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Expanded Classes and Kits (massive kit compilation mod)

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  • semiticgoddesssemiticgoddess Member Posts: 14,923
    I've uploaded a new version, but I'm keeping up the old one because I haven't been able to do as much testing as I've wanted. The work can be tough on my hands these days.

    I've added some necessary buffs to some kits that were underpowered. The Primordial Witch Doctor is much better, and the Plasma Wizard has some more impressive spells.

    I've also added a bunch of new kits. We finally have a unique kit for every character class, even the ranger. Voila!

    Healer: a cleric or druid kit that deals half damage with weapons and spells and is more fragile, but gets buffed-up healing spells with shorter casting times and longer range, at lower spell levels. A Healer cleric can now raise the dead at level 7, while a level 7 Healer druid can grant immunity to poison to their allies. I wanted some support for an aggressive healing strategy.

    Folkherder: a bard kit that deals one-fifth normal damage and loses spell slots, but has a song that grants bonuses to AC, saving throws, magic resistance, and damage resistance. It doesn't need to be good-aligned, but it has a spell that can permanently change others' alignments one step towards good. I felt like the mod was short on defensive builds, and I ended up rather fond of the wholesome elements of the Folkherder's theme.

    Hedge Wizard: a mage/thief multiclass kit that can backstab with spells. Simple, but fun.

    Demon Summoner: a mage kit that can summon new types of demons and devils: manes, imps, bebiliths, cambions, abishais, and hezrous. It can also summon a permanent fiend as a familiar (no familiar CON loss stuff, though). This is my first real use of combat scripts in creatures, but they seem to be all functional. The kit doesn't change normal rules: absent another mod, they can rob XP from your kills, and the temporary spawns can't be given orders. Level 1-6 fiends won't attack the party or innocent bystanders by default, but might still get into fights if there's a Flaming Fist soldier who doesn't like seeing red circles.

    Revolutionary: my first unique paladin kit. A Revolutionary is worse in close combat, but can charm and also summon human allies, which get stronger with levels. It can be Neutral Good, Chaotic Good, True Neutral, or Chaotic Neutral, and cannot fall.

    Wildhaunt: my first unique ranger kit. The Wildhaunt is an odd kit: whenever you're invisible, you shapeshift into a spooky critter and can apply fear-themed status effects (fear/confusion/berserk/blindness) and combat penalties by attacking enemies from invisibility. It's a backstab kit that focuses on status effects instead of damage.
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