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[Kit Mod] Undead Slayer (Wizard Kit for IWDEE, EET, BGEE and BG2EE)

RaduzielRaduziel Member Posts: 1,226
edited July 30 in General Modding
UNDEAD SLAYER:

The Undead Slayer is a necromancer that devotes PRO_HISHER life to the destruction of the undead, striving always to rid the living world of their abominable existence. By mastering the Forbidden Art, this wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Undead Slayer's militant opposition to all forms of undead frequently places PRO_HIMHER in direct conflict with other necromancers who delight in creating zombies, skeletons, ghouls, and other undying monstrosities.

Advantages:

- At level 3 gains the ability Soul Sacrifice. Gains another use at levels 6, 9, 12 and 15
- Does not take a 15% penalty when scribing scrolls from other schools
- As a Necromancer casts one more spell per level
- Immune to Death Magic and Level Drain

SOUL SACRIFICE:

The Undead Slayer sacrifices PRO_HISHER own life force to enhance PRO_HISHER casting capability. Using this ability raises PRO_HISHER caster level by 3 and damages PRO_HESHE by one-quarter of PRO_HISHER maximum hit points. The effect lasts for 5 rounds and after it, the caster level returns to its natural value. If the damage taken is higher than the Undead Slayer's current hit points PRO_HESHE will be killed.

Disadvantages:

- Requires at least 16 Constitution (besides the minimal scores for a Necromancer)
- As a Necromancer can't cast or learn spells from the Illusion school
- Does not gains a 15% bonus when scribing Necromancy scrolls
- Does not gain a save bonus against Necromancy spells
- Does not apply a save penalty for Necromancy spells
- Alignment restricted to Good

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Feel free to check for bugs and grammar/spelling errors. Every update will be attached in this first post and every feedback is welcome.

I want to thank everyone involved in this thread. Too bad it won't work the way we wanted. Special thanks to @Grammarsalad whose Inbox is probably over flooded with mine PMs.

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You can always download the latest version on this link.

If you like this kit you'll probably also like:

Undead Predator (Ranger Kit)

Undead Redeemer (Cleric Kit)

Undead Hunter (Paladin Kit Revision)

Undead Tricker (Thief Kit)

Undead Ravager (Fighter Kit)

Undead Mourner (Bard Kit)

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PS: This kit was inspired by the Necromancer's kit Deathslayer from The Complete Book of Necromancers. Due to engine limits, I had to adapt into something "new".

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This kit is not compatible with Tome & Blood Revised Specialists component!
Post edited by Raduziel on
MirandelGrammarsaladZaghoulfranco8737

Comments

  • RaduzielRaduziel Member Posts: 1,226
    edited August 15
    HOW TO USE THIS KIT IN IWDEE:


    Solution 1: Console Command Provided by @kjeron

    1) Enable the Console Commands;

    2) Create a Good-alignment Necromancer with at least 16 CON;

    3) While in the game, select only the Necromancer, leave the cursor upon it and hit Ctrl + Space;

    4) Type: C:Eval('AddKit(RAUS)') and hit Enter. Enjoy.

    Solution 2: EEKeeper



    1) Create a Necromancer in game (choose a Good alignment and get at least 16 CON);

    2) Save your game;

    3) Edit the game with EEKeeper and give yourself the kit:

    3.1)

    In the sheet Characteristics exchange Necromancer for Undead Slayer;



    3.2)

    In the sheet Effects click on the button Add Kit Effects, select the Undead Slayer From Level 1 To your current level (Level 1 if you're starting a new game). Click Ok;



    The sheet should look like this once you're finished:



    3.3)

    In the sheet Innate click on the button Kit, select the Undead Slayer From Level 1 To your current level (Level 1 if you're starting a new game). Click Ok;



    If you are a level 1 Undead Slayer a window will pop up showing that no ability was added. That's normal, as the first Soul Sacrifice only comes at level 3.

    3.4)

    Save your game (Ctrl + S) and enjoy.


    Solution 3

    WIP

    This workaround won't be necessary anymore once IWDEE gets its upgrade to 2.X and can be done for any wizard kit in IWDEE as far as I know.
    Post edited by Raduziel on
  • ZaghoulZaghoul Member Posts: 1,588
    Having a, how shall I put it, rather negative view of the undead lately perhaps? ;) :)
    Good stuff though, I would imagine the three kits together would have some grim conversations.

    Hmm,I wonder what a a thief kit (assassin variation) would be like. Concentrated sunlight instead of 'poison weapon', extra BS damage vs undead, less on living...
  • RaduzielRaduziel Member Posts: 1,226
    @Zaghoul Over fifteen years of P&P at Ravenloft.

    I have no plans for a Thief kit, to be honest - there are tons of those already and most of them are very, very good, from @Arunsun 's Warlock to @subtledoctor 's Psypher. Same goes for Fighter, Monk, and Bard.

    My most recent mod is an upgrade to the vanilla Undead Hunter - now he gains Turn Undead as a priest of the same level. I'm wondering if I should give him immunity to Fear too. He definitely has the worst bonus but his penalty is not severe too. I'm afraid of making it over power.

    While I don't decide that I'll work on a Druid kit. The concept would best fit a Shaman, but with IWDEE stuck in version 1.4 I can't use it (IWDEE is by far my favorite game so to me it is important that all the kits are playable there). And my "plan B" requires an Opcode that was implemented with the 2.0 upgrade.

    I believe I've finished polishing the Predator and the Redeemer. The Slayer is simple and was tested ad nauseam (thanks again @Grammarsalad for helping me, BTW) so unless something escaped my eye this first version will be the final one.

    For now, I'll just sketch the Druid kit and once I finish will build a Kitpack and probably stop modding for a while - at least until I finish IWDEE-HoW with these kits I made.



  • ZaghoulZaghoul Member Posts: 1,588
    Gotcha. A druid-ish/shaman type kit might make sense, unnatural critters that undead are and all. B)
    as the Witchlght shaman kit and Lost Druid kit (which are great) are a little more on the pro side of things in the undead department, something taking a negative viewpoint might balance those guys out a little.
  • RaduzielRaduziel Member Posts: 1,226
    edited July 23
    @Zaghoul AFAIK there are only three fan-made druid kits (exception made for @subtledoctor 's and @Grammarsalad 's F&P): Lost Druid, Oozemaster, and Hivemaster.

    And that's it, nothing more (at least that I'm aware of). Probably because in BG druids are too lame and IWD doesn't get much love from the modders (and even a vanilla kitless druid is awesome in IWD).

    Anyway, the original kits IMO are garbage, being the Avenger the less worst. The Shapeshifter can be saved with an aTweaks component, but the Totemic Druid just doesn't scale well.

    Druids need some love.
  • ZaghoulZaghoul Member Posts: 1,588
    Sounds like a good plan then for the next possible kit, those three are favorites of mine.
    Raduziel
  • subtledoctorsubtledoctor Member Posts: 7,667
    Raduziel said:

    @Zaghoul AFAIK there are only three fan-made druid kits (exception made for @subtledoctor 's and @Grammarsalad 's F&P): Lost Druid, Oozemaster, and Hivemaster.

    Druids need some love.

    I made a couple druid kits once upon a time - favorite being the Purifier, which could cast extra fire spells from the cleric and wizard lists, and do extra fire damage. Now it has become the Fire Mystic in FnP.
  • RaduzielRaduziel Member Posts: 1,226

    Raduziel said:

    @Zaghoul AFAIK there are only three fan-made druid kits (exception made for @subtledoctor 's and @Grammarsalad 's F&P): Lost Druid, Oozemaster, and Hivemaster.

    Druids need some love.

    I made a couple druid kits once upon a time - favorite being the Purifier, which could cast extra fire spells from the cleric and wizard lists, and do extra fire damage. Now it has become the Fire Mystic in FnP.
    Damn. My ideia for a kit was around a druid that would gain extra fire/cold/electricity spells with three special abilities against three specific foes (undead, golem and extraplanar).

    The downside: no shapechange, no summon animal (including insects).

    What do you think, @subtledoctor? Should I go for it or it isn't different enough from yours?
  • subtledoctorsubtledoctor Member Posts: 7,667
  • franco8737franco8737 Member Posts: 51
    I think it's time for you to combine your kits into a kit pack ;)
  • RaduzielRaduziel Member Posts: 1,226

    I think it's time for you to combine your kits into a kit pack ;)

    I'll do it once they are all in their final versions. Separate threads make a bug report (and fix) easier.
    franco8737
  • subtledoctorsubtledoctor Member Posts: 7,667
    Just read the (revised?) description... two questions:
    1) you know the 16 minimum Constitution is a bonus, not a penalty, right? And a relatively huge bonus. That means every player automatically gets max hp just by choosing this kit.
    2) Why the casting speed bonus? Seems a bit random, just thrown in because that is useful for wizards. (Hello Improved Alacrity cheese!) I've used that as a kit bonus, but only for, e.g., C/Ms devoted to Mystra, because Mystra is the goddess of magic and spellcasting should involve less 'friction' for that character.

    Anyway just some constructive criticism, as always, take it or leave it, I shall not be offended when someone disagrees. :)

    At some point soon, when we have the next version of Faiths & Powers finalized, I'll give you some stuff to make your kits fully compatible.
    Raduziel
  • RaduzielRaduziel Member Posts: 1,226
    @subtledoctor The Casting Speed was a random thing to compensate the loss of the Necromancy save bonus/penalty.

    As for CON, I know it is a bonus disguised as a penalty. The problem with the high CON is that the Necromancer already requires a high Wisdom, so the player will have some problems altering the stats at character creation - unless they smash the Reroll button, what wouldn't make any difference with or without a penalty.

    And when I initially planned this kit, the damage taken from the Soul Sacrifice ability was a flat one, so I decided to enforce a high CON to make it harder for a player to kill itself.

    As soon as IWDEE gets its upgrade (and the newly opcodes), I'll swap the Casting Speed for the bonus save vs. Necromancy (that fits better for this character).
  • RaduzielRaduziel Member Posts: 1,226
    V1.1 is up with some changes

    After some tests, I had to agree with @subtledoctor about the Casting Speed. It was removed.

    The immunities against death magic and level drain are a compensation good enough.
  • RaduzielRaduziel Member Posts: 1,226
    V 1.2 is up. Now you can install the kit in IWDEE without altering the tp2 (but still need to use EEKeeper to give it to a character).
  • RaduzielRaduziel Member Posts: 1,226
    @subtledoctor Your NPC_EE special ability can be used by a PC or only NPCs?

    Because using your mod would be a great solution for the IWDEE issue.
  • subtledoctorsubtledoctor Member Posts: 7,667
    NPC_EE only gives the multiclass ability to the PC. For kits like this you can use an item. Grab d5_blads.itm, d5_blads.spl, d5_blads.cre, and d5_blads.baf from Might_and_Guile/mc/ and rename them, then edit them in NI to make them point to each other (.itm -> .spl -> .cre -> .bcs (you have to type in the name of the script file manually in the .cre file's override script)). Then COPY/COMPILE them and use the code from here to patch them into stores:
    https://github.com/UnearthedArcana/Might_and_Guile/blob/master/might_and_guile/components/100_multiclass_kits.tpa
    Raduziel
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