7: Can cast Farsight once per day.
Level 13: Can cast Scribe Scrolls once per day.
SCRIBE SCROLLS
This ability allows a monk to create priest scrolls. The scrolls that the monk can create are randomly
chosen from the following list:
1) Protection from Acid
2) Protection from Cold
3) Protection from Electricity
4) Protection from Fire
5) Protection from Magic
6) Protection from Poison
7) Protection from Undead
8) Raise Dead
9) Heal
10) Resurrection
Disadvantages:
- Cannot use Stunning Blow.
- Cannot use Quivering Palm.
Restrictions:
- Must be lawful good.
- Must have at least 9 intelligence.
Mouseburglar
Description
MOUSEBURGLAR: These stealthy characters are consummate spies and sneak thieves who in some
ways behave more like halflings than the average gnome thief. Striving to be as quiet as mice, they
infiltrate lairs, mansions, or enemy camps. They rely upon secrecy, disguise, and silence in order to
conceal their presence. Preferring very much to flee rather than fight, they consider a truly successful
mission one which is concluded before the victim even learns that the gnome has been there.
Advantages:
- Can become specialized in shortbows, daggers, slings, darts, and short swords.
- Level 1: Gains +5% towards Move Silently. This repeats every 3 levels up to a maximum of +50% at
level 28.
- Level 2: Gains +5% towards Hide in Shadows. This repeats every 3 levels up to a maximum of +50%
at level 29.
- Level 3: Gains +5% towards Find Traps. This repeats every 3 levels up to a maximum of +50% at
level 30.
Disadvantages:
- Gets -1 to their Thac0 when using melee weapons.
- Cannot become proficient in crossbows.
Restrictions:
- Must be a gnome.
- Must have at least 13 dexterity and 13 intelligence.
Pest Controller
Description
PEST CONTROLLER: Though there are dwarven thieves in the realms that engage in practices of
theft, many dwarf thieves actually seek to improve their mechanical knowledge instead of their sleight
of hand. Pest controllers for instance are experts at removing rats, giant spiders, centipedes, carrion
crawlers, kobolds, and other pests from strongholds and homes. They typically work as part of larger
guilds, taking on apprentices as needed. They are also experts on improving an areas defensibility by
laying elaborate traps, and are often hired for such a purpose.
Advantages:
- You gain access to an additional use of Set Snare every four levels instead of every five levels.
- Level 1: You gain access to Pest Snare. You can additional uses of this every 5 levels.
PEST SNARE
Over numerous centuries Pest Controllers have passed on the technique for making these traps to their
apprentices. Like traditional traps this trap is designed so that it can strike a target, or even a set of
targets, from a distance. However, its teeth and mechanisms make it harmless against larger creatures.
Its damage and effects vary by your characters level.
Level 1: 5 missile and 10 crushing damage to small and medium sized creatures.
Level 11: 10 missile and 20 crushing damage to small and medium sized creatures.
Level 16: 10 missile and 25 crushing damage to small and medium sized creatures. Will slow any target
affected by it for three rounds.
Level 21: 15 missile and 25 crushing damage to small and medium sized creatures. Will slay a target
affected by it if they fail a save vs death (with a +2 bonus). Creatures that survive are slowed for three
rounds.
- Starts with +5 towards Move Silently, +5 towards Find Traps, and +10 towards Set Traps.
Disadvantages:
- May only distribute 15 points each level towards thieving skills.
- Starts with -10 towards Pick Pocket.
Restrictions:
- Cannot have higher than 14 charisma.
Scout
Description
SCOUT: A Scout is a thief, usually solitary, who operates in a wilderness setting. Besides working as a
guide, spy, or saboteur for hire in the wilderness, many Scouts are involved in such illicit activities as
poaching. Though they lack the "silly ethics" of the ranger class they are not prohibited from being
good, and in many ways they are more dependable than thieves in general. In fact their rugged
individualism and harsh judgment often endears them to adventurers.
Advantages:
- They get +15 to Hide in Shadows and Move Silently.
- Once per round Scouts can attempt to make a Surprise Attack against an opponent.
SURPRISE ATTACK
Once per round Scouts can attempt to make a surprise attack against an opponent. They only have a 1/6
chance of successfully positioning themselves to make this surprise attack. If they are successful they
are granted an additional +4 Thac0 and an additional attack per round for the next round (success is
represented by a Called Shot icon). There are no penalties for not being successful.
- Level 3: They can track like rangers.
Disadvantages:
- The get -5 to Open Locks, Find Traps, Detect Illusion, Set Traps, and Pickpocket.
- They can only distribute 20 points each level.
Tumbler
Description
TUMBLER: The Tumbler is a gnome who employs creative and vigorous means to get into places,
meanwhile performing tricks and feats for the edification of his or her fellow villagers. Adept at
climbing and falling, the Tumbler can walk a rope stretched between two high points, scale a sheer
surface, and bob and evade his or her way through deadly combat--often rolling right between a larger
opponent's legs!
Advantages:
- Level 1: Can use Tumble once per day. Gains additional uses of this ability once every three levels.
TUMBLE
When activated the Tumbler gains a -6 AC bonus for the next round. This cannot be used in
conjunction with Climb Walls.
- Level 3: Can use Climb Walls once per day. Gains additional uses of this ability once every four
levels.
CLIMB WALLS
The Tumbler can climb walls or any vertical structure or rock formation in an effort to avoid an enemy.
For the first round the ability is active the Tumbler is unable to attack, as they are instead looking for a
ledge to attack back from. During the five rounds this ability is active the Tumbler's AC is improved by
4 and ranged attacks made by them get a bonus of -4 Thac0. This cannot be used in conjunction with
Tumble.
Disadvantages:
- They start with a 15 point penalty to their Open Locks skill.
Restrictions:
- Must be a gnome
- Must have a dexterity of at least 14.
Vermin Slayer
Description
VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of
monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also
adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and
vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they
wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller
uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other
assorted weapons.
Advantages:
- Can specialize in any weapon or weapon style (*** for Two-Weapon Style), receives specialisation
bonuses like a fighter would, gets level attack per round bonuses like a fighter (at levels 7 and 13), and
gets only a +2 penalty to Thac0 when using a weapon without proficiency.
- Gets +1 Thac0 and +2 damage when attacking carrion crawlers, spiders, beetles, kobolds, and goblins.
- Gets +5% Hide in Shadows, +5% Move Silently, and +5% Find Traps
- Level 2: Gets a +1 bonus to Thac0. Gets this bonus every 2 levels, to a maximum of +5 Thac0 at level
10.
- Gets hit dice of 1d8. After level 10 it gains 3 hit points a level.
Disadvantages:
- Gets -10 to pickpocket
- Can only distribute 15 thief points every level.
- You only get access to a new use of Set Snare every 6 levels (levels 1, 7, 13, etc).
- Backstab multiplier, sneak attacks, and critical strikes progress more slowly than an unkitted Thief:
Backstab multiplier
Level 1-6: x2
Level 7-10: x3
Level 11-14: x4
Level 15+: x5
Sneak attacks (if 3E Sneak Attack is enabled):
Level 1-5: +1d6
Level 6-9: +2d6
Level 10-13: +3d6
Level 14-17: +4d6
Level 18-21: +5d6
Level 22-25: +6d6
Level 26-29: +7d6
Level 30: +8d6
Crippling strikes (if 3E Sneak Attack is enabled):
Level 7-10: -1 to target’s hit and damage rolls
Level 11-14: -2 to target’s hit and damage rolls
Level 15-18: -3 to target’s hit and damage rolls
Level 19-22: -4 to target’s hit and damage rolls29
Level 23-26: -5 to target’s hit and damage rolls
Level 27-30: -6 to target’s hit and damage rolls
Restrictions:
- Must be a dwarf.
- Must have at least 14 strength and 14 dexterity.
Cleric Kits
Icepriestess of Auril
Description
Description: Few who serve the Frostmaiden do so strictly out of reverence. Auril retains a strong presence in the North, largely due to the fear her name still has over its inhabitants, and many see her priesthood as a way of advancing their own interests. The acquiring of wealth through blackmail and the acquiring of power are two very common characteristics expressed by members of her priesthood.
Aurilites themselves are not surprisingly looked down upon by most common folk, though their immunity to cold has granted them a reputation for being able to complete tasks during the winter months that others could not do. Amongst her priesthood the cold is an ally, a fact that is certainly apparent to anyone seeking to challenge them.
Advantages
- Is immune to cold.
- Has access to the mage spells Chill Touch (1st), Snilloc's Snowball Swarm (2nd), Protection from Cold (3rd level), Icelance (3rd), Ice Storm (4th), Cone of Cold (5th), and Otiluke's Freezing Sphere (6th)
- Can cast Frost Fingers as a 1st level spell, Ice Blade as a level 4 spell, and Heart of Ice as a 7th level spell. Can cast Summon Ice Elemental once/day at level 11.
Ice Blade
Sphere: Combat, Weather
Range: Caster
Duration: 1 round/level
Casting Time 4
Area of Effect: Caster
Saving Throw: None
This spell creates a swirling sword-shaped formation of jagged, fast swirling ice shards extending from the casters hand. It is considered a +2 enchanted weapon for purposes of determining what it can hit and strikes at Thac0 6, regardless of the casters normal combat abilities. It deals 3d4 slashing damage as well as an additional 1d6 cold damage.
Synopsis for other spells
Frost Fingers = Burning hands but with cold damage
Summon Ice Elemental = Summon Fire Elemental except its duration is fixed to 5 turns and it only summons a 12 hit dice creature (no random chances).
Heart of Ice = Up close version of Finger of Death that freezes a target if they fail a save vs spell, and damages those that avoid death (unless they are undead or a construct)
Disadvantages
- Must be neutral evil
- Cannot cast Flame Strike and False Dawn.
Earthwalker of Grumbar
Description
Description: Though there are few clerics who still worship Grumbar those that remain are granted a handful of special spells from the Earthlord. Their task is to preserve stability and the status quo in the realms, organizing as necessary to stop the expansion of the churches of other powers. Their resistance to change is not limited only to other churches, and they have even been known to oppose changes in governments and organizations from time to time.
Advantages
Level 5: Can summon an 8HD earth elemental once each day. This improves to a 12 HD earth elemental at level 9 and a 16 HD earth elemental at level 13.
- Gains the ability to cast Stoneskin (4th level), Spiked Stone (5th), Conjure Earth Elemental (7th), and Earthquake out of their priest spellbook.
Disadvantages:
- Must be a gnome or dwarf
- Must be lawful good, lawful neutral, true neutral, or lawful evil.
- Cannot cast Raise Dead, False Dawn, Aerial Servant, Resurrection, Energy Drain, and Greater Restoration.
Shaman of Gruumsh
Description
Description: Few in Gruumsh's priesthood are willing to make the sacrifices that are demanded of his shamans. Long ago it is said that Gruumsh lost an eye in a battle with Corellon Larethian, the head of the pantheon of the elves. Though followers of Gruumsh firmly maintain that he always had one eye, and that he only lost the battle due to trickery by Corellon, shaman's of Gruumsh continue to this day to pluck out their left eye in order to show solidarity with their god. Today this is required to become a shaman of the god, and while having one eye creates its own set of difficulties Gruumsh rewards those who make this sacrifice. Provided of course they follow through with his wishes.
Advantages
- With each creature you kill with either a melee or ranged weapon you heal 1d8 health.
- + 1 to hit elves, half-elves, duergbar, and dwarves
- Gets access to Blood Rage (4th level spell) despite alignment
- Can cast Aid on self once per day
- Can inspire other party members and summons once per 5 levels with the unique ability “Gruumsh’s Rage”. This ability can stack on itself.
Gruumsh's Rage
Sphere: Combat
Range: Self
Duration: Special
Casting Time 3
Area of Effect: 30 foot. radius.
Saving Throw: None
Amongst his shamans Gruumsh bestows only his greatest gifts, the most significant being the ability to call upon the rage and brutality of Gruumsh in battle. The duration of this assistance is typically short, namely because channelling the rage requires significant mental fortitude. Lower level shamans that use it have even been known to fear the loss of Gruumsh favour the moment that it ends.
Level 1: +1 Thac0, +3 damage, + 1 to save vs death, Lasts for 2 rounds. After 2 rounds the caster has a 75% chance of being panicked.
Level 6: +2 Thac0, +3 damage, +2 save vs death, +5% physical damage resistance. Lasts for 3 rounds. After 3 rounds has a 50% chance of being panicked.
Level 11: +2 Thac0, +4 damage, +4 save vs death, +1 AC, 10% physical damage resistance. Lasts for 4 rounds.
Level 16+: +3 Thac0, +6 damage, +4 save vs death, + 2 AC, 15% physical damage resistance. Lasts for 6 rounds.
Disadvantages
- Must be lawful evil.
- Must be a half-orc
- Must have 15 strength
- Due their partial blindness they have half the normal visual range and have a Thac0 and AC penalty of +2
Leaftender
Description
Description: The Leaftender is similar in many ways to the druid--he or she is a priest who lives in and watches over the wild places that are so important to the halfling race. Despite the fact that his or her home and burrow is located deep in the woods, the Leaftender is not antisocial--halfling visitors will always find a warm welcome and be invited in to share a cup of a tea, a bit of conversation, and a warm fire.
The Leaftender works to slowly tame a forest without destroying it. He or she will plant nut trees and berry bushes to provide more food for the local wildlife, tend sick trees, and generally make the woods he or she dwells in a healthier, friendlier place.
Advantages
Has access to level 4 and lower plant and animal spells. Plant spells include Entangle (1st), Shillelagh (1st), Barkskin (2nd), Goodberry (2nd), Spike Growth (3rd), Mold Touch (3rd), and Thorn Spray (4th). Animal spells include Charm Person or Mammal (2nd), Hold Animal (3rd), Summon Insect (3rd), Animal Summoning I (4th), Call Woodland Beings (4th), and Giant Insect (4th).
At 2nd level they become immune to entangle
At 5th level they become immune to charm magic
Disadvantages
- Must be a halfling
- Must be neutral or good alignments (you get spell access based on your alignment).
- Can only become proficient in clubs, quarterstaves, slings, and any of the weapon styles.
- Cannot cast Animate Dead, Slay Living, or Finger of Death.
Priest of Luthic
Description
Description: Those who serve the Cave Mother know her to be wise but firm in her beliefs. Amongst her clergy there is a strong sense of connection to the earth as well as a value placed in the practice of minor healing. Of those in the Orc Pantheon she is the only one who has placed any interest in the art of healing, a view that her followers have noted. As a result in the midst of battle her followers can often be found on the front lines caring for the wounded, and, in rare cases, raising the fallen.
Advantages
- Unlike other evil priests they gets access to all healing spells and healing-related necromancy spells (this includes Cure Critical Wounds, Mass Cure Light Wounds, Raise Dead, Heal, Greater Restoration, Regeneration, and Resurrection).
- They can also cast “Blistering Disease” as a 4th level spell. Its description is as follows.
Blistering Disease
Sphere: Necromancy
Range: Touch
Duration: 8 rounds
Area of Effect: Single target
Casting Time: 4
Saving Throw: Save vs death
This spell afflicts one creature the priest targets with a disease that saps the target of 5 points of Strength. The bursting of blisters on the victim inflicts an additional 5 poison damage/ round for 8 rounds. A successful Save vs. negates all effects. This spell has no effect on undead, constructs, or extraplanar creatures.
Disadvantages:
- Must be evil.
- Must be a half-orc.
- Loses access to spells in the "Combat" sphere above level 4. This includes Righteous Magic, Righteous Wrath of the Faithful, Flame Strike, Bolt of Glory, Slay Living, and Unholy Word
Iceguardian of Ulutiu
Description
Description: Iceguardians of Ulutiu are as much community leaders as they are warriors and clerics. Their communion with nature and the animals that they hunt is strong, and like druids high level Iceguardians have even been known to reach the point of being able to turn into these animals as needed. Though he is in a deep slumber Ulutiu still continues to protect his most trusted servants with immunity to the cold, as well as access to a number of additional water and ice spells.
Advantages
- Immunity to Cold
- +2 wisdom
-Has access to Chill Touch, Snilloc's Snowball Swarm, Protection from Cold, Cloudburst, Icelance, Ice Storm, Smashing Wave, Cone of Cold, Conjure Water Elemental, Otiluke's Freezing Sphere, and Mist of Eldath.
- Beast Claw (renamed Polar Fury is added as an innate ability that can be activated when you hit level 5).
- Ability to transform into polar bear form once you hit 10th level.
Disadvantages
- Must be human
- Cannot use Flame Strike and False Dawn,
- Cannot cast Cure Critical Wounds, Mass Cure Light Wounds, Mass Cause Light Wounds, Heal, and Regeneration.
Treetender
Description
TREETENDER: Although they rarely interact with other gnomes on a daily basis, these nature priests are highly respected for helping to preserve the environment in which their fellows live. Like the druid of humankind, the Treetender takes a fierce interest in his or her domain and will vigorously strive to protect it against all threats. He or she is not a complete recluse, however, and will usually make it to a local village for all the major festivals, as well as helping gnomes (and, sometimes, halflings) who pass through his or her woods.
Advantages:
- Level 1: Has immunity to Entangle.
- Level 1: Once per day the Treetender can gather herbs and use them to concoct a Potion of Healing.
HEALING POTION BREWING
Level 1: Creates a Potion of Healing.
Level 10: Creates a Potion of Extra Healing.
Level 20: Creates a Potion of Superior Healing.
- Level 3: Gains immunity to charm.
- Can cast minor spells from the Plant sphere. This includes Entangle (1st), Shillelagh (1st), Barkskin (2nd), Goodberry (2nd), Spike Growth (3rd), Mold Touch (3rd), and Thorn Spray (4th).
Disadvantages:
- They can only become proficient in clubs, quarterstaffs, slings, and any of the weapon styles.
- Cannot cast Animate Dead, Slay Living, or Finger of Death.
Restrictions:
- Must be a gnome.
- Must be a neutral or good alignment.
Druid Kit
Hivemaster
Description
[spoiler]
Description: The Hivemaster druid lives to foster Insectoid and Arachnid life wherever it exists. The approach a druid takes in this regard can vary considerably and many consider them to be enigmatic. Still, Hivemasters have an unusual affinity towards insects that changes their approach to any given battle.
Advantages:
Has immunity to poison at level 1 (rather than acquiring it at level 9).
At level 9 it instead gains immunity to Web
Learns (and therefore can memorize) Summon Insects, Giant Insect, Insect Plague, and Creeping Doom as though you were three levels higher as a druid. This means that you can cast Summon Insects as a 1st level spell once you hit level 2, you can cast Giant Insect as a 2nd level spell once you hit level 4, you can cast Insect Plague as a 3rd level spell once you hit level 6, and you can cast Creeping Doom as a 6th level spell once you hit level 11. You cannot however cast them at their normal level.
Disadvantages:
-Can only shapeshift into a Boring Beetle (acquired at the usual level 7).
-Cannot wear greater than leather armor.
You deserve credit for this huge work, though!
May Mystra bless your mod!
I may just add in a "restrictions" section for things like that as well.
Also I read that they use enchanted ice dagger, I was thinking that it could be a spell and depending of the level you are could be +1 +2 +3 +4. Not knowing how to create spell yet I simply allowed them to use dagger (knowing the fact there is this dagger breath of auril, would be a pain if an aurilite couldn't use it)
I was also thinking about creating iceskin (we got bark, stone, iron), why not iceskin after all, aurilite can manipulate cold.
Summoning an ice golem?
About their armor restriction I read somewhere that they are limited to chainmail but I also read that they are limited to leather, so which one to choose? and I have no idea at the moment how to deal with item restriction.
I also read that fire damage are multiplied by 2 on them and that they can't use any spells or items that create fire or heat. And I have no idea how to deal with spell restriction either.
They also cannot turn or command undead, that is an other thing i don't know how to deal with.
So far I just added race and alignment restriction (human neutral evil), stats requirement, can use dagger, perma resist cold and cold arcane spells. I am just starting so for now I just want to get the thing working first before going any further.
Finally I don't want to make that kit too broken but it's fair to assume that an Aurilite would be at an advantage in cold environement but also at a disadvantage in hot environment and I am talking about dorn's deep. Anyway I am really motivated to make that kit awesome and I am gonna need help to do it coze I don't have a deep knowledge of DnD.
Apparently I'm wrong about ^ this. Wouldn't be the first time
Without really knowing how familiar you are with Near Infinity, DLTCEP, or Weidu I don't really know how much I can help you. In any event you should make your own thread on it.
seems to me, we need a new fl#add_kit_ee to make kits work
Regarding paladins, I'm not sure if you've seen them or not but both the 2E sourcebook Faiths & Avatars and the 3E sourcebook Champions of Valor provide the names of various paladin orders associated with particular deities.
Ilmater: Companions of the Noble Heart, Holy Order of Suffering, Order of the Golden Cup, Order of the Lambent Rose.
Mielliki: None (the military branch of her church consists solely of druid/rangers), but fellow nature goddess Chauntea has an order of paladins called the Field Guardians.
Mystra: Knights of the Mystic Fire.
Sorcerer and monk kit ideas:
Chaos Soul: The sorcerer equivalent of the wild mage.
Blizzard Mage: A sorcerer with a strong affinity for cold magics.
Demonskin Adept: A sorcerer with fiendish ancestry.
Eldritch Thaumaturge: A sorcerer who is either fey or has fey blood running through his or her veins.
Favored Soul: A sorcerer either descended from a celestial being, or blessed by a god.
Lightning Fury: A sorcerer who favors the power of the storm.
Shadow Sorcerer: A sorcerer descended from an inhabitant of the Demiplane of Shadow.
Changeless Face Monk: A monk who worships Grumbar, the Earthlord.
Open Palm Monk: A monk who worships Eldath, the Quiet One.
Passive Voice Monk: A monk who worships Oghma, the Lord of Knowledge.
Pure Flame Monk: A monk who worships Kossuth, the Firelord.
White Rod Monk: A monk who worships Loviatar, the Maiden of Pain.
Written Word Monk: A monk who worships Deneir, Lord of All Glyphs and Images.
Yellow Rose Monk: A monk who worships Ilmater, the Broken God.
To give you an example of what I mean the Mystra that you read about in Faiths & Avatars is the 3rd incarnation of Mystra (formerly named Midnight). The 2nd Incarnation would be the one that would be involved in something like Icewind Dale. One difference between the two is that the 2nd incarnation is lawful neutral while the third is neutral good.
i like your monk and sorcerer ideas. We could use more kits for them
http://forums.gibberlings3.net/index.php?showtopic=26805#entry228977
You can make ice priests cast stronger cold spells; stormbringers cast stronger lightning spells; make non clerics able to turn undead; make rogues cast spells on a successful backstab, and other fun stuff. It's worth checking out
The main issue with the last mainline WeiDU (23600) is that it wasn't always installing to the correct tlk file for IWDEE, which is a fairly large problem. It's why Kulyok is also using the WeiDU beta for IWD NPCs.
http://www.shsforums.net/files/file/1099-iwdee-kitpack-beta/
Thanks for crediting me BTW
Paladin of Mystra seems an interesting idea, and I wanted to do something like that myself (paladin with minor sequencer for faster buffing) but is'nt he a little weakened by disadvantages? Dispel Magic and reduced casting are not so great, and while losing Smite Evil seems unsignificant loss to me (since its meh from beginning), losing Lay on Hands hurts a little.
On the other side, divinate of mielekki seems really powerful with its crowd control spells and immunities to them. So you can basically just chop enemies then they stuck and disabled. With other two party fighters with rings of freedom this makes game pretty easy imho.
Myrmidin is greart and interesting choice indeed, remind me a Fire Emblem game a little
Mielekki is good against fodder enemies but the larger enemies will ignore entangle and web. Its access to crowd control spells is also going to be limited. Plus as you already pointed out you can steal two Rings of Free Action in Kuldahar already. Mielekki just has an advantage in a few earlier areas (and doesn't get the full advantages that a Ring of Free Action provides). Probably not. I'd like to keep it IWDEE only. Partly because its easier to deal with just the one game (which means I don't have to worry about spells not having correct animations, working differently, etc). Also IWD has very few exclusive mods and I'd rather just design kits that make sense (or that can be made to make sense) for its setting.