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Expanded Classes and Kits (massive kit compilation mod)

semiticgoddesssemiticgoddess Member Posts: 14,833
edited February 2 in General Modding
This mod is a compilation of all of my previous kit and class mods, from the Alchemist kit for mages to the previously-unreleased Vampyre kit for thieves. This includes 9 cross-class kits such as the Assassin kit for monks, 6 new multiclasses such as the Cleric/Druid/Mage, and 16 unique kits such as the War Hulk, Water Dancer, and Red Soul. The cross-class kits and multiclasses are modeled to be as close to the original game as possible (your Kensai Paladin and Cleric/Druid should work just like how you'd expect them to), but the unique kits can range from modest changes to really weird powers: while the Green Soul simply gets longer-lasting spells at the cost of weaker damage spells, the Seducer kit can charm any creature (even undead and bosses) and make enemies into party members; the Plasma Wizard can fire infinite Lightning Bolts without casting spells; and the Sword Dancer can make up to 30 attacks per round. All of the crazy powers are balanced with meaningful drawbacks. Immense kudos to @Gwendolyne, @kjeron, @subtledoctor, @Raduziel, @Demivrgvs, @DavidW, and everyone else who helped make this compilation possible.

Since this mod contains 31 different kits, the full descriptions are a lot to parse. The descriptions are below, but here is a brief rundown of what this mod contains:
Fighter Kits:

-War Hulk (has sky-high HP and damage per hit but only attacks once per round)
-Archer
-Shapeshifter (buffed-up version of the Shapeshifter druid)
-Psionicist (simplified psionics system; uses per-day abilities based on vanilla spells)
-Sword Dancer (triple attacks per round but low damage per hit; can make more than 10 attacks per round even without Improved Haste)

Paladin Kits:

-Archer
-Kensai

Monk Kits:

-Kensai (trades unarmed damage output for specialization in weapons)
-Stalker (minor backstabs, lower attacks per round)
-Assassin (crazy backstabs, even fewer attacks per round)
-Psionicist
-Flare Dancer (triple attacks per round but low damage per hit; deals fire damage on hit and has fire spells)
-Sky Dancer (triple attacks per round but low damage per hit; can teleport and has lightning spells)
-Fighter/Monk (monk with equal skill with weapons and fists)

Mage Kits:

-Alchemist (weak spellcaster that can craft unique items at the cost of gold)
-Red Soul (extra spell damage, lower spell duration)
-Green Soul (longer spell duration, less spell damage)
-Plasma Wizard (weak spellcaster that can fire infinite Lightning Bolts and other spells as ranged attacks)

Sorcerer Kits:

-Red Soul
-Green Soul

Cleric Kits:

-Cleric/Druid
-Seer (trades spell slots for combat bonuses and special divination spells)

Druid Kits:

-Seer (trades spell slots for combat bonuses and special divination spells)

Thief Kits:

-Seducer (low-skill thief that can charm anything but is incredibly fragile)
-Archer
-Kensai (gets Critical Strike instead of Use Any Item)
-Shapechanger (beta: low-skill thief that gets unique shapeshifting spells)

Cleric/Mage Kits:

-Druid/Mage (Beastmaster item restrictions)
-Cleric/Druid/Mage (Beastmaster item restrictions)

Mage/Thief Kits:

-Druid/Thief (same item restrictions as a mage/thief)

Fighter/Mage/Thief Kits:

-Fighter/Cleric/Druid/Mage/Thief (Beastmaster item restrictions)

Post edited by semiticgoddess on
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Comments

  • semiticgoddesssemiticgoddess Member Posts: 14,833
    edited January 17
    Full kit descriptions, part 1:
    Archer Fighter
    ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor.

    Advantages:
    - +1 to hit and damage rolls with any missile weapon every 3 levels.
    - May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, darts, and slings.
    - May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

    CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
    4th level: -1 penalty to target's THAC0.
    8th level: -1 penalty to target's Saving Throws vs. Spell.
    12th level: -1 penalty to the target's Strength score.
    16th level: +2 bonus to damage roll.

    Disadvantages:
    – May only wear leather, studded leather, and hide armor.
    – May only become Proficient (one slot) with melee weapons.
    Archer Paladin
    ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor.

    Advantages:
    - +1 to hit and damage rolls with any missile weapon every 3 levels.
    - May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, darts, and slings.
    - May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

    CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
    4th level: -1 penalty to target's THAC0.
    8th level: -1 penalty to target's Saving Throws vs. Spell.
    12th level: -1 penalty to the target's Strength score.
    16th level: +2 bonus to damage roll.

    Disadvantages:
    – May only wear leather, studded leather, and hide armor.
    – May only become Proficient (one slot) with melee weapons.
    Archer Thief
    ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> conventional skills as a rogue.

    Advantages:
    - +1 to hit and damage rolls with any missile weapon every 3 levels.
    - May achieve Grand Mastery (5 slots) in shortbows, crossbows, darts, and slings.
    - May achieve Specialization (2 slots) in daggers.
    - May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

    CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
    4th level: -1 penalty to target's THAC0.
    8th level: -1 penalty to target's Saving Throws vs. Spell.
    12th level: -1 penalty to the target's Strength score.
    16th level: +2 bonus to damage roll.

    Disadvantages:
    – May not backstab.
    – Only gains 15 skill points per level (30 at level 1).
    Stalker Monk
    STALKER: Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents.

    Advantages:
    – +20% to Move Silently and Hide In Shadows.
    – May use Backstab ability, although for a lower damage multiplier than Thieves:
    Level 1-8: x2
    Level 9-18: x3
    Level 19+: x4

    Disadvantages:
    – May not use Stunning Blow or Quivering Palm.

    - Hit Die: d8
    Assassin Monk
    ASSASSIN: This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform <PRO_HISHER> task.

    Advantages:
    – +1 bonus to hit and damage rolls.
    – May use Backstab ability:
    Level 1-4: x2
    Level 5-8: x3
    Level 9-12: x4
    Level 13-16: x5
    Level 17+: x6
    – May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter.

    Poison Weapon
    Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:

    1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
    5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
    9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
    13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)

    Disadvantages:
    – Only gains an extra unarmed half attack per round every 6 levels instead of 3
    – May not use Lay on Hands

    High Level Abilities:
    – Assassination
    – Power Attack
    – Critical Strike
    – Smite
    – Hardiness
    – Evasion
    – Greater Evasion
    – Avoid Death
    – Resist Magic

    - Hit Die: d8
    Shapeshifter Fighter
    SHAPESHIFTER: The Shapeshifter is a <PRO_MANWOMAN> who has willingly allowed <PRO_HISHER>self to become infected with lycanthropy, but due to intense training has learned to control <PRO_HISHER> affliction and gained the ability to transform into a werewolf.

    - May shapeshift into a werewolf at will. While in werewolf form, the Shapeshifter gains a set of abilities that scale with level:

    Level 1:
    15 Strength, 16 Dexterity, 17 Constitution
    6 AC, 10% magic resistance, +2 movement rate
    +1 to hit and damage, 1d6 damage at 1.5 attacks per round
    Regeneration: 1 HP per 60 seconds

    Level 4:
    17 STR, 18 DEX, 19 CON
    4 AC, 20% MR, +4 movement rate, 10% resistance to elemental damage
    +2 to hit and damage, 1d8 damage at 2 attacks per round (strikes as +1)
    Regeneration: 1 HP per 30 seconds

    Level 8:
    18/50 STR, 20 DEX, 21 CON
    2 AC, 30% MR, +6 movement rate, 20% resistance to elemental damage
    +3 to hit and damage, 1d10 damage at 2.5 attacks per round (strikes as +2)
    Regeneration: 1 HP per 12 seconds

    Level 12:
    18/00 STR, 22 DEX, 23 CON
    0 AC, 40% MR, +8 movement rate, 30% resistance to elemental damage
    +4 to hit and damage, 1d12 damage at 3 attacks per round (strikes as +3)
    Regeneration: 1 HP per round
    Immune to nonmagical weapons

    Level 16:
    20 STR, 24 DEX, 25 CON
    -2 AC, 50% MR, +10 movement rate, 40% resistance to elemental damage
    +5 to hit and damage, 1d12 damage at 3.5 attacks per round (strikes as +4)
    Regeneration: 1 HP per second
    Immune to +1 weapons and below

    Level 20:
    20 STR, 24 DEX, 25 CON
    -4 AC, 50% MR, +10 movement rate, 50% resistance to elemental damage
    +6 to hit and damage, 1d12 damage at 4 attacks per round (strikes as +5, silver, cold iron)
    Regeneration: 1 HP per second
    Immune to +2 weapons and below

    Disadvantages:
    – May not use any armor, helmets, or shields.
    – May not use missile weapons.
    – May only become proficient (one slot) with any weapon or weapon style.
    – Does not gain an extra half attack per round at levels 7 and 13.
    Kensai Thief
    KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a thief who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.)

    Advantages:
    – +2 bonus to Armor Class.
    – +1 to hit and damage rolls every 3 levels.
    – -1 bonus to Speed Factor every 4 levels.
    – May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

    KAI: All successful attacks within the next 10 seconds deal maximum damage.

    Disadvantages:
    – May not wear any armor, gauntlets, or bracers.
    – May not use missile weapons.
    – May only assign 20 skill points per level (40 at level 1).
    – May not take Use Any Item as an HLA.
    – May not set traps.
    – Backstab multiplier grows more slowly than that of other thieves:
    Level 1-3: x1
    Level 4-7: x2
    Level 8-11: x3
    Level 12+: x4

    High Level Abilities:
    – Power Attack
    – Critical Strike
    – Smite
    – Assassination
    – Evasion
    – Greater Evasion
    – Scribe Scrolls
    – Alchemy
    – Avoid Death

    - Hit Die: d6
    Kensai Monk
    KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a monk who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.)

    Advantages:
    – +2 bonus to Armor Class.
    – +1 to hit and damage rolls every 5 levels.
    – -1 bonus to Speed Factor every 4 levels.
    - May achieve Grandmastery (5 proficiency points) in longswords, short swords, daggers, katanas, scimitars, and clubs.
    - May place two proficiency points in Single Weapon Style and three proficiency points in Two Weapon Style.
    – May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

    KAI: All successful attacks within the next 10 seconds deal maximum damage.

    Disadvantages:
    – May not wear any armor, gauntlets, or bracers.
    – May not use missile weapons.
    - May not use Stunning Blow or Quivering Palm.
    - Does not gain extra attacks per round when fighting unarmed.

    - Hit Die: d8
    Kensai Paladin
    KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a paladin who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.)

    Advantages:
    – +2 bonus to Armor Class.
    – +1 to hit and damage rolls every 3 levels.
    – -1 bonus to Speed Factor every 4 levels.
    – May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

    KAI: All successful attacks within the next 10 seconds deal maximum damage.

    Disadvantages:
    – May not wear any armor, gauntlets, or bracers.
    – May not use missile weapons.

    - Hit Die: d10
    Vampyre Thief
    VAMPYRE: Also known as vrylokas, vampyres are alpha predators, hunters who fill the same ecological niche as tigers or wolves--only their prey are humanoid races. Vampyres exist on the blood of their victims. Unlike true vampires, vampyres are not undead: while the Vampyre may drain the life force of its victims, it is not vulnerable to sunlight and has neither the resistances nor the vulnerabilities of the undead.

    Advantages:
    - Gains an extra half attack per round at levels 7 and 13.
    - +15% bonus to Hide in Shadows and Move Silently.
    - Immune to level drain.
    - Vampiric Drain: Whenever the Vampyre strikes its victim with a melee attack, it drains 1d4 hit points from the target and transfers them to the Vampyre on a failed save vs. death. For every 5 levels of the Vampyre, the damage dice increases: 1d6 at level 5, 1d8 at level 10, 1d10 at level 15, and 1d12 at level 20.
    - At level 6, Vampiric Drain forces the victim to make a save vs. death or lose 1 level for 5 rounds.
    - At level 12, Vampiric Drain penalizes the victim's save vs. death by 1 point (cumulative) for 5 rounds.
    - At level 18, Vampiric Drain decreases the victim's Constitution score by 1 point for 5 rounds on a failed save vs. death.
    - Whenever the Vampyre successfully backstabs an enemy or lands a critical hit, the victim suffers twice the effects of Vampiric Drain.

    Disadvantages:
    – Backstab multiplier does not progress beyond 2x.
    – Only gains 10 skill points per level (20 at level 1).
    – May not dual-class.
    Sword Dancer Fighter
    Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.

    CLASS FEATURES:

    Advantages:

    - Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
    - May wield two weapons at once with no penalties

    Disadvantages:

    - All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
    - Can only attain Mastery (three points) in short swords, katanas, scimitars, daggers, and staffs
    - Can only attain Specialization (two points) in longswords, clubs, spears, and darts
    - Can only attain Proficiency (one point) in axes, bastard swords, two-handed swords, war hammers, halberds, flails, maces, and shortbows
    - May not place any proficiency points in crossbows, longbows, or slings
    - Cannot wear armor heavier than studded leather

    - Hit Die: d8
    Flare Dancer Monk
    Part magician and part artist, a Flare Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Flare Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Flare Dancers rely on the speed of their fists to disrupt and disable their opponents.

    CLASS FEATURES:

    Advantages:

    - Makes two additional attack rolls with each attack.
    - Whenever the Flare Dancer strikes a target with their bare fists, the victim must make a save vs. spell or be stunned for 1 second, as well as a -1 penalty to casting speed for 2 seconds and a -1 penalty to speed factor for a full round.
    - Deals an extra 1 fire damage with every unarmed strike.
    - May cast Flame Blade once per day every 4 levels.
    - May cast Agannazar's Scorcher once per day every 5 levels.
    - May cast Melf's Minute Meteors once per day every 8 levels.
    - 5% fire resistance per level.

    Disadvantages:

    - All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
    - May not use Stunning Blow or Quivering Palm.
    - Only gains 2% magic resistance per level after level 14 instead of 3%.

    - Hit Die: d8
    Sky Dancer Monk
    Part magician and part artist, a Sky Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Sky Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sky Dancers rely on the speed of their fists to disrupt and disable their opponents.

    CLASS FEATURES:

    Advantages:

    - Makes two additional attack rolls with each attack.
    - Whenever the Sky Dancer strikes a target with their bare fists, the victim must make a save vs. spell or be stunned for 1 second, as well as a -1 penalty to casting speed for 2 seconds and a -1 penalty to speed factor for a full round.
    - May cast Windwalk once per day at level 1, with another casting every 5 levels after.
    - May cast Lightning Bolt once per day at level 5, with another casting every 4 levels after.
    - May cast Chain Lightning once per day for every 7 levels of the caster.
    - 5% electricity resistance per level.

    WINDWALK: The Sky Dancer calls upon the force of the wind to transport them to another location, instantly teleporting them to any spot within range.

    Disadvantages:

    - All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
    - May not use Stunning Blow or Quivering Palm.
    - Only gains 2% magic resistance per level after level 14 instead of 3%.

    - Hit Die: d8
    Sword Dancer Paladin
    Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.

    CLASS FEATURES:

    Advantages:

    - Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
    - May wield two weapons at once with no penalties

    Disadvantages:

    - All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
    - Can only attain Specialization (two points) in short swords, katanas, scimitars, daggers, and staffs
    - Can only attain Proficiency (one point) in clubs, darts, spears, longswords, axes, war hammers, maces, and shortbows
    - May not place any proficiency points in two-handed swords, bastard swords, halberds, flails, crossbows, longbows, or slings
    - Cannot wear armor heavier than studded leather

    - Hit Die: d8

    Post edited by semiticgoddess on
  • semiticgoddesssemiticgoddess Member Posts: 14,833
    Full kit descriptions, part 2:
    Seducer Thief (there is a LOT of detail to this kit)
    A Seducer is a thief who acts through persuasion rather than sleight of hand. Socially cunning and politically astute, they develop an ability to forge close relationships with the wealthy, powerful, or merely useful, and navigate complex social orders with speed and grace. Some may use their talents to influence people for the better, propping up and guiding the wise and honest, or exposing and ostracizing the corrupt and the selfish. Others use their talents for personal gain, exploiting their allies' weaknesses, and destroying their opponents with whatever means they can.

    Despite the name, a Seducer's abilities are more complex than attractiveness or charm. A Seducer uses psionic abilities and arcane magic as well as physical appeal to influence others, and can gain control over potentially any creature with a semi-conscious mind--even those of a different orientation, species, or plane of existence, as well as sexless creatures, constructs, and the undead. No mind is truly safe from a Seducer's grasp; only sheer will and mental fortitude can block the Seducer's influence.

    CLASS FEATURES:

    - May cast Charm at will
    - May cast Domination at will
    - May cast Seduction at will
    - May cast Recruit Follower at will
    - May cast Dispel Charm at will
    - +1 Charisma
    - Immunity to charm and domination
    - +1 to save vs. spell at level 1 and every 5 levels after
    - +1 AC vs. melee weapons at level 1 and every 6 levels after

    - Only gains 15 skill points per level (30 at level 1)
    - Cannot detect traps or set traps
    - Backstab does not progress beyond 2x
    - Only gains 1d4 hit points per level
    - May not wear any armor
    - Does not gain Use Any Item or most thief HLAs


    DOMINATION: The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

    Level 1: +4 to saving throw
    Level 2: +3 to saving throw
    Level 3: +2 to saving throw
    Level 5: +1 to saving throw
    Level 7: +0 to saving throw
    Level 9: -1 to saving throw
    Level 12: -2 to saving throw
    Level 15: -3 to saving throw
    Level 18: -4 to saving throw
    Level 22: -5 to saving throw
    Level 26: -6 to saving throw
    Level 30: -7 to saving throw
    Level 35: -8 to saving throw
    Level 40: -9 to saving throw
    Level 45: -10 to saving throw

    Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

    Intelligent and familiar creatures such as animals and yuan-ti:
    +1 to saving throw
    Unintelligent and unnatural creatures such as undead, trolls, and giants:
    +2 to saving throw
    Alien and extraplanar creatures such as beholders, elementals, and demons:
    +3 to saving throw

    Creatures who already charmed, however, suffer a -3 penalty to their saving throw.

    The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.

    CHARM: Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

    Level 1: +7 to saving throw
    Level 2: +6 to saving throw
    Level 4: +5 to saving throw
    Level 6: +4 to saving throw
    Level 9: +3 to saving throw
    Level 12: +2 to saving throw
    Level 16: +1 to saving throw
    Level 20: +0 to saving throw
    Level 25: -1 to saving throw
    Level 30: -2 to saving throw
    Level 36: -3 to saving throw
    Level 42: -4 to saving throw
    Level 49: -5 to saving throw

    As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.


    SEDUCTION: With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

    If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining the Seducer's party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

    (Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

    Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.


    RECRUIT FOLLOWER: A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

    This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

    If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

    (Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)


    DISPEL CHARM: By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.


    BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm or Domination, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death at -2, the Seducer will kill it instantly, using whatever weak point the Seducer can divine from its thoughts. Every 4 levels after level 1, victims of Betrayal must make their save at an additional -1 penalty, up to -7 at level 21. If the victim makes its save, the effects of Charm and Domination are broken and the Seducer cannot charm the target for another 5 rounds. Targets who resist the instant death effect will still suffer 2d6 damage, plus an additional 2d6 damage every 4 levels after level 1.

    High-Level Abilities:
    - Psionic Lock
    - Psionic Invisibility
    - Psionic Breach
    - Psionic Teleportation
    - Psionic Time Stop
    - Psionic Foresight
    - Evasion
    - Alchemy
    - Scribe Scrolls

    DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma

    – Hit Die: d4
    Alchemist Mage
    Alchemists are Transmuters who dedicate their lives to the study of chemistry and potionmaking. Some use their talents to sell potions and tonics, some turn their skills to adventuring, and others are motivated solely by the pursuit of truth. Alchemists are always searching for new ingredients to fuel their businesses and laboratories, and when the local economy falls short of their expectations, the Alchemist must set out on foot. Alchemists excel at making valuable brews and dangerous explosives out of whatever ingredients they can cobble together.

    CLASS FEATURES:

    Alchemical Genius:
    - Can create potions and grenades at any time outside combat. Alchemists get additional benefits from their own potions.
    - Can use Poison Weapon once per day at level 1. Gains an additional use of Poison Weapon every 4 levels after.

    Alchemical Resilience:
    - Immunity to poison
    - 10% acid resistance per level
    - 5% fire resistance per level
    - Gains 1d6 hit points per level
    - +1 to save vs. death and polymorph every 3 levels

    Specialization:
    - Can memorize 1 fewer spell per spell level compared to a generalist mage (an Alchemist cannot cast spells until level 2)
    - -1 penalty to casting time
    - -2 penalty to caster level
    - Cannot gain most normal mage High-Level Abilities

    CONCOCTIONS: Given the right ingredients, an Alchemist can concoct any manner of potions and brews. The process is similar to purchasing goods at a store, but the Alchemist can manage ingredients much more efficiently, making his or her concoctions much less expensive than a conventional apothecary's.

    More experienced Alchemists can brew a broader variety of potions and manufacture stronger explosives. There is no limit on how many potions and grenades an Alchemist can create, provided he or she has the resources to make them.

    POISON WEAPON: The same skills the Alchemist uses to create potions to soothe pain can also be used to inflict it. The Alchemist can apply a thin coating of poison to a weapon, directly injecting the toxin into the victim's bloodstream. Multiple strikes can further poison the target, but only one dose of poison can be applied to the weapon. Alchemists can develop deadlier poisons as they become more experienced.

    For the next 2 rounds after using this ability, any creature the Alchemist attacks must make a saving throw or suffer poison damage for the next 5 rounds. The effects stack and vary based on level:

    Level 1: 1d2 poison damage, plus 1 damage per round on a failed save vs. death at +4.
    Level 4: 1d3 poison damage, plus 2 damage per round on a failed save vs. death at +3.
    Level 7: 1d4 poison damage, plus 3 damage per round on a failed save vs. death at +2.
    Level 10: 1d6 poison damage, plus 4 damage per round on a failed save vs. death at +1.
    Level 13: 1d8 poison damage, plus 5 damage per round on a failed save vs. death.
    Level 16: 1d10 poison damage, plus 6 damage per round on a failed save vs. death at -1.
    Level 19: 1d12 poison damage, plus 6 damage per round on a failed save vs. death at -2.

    The poison cannot be applied to a grenade.

    High-Level Abilities:
    - Use Any Item
    - Regeneration
    - Resist Magic
    - Purity of Body
    - Business Connections
    - Extra Level 6 Spell
    - Extra Level 7 Spell
    - Extra Level 8 Spell

    - Hit Die: d6
    Plasma Wizard
    PLASMA WIZARD: Where other mages immerse themselves in the library and delve deep into lore both ancient and recent, the Plasma Wizard focuses on mastery of the elements and the energy that governs the universe. <PRO_HESHE> may cast fewer conventional spells than other mages, but has the ability to cast an unlimited number of simple evocation spells at will, and at higher levels can do so multiple times in a single round.

    Class Features:

    - Gains one fewer spell slot per spell level than a non-specialized mage (cannot cast spells until level 2).
    – May not learn or cast any spells of the Enchantment school.
    – Receives a +15% bonus when scribing scrolls from the Invocation school.
    – Receives a -15% penalty when scribing scrolls from other schools.
    – Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
    – Targets suffer a -2 penalty when making Saving Throws against spells from the Invocation school.
    - May cast Craft/Upgrade Plasma Rod once per day. The Plasma Rod can fire unlimited magical ammunition at 2 attacks per round, and the Plasma Wizard may develop nine different projectiles as <PRO_HESHE> gains levels. When using the rod, the Plasma Wizard gains +1 to THAC0 every 2 levels, imposes an additional -1 save penalty every 3 levels, gains +1/2 attack per round every 4 levels, and deals an extra dice of damage and gets an additional +1 enchantment bonus for every 5 levels.

    High-Level Abilities: Spirit of Flame, Aegis of Rime, Scion of Storms, Voice of Entropy, Energy Blades, Whirlwind Attack, Bypass Resistance, Power Attack, Critical Strike, (Greater) Deathblow

    CRAFT/UPGRADE PLASMA ROD: The Plasma Wizard creates a unique type of crossbow that fires special ammunition. As the Plasma Wizard gains levels, the Plasma Rod can fire new forms of ammunition, and the weapon becomes more powerful. The Plasma Rod never runs out of ammunition, but victims may always attempt a save vs. breath to avoid damage. The Plasma Wizard may upgrade the rod after gaining each level:

    1st level: May fire a Magic Missile (1d3 magic damage) from the Plasma Rod at will. The Plasma Wizard gains a +1 bonus to hit and +1 attack per round when using the rod.

    2nd level: Gains first level 1 spell slot. The rod grants +2 to hit.

    3rd level: May fire an Agannazar's Scorcher ray (1d4 fire damage) from the rod. All targets must make their saves vs. breath at a -1 penalty.

    4th level: Gains +3 to hit and +1.5 attacks per round when using the rod.

    5th level: May fire a Lightning Bolt (2d4 electricity damage) from the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +1 weapon for the purposes of bypassing weapon immunities.

    6th level: Gains +4 to hit when using the rod. All targets must make their saves vs. breath at a -2 penalty.

    7th level: May fire an Acid Arrow (1d3 acid damage, plus 2d3 lingering acid damage) from the rod.

    8th level: Gains +5 to hit and +2 attacks per round when using the rod.

    9th level: May launch a Fireball (2d4 fire damage) from the rod. All targets must make their saves vs. breath at a -3 penalty.

    10th level: Gains +6 to hit when using the rod, and all forms of ammunition deal an additional dice of damage. The rod strikes as a +2 weapon.

    11th level: May unleash a Cone of Cold (3d4 cold damage) when using the rod.

    12th level: Gains +7 to hit and +2.5 attacks per round when using the rod. All targets must make their saves vs. breath at a -4 penalty.

    13th level: May launch a Fire Seed (3d6 fire damage) from the rod.

    14th level: Gains +8 to hit when using the rod.

    15th level: May cast Chain Lightning (4d3 electricity damage) from the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +3 weapon. All targets must make their saves vs. breath at a -5 penalty.

    16th level: Gains +9 to hit and +3 attacks per round when using the rod.

    17th level: May cast Prismatic Spray (2d3 magic damage) from the rod.

    18th level: Gains +10 to hit when using the rod. All targets must make their saves vs. breath at a -6 penalty.

    20th level: Gains +11 to hit and +3.5 attacks per round when using the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +4 weapon.

    22nd level: Gains +12 to hit when using the rod.

    24th level: Gains +13 to hit and +3.5 attacks per round when using the rod.

    25th level: The rod strikes as a +5 weapon.

    26th level: Gains +14 to hit when using the rod.

    28th level: Gains +15 to hit and +4 attacks per round when using the rod.

    - Hit Die: d4
    Shapechanger Thief
    Little is known about the source of a Shapechanger's powers. Alternately theorized to be the descendants of doppelgangers, lycanthropes, or some type of extraplanar being, Shapechangers have the power to radically transform their bodies--not just into humanoid forms, but also alien forms foreign to the Material plane. Shapechangers are adept at disguising themselves, but their true power lies in the ability to take on the forms of more powerful creatures.

    CLASS FEATURES:

    Advantages:

    - 30% bonus to pickpocketing, hide in shadows, and move silently
    - Learns new shapeshifting abilities as the Shapechanger gains levels:

    Level 1: Cat
    Level 3: Werebadger
    Level 4: Grizzly Bear
    Level 6: Phase Spider
    Level 8: Bombardier Beetle
    Level 9: Orog Shaman
    Level 11: Red Half-Dragon
    Level 13: Umber Hulk
    Level 14: Clay Golem
    Level 16: Beholder
    Level 18: Glabrezu
    Level 19: Young Green Dragon
    Level 21: Frost Giant
    Level 23: Demilich

    Disadvantages:

    - Cannot wear armor
    - Only gets 10 skill points per level (20 at level 1)
    - Cannot set traps
    - Backstab multiplier is 1 point lower than a normal thief's (starts at no multiplier at level 1)

    High-Level Abilities:
    - Whirlwind Attack
    - Hardiness
    - Resist Magic
    - Evasion
    - Stoneskin
    - Simulacrum
    - Polymorph Other

    - Hit Die: d6
    Psionicist Fighter
    A Psionicist uses <PRO_HISHER> mind to control and manipulate the world around <PRO_HIMHER>. Generally self-taught, Psionicists train their brains and sharpen their latent powers, gaining powers that are alien even to wizards and priests. A psionicist may levitate objects, create energy from nothing, and even seize control of the minds of other sentient beings with nothing more than a thought.

    CLASS FEATURES:

    Advantages:

    - +1 Intelligence
    - Gains special innate abilities as the Psionicist gains levels. All of a Psionicist's powers are instant-casting and bypass magical resistance:
    - Level 1: Mind Blast. Gains an extra casting every 3 levels after.
    - Level 2: Ballistic Attack. Gains an extra casting every 4 levels after.
    - Level 3: Ego Whip. Gains an extra casting every 5 levels after.
    - Level 4: Detonate. Gains an extra casting every 6 levels after.
    - Level 5: Psionic Blast. Gains an extra casting every 7 levels after.
    - Level 6: Psionic Disjunction. Gains an extra casting every 8 levels after.
    - Level 7: Psionic Domination. Gains an extra casting every 9 levels after.
    - Level 8: Cure Serious Wounds. Gains an extra casting every 10 levels after.
    - Level 9: Planar Travel. Gains an extra casting every 11 levels after.
    - Level 10: Psionic Maze. Gains an extra casting every 12 levels after.

    Disadvantages:

    - Can only attain Proficiency (one point) any weapon or weapon style
    - Only gains 1d6 HP per level

    High-Level Abilities:

    - Psionic Shield
    - Mental Deconstruction
    - Psionic Mantle
    - Astral Comet
    - Psionic Stasis
    - Diffusion
    - Psychometabolism
    - Psionic Backlash

    Prime Requisite For Dual-Classing: Intelligence

    - Hit Die: d6
    Psionicist Monk
    A Psionicist uses <PRO_HISHER> mind to control and manipulate the world around <PRO_HIMHER>. Generally self-taught, Psionicists train their brains and sharpen their latent powers, gaining powers that are alien even to wizards and priests. A psionicist may levitate objects, create energy from nothing, and even seize control of the minds of other sentient beings with nothing more than a thought.

    CLASS FEATURES:

    Advantages:

    - +1 Intelligence
    - Gains special innate abilities as the Psionicist gains levels. All of a Psionicist's powers are instant-casting and bypass magical resistance:
    - Level 1: Mind Blast. Gains an extra casting every 3 levels after.
    - Level 2: Ballistic Attack. Gains an extra casting every 4 levels after.
    - Level 3: Ego Whip. Gains an extra casting every 5 levels after.
    - Level 4: Detonate. Gains an extra casting every 6 levels after.
    - Level 5: Psionic Blast. Gains an extra casting every 7 levels after.
    - Level 6: Psionic Disjunction. Gains an extra casting every 8 levels after.
    - Level 7: Psionic Domination. Gains an extra casting every 9 levels after.
    - Level 8: Cure Serious Wounds. Gains an extra casting every 10 levels after.
    - Level 9: Planar Travel. Gains an extra casting every 11 levels after.
    - Level 10: Psionic Maze. Gains an extra casting every 12 levels after.

    Disadvantages:

    - Does not learn Stunning Blow, Lay on Hands, or Quivering Palm
    - Only gains a half attack per round every 4 levels rather than 3
    - Does not gain +1 to hit and damage with fists when gaining enchantment bonuses at levels 9, 12, 15, and 25
    - Only gains 1d6 HP per level

    High-Level Abilities:

    - Psionic Shield
    - Mental Deconstruction
    - Psionic Mantle
    - Astral Comet
    - Psionic Stasis
    - Diffusion
    - Psychometabolism
    - Psionic Backlash

    - Hit Die: d6

  • semiticgoddesssemiticgoddess Member Posts: 14,833
    Full kit descriptions, part 3:
    Red Soul Mage and Red Soul Sorcerer
    Deeply passionate but with little control of their own emotions, a Red Soul is a mage who channels his or her feelings and desires into their spellcasting. Their emotions add power to damaging spells, but also render them highly unstable.

    CLASS FEATURES:

    50% bonus to fire, cold, electricity, acid, poison, and magical damage.
    All arcane spells have one-half their normal duration
    +1 bonus to Charisma
    -1 penalty to Wisdom
    Cannot be of lawful alignment
    Green Soul Mage and Green Soul Sorcerer
    A Green Soul is a mage who channels his or her life force into their spellcasting. A Green Soul must maintain tight control of his or her body and live a consistent and healthy lifestyle in order to maintain the stability of their magic. Tapping into one's own life force is dangerous, however, and Green Souls must hold back when attempting to use damaging magic, lest they harm themselves in the process.

    CLASS FEATURES:

    - 50% bonus to the duration of all arcane spells
    - All mage spells deal half their normal damage
    - May cast one extra spell per spell level
    - +1 bonus to Constitution
    - -1 penalty to Dexterity
    - Cannot be of chaotic alignment
    War Hulk Fighter
    WAR HULK: A War Hulk is an undisciplined, wild, and savage fighter. While most warriors develop their skills in the martial arts, the War Hulk only seeks raw strength. The War Hulk eschews strategy and tactics, preferring to concentrate all of his or her energy into a single massive blow.

    CLASS FEATURES:

    - May only land a single hit per round, regardless of level, weapon choice, or magical enchantments (attacks per round is set to 0 for 4 seconds on each hit)
    - May not use missile weapons
    - May place 3 proficiency points (Mastery) in two-handed swords and halberds
    - May place 2 proficiency points (Specialization) in bastard swords, longswords, katanas, scimitars, axes, war hammers, spears, flails, maces, quarterstaffs, Two-Handed Weapon Style, and Single Weapon Style
    - May place 1 proficiency point (Proficiency) in short swords, daggers, and clubs

    SAVAGE BLOW: Although the War Hulk may only land a single strike per round, each attack has incredible force behind it. The War Hulk gains +1 Strength every level from level 1 to 5, and +1 to hit and +5% melee damage every level thereafter, along with additional bonuses every other level:

    Level 1, 3, 5, 7: +1 to hit and +5% melee damage
    Level 9, 11, 13, 15: +2 to hit and +10% melee damage
    Level 17, 19, 21, 23: +3 to hit and +15% melee damage
    Level 25, 27, 29, 31: +4 to hit and +20% melee damage
    Level 33, 35, 37, 39: +5 to hit and +25% melee damage

    CRITICAL STRIKE: Whenever the War Hulk lands a hit, the target has a 20% chance of being stunned for 6 seconds and pushed back on a failed save vs. death at -3.

    RAGE: War Hulks channel their rage into their strikes, using pain and fury to add force to each blow. War Hulks strike harder when they are wounded, but the rage weakens their minds and causes them to lower their defenses. Whenever the War Hulk suffers damage, he or she gains a set of combat bonuses and penalties:
    +15% melee damage
    +1 THAC0
    +1 save vs. death
    +1 movement rate
    Immunity to fear
    -1 AC
    -1 save vs. spell
    All effects are cumulative and last 2 rounds. In addition, the War Hulk has a 25% chance of going berserk on a failed save vs. spell, gaining double the above bonuses and penalties for 1 round.

    UNSTOPPABLE: Highly experienced or enraged War Hulks may overcome any obstacle in their path, whether magical or physical. Whenever the War Hulk is knocked unconscious or immobilized, he or she may attempt a save vs. death at -15. If successful, the War Hulk can shrug off the effects of sleep, hold, paralysis, or stun.

    - Hit Die: 2d8 (2d6 after level 9)
    Cleric/Druid/Mage
    CLERIC/DRUID/MAGE: A a student of nature, the Weave, and their patron deity, a cleric/druid/mage may draw upon all forms of magic to cast <PRO_HISHER> spells.

    - All experience points gained are reduced by 33%.
    - May cast twice as many priest spells per day of each spell level.
    - May cast both cleric and druid spells.
    - May only wear non-metallic armor and use non-metallic weapons.
    - 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
    - 15th level: Becomes immune to poison.
    - 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
    - Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
    - Chooses High Level Abilities using innate abilities gained at level 13+ rather than during the level up screen.

    Class Features:

    - Hit Die: d8
    Druid/Mage
    DRUID/MAGE: A student of both nature and the Weave, a druid/mage may draw upon both druidic and arcane magic to cast <PRO_HISHER> spells.

    Class Features:

    - May cast druid spells.
    - May not cast cleric spells.
    - Cannot turn undead.
    - May not use metal weapons or armor.
    - 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
    - 15th level: Becomes immune to poison.
    - 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
    - Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.

    - Hit Die: d6
    Cleric/Druid
    CLERIC/DRUID: A cleric/druid is a student both of nature and their patron deity. A cleric/druid may draw upon both forms of magic to cast <PRO_HISHER> spells, but must follow the tenets of both faiths, and is forbidden from using both edged weapons and metal weapons or armor.

    Class Features:

    - All experience points gained are reduced by 50%.
    - May cast twice as many spells per day of each spell level compared to a single-classed cleric.
    - May cast both cleric and druid spells.
    - May only wear non-metallic armor and use non-metallic weapons.
    - 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
    - 15th level: Becomes immune to poison.
    - 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
    - Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
    - Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.

    - Hit Die: d8

    Prime Requisites For Dual-Classing: Wisdom, Charisma
    Fighter/Cleric/Druid/Mage/Thief
    FIGHTER/CLERIC/DRUID/MAGE/THIEF: A student of nature, the Weave, their patron deity, and the martial arts, a fighter/cleric/druid/mage/thief may draw upon all forms of magic to cast <PRO_HISHER> spells, though <PRO_HESHE> must abide by the item restrictions of both druids and clerics.

    Class Features:

    - All experience points gained are reduced by 25%.
    - May cast both cleric and druid spells from the mage spellbook, and may cast three times as many spells per day.
    - Does not gain bonus spells from Wisdom.
    - May only wear non-metallic armor and use non-metallic weapons (staffs, clubs, and slings).
    - Cannot use Turn Undead.
    - 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
    - 15th level: Becomes immune to poison.
    - 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
    - Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
    - Must possess 18 Intelligence, and gains +1 Intelligence at level 1 in order to be able to learn mage spells alongside <PRO_HISHER> priest spells.
    - Chooses High Level Abilities using innate abilities gained at mage level 12+ rather than during the level up screen. WARNING: The fighter/druid/cleric/mage/thief only learns HLAs upon gaining mage levels, which determine <PRO_HISHER> spellbook. While <PRO_HESHE> gains 5 HLAs for each level, beginning at level 12, it takes 4.5 million XP to reach level 13, with a long gap in between. Some fighter/druid/cleric/mage/thieves may never gain enough experience to learn more than 5 or 10 HLAs.
    Druid/Thief
    DRUID/THIEF: This character can use the abilities of a Druid and a Thief, though the Druid/Thief cannot be proficient in weapons outside druidic practice, and the Druid/Thief may not cast spells while wearing armor.

    Class Features:

    - May cast druid spells from the mage spellbook.
    - Does not gain bonus spells from Wisdom.
    - May not cast spells while wearing armor.
    - May only achieve Proficiency in weapons usable by both thieves and druids (scimitars, daggers, clubs, staffs, slings, and darts) and may only wield weapons or wear equipment usable by thieves and mages.
    - 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
    - 15th level: Becomes immune to poison.
    - 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
    - Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
    Fighter/Monk
    FIGHTER/MONK: Fighter/Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, skilled in both armed and unarmed combat. Though Fighter/Monks cannot cast spells, they have a unique magic of their own: They channel a subtle energy, called ki, which allows them to perform amazing feats.

    Class Features:

    - All experience points gained are reduced by 50%.
    - May achieve Specialization (two proficiency points) in Single Weapon Style and any weapon a monk can use: long swords, short swords, katanas, scimitars, daggers, and clubs.
    - Gains an additional unarmed half attack per round every 4 levels rather than 3.
    - Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.
    - May use Smite once per day at level 16.
    Seer Druid
    SEER: A seer is a person gifted with a rare form of extrasensory perception. Every seer's powers are unique: some can feel the heartbeat and see through the eyes of distant beings; some hear voices from long-forgotten ages; some witness prophecies years or even centuries into the future; some can see the world around them shifting forwards and backwards in time; and some become so lost in their visions that they become blind to the distinction between themselves and other beings, and experience reality directly from the minds of others. Whether their powers are inherited from distant ancestors or just the fluke of divine circumstance, seers are fountains of information and memory, and are often sought out for their predictions and their guidance.

    Advantages:

    - Gains +3 Lore per level.
    - Immunity to blindness and hostile illusion spells.
    - Can detect and target invisible creatures with spells.
    - Supernatural Insight: As the Seer learns to control <PRO_HISHER> sight, <PRO_HESHE> may use <PRO_HISHER> extrasensory perception to aid <PRO_HESHE> in combat. The Seer's abilities grow as <PRO_HESHE> gains levels.

    Level 1: +1 to AC and THAC0. Gains an additional +1 to AC and THAC0 for every 2 levels after 1st. May cast Identify as an innate ability once per day.
    Level 2: +1 to saving throws. Gains an additional +1 to saving throws for every 3 levels after 2nd.
    Level 3: +1 to critical hit rolls. Gains an additional +1 to critical hit rolls for every 4 levels after 3rd. May cast Share Insight once per day.
    Level 4: +1 to luck. Gains an additional +1 to luck for every 5 levels after 4th.
    Level 5: May cast Dissociation once per day.
    Level 7: May cast True Seeing once per day.
    Level 9: May cast Secret Word once per day.
    Level 11: May cast Share Mass Insight once per day.
    Level 13: May cast Foresight once per day.
    Level 14: May cast Call Seer's Voice once per day.

    SHARE INSIGHT: Through close bonding with <PRO_HISHER> allies, the Seer may communicate telepathically with a single creature and share a portion of <PRO_HISHER> insight with them. For one round per level (up to a maximum of 20 rounds), the targeted creature will gain half of the Seer's insight bonuses, rounded up.

    DISSOCIATION: The Seer may reach into the minds of other beings and see through their eyes as if they were <PRO_HISHER> own. For 10 rounds, the caster can see everything within the visual range of all creatures currently on the map.

    SHARE MASS INSIGHT: Through close bonding with <PRO_HISHER> community, the Seer may communicate telepathically with <PRO_HISHER> allies and share a portion of <PRO_HISHER> insight with them. For one round per three levels (up to a maximum of 6 rounds at level 18), all allied creatures nearby will gain half of the Seer's insight bonuses, rounded up.

    FORESIGHT: With great concentration, the Seer may close off <PRO_HISHER> mind to all distractions and focus <PRO_HISHER> insight on the immediate future. For one round per four levels (up to a maximum of 5 rounds at level 20), all of the Seer's insight bonuses are doubled.

    CALL SEER'S VOICE: The Seer turns <PRO_HISHER> sight inward and gazes into the source of <PRO_HISHER> powers. When the Seer uses this ability, <PRO_HESHE> brings a pale shadow of the source into being, creating a near-exact replica of the Seer at 60% of <PRO_HISHER> level and with 60% of the Seer's hit points. The entity is immune to mind-affecting magic and instant death effects, but is otherwise identical to the caster, though it cannot use the Seer's innate abilities. The ghost will last for 10 rounds or until it is destroyed.

    Disadvantages:

    - May cast one fewer spell per day per spell level than other priests.
    - Immune to invisibility and other beneficial illusion spells.
    - May not wear armor, helmets, or shields.
    - Cannot shapeshift.
    - May not dual-class.
    - Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.

    High Level Abilities:
    Critical Strike
    Use Any Item (does not allow the use of armor)
    Evasion
    Greater Evasion
    Alchemy
    Scribe Scrolls

    - Hit Die: d6
    Seer Cleric
    SEER: A seer is a person gifted with a rare form of extrasensory perception. Every seer's powers are unique: some can feel the heartbeat and see through the eyes of distant beings; some hear voices from long-forgotten ages; some witness prophecies years or even centuries into the future; some can see the world around them shifting forwards and backwards in time; and some become so lost in their visions that they become blind to the distinction between themselves and other beings, and experience reality directly from the minds of others. Whether their powers are inherited from distant ancestors or just the fluke of divine circumstance, seers are fountains of information and memory, and are often sought out for their predictions and their guidance.

    Advantages:

    - Gains +3 Lore per level.
    - Immunity to blindness and hostile illusion spells.
    - Can detect and target invisible creatures with spells.
    - Supernatural Insight: As the Seer learns to control <PRO_HISHER> sight, <PRO_HESHE> may use <PRO_HISHER> extrasensory perception to aid <PRO_HESHE> in combat. The Seer's abilities grow as <PRO_HESHE> gains levels.

    Level 1: +1 to AC and THAC0. Gains an additional +1 to AC and THAC0 for every 2 levels after 1st. May cast Identify as an innate ability once per day.
    Level 2: +1 to saving throws. Gains an additional +1 to saving throws for every 3 levels after 2nd.
    Level 3: +1 to critical hit rolls. Gains an additional +1 to critical hit rolls for every 4 levels after 3rd. May cast Share Insight once per day.
    Level 4: +1 to luck. Gains an additional +1 to luck for every 5 levels after 4th.
    Level 5: May cast Dissociation once per day.
    Level 7: May cast True Seeing once per day.
    Level 9: May cast Secret Word once per day.
    Level 11: May cast Share Mass Insight once per day.
    Level 13: May cast Foresight once per day.
    Level 14: May cast Call Seer's Voice once per day.

    SHARE INSIGHT: Through close bonding with <PRO_HISHER> allies, the Seer may communicate telepathically with a single creature and share a portion of <PRO_HISHER> insight with them. For one round per level (up to a maximum of 20 rounds), the targeted creature will gain half of the Seer's insight bonuses, rounded up.

    DISSOCIATION: The Seer may reach into the minds of other beings and see through their eyes as if they were <PRO_HISHER> own. For 10 rounds, the caster can see everything within the visual range of all creatures currently on the map.

    SHARE MASS INSIGHT: Through close bonding with <PRO_HISHER> community, the Seer may communicate telepathically with <PRO_HISHER> allies and share a portion of <PRO_HISHER> insight with them. For one round per three levels (up to a maximum of 6 rounds at level 18), all allied creatures nearby will gain half of the Seer's insight bonuses, rounded up.

    FORESIGHT: With great concentration, the Seer may close off <PRO_HISHER> mind to all distractions and focus <PRO_HISHER> insight on the immediate future. For one round per four levels (up to a maximum of 5 rounds at level 20), all of the Seer's insight bonuses are doubled.

    CALL SEER'S VOICE: The Seer turns <PRO_HISHER> sight inward and gazes into the source of <PRO_HISHER> powers. When the Seer uses this ability, <PRO_HESHE> brings a pale shadow of the source into being, creating a near-exact replica of the Seer at 60% of <PRO_HISHER> level and with 60% of the Seer's hit points. The entity is immune to mind-affecting magic and instant death effects, but is otherwise identical to the caster, though it cannot use the Seer's innate abilities. The ghost will last for 10 rounds or until it is destroyed.

    Disadvantages:

    - May cast one fewer spell per day per spell level than other priests.
    - Immune to invisibility and other beneficial illusion spells.
    - May not wear armor, helmets, or shields.
    - May not dual-class.

    High Level Abilities:
    Critical Strike
    Use Any Item (does not allow the use of armor)
    Evasion
    Greater Evasion
    Alchemy
    Scribe Scrolls

    - Hit Die: d6

  • semiticgoddesssemiticgoddess Member Posts: 14,833
    Full kit descriptions, part 4:

    ---reserved for later additions---

  • semiticgoddesssemiticgoddess Member Posts: 14,833
    Full kit descriptions, part 5:

    ---reserved for later additions---

  • semiticgoddesssemiticgoddess Member Posts: 14,833
    Full kit descriptions, part 6:

    ---reserved for later additions---

  • ThacoBellThacoBell Member Posts: 12,168
    Somehow I missed this. I know I asked in the last thread, but since some time has passed, would you be willing to implement a Fighter/Druid?Thief? The quintuple class is interesting, but I've always wished I could implement an approximation of the first edition bard in BG. Who was basically a fighter/theif/druid.

  • ThacoBellThacoBell Member Posts: 12,168
    @semiticgod F/C/D/M/T kit fails to install:

    ERROR locating resource for 'COPY'
    [SPPR731.spl] not found in KEY file

  • semiticgoddesssemiticgoddess Member Posts: 14,833
    @ThacoBell: I uploaded an update that should fix the issue. The problem was that my code assumed that certain level 7 spells existed in a BG1+SoD install, and apparently some installs don't have them. I added some lines to let WeiDU skip those patches if the file doesn't exist.

    ThacoBellStummvonBordwehr
  • southfla79southfla79 Member Posts: 212
    edited July 2020
    Messing around with the shapeshifter thief, the beholder ability turns into a golem. young green dragon has no character sprite, just the selection circle.

    One more thing while playing around, shapeshifter and plasma wizard were never able to pick HLAs (consoled to lvl 24)

    Post edited by southfla79 on
  • SharGuidesMyHandSharGuidesMyHand Member Posts: 2,559
    edited July 2020
  • semiticgoddesssemiticgoddess Member Posts: 14,833
    Updated the mod, fixing some bugs with the Seer kit and making the Shapeshifter fighter a little more effective in combat.

    StummvonBordwehrThacoBell
  • IllustairIllustair Member Posts: 866
    Would love to have this in IWDEE. Is this compatible with IWDEE?

  • semiticgoddesssemiticgoddess Member Posts: 14,833
    @Illustair: I believe it's compatible. Let me know if you run into an issue.

    StummvonBordwehr
  • semiticgoddesssemiticgoddess Member Posts: 14,833
    Updated! I fixed a bug or two, removed the Stone Dancer and Water Dancer kits, and made the Flare Dancer and Sky Dancer kits more unique and interesting.

    StummvonBordwehrThacoBell
  • ashkynashkyn Member Posts: 4
    Hi, sorry if this is a stupid question - are these kits ok to install on BG:EE/SOD?

    I ask because it seemed to work perfectly on BG2:EE but when I attempted to install on BG:EE the kit names are all broken e.g. "Elements Fury +2", "Fishbone", "Damn it, ! these are serious matters."

    Have I done something wrong? These was a fresh install of BG:EE and this is the only mod I've installed.

  • semiticgoddesssemiticgoddess Member Posts: 14,833
    @ashkyn: They should be compatible. Have you installed ModMerge?

  • ashkynashkyn Member Posts: 4
    edited February 8
    Thanks, that worked! Sorry -- I didn't know about modmerge.

    Loving the kits by the way, thanks for sharing your work.

    StummvonBordwehrsemiticgoddess
  • ShirakShirak Member Posts: 62
    @semiticgoddess It's me again, with more bugs that I found from your mods lol.

    For the Psionicist Monk, the Astral Comet HLA is bugged. It doesn't show up in the innate ability menu after you choose it. I tested every other Psionicist Monk HLA and they all work fine.

    Apologies, as I'm in the midst of a 18 CHARNAME trilogy run and I'm using your Slayer Revisions, Psionicist, Sword Dancer, and Plasma Wizard kits in my runs.

    So as I progress with each of them, through various stages in the game (everyone is in SOA by now), I might find more bugs and issues (hopefully not!).

    Thanks! Really enjoying the different playstyle options that your mods provide!

    StummvonBordwehr
  • ShirakShirak Member Posts: 62
    @semiticgoddess For the Plasma Wizard, the HLA selection screen doesn't trigger (no Abilities button when levelling up). While the HLAs themselves work if you add them as innate abilities and then cast them manually, they are unable to be selected in-game.

  • Permidion_StarkPermidion_Stark Member Posts: 4,804
    edited August 16
    I only just noticed this thread and it has got some really interesting ideas. I particularly like the Kensai Monk since the two classes seem to go together very well. Does the Kensai Monk get the Monk's armour class bonuses? I hope so because it never made much sense to me that while Kensais gets better at attacking as they go up in levels they never get any better at defending themselves.

    Post edited by Permidion_Stark on
  • semiticgoddesssemiticgoddess Member Posts: 14,833
    @Permidion_Stark: The Kensai monk does get the monk's normal AC bonuses.

    I'm sorry to say, but I am not so active on the community anymore and am not maintaining any of my mods right now.

    Permidion_StarkStummvonBordwehr
  • Permidion_StarkPermidion_Stark Member Posts: 4,804
    @Permidion_Stark: The Kensai monk does get the monk's normal AC bonuses.

    I'm sorry to say, but I am not so active on the community anymore and am not maintaining any of my mods right now.

    No problem. Thanks for getting back to me. The kensai monk actually sounds close to what the kensai should have been in the first place.

  • ElrandirElrandir Member Posts: 1,664
    edited September 2
    This is the first mod I've installed. I'm very excited for all the new options. I'm using it in IWD:EE, so that gives more opportunities to use these across a whole party. I think the biggest temptations are...

    F/M/T/C/D for obvious reasons. It's the ultimate solo experience.

    Kensai Monk because it's just an outright better version of the Kensai Fighter, as I see it. It also aligns with modern D&D implementations of the Kensai, or "Kensei" as they've taken to calling it now.

    War Hulk because the thought of a group of six half-orc War Hulks forming a brutally powerful war band and ravaging the north sounds super fun. Set their script to full-aggression and let 'er rip.

  • ShirakShirak Member Posts: 62
    For those playing all the Dancer Variants, it's important to note that the mod achieves the APR by doing something with the character sprite (by making you a Sword Spider and changing the appearance?). So if you manually change your sprite type in EEKeeper, you will lose the 2 extra attacks per attack roll benefit of the class.

    Similarly, you also lose it when Adalon changes your appearance to look like a drow in the Underdark

    Elrandir
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