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Expanded Classes and Kits (massive kit compilation mod)

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  • semiticgoddesssemiticgoddess Member Posts: 14,934
    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.
  • histamiinihistamiini Member Posts: 1,503
    edited December 2025
    I was just reading about my last run of Kuo-toa Disciple, and forgot to report that Slow still applies from Strife from Deck of Many Things and FoA+5. Don't know if that's intented behaviour?
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    histamiini wrote: »
    I was just reading about my last run of Kuo-toa Disciple, and forgot to report that Slow still applies from Strife from Deck of Many Things and FoA+5. Don't know if that's intented behaviour?
    It's not intended. I've uploaded a new update to the first post that should fix that issue (it's the .zip file labeled "new beta").

    The update also includes some more rebalances and adds a Plasma Wizard kit for sorcerers as well as mages.
  • GniadyGniady Member Posts: 14
    Nice! Must try xD

    But.. Is there any chance for some sorc multi? Like Sorc/druid/thief?
  • GnollGnoll Member Posts: 31
    Love the kits, looking forward to playing them, thanks!
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    Gniady wrote: »
    Nice! Must try xD

    But.. Is there any chance for some sorc multi? Like Sorc/druid/thief?
    I'm afraid not. Sorcerers are very hard coded; the engine can't put thief skills and sorcerer spell slots on the same character. I don't know if it's still up to date or available for EE, but you may be looking for the Druidic Sorceror or Geomantic Sorcerer kits, which are sorcerers that get certain druid spells. That kit is a separate mod; it's one of the early kits from back in the pre-EE days.
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    I've uploaded a new version with 2 new kits and a larger new component! The Fairy Druid is a fey-themed druid kit that loses a lot of normal druid spells, but gets unique spells from the Illusion, Enchantment, and Transmutation schools, as well as a handful of teleportation spells.

    The Scholar kit is a mage kit that gets twice as many spell slots compared to a generalist mage, but their spells have shorter durations and deal less damage. I've always liked versatility over power.

    Druid Revisions does three things: it gives all druids new HLAs depending on their kit, it buffs a few vanilla druid spells, and it gives all druids a suite of new nature-themed spells. Your Avenger can now can Green Dragon's Breath as an HLA, your melee druid will be a bit tougher with Shillelagh, and druids will have some offensive spells to help fill up their spellbook.

    There's also an IWDification-style component that ports over IWD spells, in case anyone wants it, but I'd probably recommend sticking with the normal IWDification mods.

    I've always had a soft spot for druids (in case y'all couldn't tell), but I've long felt that they don't have a lot of great options for levels 1-3 in Baldur's Gate. There are no spammable vanilla offensive spell for druids like a cleric's Command or Hold Person or Holy Smite spells. Entangle isn't always safe, Charm Person or Mammal doesn't always have a valid target, and Call Lightning can't be cast in many of the toughest fights in the game. Druid Revisions adds in at least one damage spell for each level, so druids will always have a little something for any situation.
  • GniadyGniady Member Posts: 14
    Gniady wrote: »
    Nice! Must try xD

    But.. Is there any chance for some sorc multi? Like Sorc/druid/thief?
    I'm afraid not. Sorcerers are very hard coded; the engine can't put thief skills and sorcerer spell slots on the same character. I don't know if it's still up to date or available for EE, but you may be looking for the Druidic Sorceror or Geomantic Sorcerer kits, which are sorcerers that get certain druid spells. That kit is a separate mod; it's one of the early kits from back in the pre-EE days.


    You're breaking my heart!! :( What about sorc/druid? Or sorc/druid/warrior? If sorc have problem with thiefs in this engine..
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    Gniady wrote: »
    Gniady wrote: »
    Nice! Must try xD

    But.. Is there any chance for some sorc multi? Like Sorc/druid/thief?
    I'm afraid not. Sorcerers are very hard coded; the engine can't put thief skills and sorcerer spell slots on the same character. I don't know if it's still up to date or available for EE, but you may be looking for the Druidic Sorceror or Geomantic Sorcerer kits, which are sorcerers that get certain druid spells. That kit is a separate mod; it's one of the early kits from back in the pre-EE days.


    You're breaking my heart!! :( What about sorc/druid? Or sorc/druid/warrior? If sorc have problem with thiefs in this engine..
    I think I can brew up a sorcerer/druid, and also a variant with some fighter abilities. Technically it would be a sorcerer kit with some extra spells and some combat bonuses, but it would be possible. Give me a bit.
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    edited January 18
    @Gniady It took more work than I expected, but reusing some old code let me cobble together a Druidic Sorcerer kit and a new kit called a Sylvan Spellsword, which is basically a druid/sorcerer/fighter. I have no idea how balanced they are, but they seem to be working.

    Both of them are erroneously able to wield longswords, bastard swords, katanas, and two-handed swords, but it was necessary to give them that so they could use scimitars (they still can't become proficient in the others). Theoretically, I could go line by line and rule out every longsword, bastard sword, etc., but that would be very time-consuming.

    They don't get all druid spells; they only get 3 different druid spells per spell level from 1-7. This is just so the spellbook doesn't become atrociously swollen at higher levels. Even then, it might be a little excessive, though EEKeeper can remove spells if need be.
  • GniadyGniady Member Posts: 14
    @semiticgoddess I will love you forever! I don't care if this is unbalanced, or a little op, if can use too much weapons, or if spellbook become swollen (the more the better) - I'm happy that I can play with something like this! <3 Can I take it for a ride, or you want something to add/check before?
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    @Gniady Thank you <3

    By all means, take it for a ride! Let me know how it plays. The mod's already uploaded; you can download the newer version
    from page 1 of this thread.
  • NikodemeusNikodemeus Member Posts: 5
    edited January 25
    Been trying the Demon Summoner class out and seems whenever i summon a demon (currently lvl 1 - Mane) its hostile but just stands there...doesnt attack me or enemies. Also its not permanent. After few rounds it disappears. Also i CAN cast Necromancy spells even though it says I shouldn't be. Was really looking forward to this class

    Update: So apparently i was doing it wrong...you dont gain Fiendsih Binding until level 4, summoning those demons from 'special abilities' work as intended. However i will say, the demons you can summon from spells do not function, even when i cast 'protection from evil' on myself. They just stand there and attack nothing. No big deal, i wont use them lol
    Post edited by Nikodemeus on
  • GniadyGniady Member Posts: 14
    I have a problem :( Was trying to install this class, but have error:

    "ERROR: error loading [ExpandedClasses/bam/USHEAL1B.bam]
    Stopping installation because of error.
    ERROR Installing [Druidic Sorcerer and Fighter/Druid/Sorcerer], rolling back to previous state
    Will uninstall 30 files for [ExpandedClasses\ExpandedClasses.tp2] component 41.
    Uninstalled 30 files for [ExpandedClasses\ExpandedClasses.tp2] component 41.
    ERROR: Unix.Unix_error(20, "stat", "ExpandedClasses/bam/USHEAL1B.bam")"

    Even when I install only this mod, DLCMerger, and EET. Nothing else. And another classes from this mod installed without any problems, only this one don't like me :(
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    edited January 25
    @Nikodemeus: I uploaded a fix; I noticed that the creature script wasn't being copied over. Let me know if the new version still has any problems.

    The spellbook demons will probably still be a bit slow on the draw when it comes to attacking. They take a moment before they initiate combat, and they don't seek out enemies or their summoner if they're outside the demon's field of vision. The permanent ones behave as familiars, though.

    @Gniady: I neglected to add an image file to the mod folder; it's since been added. Re-download the mod and let me know if installation still fails.
  • NikodemeusNikodemeus Member Posts: 5
    edited January 26
    @semiticgoddess perhaps im dumb, but where can i download that fix? its it redownloading the file again and reinstalling? If so i tried that and same goes...red circle with no activity

    UPDATE! Nevermind it does work! Thanks alot for devoting the attention to this. Means alot!
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    @Nikodemeus Thank you! I'm glad these kits are seeing use.
  • GniadyGniady Member Posts: 14
    @semiticgoddess Thank you!
  • NikodemeusNikodemeus Member Posts: 5
    @semiticgoddess I actually noticed another small issue. Seems the level 2 demon, and the fiendish binding demon (Both Imp) doesn't work at all. When you summon it, nothing is conjured.
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    edited January 27
    @Nikodemeus: I think I've got the fiendish binding version working with a new fix (one file didn't get copied properly), but I'm not sure why the spellbook version fails to summon; the spell is working in my install and I see no missing files. Try re-downloading and re-installing today's update and let me know if either of them still don't work.

    I'm pretty sure you installed the correct version, but just in case, the correct version is the zip file most recently attached to the start of this thread.
  • UlkeshUlkesh Member Posts: 321
    Hello, I've installed the demon summoner through the setup (version 2.2) in the first page of this topic. I'm not getting any HLA.
  • semiticgoddesssemiticgoddess Member Posts: 14,934
    @Ulkesh: The HLA table wasn't being copied. I added a line to fix it and uploaded the update. Let me know if the problem continues after reinstalling the mod.
  • UlkeshUlkesh Member Posts: 321
    Doesn't work well. Now I get the HLA, but some of the icons are missing.

    First playthrough: I got all the HLA, but nothing appeared in my spellbook.
    Second playthrough: the things appeared, but my caster got blocked. Also a lot of invalid 9999 started to appear.

    I don't think it's my install being bugged, but who knows:

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~EEFIXPACK/SETUP-EEFIXPACK.TP2~ #0 #0 // Core Fixes: Alpha 3
    ~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #3 // Enable empty container module - Highlight empty containers in gray instead of cyan: v0.11.0-alpha
    ~BUBB_REVERT_PATHFINDING/BUBB_REVERT_PATHFINDING.TP2~ #0 #0 // Bubb's v2.6.6.0+ Pathfinding Revert: 1.1
    ~BUBB_SPELL_MENU_EXTENDED/BUBB_SPELL_MENU_EXTENDED.TP2~ #0 #0 // Bubb's Spell Menu Extended: v5.1
    ~HIDDENGAMEPLAYOPTIONS/HIDDENGAMEPLAYOPTIONS.TP2~ #0 #10 // Add in-game option "Enable Debug Mode": 3.0
    ~HIDDENGAMEPLAYOPTIONS/HIDDENGAMEPLAYOPTIONS.TP2~ #0 #11 // Add in-game option "Limit druidic spells for Cleric/Ranger": 3.0
    ~SKIPCHATEAUIRENICUS/SKIPCHATEAUIRENICUS.TP2~ #0 #0 // Skip Chateau Irenicus: 3.2
    ~SKIPCHATEAUIRENICUS/SKIPCHATEAUIRENICUS.TP2~ #0 #102 // Deal with skipped NPCs -> All available NPCs: 3.2
    ~AUTUMNS_TWILIGHT/AUTUMNS_TWILIGHT.TP2~ #1 #0 // Autumn's Twilight MOD: v1.4
    // Recently Uninstalled: ~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #33 // Demon Summoner Kit for Mages for BG1, BG2, and EET: v2.0
    ~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #33 // Demon Summoner Kit for Mages for BG1, BG2, and EET: v2.0
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