Assorted personalized tweaks that might interest others. Will be updated regularly as I make more changes, will accept requests or suggestions within reason.All previous kit components have been migrated over to The Artisan's Kitpack.
Expanded Racial Enemies
Adds playable races as racial enemies.
This component adds the playable races: human, elf, half-elf, halfling, gnome, dwarf and half-orc as options for racial enemies. Of all the options, I think human is obviously the most useful option overall, with elf coming second for fighting against drow. The rest are just there to round things out.
Provides more versatile and powerful shapeshifting for druids.
This component replaces the mediocre shapeshifting abilities of the vanilla druid with a much more powerful ability. The druid and avenger gain a 'Wild Shape' ability which, three times per day, allows them to shapeshift into five different animal forms.
Wild Shape: Animal Forms
BROWN BEAR: 18/00 STR, 9 DEX, base AC 6, 1.5 attacks per round, +30% bonus hit points, +25% physical resistance. Attacks deal 1d12 piercing or slashing damage (whichever is better) and have a 15% chance to deal an additional 2d6 crushing damage.
WOLF: 18 STR, 17 DEX, base AC 4, 2 attacks per round, +10% bonus hit points, +10% physical resistance. Attacks deal 1d4 piercing or slashing damage (whichever is better) and have a 15% chance to knock down targets for one round on a failed save vs. death.
SPIDER: 17 STR, 17 DEX, base AC 6, 4 attacks per round. Attacks deal 1d2 piercing damage and inflict 12 points of poison damage over six rounds.
BOAR: 18/50 STR, 9 DEX, base AC 5, 1 attack per round, +50% bonus hit points, +40% physical resistance. Attacks deal 1d8 crushing damage and have a 15% chance to deal an additional 2d4 crushing damage and stun for 2 rounds on a failed save vs. death.
PANTHER: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +20% bonus hit points, +25% physical resistance, increased movement rate. Attacks deal 1d8 slashing damage and have a 15% chance to bleed targets for one point of slashing damage per second for six seconds.
The avenger also has gotten a slight overhaul. Besides its forms gaining a slight boost to match the new forms, it also gets a new form - winter wolf - to make up for the spider being moved into the standard druid selection.
Wild Shape: Avenger Forms
RED SALAMANDER: 17 STR, 18 DEX, base AC 4, 2 attacks per round, +25% bonus hit points, +25% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 1d8 piercing damage plus 1d6+1 fire damage, increasing by one point per level gained. An opponent that hits the avenger with any weapons or spells within melee range suffers the same amount of fire damage.
WYVERN: 18/00 STR, 9 DEX, base AC 4, 1 attack per round, +25% bonus hit points, +15% physical resistance, immunity to poison. Attacks deal 1d10 piercing damage and have a 50% chance to poison targets for 20% of their maximum hit points (save vs. death for half)
WINTER WOLF: 17 STR, 17 DEX, base AC 4, 1 attack per round, +10% bonus hit points, +10% physical resistance, cold resistance set to 125%. Attacks with a cone projectile which deals 4d4+2 cold damage, increasing by two points per level gained, and slows for two rounds. Save vs. Breath to avoid slow and half damage.
Additionally, the Fire Elemental Transformation and Earth Elemental Transformation HLAs have been removed. Instead, the druid gains one use of Elemental Shape at level 14, allowing them to shift into elementals of the four major elemental planes. The forms get a power boost upon the druid reaching level 15:
Wild Shape: Elemental Forms
FIRE ELEMENTAL: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +25% bonus hit points, +20% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 2d10 damage (half fire, half slashing). Enemies who strike the druid within melee range suffer fire damage in retaliation.
LEVEL 15: Strength and Dexterity increased to 20. Attacks per round increased to 4.
EARTH ELEMENTAL: 22 STR, 14 DEX, base AC 2, 1 attack per round, +50% bonus hit points, +50% physical resistance. Attacks deal 2d12 crushing damage.
LEVEL 15: Hit point bonus increased to +100%. Physical resistance increased to 75%.
AIR ELEMENTAL: 18/75 STR, 22 DEX, base AC 0, 2 attacks per round, +25% bonus hit points, +20% physical resistance, +100% missile resistance, +100% electrical resistance, increased movement rate. Ranged attacks deal 4d6 damage (half magic, half crushing) and knock all enemies in a 10' radius unconscious on targets who fail a save vs. breath weapons at -2.
LEVEL 15: Base AC increased to -6. Dexterity increased to 24. Attacks deal 8d6 damage and knock enemies unconscious on a failed save vs. breath weapons at -4.
WATER ELEMENTAL: 19 STR, 18 DEX, base AC 2, 2 attacks per round, +50% bonus hit points, +30% physical resistance, fire and cold resistance set to 80%, regenerates 1 hit point/round. Attacks deal 2d10 damage (half cold, half crushing).
LEVEL 15: Strength increased to 21. Regeneration rate increased to 3 hit points/round.
The totemic druid and shapeshifter are not affected by this component.
Expanded Racial Bonuses
Modifies racial stat bonuses and proficiencies.
This component alters the racial bonuses of the playable races as follows:
- Dwarves, halflings and gnomes suffer a -2 penalty to THAC0 when wielding two-handed melee weapons
- Elves gain a +2 bonus to THAC0 when wielding bows, longswords and shortswords
- Dwarves gain a +2 bonus to THAC0 when wielding axes and warhammers
- Halflings gain a +2 bonus to THAC0 when wielding darts, daggers and slings
- Half-Orcs gain a +2 bonus to THAC0 when wielding two-handed melee weapons
- Dwarves no longer suffer a -1 penalty to Dexterity
- Halflings no longer suffer a -1 penalty to Wisdom
- Half-Orcs suffer a -2 penalty to Charisma instead of Intelligence
Monk Can Use Quarterstaves
Gives monks the ability to use and be proficient in quarterstaves.
This component enables quarterstaff and two-handed weapon style proficiency for monks, complete with proper animations.
Increased Constitution Bonuses
All classes get equal hit point bonuses for constitution. Regeneration rates increased all around.
This component makes Constitution a much stronger stat for non-warrior classes by granting full hit point bonuses to all classes.
Additionally, this component also greatly increases high-constitution regeneration rates as well as giving slow regeneration to lower constitution values. CON-based Regeneration has always felt a little too slow to be useful and this was my attempt to make the effect much more noticeable. Also, as a player who tries to rest sparingly, slow regeneration makes resting between area transitions less necessary while not affecting combat. This will also hopefully also reduce cases of 'resting for 3 days and 16 hours' for those who play with 'rest until fully healed' enabled.
As an addendum: Dragon Disciples will absolutely LOVE
New constitution table:
OTHER WARRIOR MIN_ROLL REGENERATION_RATE FATIGUE_BONUS
1 -3 -3 1 0 -4
2 -2 -2 1 0 -3
3 -2 -2 1 0 -3
4 -1 -1 1 0 -2
5 -1 -1 1 0 -2
6 -1 -1 1 0 -1
7 0 0 1 600 -1
8 0 0 1 600 0
9 0 0 1 600 0
10 0 0 1 600 0
11 0 0 1 600 0
12 0 0 1 600 0
13 0 0 1 600 0
14 0 0 1 600 0
15 1 1 1 600 0
16 2 2 1 600 1
17 3 3 1 600 1
18 4 4 1 300 2
19 5 5 1 60 2
20 5 5 2 30 3
21 6 6 3 24 3
22 6 6 3 18 4
23 6 6 4 12 4
24 7 7 4 6 5
25 7 7 4 2 5
Modifies the HLAs Resist Magic, Critical Strike, War Cry
These three High Level Abilities are, in my opinion, poorly implemented. War Cry has a pathetic effect, Resist Magic has anti-synergy with spells and equipment, and Critical Strike is abused with high APR which overshadows Whirlwind Attack. As such, I've changed all three abilities significantly:
This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 5 rounds, the warrior gains a +10 bonus to all saves. In addition, the warrior absorbs the next 20 spell level's worth of spells cast upon them. The saving throw bonus always persists for the full duration.
A high-level warrior's intimate knowledge of vital spots on opponents allows them to, once per day, concentrate their next attack to strike a vital area. With this ability, the warrior's next attack is a natural 20, a critical hit that deals 4x damage (2x against enemies immune to critical hits).
With a War Cry, the warrior lets out an invigorating roar, healing their hit points to full in addition to removing fatigue and restoring drained levels.
Improved Dialogues (BG:EE)
Makes a couple interactions more convenient for the player.
Allows the player to get the reputation bonus from Officer Vai without giving up the ability to sell scalps. Talking to Brage no longer forces the party to teleport back to Nashkel.
Not-so-indestructible rats (BG:EE)
Removes the 90% physical resistance from Candlekeep's rats.
Makes Candlekeep's worst sidequest more bearable, especially in Legacy of Bhaal mode.
Good-Aligned Roleplay Rewards (BG2:EE)
Allows the player to acquire items that previous required evil actions.Soul Reaver and Girdle of Frost Giant Strength
: The morally upright players may attempt to desecrate the shrine to Demogorgon to draw the attention of the Demon Knights instead of offering up a living sacrifice. Beware though, a transgression against the Prince of Demons will not go unpunished. Non-evil clerics and paladins get a safer alternative.Silver Pantaloons
: After freeing Lady Elgea, the party will receive the Silver Pantaloons from a messenger after three days.Deck of Many Things
: After playing the game with Aesgareth the cambion, assuming a peaceful resolution, he may be persuaded to trade the deck... for a rather steep price, naturally.
Cloak of Dragomir only decreases stats in daylight (BG2:EE)
Removes annoying micromanagement.
Not much explanation required I hope. The Cloak of Dragomir only decreases its wearer's stats while standing in daylight. Hexxat will also auto-equip the cloak when necessary if it is in her inventory.