I now they are 3e but I would love to see a Hexbalde (there is on already as a Bard, that is nice but in my opinion it loses to much Meele power)
Soulknife - As a Fighter Kit not Thief (Throw Psiblade, imbue etc.) Artificer - As a Thief/Mage Kit (Traps, Wands, Potions) Shadowdancer - Rework, more Shadow related spells, loses HiS
I'd love to have the Beamdog Shadowdancer as a bard kit, and use the Song & Silence Shadowdancer as a thief kit. And of course, give one of them a new name....
Any chance somebody updates Sword and Fist for EE versions?
I'm not planning on it. I guess that would depend on whether or not @Andyr or @NIGHTMARE ever are interested in doing it, or if they give permission to someone else to do it.
That reminds me my next update for my kitpack will have a bunch of different versions of Dragon Disciples. I fairly quickly threw them together recently (they are pretty easy to do considering they are largely just following an existing template).
I don't have access to the work at the moment but I think that they all basically follow what the Dragon Disciple gets, except some get a bonus to strength instead of constitution. The main thing though is that they each get resistances and their breath weapon changed to be one of the other elements.
So the Green Dragon disciple does poison damage with their breath weapon (and gains poison resistance/eventual immunity), the black dragon disciple does acid damage (and gains acid resistance), blue dragon disciple does lightning damage (and gains lightning resistance), the yellow dragon disciple does magic damage (and gains magic damage resistance) and the white dragon disciple does cold damage (and gains cold resistance).
I think I also gave them an addition use of their breath weapons (which are actually all renamed) on top of what they would normally get. If that is the case I'll give the normal dragon disciple an additional use as well. I know that has been a suggestion made by a lot of people commenting on the dragon disciple.
The one thing they won't have is the kind of extensive biography entries that some of the other kits have. Instead they will be modified (to account for their different resistances/damage types) from the Dragon Disciples biography.
Edit: Ohh and keep up the suggestions I'm reading all of them. Not everything is possible of course either due to engine limitations or the amount of time involved.
2nd edition allowed for a Druid/Mage multi class. Maybe a kit that can come close to that MC build?
Or maybe kits like the Elven Knight, Bladesinger, Spellfilcher, etc... from the Elves of Evermeet or kits from The Dwarves, the Gnomes or other Racial handbooks from the good old days.
The only problem with a druid/mage is that, to learn mage spells from scrolls, it would have to be a mage kit. And mage kits are not for the faint of heart. (Basically, you can't add them to the character generation screen, instead you have to change them into the kit via the invisible monster trick.) But once you got over that hurdle, it would be quite easy to give druid spells to a mage kit.
As for the old books: Elminster has already done some of the kits from the Complete Ranger's Handbook and the Complete Book of Gnomes and Halflings. And my mod already has BG-ified interpretations of the Bladesinger and Spellfilcher.
There's certainly more depths to plumb from those books though! I'm thinking about doing the Meistersinger myself...
EDIT - I guess I'm calling dibs on the Meistersinger - I just made it! It should be in v2.6 of my mod, to be uploaded tomorrow. I don't have a special function for the song, though. Any suggestions?
Edit: Ohh and keep up the suggestions I'm reading all of them. Not everything is possible of course either due to engine limitations or the amount of time involved.
Think the Mountain Man or Seeker ranger kits could work? They look a bit more complex with their crude crafting skills and access to higher druid spell levels, but would thematically fit in quite well into the game.
Mountain Men and Seeker are probably doable to a degree. Mountain Men could actually be made to be pretty close to what PnP says about it.
When it comes to the Seeker the closest you could probably do is give it additional access to spells (a greater number and variety of spells), but you couldn't speed up when it gets certain spell levels. So getting access to level 4 spells at level 13 wouldn't be possible (he would have to wait like all rangers until level 15).
Deathstalker of Bhaal, Gray one of Myrkul, Dreadmaster of Bane, these sound really damn good to me.
But would'nt these be quite different from clerics? A deathstalker being able to use daggers and such for example, being more like assassins with some clerical ability?
Deathstalker of Bhaal... But would'nt these be quite different from clerics? A deathstalker being able to use daggers and such for example, being more like assassins with some clerical ability?
This is the preliminary thing I have for it. Though to be honest none of this is programmed at all and it will be quite some time before I get around to it.
DEATHSTALKER OF BHAAL: A specialty priest of Bhaal; the Deathstalker is a cleric of the Lord of Murder who predominately works in rural areas. Deathstalker's of Bhaal are expected to kill once each tenday, resulting in them often working as assassins, bounty hunters, or mercenaries. Killings however are unlikely to be done indiscriminately. Instead they should be well planned affairs where the consequences of killing any particular target are well considered.
Advantages:
‒ Level 1: Can cast Ceremonial Dagger once per day.
CEREMONIAL DAGGER
By casting this spell the Deathstalker summons forth a dagger into their hand. The cleric is considered to be proficient with the dagger and the dagger itself is enchanted based on the clerics level.
Meh its an evil only single class cleric. Spell wise they miss out on so much that I'm not really worried about it, though I may end up including guardian spells in their restrictions. Plus on a practical level they don't get any benefit for the first 6 levels (the dagger really won't be all that useful).
I'd like to see actual Mage/Specialist Wizard kits like the ones @Kamigoroshi listed from the 2e Complete Wizard's Handbook and the Complete Book of Necromancers. The current wizard "kits" are simply school specializations and not actual kits.
I think an Academician mage/SW would work well for the PC, since Candlekeep is an ideal setting for the kit. It comes with a -1 penalty to the initial melee (not ranged) attack on an enemy, which is due to a lack of combat training from living a life of the mind. There's also a restriction to dagger, dart, and sling for weapon proficiencies, although I don't see why the PC couldn't learn how to use a staff later on.
The bonuses, however, might be difficult to implement in the game: +1 bonus to INT and WIS checks and a +3 reaction bonus when interacting with other intellectual types. Maybe the ability checks could be changed to lore and learn spell bonuses instead. The reaction bonus could be added to reaction checks with mages and other scholarly NPCs throughout the game, possibly with some interesting added dialogue otherwise unavailable to other PC classes.
@subtledoctor Good points. It's probably better to RP the wizard kits, given the game limitations.
As for your spell school learning idea, it's certainly doable if you actively limit your mage(s) school selection, although the game tends to be more enjoyable if such limitations are already imposed so you don't have to make a conscious choice.
If you are referring to the bonus to saves specialists make against spells of their school that has existed all the way back to the original bg1. The manuals and games just never bothered to mention it.
It was only partially implemented from what PNP says. According to the players handbook specialist mages are supposed to give a -1 penalty to enemies making saving throws against spells they are casting from their chosen school. They also are supposed to only get a +1 bonus to spells against their chosen school. Also (though its not related to saving throws) even the whole extra spell per level is only supposed to be for a spell from your chosen school.
lvl 3 * Ghost Armor * Haste * Minor spell deflection * Protection from normal missiles * Protection from fire
etc etc. Basically, the only spells they get are defensive spells or buffs.
Advantages: * May cast spells while wearing armor
---
A real warrior-mage! No fireballs. No horrid wiltering. No summoning. No dispelling. Not even a magic missile to his name! But he can walk around in full plate, buffing himself and his allies, and generally making a mess of things.
Plus, having your wizard-mage cast stoneskin, improved haste, mirror image, blur...heck even protection from normal/magic weapons. It'd be fun to play.
Meh its an evil only single class cleric. Spell wise they miss out on so much that I'm not really worried about it, though I may end up including guardian spells in their restrictions. Plus on a practical level they don't get any benefit for the first 6 levels (the dagger really won't be all that useful).
The "vorpal" effect could be pretty powerful, leveraged to increase number of attacks, and used against foes that are meant to be virtualy unkillable. I know they make short work of adamantine golems in BG2. I don't think IWD has any vorpal weapons.
Variations on Rangers, in particular Archers and Stalkers, who can Find/Remove Traps and maybe also Open Locks. Perhaps at the expense of spell-casting. Makes sense that Rangers could at least do the former.
Comments
Soulknife - As a Fighter Kit not Thief (Throw Psiblade, imbue etc.)
Artificer - As a Thief/Mage Kit (Traps, Wands, Potions)
Shadowdancer - Rework, more Shadow related spells, loses HiS
I think this would be my top list
Such evil. Much hiding. So dark.
Edit: Sorry double post
I don't have access to the work at the moment but I think that they all basically follow what the Dragon Disciple gets, except some get a bonus to strength instead of constitution. The main thing though is that they each get resistances and their breath weapon changed to be one of the other elements.
So the Green Dragon disciple does poison damage with their breath weapon (and gains poison resistance/eventual immunity), the black dragon disciple does acid damage (and gains acid resistance), blue dragon disciple does lightning damage (and gains lightning resistance), the yellow dragon disciple does magic damage (and gains magic damage resistance) and the white dragon disciple does cold damage (and gains cold resistance).
I think I also gave them an addition use of their breath weapons (which are actually all renamed) on top of what they would normally get. If that is the case I'll give the normal dragon disciple an additional use as well. I know that has been a suggestion made by a lot of people commenting on the dragon disciple.
The one thing they won't have is the kind of extensive biography entries that some of the other kits have. Instead they will be modified (to account for their different resistances/damage types) from the Dragon Disciples biography.
Edit: Ohh and keep up the suggestions I'm reading all of them. Not everything is possible of course either due to engine limitations or the amount of time involved.
http://dedpihto.narod.ru/games/Monsters1/MM00076.htm (this is just their entry in Monstrous Manual)
When it comes to the Seeker the closest you could probably do is give it additional access to spells (a greater number and variety of spells), but you couldn't speed up when it gets certain spell levels. So getting access to level 4 spells at level 13 wouldn't be possible (he would have to wait like all rangers until level 15).
But would'nt these be quite different from clerics?
A deathstalker being able to use daggers and such for example, being more like assassins with some clerical ability?
DEATHSTALKER OF BHAAL: A specialty priest of Bhaal; the Deathstalker is a cleric of the Lord of Murder who predominately works in rural areas. Deathstalker's of Bhaal are expected to kill once each tenday, resulting in them often working as assassins, bounty hunters, or mercenaries. Killings however are unlikely to be done indiscriminately. Instead they should be well planned affairs where the consequences of killing any particular target are well considered.
Advantages:
‒ Level 1: Can cast Ceremonial Dagger once per day.
CEREMONIAL DAGGER
By casting this spell the Deathstalker summons forth a dagger into their hand. The cleric is considered to be proficient with the dagger and the dagger itself is enchanted based on the clerics level.
Level 1-4: Normal weapon.
Level 5-8: +1 weapon.
Level 9-12: +2 weapon.
Level 13-16. +3 weapon.
Level 17-20: +4 weapon.
Level 21-24: +5 weapon.
Level 25+: +6 weapon.
It also has a 0.5% chance of killing a target for each level of the caster.
‒ Level 7: Can cast Finger of Death once per day.
‒ Level 9: Can cast Wound as a 5th level priest spell.
WOUND
Sphere: Necromantic
Range: 120 yards
Duration: Instant
Casting Time: 5
Saving Throw: None
Casting this spell does 17 damage to a creature. Undead and Constructs are immune to this spell.
‒ Level 10: Can cast Dimension Door once per day.
‒ Level 11: Can summon an Aerial Servant once per day.
Disadvantages:
‒ Cannot use high level spells from the Creation or Divination spheres. This includes Blade Barrier, Farsight, and True Seeing.
Restrictions:
‒ Must be lawful evil
‒ Must have 12 constitution and 14 wisdom
I think an Academician mage/SW would work well for the PC, since Candlekeep is an ideal setting for the kit. It comes with a -1 penalty to the initial melee (not ranged) attack on an enemy, which is due to a lack of combat training from living a life of the mind. There's also a restriction to dagger, dart, and sling for weapon proficiencies, although I don't see why the PC couldn't learn how to use a staff later on.
The bonuses, however, might be difficult to implement in the game: +1 bonus to INT and WIS checks and a +3 reaction bonus when interacting with other intellectual types. Maybe the ability checks could be changed to lore and learn spell bonuses instead. The reaction bonus could be added to reaction checks with mages and other scholarly NPCs throughout the game, possibly with some interesting added dialogue otherwise unavailable to other PC classes.
As for your spell school learning idea, it's certainly doable if you actively limit your mage(s) school selection, although the game tends to be more enjoyable if such limitations are already imposed so you don't have to make a conscious choice.
If you are referring to the bonus to saves specialists make against spells of their school that has existed all the way back to the original bg1. The manuals and games just never bothered to mention it.
Mage Kit:
Requirements: Must either multi-class with warrior or dual class from warrior
Disadvantages:
Only has access to the following spells:
lvl 1
* Armor
* Reflected Image
* Shield
* Protection from evil
* Protection from petrification
lvl 2
* Blur
* Luck
* Mirror Image
* Strength
* Vocalize
lvl 3
* Ghost Armor
* Haste
* Minor spell deflection
* Protection from normal missiles
* Protection from fire
etc etc. Basically, the only spells they get are defensive spells or buffs.
Advantages:
* May cast spells while wearing armor
---
A real warrior-mage! No fireballs. No horrid wiltering. No summoning. No dispelling. Not even a magic missile to his name! But he can walk around in full plate, buffing himself and his allies, and generally making a mess of things.
Plus, having your wizard-mage cast stoneskin, improved haste, mirror image, blur...heck even protection from normal/magic weapons. It'd be fun to play.