What does a snobby elf, a scrappy halfling, a scribing gnome, an elderly dwarf, and an angelic archer have in common? Nothing. But together, they can form around you as your adventuring family. But whether it is tight-knit or dysfunctional depends on your choices and treatment of them.
Reintroducing Skitia's NPCs from BG:EE and SoD into BG2:EE, each character has their own quests and goals, with a relationship system that is responsive to your decisions and actions. They'll offer their commentary and opinions, and if your actions mirror their words you'll find they'll get closer to you and fight harder. If they don't, you may find they grow to dislike you, perhaps even leaving, or in very serious cases, turn against you.
Not interested in using all five? Mix and match with the classic or EE NPCs and they'll banter, bond, and interact with them just as well.
Desiring a bit of down time? The new rest talk system allows you to converse with an NPC while resting. Every once in a while you'll have the opportunity to check on a companion, sharing a drink (or bed if they are a loved one), or engaging in some activity with them. At release this will include only Skitia's NPCs, but if there's positive reception and desire, will be expanded to include the chance to interact with original NPCS.
"The family expectation is to be perfect: Charming in decorum, flawless in decision-making, and always saying the right words. My father does that. Me? I just always say the wrong thing somehow."
"I'm game for sharing." Emily would quip when you ask about her past, before eagerly launching into details of her childhood. She grew up on her father's estate southeast of Borst in the lands of Tethyr, where she stayedoften in seclusion, hiding her visibly elven features with tricks of the hair or hat wear at her parent's insistence, though this did nothing to hide the golden eyes of her lesser understood aasimar heritage. Still, her father was determined to let few suspect she was not the product of his wife, which resulted in loneliness and very few friends. Finding the isolation frustrating, she talks of late night sneak outs, watching the estate guards in their archery practice or escaping the lands entirely, often into trouble and earning herself a stern lecture from the guard captain or her father. She was born to do good, and she won't ignore the weight of her heritage, even at the cost of noble opinion, house politics or a concerned father.Race:
Arcane Archer (Or Arcane Archer/Fighter, or just Archer without the Artisan's Kitpack)Alignment:
Longbow, CrossbowStarting Area:
Any Non-Evil Male Race
"The best life is lived in the cover of war. Only in the darkest dungeon, in the most hostile of territory, is when every breath bursts with life, bursts with the bloody bountiful blessing of the Morndinsamman."
Helga pauses at a question addresses at her past and not the battlefield, her lips forming almost into a grumpy frown. She talks of being a wild child in her youngest years, longing to make her place in the faithful of Haela after being enchanted by the tales of their ferocity and feats. She briefly trails away from the subject, launching into the details of a former battle with the interests of detailing every strike as if she was passionately describing art, not war. But then weariness touches her face, and with a groan she admits her body is not what it used to be. Not even her healing spells can undo all the wear and tear given by growing old. "But I'd rather go out in a blaze than gently." She adds. "I'll know death as nothing else but a foe of equal strength."Race:
Priest of HaelaAlignment:
Warhammer, Flail/Morningstar, Two-Handed Weapon Style, Sword and Shield StyleStarting Area:
Den of the Seven ValesRomance:
PRIEST OF HAELA: Renown amongst the dwarves for their risk-taking, berserker tendencies, clerics of Haela Brightaxe are loved and feared for their fury when they enter the fray, able to shrug off and deliver dangerous strikes. Most are female, called Kaxanar, or blood maidens, and their name is very much earned in their pleasure in seeking out battle wherever it may be.
-May Cast Hurl Stone Once Per Day. Gains one use at level one and an additional use every five levels thereafter.
HURL STONE: The priest creates a magical stone the size of their palm, which flies out of their hand and into the intended target. The stone does 1d6 direct magic damage per five levels with no save, although it does not bypass magic resistance. If the creature fails a save vs spell, they are also knocked down for two rounds.
-May Cast Flamebolt Once Per Day. Gains one use at level one and an additional use every ten levels thereafter.
FLAMEBOLT: The priest calls forth a holy two-handed blade of flame named after Haela Brightaxe's favored weapon. The caster is treated as a fighter with mastery in the weapon. The magic weapon does 1d10+1 fire damage per 5 levels, with a THACO bonus of 3. The blade acts at a speed factor of nine and lasts for one turn.
-May only be CN, CG, and NG.
Life's more fun when you're right-sized.
Kale gives a wide grin when you ask about himself, clapping you on your back and launching straight into his tale. He claims he was born faster, stronger, and with more courage in his spirit than all the halflings of Gullykin combined. He flashes scars and launches into wild, eyebrow raising tales of how he earned each, from battling one hundred kobolds alone to slapping a dragon in the face. But after a while he grows melancholy and admits that in all of his travels he has lost many companions that he would dearly miss. He says he has changed his style of fighting to be more protective of those he cares about. He'll take any blow for a companion if that means they'll keep standing, if he likes them anyway.
"But the rest?" He adds with a grin once more. "They'll have give me a good offer."Race:
Chaotic Neutral, may become Lawful NeutralSTR:
Bastard Sword, SlingStarting Area:
Outside the Copper CoronetRomance:
Any Race and Gender
WARDEN: The warden is a warrior whose discipline and traditions center around fighting in pairs. The warden takes on the defensive role in the pair, while the ward receives elevated offensive prowess. Their remarkable protective talents come at the cost of the warden’s skill with weapons being inferior to other fighter traditions.
-Hit Die: d12
-May use the Ward ability once per day. Gains one use at level 1, one use at level eight, and an additional use every eight levels thereafter.
WARD: Designates target as the ward for one turn. It does not stack with itself, and if the ward is changed, the previous ward loses their bonuses.
Level 1: The ward receives +1 damage bonus and -1 THAC0. The warden receives penalties for the same amount, but gains 10% resistance to physical damage and regenerates 1 hitpoint per 6 seconds.
Level 8: The ward receives +2 damage bonus and -2 THAC0. The warden receives penalties for the same amount, but gains 20% resistance to physical damage, and regenerates 1 hitpoint per 3 seconds.
Level 16: The ward receives +3 damage bonus and -3 THAC0. The warden receives penalties for the same amount, but gains 30% resistance to physical damage and regenerates 1 hitpoint per second.
May only become specialized in ranged weapons, and may not exceed mastery in any other weapon.
I always speak of history, of remembering both the ill and good because we cannot forget who we are, or where we came from.
Recorder looks reluctant when you press her about her past, advising that it "isn’t anything grand." A daughter of a priestess and bookbinder, Recorder grew up around with books and tomes in easy reach in a cozy cottage in Lantan. When one day she found sheets and excerpts of music, she fell in love and found her dual passion realized: music and historical recording. When her parents separated and her mother moved to Amn, she purchased a ferret, who she named Gustav, and they've been inseparable since. She does however, apologize in advance if any rations mysteriously go missing. Ferrets, she says, are notorious for not asking first. She keeps a large tome full of notes of both your prior journey and your current one, though is very protective of both any sneak peeks into its contents and damage via blood, magic, or ferret claw.Race:
Dagger, Quarterstaff, Crossbow, Single-Weapon StyleStarting Area:
Temple of OghmaRomance:
Any Non-Evil Race and Gender
LOREKEEPER: Lorekeepers are bards that focus less on a generalist skill set and lean more towards spell casting, where their prodigious memory and knowledge makes them better casters than most other bards. They make excellent librarians, historians, and advisors with their large capacity for learning and recalling, with their talents ensuring history is not forgotten with the passing of time.
- +20 bonus to lore.
- +2 Spell Slots for every spell level.
- May use SONATA in place of the regular Bard Song.
SONATA: This song provides varying levels of intelligence, save bonuses, and mind protection depending on the level of the bard:
Level 1: +1 Intelligence, +1 Saves vs. Spells, Immunity to Charm and Sleep.
Level 15: +2 Intelligence, +2 Saves vs. Spells, Immunity to Charm, Sleep and Rigid/Feeblemind
Level 20: +3 Intelligence, +3 Saves vs. Spells, Immunity to Charm, Sleep, Rigid/Feeblemind and Confusion
Special HLA: Symphony of Scholars
SYMPHONY OF SCHOLARS: A powerful song unique to Lorekeepers, the song gives the bard a 6 point bonus to their AC, and 10% magic resistance due to the magic of the song. As well, the bard’s party receives +4 Intelligence, +2 to all saves, +5% MR, +15% chance of a critical hit, and immunity to charm, domination, sleep, rigid/feeblemind, confusion, and fear.
This ability replaces the current bard song. It does not stack with Sonata, Enhanced Bard Song or other song sources. Additionally, the Lorekeeper cannot learn both Symphony of Scholars if Enhanced Bard Song is learned, and vice-versa.
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.
Power rules above all in the realm we live in. The only way to contest power is with power. Even those who complain about power use power in their own way; we call it manipulation. Remember this well, for this is the heart of survival.
Some elves are just awful, but Vienxay insists she is not one of them. She boasts of growing up in comfort and prominence, the eldest, most beautiful, and most intelligent of three sisters, gifted both with the weave and the shadow magic well known to the shadowdancer, which she used to great abandon. She then rants on about how a series of “misunderstandings” had her ousted from Evermeet and wandering the landscape by the scheming of her former mentor. She misses home terribly, both the comforts of her manor and the warmth of nearby family who were far more tolerable of her elf elitism than the human locals of the sword coast. But if the locals dare think they shall disrespect her, she says, they will quickly learn from their mistake.~Race:
Dagger, Dart, ShortbowStarting Area:
Any Race and Gender
SHADOWMAGE: Shadowmages are mage-thieves that can draw both on shadow magic and the weave, with the cunning and stealth of the shadowdancer and the mage's arsenal of spells.
While shadow magic is not the same as the shadow weave, many are drawn to it and can learn to use it. It's dark magic gives it poor public opinion, and most of its practicioners are non-good.
- + 15% Bonus to Hide in Shadows and Move Silently
- Slippery Mind: +1 bonus to saving throws
- May cast Shadow Jump once per day. Gains one use at thief level 5 and an additional use every 5 levels thereafter.
SHADOW JUMP: Manipulating shadow, the shadowmage teleports to the selected living creature, be it ally or enemy, unseen as per the invisiblity spell. For the next twelve seconds, they gain +2 to their backstab modifier and remain unseen until they make an attack.
- Alignment restricted to any non-lawful and non-good
- Backstab multiplier is one less than an unkitted Thief, cannot backstab until level 5.
- May only distribute 20 skill points per level (30 at level 1) among thieving skills
- Cannot Hide in Plain Sight.
- Cannot put points into Set Traps
- Hit Die: d5
Q: How many quests are there total?
A: Each NPC has one major quest tied to themselves. Some are spanned out in segments, possibly extending for a few chapters, while others can be completed in a single chapter if so desired, while others may have part of the story in SoA, and another small portion that concludes it in ToB. Most are about as long as the typical NPC quests of the original Bioware companions.
Q: What is the content rating of the mod?
A: Most content is T. The Rest Talks are a very soft M, but if desired for the main release, I can separate the Rest Talks as an optional component.
Q: Will they conflict with other party members?
A: Emily will not join with Dorn or Hexxat and will force you to choose. Dorn's murderous quest is a quick way to scare off Recorder with harsh approval loses if you aren't careful.
For Romance Conflicts, they will eventually bring up any other concurrent going on romance and ask the PC to choose.
Q: What is Approval?
A: Approval is the relationship system that measures the NPC's happiness with the player's actions. This is determined by quest decisions and responses during conversations with the particular character while they are in the party. If approval sinks too low, they may leave for good. If it becomes high, two of their core abilities will increase by 1 permanently, even if approval later drops.
Q: What are Rest Talks?
A: Rest Talks are conversations that occur occasionaly when the rest button is pressed. The player can choose to rest immediately or speak to one of the five custom NPCs. They could talk over a fire, join them on watch, drink with them, ask them to join them in bed if in a romance, and other fluff. The general content is a very
soft M, and if desired, this can be split into an optional component.
Q: Are there multiple epilogues?
A: Yes. They vary depending on if a romance was pursued, and what choices were made in their personal quests/goals, and for Kale, if Mazzy is in the party and Kale has become Lawful Neutral, and neither are romanced by any mods or the like.
Q: Can I request Crossmod Content with...
A: Absolutely. If you have other NPC mods you'd want them to cross with, post some suggestions, and I'll seek out permission. There is currently crossmod with Petsy and Yvette, with more coming in the future.