[MOD] The Workshop Kitpack (v4.7.9) - Soulsborne-inspired kit and item pack
Dan_P
Member Posts: 124
The Workshop Kitpack
GitHub: https://github.com/D2-mods/The-Workshop-Kitpack
Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases
Languages: English, French (JohnBob)
This is a kitpack I've been working on for a while. It currently has 17 kits + 11 multiclass variants. Also adds 30+ items, including 6 Hunter Badges, 12 Caryll Runes, and 17 other misc items. Heavily inspired by FromSoft's Soulsborne games and probably other sources. Compatible with BG:EE, BG2:EE, IWD:EE, and EET.
NOTE: The abilities tables for these kits are made at install time. Every kit clones the table of the base class (if it exists). This means that any class revisions installed before this mod will be included with these kits.
Last update post
Sphere lists for Deities of Faerun or Faiths and Powers mods.
Mod contents:
Warrior kits:
Non-warrior kits:
v3.0 kits:
v4.0 kits:
Multiclass variants:
Misc stuff:
Components:
Additional info:
Config:
The rest of this post will be kit descriptions and some compatibility stuff.
More info on items/spells/other details in the next post.
Warrior kits:
Non-warrior kits:
v3.0 kits:
v4.0 kits:
Compatibility:
IMPORTANT: If you are running into an issue with the arcane kits (i.e. Starjammer) where they don't have the full selection of spells when leveling up or at character creation, a current workaround is to install subtledoctor's "No Opposition Schools" tweak. You can get it from the Subtled Spell Tweaks mod. This tweak is safe to install at end of order.
More info: Due to how the game detects mage specialists, once you get a high enough number of kits, any arcane kits added afterwards will share restricted schools with 1-2 specialists. This only affects the spell selection screen. Mages and bards can still memorize scrolls. This is a problem for Sorcerer kits, however. For now, best thing to do if the issue comes up is to install the tweak mentioned above.
General guidelines:
Spellcasting systems:
--
Talents of Faerun note: Spell components can be installed before or after this mod (I'd personally install them before). Other components should be installed after this mod. Some are fine installed before, but they are all mixed together, and some need to be installed after, so best to just install everything after.
--
HLA traps/songs:
FnP additional info:
FnP multiclass:
This is how I'd do the install:
Credits:
Custom functions (not including my own):
Tools/Resources used to make this mod:
Original game resources included with this mod belong to the rights holders.
These files are packaged with the mod to account for possible missing files.
GitHub: https://github.com/D2-mods/The-Workshop-Kitpack
Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases
Languages: English, French (JohnBob)
This is a kitpack I've been working on for a while. It currently has 17 kits + 11 multiclass variants. Also adds 30+ items, including 6 Hunter Badges, 12 Caryll Runes, and 17 other misc items. Heavily inspired by FromSoft's Soulsborne games and probably other sources. Compatible with BG:EE, BG2:EE, IWD:EE, and EET.
NOTE: The abilities tables for these kits are made at install time. Every kit clones the table of the base class (if it exists). This means that any class revisions installed before this mod will be included with these kits.
Last update post
Sphere lists for Deities of Faerun or Faiths and Powers mods.
Mod contents:
Warrior kits:
- Beast Hunter (fighter)
- Warhound (fighter)
- Grave Warden (ranger)
- Moonlight Knight (ranger)
- Confessor (paladin)
- Temple Knight (paladin)
Non-warrior kits:
- War Magician (mage)
- Starjammer (sorcerer)
- Blood Minister (cleric)
- Crow Hunter (thief)
- Powder Keg (bard)
v3.0 kits:
- Drifter (ranger)
- Medic (monk)
- Noble Scion (paladin)
v4.0 kits:
- Full Metal Jaguar (fighter)
- Nurse (thief)
- Spell Fencer (fighter/mage)
Multiclass variants:
- Beast Hunter (FM, FMC, FC)
- Warhound FM
- Moonlight Knight CR
- Crow Hunter (FT, FMT, MT)
- Full Metal Jaguar (FM, FT)
- Nurse MT
Misc stuff:
- 6 Hunter Badges - can be crafted (see below), can also be purchased
- 8 new spells - learned by the Starjammer kit
- 12 Caryll Runes - items with party-wide effects
- 17 other items - all general use items, no weapons or armor
Components:
- The Workshop Kitpack
- Option 1: Base kits + multiclass variants
- Option 2: Base kits only
- Option 3: Misc items only (no kits or Hunter Badges)
- Misc item pack
- Component for subtledoctor's 5e casting mod
Additional info:
- If Option 1/2 is installed, then "Misc items" will be the next (separate) component.
- If Option 3 is installed, it will skip the rest of the components.
- Hunter Badges are installed together with the Beast Hunter kit.
Config:
- config.ini: Set a kit to = 0 to prevent install
- Option 2 will skip all multiclass variants, regardless of config settings.
The rest of this post will be kit descriptions and some compatibility stuff.
More info on items/spells/other details in the next post.
Warrior kits:
Beast Hunter (Fighter)
BEAST HUNTER: Wherever there are beasts, there are hunters. Hunters may be protectors or mercenaries, or simply have an addiction for blood and slaughter. This class is particularly adept at combating several powerful types of monsters, including demons and werewolves.
Advantages:
– +3 bonus to attack and damage rolls vs. lycanthropes and fiendish creatures.
– 2nd level: May use the Hunter Tools ability once per day. Gains additional uses every 4 levels thereafter.
HUNTER TOOLS: For 12 rounds, the character gains a +1 bonus to luck and a +1 bonus to Saving Throws, and melee attacks inflict an extra 1d3 acid damage. This ability can be enhanced by equipping special Hunter Badges.
– 5th level: May use the Quicksilver ability once per day. Gains additional uses at levels 9 and 13.
QUICKSILVER: Enhances ranged attacks for 6 rounds, adding 2 points of piercing damage and a +5% chance to score a critical hit. All ammo types (arrows, bolts, and bullets) are also enchanted and become able to hit enemies that normally require magical or silver weapons to hit.
Disadvantages:
– May not wear armor heavier than studded leather.
Warhound (Fighter)
WARHOUND: Warhounds are armored soldiers specializing in long-range warfare. They are often members of elite squadrons, overwhelming enemy armies with a barrage of missiles.
Advantages:
– +1 bonus to Armor Class vs. missile, plus an additional +1 bonus every 5 levels.
– +1 to ranged attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– May use the Shockwave and Incinerate abilities. Gains one use each at level 4, plus an additional use each every 4 levels, up to a maximum of 5 uses each at level 20.
SHOCKWAVE: The next successful ranged attack explodes in a wave of energy. All creatures in a 15-ft. radius take 2d4 crushing damage and are propelled back a considerable distance (no save). The blast inflicts an additional 2d4 crushing damage every 4 levels thereafter, up to a maximum of 10d4 at level 20.
INCINERATE: The next successful ranged attack expands into a fiery cloud, covering a 15-ft. radius. All creatures in the cloud suffer 1d6 fire damage each round for 4 rounds (Save vs. Breath for half). Damage per round increases by 1d6 every 4 levels thereafter, up to a maximum of 5d6 at level 20.
Disadvantages:
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.
Grave Warden (Ranger)
GRAVE WARDEN: Far to the east, the Grave Wardens tend to the tombs of the slumbering dead, ensuring they remain undisturbed. They are guardians, guides, deterrents, and storytellers, and possess a unique ability to deny death.
Advantages:
– +4 bonus to Saving Throws vs. Paralysis/Poison/Death.
– +10 bonus to Lore each level.
– May cast three arcane spells as priest spells:
1st level: Chromatic Orb.
2nd level: Horror.
3rd level: Skull Trap.
– 3rd level: Immune to fear and and morale failure.
– 5th level: May use the Denial ability once per day. Gains additional uses every 5 levels thereafter.
DENIAL: This spell has two effects. First, the recipient becomes immune to all forms of death magic for 3 turns. Second, if the recipient falls below 50% of maximum Hit Points, the spell activates and restores the character to full health, consuming the spell in the process.
– 8th level: Immune to blindness and gaze attacks.
Disadvantages:
– May not wear armor heavier than chain mail.
– May not use the Charm Animal ability.
– Alignment restricted to non-evil and non-chaotic.
Moonlight Knight (Ranger)
MOONLIGHT KNIGHT: Scholars tell of a decrepit, old dragon that lies atop a high plateau, hidden away from the rest of Toril. The Moonlight Knights, who have gazed upon the forbidden "Other" moon, travel to this place, seeking a revelation from things unseen.
Advantages:
– +2 bonus to all Saving Throws
– May be of any alignment.
– Will not fall due to reputation loss.
– 2nd level: Gains the Torrent ability (passive).
TORRENT: On a successful melee attack, the character has a 6% chance to become hasted for 10 seconds, gaining an extra attack per round and doubled movement speed. Chance of Haste increases by 1% every 2 levels thereafter, up to a maximum of 15% at level 20.
– 6th level: May use the Moonlight Vortex ability once per day. Gains additional uses at levels 10 and 14.
MOONLIGHT VORTEX: Unleashes a beam of torrential moonlight, which extends as far as the target point, inflicting 4d10 magic damage to enemies in its path. Undead and outerplanar creatures take double damage from this spell. In addition, residual moonlight, left behind from the casting, grants the character a +20% bonus to Magic Resistance for 4 rounds.
Disadvantages:
– May not Specialize in ranged weapons.
– May not use stealth.
Confessor (Paladin)
CONFESSOR: The Confessor is a paladin who acts on behalf of a patron church, being adept at a variety of duties, including, but not limited to, gathering intel, exposing untruths, and hunting down enemies of the church.
Advantages:
– May cast four arcane spells as priest spells:
1st level: Blindness.
2nd level: Blur.
3rd level: Vampiric Touch.
4th level: Secret Word.
– 2nd level: May use the Rooting Shot ability once per day. Gains additional uses every 4 levels thereafter.
ROOTING SHOT: The next successful ranged attack entangles the target for 3 rounds, plus an additional 3 rounds on a failed save vs. Spell. An entangled creature can still attack, but suffers a -2 penalty to Armor Class and a 20% chance of spell failure.
– 5th level: May use the Bloodletter ability once per day. Gains additional uses at levels 9 and 13.
BLOODLETTER: For 5 rounds, each successful melee attack restores 1d4+1 Hit Points. As well, the target suffers a bleeding wound, taking 2 points of damage per round for 6 rounds (no save). A target can be wounded once per round and the effects are cumulative.
Disadvantages:
– May not wear armor heavier than studded leather.
– May not use the Lay On Hands ability.
Temple Knight (Paladin)
TEMPLE KNIGHT: These heavily-clad knights can be found guarding the sanctity of temples and churches throughout Toril. They are righteous soldiers, who stand unwavering against any adversary.
Advantages:
– May achieve High Mastery (four slots) in polearms and blunt weapons.
– May use the Lay On Hands ability three times per day.
– 2nd level: May use the Force ability once per day. Gains additional uses every 4 levels thereafter.
FORCE: Creates a shockwave. Inflicts no damage, but staggers nearby foes. All enemies within 15 feet are propelled back and stunned for 4 seconds (no save).
– 12th level: May cast Bolt of Glory as a special ability once per day.
– 16th level: May cast Bolt of Glory as a special ability twice per day.
Disadvantages:
– May not use missile weapons.
– May not turn undead.
BEAST HUNTER: Wherever there are beasts, there are hunters. Hunters may be protectors or mercenaries, or simply have an addiction for blood and slaughter. This class is particularly adept at combating several powerful types of monsters, including demons and werewolves.
Advantages:
– +3 bonus to attack and damage rolls vs. lycanthropes and fiendish creatures.
– 2nd level: May use the Hunter Tools ability once per day. Gains additional uses every 4 levels thereafter.
HUNTER TOOLS: For 12 rounds, the character gains a +1 bonus to luck and a +1 bonus to Saving Throws, and melee attacks inflict an extra 1d3 acid damage. This ability can be enhanced by equipping special Hunter Badges.
– 5th level: May use the Quicksilver ability once per day. Gains additional uses at levels 9 and 13.
QUICKSILVER: Enhances ranged attacks for 6 rounds, adding 2 points of piercing damage and a +5% chance to score a critical hit. All ammo types (arrows, bolts, and bullets) are also enchanted and become able to hit enemies that normally require magical or silver weapons to hit.
Disadvantages:
– May not wear armor heavier than studded leather.
Warhound (Fighter)
WARHOUND: Warhounds are armored soldiers specializing in long-range warfare. They are often members of elite squadrons, overwhelming enemy armies with a barrage of missiles.
Advantages:
– +1 bonus to Armor Class vs. missile, plus an additional +1 bonus every 5 levels.
– +1 to ranged attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– May use the Shockwave and Incinerate abilities. Gains one use each at level 4, plus an additional use each every 4 levels, up to a maximum of 5 uses each at level 20.
SHOCKWAVE: The next successful ranged attack explodes in a wave of energy. All creatures in a 15-ft. radius take 2d4 crushing damage and are propelled back a considerable distance (no save). The blast inflicts an additional 2d4 crushing damage every 4 levels thereafter, up to a maximum of 10d4 at level 20.
INCINERATE: The next successful ranged attack expands into a fiery cloud, covering a 15-ft. radius. All creatures in the cloud suffer 1d6 fire damage each round for 4 rounds (Save vs. Breath for half). Damage per round increases by 1d6 every 4 levels thereafter, up to a maximum of 5d6 at level 20.
Disadvantages:
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.
Grave Warden (Ranger)
GRAVE WARDEN: Far to the east, the Grave Wardens tend to the tombs of the slumbering dead, ensuring they remain undisturbed. They are guardians, guides, deterrents, and storytellers, and possess a unique ability to deny death.
Advantages:
– +4 bonus to Saving Throws vs. Paralysis/Poison/Death.
– +10 bonus to Lore each level.
– May cast three arcane spells as priest spells:
1st level: Chromatic Orb.
2nd level: Horror.
3rd level: Skull Trap.
– 3rd level: Immune to fear and and morale failure.
– 5th level: May use the Denial ability once per day. Gains additional uses every 5 levels thereafter.
DENIAL: This spell has two effects. First, the recipient becomes immune to all forms of death magic for 3 turns. Second, if the recipient falls below 50% of maximum Hit Points, the spell activates and restores the character to full health, consuming the spell in the process.
– 8th level: Immune to blindness and gaze attacks.
Disadvantages:
– May not wear armor heavier than chain mail.
– May not use the Charm Animal ability.
– Alignment restricted to non-evil and non-chaotic.
Moonlight Knight (Ranger)
MOONLIGHT KNIGHT: Scholars tell of a decrepit, old dragon that lies atop a high plateau, hidden away from the rest of Toril. The Moonlight Knights, who have gazed upon the forbidden "Other" moon, travel to this place, seeking a revelation from things unseen.
Advantages:
– +2 bonus to all Saving Throws
– May be of any alignment.
– Will not fall due to reputation loss.
– 2nd level: Gains the Torrent ability (passive).
TORRENT: On a successful melee attack, the character has a 6% chance to become hasted for 10 seconds, gaining an extra attack per round and doubled movement speed. Chance of Haste increases by 1% every 2 levels thereafter, up to a maximum of 15% at level 20.
– 6th level: May use the Moonlight Vortex ability once per day. Gains additional uses at levels 10 and 14.
MOONLIGHT VORTEX: Unleashes a beam of torrential moonlight, which extends as far as the target point, inflicting 4d10 magic damage to enemies in its path. Undead and outerplanar creatures take double damage from this spell. In addition, residual moonlight, left behind from the casting, grants the character a +20% bonus to Magic Resistance for 4 rounds.
Disadvantages:
– May not Specialize in ranged weapons.
– May not use stealth.
Confessor (Paladin)
CONFESSOR: The Confessor is a paladin who acts on behalf of a patron church, being adept at a variety of duties, including, but not limited to, gathering intel, exposing untruths, and hunting down enemies of the church.
Advantages:
– May cast four arcane spells as priest spells:
1st level: Blindness.
2nd level: Blur.
3rd level: Vampiric Touch.
4th level: Secret Word.
– 2nd level: May use the Rooting Shot ability once per day. Gains additional uses every 4 levels thereafter.
ROOTING SHOT: The next successful ranged attack entangles the target for 3 rounds, plus an additional 3 rounds on a failed save vs. Spell. An entangled creature can still attack, but suffers a -2 penalty to Armor Class and a 20% chance of spell failure.
– 5th level: May use the Bloodletter ability once per day. Gains additional uses at levels 9 and 13.
BLOODLETTER: For 5 rounds, each successful melee attack restores 1d4+1 Hit Points. As well, the target suffers a bleeding wound, taking 2 points of damage per round for 6 rounds (no save). A target can be wounded once per round and the effects are cumulative.
Disadvantages:
– May not wear armor heavier than studded leather.
– May not use the Lay On Hands ability.
Temple Knight (Paladin)
TEMPLE KNIGHT: These heavily-clad knights can be found guarding the sanctity of temples and churches throughout Toril. They are righteous soldiers, who stand unwavering against any adversary.
Advantages:
– May achieve High Mastery (four slots) in polearms and blunt weapons.
– May use the Lay On Hands ability three times per day.
– 2nd level: May use the Force ability once per day. Gains additional uses every 4 levels thereafter.
FORCE: Creates a shockwave. Inflicts no damage, but staggers nearby foes. All enemies within 15 feet are propelled back and stunned for 4 seconds (no save).
– 12th level: May cast Bolt of Glory as a special ability once per day.
– 16th level: May cast Bolt of Glory as a special ability twice per day.
Disadvantages:
– May not use missile weapons.
– May not turn undead.
Non-warrior kits:
War Magician (Mage)
WAR MAGICIAN: The War Magician learns to draw out and amplify innate magical energies, gaining abilities beyond that of a normal wizard, though the process is very physically draining.
Advantages:
– +10% bonus to fire, cold, electricity, acid, and magic damage resistances. Gains an additional +5% bonus every 5 levels, up to a maximum of 30% at level 20.
– May use the Unleash Magic and Twisted Barricade abilities. Gains one use each at level 2 and an additional use each every 4 levels thereafter.
UNLEASH MAGIC: The caster reverses elemental energies. For 4 rounds, each resistance bonus becomes a -10% penalty and the character gains a +10% bonus to all elemental and magic damage dealt, as well as a +2 bonus to caster level. The bonuses and penalties increase as the caster's innate resistance bonuses increase.
TWISTED BARRICADE: For 4 rounds, each resistance bonus is tripled and all normal missiles are deflected away harmlessly. While in effect, the character's movement is slowed by half. Starting at 10th level, any spells cast against the character will also be deflected, excluding area attacks.
Disadvantages:
– Incurs a -2 penalty to Strength and Constitution.
Starjammer (Sorcerer)
STARJAMMER: Starjammers are drifters from beyond the stars who escaped a great Evil on their home planet, with several finding their way to Toril. As outsiders, they resemble powerful sorcerers, though the destruction of their home, and the subsequent flight, has taken a toll mentally and physically.
Advantages:
– Unaffected by magical spell failure, deafness, or silence.
– Gains immediate access to a number of kit-specific spells, up to 8th level: Riftstep, Steady Current, Gemini Swap, Pacifying Field, Jolt, Electrocannon, Revitalizer, and Riftgate.
– 5th level: May use the Interference ability once per day. Gains additional uses every 5 levels thereafter.
INTERFERENCE: Disrupts missile and spell attacks in the area of effect. All enemies in a 30-ft. radius suffer a -3 penalty to ranged attack rolls and a 25% chance of spell failure for 1 turn (no save). The penalties increase by -1 to attack rolls and +5% spell failure every 5 levels thereafter.
Disadvantages:
– Incurs a -2 penalty to Dexterity and Wisdom.
Blood Minister (Cleric)
BLOOD MINISTER: The heretical Healing Church was once the home of blood ministration, a medical remedy said to have the ability to cure any disease, whether natural or god-stricken. More recently, priests of the Healing Church have begun appearing again along the Sword Coast.
Advantages:
– Immune to level drain, poisons, and diseases.
– May use the Blood Transfusion ability. Gains one use at level 2 and an additional use every 2 levels, up to a maximum of 10 uses at level 20. When this ability is used, it opens a submenu with a list of transfusions. New transfusions become available at higher levels:
2nd level: Healing Blood.
6th level: Beast Blood.
10th level: Madman's Blood.
14th level: Lead Elixir.
HEALING BLOOD: Blood drawn from a nun of the Healing Church. Regenerates 2 Hit Points per round for 3 turns. While in effect, the recipient incurs a -1 penalty to attack rolls. This blood will also cure any poisons or diseases.
BEAST BLOOD: Administer medicinal blood that grants temporary Beasthood for 3 turns. The recipient gains a +1 bonus to damage, and each successful melee attack gives an additional +1 bonus to damage for 2 rounds. While in effect, the recipient incurs a -3 penalty to Armor Class. This blood will also prevent any poisons or diseases.
MADMAN'S BLOOD: Administer medicinal blood that grants insight into the Cosmos. The recipient gains +5 Intelligence, +3 Wisdom, +10% Magic Resistance, and a +1 bonus to casting speed, but incurs a -1 penalty to all Saving Throws. The effects last for 3 turns. This blood will also cure level drain.
LEAD ELIXIR: A mysterious concoction that greatly enhances defense, but may inhibit other abilities. The recipient has all physical damage resistances set to 50%, but incurs a -1 penalty to luck. The effects last for 3 turns. This blood will also prevent level drain.
Disadvantages:
– May not wear gauntlets or bracers.
Crow Hunter (Thief)
CROW HUNTER: A Crow Hunter acts swiftly and mercilessly against the chosen mark. This is a Hunter of Hunters, an experienced killer, and feared, though not necessarily cruel or evil, despite the unsavoriness of the work.
Advantages:
– +1 bonus to attack and damage rolls vs. humans, demihumans, and smaller humanoid races. The bonus increases to +2 at level 5 and +3 at level 10.
– 4th level: May use the Splintering Shot ability once per day. Gains additional uses every 4 levels thereafter.
SPLINTERING SHOT: For 3 rounds, each successful ranged attack bursts into multiple sharp splinters. All enemies in a 15-ft. radius take 2 points of piercing damage and suffer a bleeding wound, which inflicts 1 point of damage per round for 1 turn (no save). A target can be wounded once per round and the effects are cumulative.
– 9th level: May use the Visceral Attack ability once per day. Gains additional uses at levels 13 and 18.
VISCERAL ATTACK: The next melee attack within one round has a 100% chance to score a critical hit. This attack will also restore 12 Hit Points and haste the character for 10 seconds.
Disadvantages:
– May only distribute 20 skill points per level among thieving skills.
– May not use the Set Snare ability.
Powder Keg (Bard)
POWDER KEG: The Powder Kegs are a faction of bards, known for their love of intricate mechanical weapons and big booms. Their instruments double as incendiary devices and may cause a variety of other explosive effects.
Advantages:
– +20% bonus to Fire Resistance.
– Gains Bard Songs unique to the Powder Kegs. Songs can be switched between from the special abilities menu. New songs become available at higher levels:
1st level: Blasting Song.
5th level: Booming Song.
10th level: Dust Explosion.
15th level: Frenzying Flame.
BLASTING SONG: A ring of flame bursts outwards in a 15-ft. radius, dealing 1d4 fire damage per level to all except the bard, up to a maximum of 20d4 at level 20 (Save vs. Breath for half). Initial pyrotechnics inflict an extra 2 points of fire damage to enemies in a 12-ft. radius.
BOOMING SONG: A crushing wave expands outwards in a 15-ft. radius, dealing 3d8 crushing damage to enemies and causing deafness for 2 rounds, plus an additional 2 rounds on a failed save vs. Spell. Deafness causes a 50% chance to miscast spells.
DUST EXPLOSION: The initial blast inflicts 8d6 fire damage to enemies in a 15-ft. radius (Save vs. Breath for half). In addition, a cloud of dust and smog lingers for 3 rounds and shrouds a 20-ft. radius. All creatures in the cloud are blinded and become invisible, and enemies also have movement slowed by half.
FRENZYING FLAME: Spreads a frenzy-inducing flame that envelopes a 20-ft. radius and lingers for 2 rounds. Any enemy entering the flames immediately suffers the effects of sleep, confusion, fear, or berserk for 5 rounds (25% chance of each). Enemies also take 2d12 magic damage per round while in the area. There is no Saving Throw, though Magic Resistance can prevent the status effects.
– If the "Enhanced Bard Song" HLA is learned, the character will gain an ability to switch to this song.
Disadvantages:
– Bard Song is disabled for 8 rounds after each use of a Powder Keg song.
– Only has one quarter the normal Pick Pockets score.
WAR MAGICIAN: The War Magician learns to draw out and amplify innate magical energies, gaining abilities beyond that of a normal wizard, though the process is very physically draining.
Advantages:
– +10% bonus to fire, cold, electricity, acid, and magic damage resistances. Gains an additional +5% bonus every 5 levels, up to a maximum of 30% at level 20.
– May use the Unleash Magic and Twisted Barricade abilities. Gains one use each at level 2 and an additional use each every 4 levels thereafter.
UNLEASH MAGIC: The caster reverses elemental energies. For 4 rounds, each resistance bonus becomes a -10% penalty and the character gains a +10% bonus to all elemental and magic damage dealt, as well as a +2 bonus to caster level. The bonuses and penalties increase as the caster's innate resistance bonuses increase.
TWISTED BARRICADE: For 4 rounds, each resistance bonus is tripled and all normal missiles are deflected away harmlessly. While in effect, the character's movement is slowed by half. Starting at 10th level, any spells cast against the character will also be deflected, excluding area attacks.
Disadvantages:
– Incurs a -2 penalty to Strength and Constitution.
Starjammer (Sorcerer)
STARJAMMER: Starjammers are drifters from beyond the stars who escaped a great Evil on their home planet, with several finding their way to Toril. As outsiders, they resemble powerful sorcerers, though the destruction of their home, and the subsequent flight, has taken a toll mentally and physically.
Advantages:
– Unaffected by magical spell failure, deafness, or silence.
– Gains immediate access to a number of kit-specific spells, up to 8th level: Riftstep, Steady Current, Gemini Swap, Pacifying Field, Jolt, Electrocannon, Revitalizer, and Riftgate.
– 5th level: May use the Interference ability once per day. Gains additional uses every 5 levels thereafter.
INTERFERENCE: Disrupts missile and spell attacks in the area of effect. All enemies in a 30-ft. radius suffer a -3 penalty to ranged attack rolls and a 25% chance of spell failure for 1 turn (no save). The penalties increase by -1 to attack rolls and +5% spell failure every 5 levels thereafter.
Disadvantages:
– Incurs a -2 penalty to Dexterity and Wisdom.
Blood Minister (Cleric)
BLOOD MINISTER: The heretical Healing Church was once the home of blood ministration, a medical remedy said to have the ability to cure any disease, whether natural or god-stricken. More recently, priests of the Healing Church have begun appearing again along the Sword Coast.
Advantages:
– Immune to level drain, poisons, and diseases.
– May use the Blood Transfusion ability. Gains one use at level 2 and an additional use every 2 levels, up to a maximum of 10 uses at level 20. When this ability is used, it opens a submenu with a list of transfusions. New transfusions become available at higher levels:
2nd level: Healing Blood.
6th level: Beast Blood.
10th level: Madman's Blood.
14th level: Lead Elixir.
HEALING BLOOD: Blood drawn from a nun of the Healing Church. Regenerates 2 Hit Points per round for 3 turns. While in effect, the recipient incurs a -1 penalty to attack rolls. This blood will also cure any poisons or diseases.
BEAST BLOOD: Administer medicinal blood that grants temporary Beasthood for 3 turns. The recipient gains a +1 bonus to damage, and each successful melee attack gives an additional +1 bonus to damage for 2 rounds. While in effect, the recipient incurs a -3 penalty to Armor Class. This blood will also prevent any poisons or diseases.
MADMAN'S BLOOD: Administer medicinal blood that grants insight into the Cosmos. The recipient gains +5 Intelligence, +3 Wisdom, +10% Magic Resistance, and a +1 bonus to casting speed, but incurs a -1 penalty to all Saving Throws. The effects last for 3 turns. This blood will also cure level drain.
LEAD ELIXIR: A mysterious concoction that greatly enhances defense, but may inhibit other abilities. The recipient has all physical damage resistances set to 50%, but incurs a -1 penalty to luck. The effects last for 3 turns. This blood will also prevent level drain.
Disadvantages:
– May not wear gauntlets or bracers.
Crow Hunter (Thief)
CROW HUNTER: A Crow Hunter acts swiftly and mercilessly against the chosen mark. This is a Hunter of Hunters, an experienced killer, and feared, though not necessarily cruel or evil, despite the unsavoriness of the work.
Advantages:
– +1 bonus to attack and damage rolls vs. humans, demihumans, and smaller humanoid races. The bonus increases to +2 at level 5 and +3 at level 10.
– 4th level: May use the Splintering Shot ability once per day. Gains additional uses every 4 levels thereafter.
SPLINTERING SHOT: For 3 rounds, each successful ranged attack bursts into multiple sharp splinters. All enemies in a 15-ft. radius take 2 points of piercing damage and suffer a bleeding wound, which inflicts 1 point of damage per round for 1 turn (no save). A target can be wounded once per round and the effects are cumulative.
– 9th level: May use the Visceral Attack ability once per day. Gains additional uses at levels 13 and 18.
VISCERAL ATTACK: The next melee attack within one round has a 100% chance to score a critical hit. This attack will also restore 12 Hit Points and haste the character for 10 seconds.
Disadvantages:
– May only distribute 20 skill points per level among thieving skills.
– May not use the Set Snare ability.
Powder Keg (Bard)
POWDER KEG: The Powder Kegs are a faction of bards, known for their love of intricate mechanical weapons and big booms. Their instruments double as incendiary devices and may cause a variety of other explosive effects.
Advantages:
– +20% bonus to Fire Resistance.
– Gains Bard Songs unique to the Powder Kegs. Songs can be switched between from the special abilities menu. New songs become available at higher levels:
1st level: Blasting Song.
5th level: Booming Song.
10th level: Dust Explosion.
15th level: Frenzying Flame.
BLASTING SONG: A ring of flame bursts outwards in a 15-ft. radius, dealing 1d4 fire damage per level to all except the bard, up to a maximum of 20d4 at level 20 (Save vs. Breath for half). Initial pyrotechnics inflict an extra 2 points of fire damage to enemies in a 12-ft. radius.
BOOMING SONG: A crushing wave expands outwards in a 15-ft. radius, dealing 3d8 crushing damage to enemies and causing deafness for 2 rounds, plus an additional 2 rounds on a failed save vs. Spell. Deafness causes a 50% chance to miscast spells.
DUST EXPLOSION: The initial blast inflicts 8d6 fire damage to enemies in a 15-ft. radius (Save vs. Breath for half). In addition, a cloud of dust and smog lingers for 3 rounds and shrouds a 20-ft. radius. All creatures in the cloud are blinded and become invisible, and enemies also have movement slowed by half.
FRENZYING FLAME: Spreads a frenzy-inducing flame that envelopes a 20-ft. radius and lingers for 2 rounds. Any enemy entering the flames immediately suffers the effects of sleep, confusion, fear, or berserk for 5 rounds (25% chance of each). Enemies also take 2d12 magic damage per round while in the area. There is no Saving Throw, though Magic Resistance can prevent the status effects.
– If the "Enhanced Bard Song" HLA is learned, the character will gain an ability to switch to this song.
Disadvantages:
– Bard Song is disabled for 8 rounds after each use of a Powder Keg song.
– Only has one quarter the normal Pick Pockets score.
v3.0 kits:
Drifter (Ranger)
DRIFTER: An aimless wanderer, at home in adverse terrain. Countless battles have honed the abilities of these finely skilled warriors.
Advantages:
– +4 bonus to Saving Throws vs. Breath.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 levels.
– +1 to attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
– Will not fall due to reputation loss.
– Moves 2 points faster than other characters.
– 6th level: Immune to Grease, Web, Entangle, Spike Growth, and Spike Stones.
– 7th level: Gains the Evasion ability (passive).**
– 12th level: Immune to Cloudkill, Death Fog, Stinking Cloud, Writhing Fog, and Cloud of Pestilence.
Disadvantages:
– May not cast priest spells.
– May only wear leather or hide armor.
– Alignment restricted to any non-lawful.
--
**Supported Evasion versions:
Icewind Dale: Enhanced Edition
IWDification
Talents of Faerûn
Medic (Monk)
MEDIC: This Monk is a skilled medical practitioner, as well as warrior, and has undergone special training, applying powerful herbal remedies to aid in combat.
Advantages:
– May use the Black Remedy and White Remedy abilities. Gains one use each at level 1 and an additional use each every 5 levels thereafter.
BLACK REMEDY: All attacks in the next 10 seconds spread a healing remedy. Restores 2d6 Hit Points to allies in a 7-ft. radius.
WHITE REMEDY: All attacks in the next 10 seconds spread a soothing remedy. All enemies in a 7-ft. radius are slowed for 1 round, and must make a save vs. Death or fall asleep for 5 rounds or until attacked.
– 5th level: May use Slow Poison three times per day.
– 7th level: May use Cure Disease once per day.
– 9th level: May use the Healing Rain ability once per day. Gains additional uses at levels 12 and 15.
HEALING RAIN: Crystal healing shards rain down in a 12-ft. radius for 2 rounds, washing away fatigue and healing all creatures in the area 3d8+2 Hit Points each round.
– 10th level: May use Neutralize Poison three times per day (replaces Slow Poison).
– 14th level: May use Heal once per day (replaces Cure Disease).
– 18th level: May use Lesser Restoration three times per day.
Disadvantages:
– May not use bladed weapons, other than short swords or daggers.
– May not use the Lay On Hands ability.
– May not use the Stunning Blow ability.
Noble Scion (Paladin)
NOBLE SCION: Scion to a respectable line with faith in your pedigree. This holy avenger excels at ranged combat and imbues ammo with blood to fire devastating shots.
Advantages:
– +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– 3rd level: May use the Blood Bullet ability once per day. Gains additional uses every 3 levels thereafter.
BLOOD BULLET: The character sacrifices 2d4 Hit Points. For the next 2 rounds, all ranged attacks deal an extra 1d3 piercing damage for every 3 levels of the character.
– 8th level: +5% chance to score a critical hit with ranged attacks.
– 16th level: +5% chance to score a critical hit with ranged attacks.
Disadvantages:
– May not wear armor heavier than splint mail.
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.
DRIFTER: An aimless wanderer, at home in adverse terrain. Countless battles have honed the abilities of these finely skilled warriors.
Advantages:
– +4 bonus to Saving Throws vs. Breath.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 levels.
– +1 to attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
– Will not fall due to reputation loss.
– Moves 2 points faster than other characters.
– 6th level: Immune to Grease, Web, Entangle, Spike Growth, and Spike Stones.
– 7th level: Gains the Evasion ability (passive).**
– 12th level: Immune to Cloudkill, Death Fog, Stinking Cloud, Writhing Fog, and Cloud of Pestilence.
Disadvantages:
– May not cast priest spells.
– May only wear leather or hide armor.
– Alignment restricted to any non-lawful.
--
**Supported Evasion versions:
Icewind Dale: Enhanced Edition
IWDification
Talents of Faerûn
Medic (Monk)
MEDIC: This Monk is a skilled medical practitioner, as well as warrior, and has undergone special training, applying powerful herbal remedies to aid in combat.
Advantages:
– May use the Black Remedy and White Remedy abilities. Gains one use each at level 1 and an additional use each every 5 levels thereafter.
BLACK REMEDY: All attacks in the next 10 seconds spread a healing remedy. Restores 2d6 Hit Points to allies in a 7-ft. radius.
WHITE REMEDY: All attacks in the next 10 seconds spread a soothing remedy. All enemies in a 7-ft. radius are slowed for 1 round, and must make a save vs. Death or fall asleep for 5 rounds or until attacked.
– 5th level: May use Slow Poison three times per day.
– 7th level: May use Cure Disease once per day.
– 9th level: May use the Healing Rain ability once per day. Gains additional uses at levels 12 and 15.
HEALING RAIN: Crystal healing shards rain down in a 12-ft. radius for 2 rounds, washing away fatigue and healing all creatures in the area 3d8+2 Hit Points each round.
– 10th level: May use Neutralize Poison three times per day (replaces Slow Poison).
– 14th level: May use Heal once per day (replaces Cure Disease).
– 18th level: May use Lesser Restoration three times per day.
Disadvantages:
– May not use bladed weapons, other than short swords or daggers.
– May not use the Lay On Hands ability.
– May not use the Stunning Blow ability.
Noble Scion (Paladin)
NOBLE SCION: Scion to a respectable line with faith in your pedigree. This holy avenger excels at ranged combat and imbues ammo with blood to fire devastating shots.
Advantages:
– +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– 3rd level: May use the Blood Bullet ability once per day. Gains additional uses every 3 levels thereafter.
BLOOD BULLET: The character sacrifices 2d4 Hit Points. For the next 2 rounds, all ranged attacks deal an extra 1d3 piercing damage for every 3 levels of the character.
– 8th level: +5% chance to score a critical hit with ranged attacks.
– 16th level: +5% chance to score a critical hit with ranged attacks.
Disadvantages:
– May not wear armor heavier than splint mail.
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.
v4.0 kits:
Full Metal Jaguar (fighter)
FULL METAL JAGUAR: A highly capable and versatile warrior, the Full Metal Jaguar leads with a burst of projectiles before leaping in to strike down foes.
Advantages:
– +1 bonus to attack and damage rolls.
– Immune to backstab.
– 5th level: May use the Ghostwalker ability once per day. Gains additional uses every 5 levels thereafter.
GHOSTWALKER: This ability lasts 5 rounds. Once each round, 1 mirror image is created on the character, which can absorb one attack during that round. The number of images created increases to 2 per round at level 10, 3 per round at level 15, and 4 per round at level 20.
– 8th level: Gains the Critical Boost ability (passive).
CRITICAL BOOST: Ranged attacks boost melee critical chance. Each hit with a ranged weapon gives a cumulative +5% bonus for 3 rounds. A critical miss resets the bonus.
Disadvantages:
– May not wear armor heavier than splint mail.
Nurse (thief)
NURSE: A born specialist, the Nurse is an adept alchemist, as well as marksman, fit for sleuthing or academia.
Advantages:
– +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
– May Specialize (two slots) in shortbows, crossbows, slings, and darts.
– May prepare a set of 10 Medical Darts. Gains one use at level 1, one use at level 5, and an additional use every 5 levels thereafter. The darts are automatically equipped and remain in the hand until thrown or expired (1 hour).
MEDICAL DARTS: These darts will heal allies or deal poison damage to enemies. The amount of healing or damage is equal to 1d4+3, with an extra +1 every 5 levels. Medical Darts are treated as magical weapons with a +5 enchantment, and attacks are made with a +5 bonus. A character's proficiency with darts does not affect attack rolls.
– 11th level: May use the Injection Shot ability once per day. Gains additional uses at levels 15 and 19.
INJECTION SHOT: The next successful ranged attack forces the target to make a save vs. Death at -2 or become feebleminded for 8 hours. If the Saving Throw is made, the target is confused for 5 rounds.
Disadvantages:
– May only distribute 15 skill points per level among thieving skills.
– May not wear armor heavier than leather.
Spell Fencer (fighter/mage)
SPELL FENCER: This class is an expert duelist, and a natural talent of both weapons and arcane magic.
Advantages:
– May cast one additional spell per level.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 Fighter levels.
– +1 bonus to Saving Throws vs. Spell every 4 Mage levels, up to a maximum of +5 at level 20.
– Gains the Flash Cast ability (passive). This ability requires 5 levels in Fighter and 5 levels in Mage.
FLASH CAST: With each successful melee attack, the character gains a cumulative +2 bonus to casting speed for 10 seconds. A critical miss resets the bonus.
Disadvantages:
– May not Specialize in ranged weapons.
– May not wear armor heavier than chain mail.
FULL METAL JAGUAR: A highly capable and versatile warrior, the Full Metal Jaguar leads with a burst of projectiles before leaping in to strike down foes.
Advantages:
– +1 bonus to attack and damage rolls.
– Immune to backstab.
– 5th level: May use the Ghostwalker ability once per day. Gains additional uses every 5 levels thereafter.
GHOSTWALKER: This ability lasts 5 rounds. Once each round, 1 mirror image is created on the character, which can absorb one attack during that round. The number of images created increases to 2 per round at level 10, 3 per round at level 15, and 4 per round at level 20.
– 8th level: Gains the Critical Boost ability (passive).
CRITICAL BOOST: Ranged attacks boost melee critical chance. Each hit with a ranged weapon gives a cumulative +5% bonus for 3 rounds. A critical miss resets the bonus.
Disadvantages:
– May not wear armor heavier than splint mail.
Nurse (thief)
NURSE: A born specialist, the Nurse is an adept alchemist, as well as marksman, fit for sleuthing or academia.
Advantages:
– +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
– May Specialize (two slots) in shortbows, crossbows, slings, and darts.
– May prepare a set of 10 Medical Darts. Gains one use at level 1, one use at level 5, and an additional use every 5 levels thereafter. The darts are automatically equipped and remain in the hand until thrown or expired (1 hour).
MEDICAL DARTS: These darts will heal allies or deal poison damage to enemies. The amount of healing or damage is equal to 1d4+3, with an extra +1 every 5 levels. Medical Darts are treated as magical weapons with a +5 enchantment, and attacks are made with a +5 bonus. A character's proficiency with darts does not affect attack rolls.
– 11th level: May use the Injection Shot ability once per day. Gains additional uses at levels 15 and 19.
INJECTION SHOT: The next successful ranged attack forces the target to make a save vs. Death at -2 or become feebleminded for 8 hours. If the Saving Throw is made, the target is confused for 5 rounds.
Disadvantages:
– May only distribute 15 skill points per level among thieving skills.
– May not wear armor heavier than leather.
Spell Fencer (fighter/mage)
SPELL FENCER: This class is an expert duelist, and a natural talent of both weapons and arcane magic.
Advantages:
– May cast one additional spell per level.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 Fighter levels.
– +1 bonus to Saving Throws vs. Spell every 4 Mage levels, up to a maximum of +5 at level 20.
– Gains the Flash Cast ability (passive). This ability requires 5 levels in Fighter and 5 levels in Mage.
FLASH CAST: With each successful melee attack, the character gains a cumulative +2 bonus to casting speed for 10 seconds. A critical miss resets the bonus.
Disadvantages:
– May not Specialize in ranged weapons.
– May not wear armor heavier than chain mail.
Compatibility:
IMPORTANT: If you are running into an issue with the arcane kits (i.e. Starjammer) where they don't have the full selection of spells when leveling up or at character creation, a current workaround is to install subtledoctor's "No Opposition Schools" tweak. You can get it from the Subtled Spell Tweaks mod. This tweak is safe to install at end of order.
More info: Due to how the game detects mage specialists, once you get a high enough number of kits, any arcane kits added afterwards will share restricted schools with 1-2 specialists. This only affects the spell selection screen. Mages and bards can still memorize scrolls. This is a problem for Sorcerer kits, however. For now, best thing to do if the issue comes up is to install the tweak mentioned above.
General guidelines:
- Install after Rogue Rebalancing. Several RR files need to be patched for full compatibility.
- Install after class revision mods, unless they specifically say to install after any kits.
- Install after mods that revise or overwrite spells.
- Install after mods that add new weapons or armor.
Spellcasting systems:
- Compatible with Faiths & Powers spheres system.
- Can install before or after FnP (but I'd recommend after).
- See below for additional info.
- Compatible with Deities of Faerun spheres system.
- Install this mod after DoF.
- Compatible with subtledoctor's 5e casting mod.
- Install this mod before 5e casting.
- You should also install the extra component related to 5e casting.
--
Talents of Faerun note: Spell components can be installed before or after this mod (I'd personally install them before). Other components should be installed after this mod. Some are fine installed before, but they are all mixed together, and some need to be installed after, so best to just install everything after.
--
HLA traps/songs:
- v4.7.8 update: Crow Hunter can now use any HLA traps (install order doesn't matter).
- Powder Keg is compatible with the Rogue Rebalancing HLA song (including Lingering song). Requires patching the rr songs, so this mod needs to be installed after rr.
- Powder Keg can select the HLA song from Talents of Faerun, but the special ability (to switch songs) will change to the unmodded HLA song. Also, ToF's "Lingering Song" feat will work with the HLA song, but it does not affect Powder Keg songs.
- Powder Keg is untested with other mod-added HLA songs (if any exist).
FnP additional info:
- The multiclass kits do not require the FnP multiclass mod for compatibility with FnP.
- For best compatibility, install this mod AFTER applying the sphere system.
- It will still work if installed before FnP, but some spheres may be incorrect (will update if it gets fixed).
FnP multiclass:
- Current versions of FnP multiclass hide the F/M/C class from the selection screen.
- It may possibly be updated to not disable F/M/C, but for now, there are a few ways around this:
- Install this mod after FnP multiclass. It will automatically re-enable the class.
- Use cdtweaks/Tweaks Anthology. It has components that make all classes (including FMC) available to all races.
- Edit clsrcreq.2DA. Just find FIGHTER_MAGE_CLERIC, and set whichever races you want to 1.
This is how I'd do the install:
- FnP spheres, kits, usability
- The Workshop Kitpack
- FnP multiclass kits (if using)
- cdtweaks - enable all classes/multiclasses for all races
Credits:
Custom functions (not including my own):
- ADD_KIT_EX by Argent77 (https://github.com/Argent77/A7-add_kit_ex)
- CD_EXTEND-O-MATIC by Camdawg (https://www.gibberlings3.net/forums/topic/28835-toss-your-semi-useful-weidu-macros-here/#comment-254220)
- add_spell_ex by K4thos (https://github.com/K4thos/IE-code-repository)
- immunity batch macros from BG2 Fixpack (https://www.gibberlings3.net/forums/topic/28834-bg2-modder-resource-effect-batch-macros)
- immunity spellstates from EE Fixpack (https://www.gibberlings3.net/forums/topic/35616-effect-immunities-on-the-ee-engine-aka-taking-full-advantage-of-the-ee-fixpack)
- RA_SPHERE_COMPAT.tpa for Deities of Faerun mod (https://github.com/Raduziel/Deities-Of-Faerun/releases)
- fnp_compatibility.tpa for Faiths & Powers mod (https://github.com/UnearthedArcana/Faiths_and_Powers/releases)
- semi_spontaneous.tpa for 5e casting mod (https://github.com/UnearthedArcana/5E_spellcasting/releases)
Tools/Resources used to make this mod:
- WeiDU (https://github.com/WeiDUorg/weidu)
- Near Infinity (https://github.com/Argent77/NearInfinity)
- Notepad++ (https://notepad-plus-plus.org/)
- paint.net (https://www.getpaint.net/)
- IESDP (https://gibberlings3.github.io/iesdp/main.htm)
- WeiDU readme (https://weidu.org/~thebigg/README-WeiDU.html)
- Infinity Auto Packager (https://github.com/InfinityTools/InfinityAutoPackager)
- Git Bash (https://git-scm.com/downloads)
- 7-Zip (https://www.7-zip.org/)
Original game resources included with this mod belong to the rights holders.
These files are packaged with the mod to account for possible missing files.
Post edited by Dan_P on
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Comments
Additional Info (Kit Abilities):
Affected by Wild/Dead Magic zones:
Can be dispelled:
Can be removed by Zone of Sweet Air
Other:
--
Gain bonus effects from these Beamdog items:
Crafting a Hunter Badge (amulets):
- Certain kits will gain an ability to craft a Hunter Badge, once they reach a certain level.
- These abilities are gained only if a Beast Hunter is also in the party.
- Hunter Badges are usable by anyone, but Beast Hunters gain additional effects.
- Badges can only be crafted once each per playthrough.
NOTE: Beast Hunters don't gain a crafting ability, but they can still purchase these badges.Hunter Badges (amulets):
Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge captures the essence of the darkbeast, whose body is wreathed in destructive energy.
STATISTICS:
Equipped abilities:
– Armor Class: +1
– Saving Throws: +1
– Electricity Resistance: +50%
Special (Beast Hunter):
– Hunter Tools: Inflicts an extra 1d3 electrical damage
Weight: 1
Radiant Sword Badge
Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge represents the divine holy blade, an old symbol of beast hunting.
STATISTICS:
Equipped abilities:
– Armor Class: +1
– Saving Throws: +1
– Protection From Evil
Special (Beast Hunter):
– Hunter Tools: +5 magic damage vs. undead
Weight: 1
Cosmic Watcher Badge
Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge depicts an eye wide open, gazing always towards the Cosmos.
STATISTICS:
Equipped abilities:
– Armor Class: +1
– Saving Throws: +1
– Magic Resistance: +10%
Special (Beast Hunter):
– Hunter Tools: Target is drained 1 level on a failed save vs. Spell at -2
Weight: 1
Powder Keg Badge
Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. Fire is feared by beasts, and this badge was crafted by a Powder Keg to aid in the hunt.
STATISTICS:
Equipped abilities:
– Armor Class: +1
– Saving Throws: +1
– Fire Resistance: +20%
Special (Beast Hunter):
– Hunter Tools: 15% chance of an extra 2d12 fire damage
Weight: 1
Saw Hunter Badge
Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. The saw, with its set of blood-letting teeth, has become a symbol of the hunt.
STATISTICS:
Equipped abilities:
– THAC0: +1
– Armor Class: +1
– Saving Throws: +1
Special (Beast Hunter):
– Hunter Tools: Target suffers a cumulative -1 penalty to Armor Class for 3 rounds
Weight: 1
Old Hunter Badge
Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge was a special privilege for the hunters of the past, and should not be dishonored.
STATISTICS:
Equipped abilities:
– Armor Class: +1
– Saving Throws: +1
– Charisma: +2
Special (Beast Hunter):
– Hunter Tools: +5% chance to score a critical hit, and never roll a critical miss (melee only)
Weight: 1
Purchasing the badges:
Starjammer spells:
(Alteration)
Level: 1
Range: 0
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
When Riftstep is cast, a portal opens up in front of the caster, who immediately steps through it. The character may move freely within the rift for 7 seconds while others are frozen in time, but cannot attack, cast spells, or use any items or abilities. After 7 seconds, another portal opens up and the caster steps out of the rift.
A rift should be handled with caution. When this spell is cast, there is a 5% chance to attract the attention of 5 Space Gibberlings, who will savagely attack the caster and <PRO_HISHER> companions.
Steady Current
(Evocation)
Level: 2
Range: 25 ft.
Duration: 1 round
Casting Time: 3
Area of Effect: 2-ft. by 25-ft. beam
Saving Throw: None
The caster shoots a beam of pure energy that extends to a target, effectively linking the two for one round. The target and any creatures in the path of the beam take 3d6 electrical damage. The spell strikes a second time halfway through its duration, inflicting an additional 3d6 electrical damage. If either the target or the caster moves around, the beam will extend or shrink to maintain the link between the two.
Gemini Swap
(Alteration)
Level: 3
Range: 500 ft.
Duration: Instant
Casting Time: 1
Area of Effect: Special
Saving Throw: None
The caster selects a target and opens up two Dimension Doors, linked through the Astral Plane, which immediately transfer both target and caster, switching their positions. This spell can be used on both allies and enemies, and the target does not need to be in visual range. As long as the caster knows the target's position on the map, this spell can be cast on it.
Pacifying Field
(Abjuration)
Level: 4
Range: 0
Duration: 1 turn
Casting Time: 4
Area of Effect: 20-ft. radius
Saving Throw: None
A Pacifying Field covers a 20-ft. radius, centered on the caster. All creatures within the area at the time of casting, whether ally, enemy, or neutral, are enclosed by a protective Sanctuary for one turn. Creatures under a Sanctuary cannot be directly targeted by spells or attacks. There is no Saving Throw and the spell ignores magic resistance.
A sanctuaried creature can move around or cast non-attack spells without breaking the spell. Any combat actions, for example, casting a Fireball, a True Sight, or a summoning spell, will remove the Sanctuary.
Jolt
(Alteration, Evocation)
Level: 5
Range: Special
Duration: Permanent
Casting Time: 5
Area of Effect: 1 party member
Saving Throw: Special
This spell will restore a fallen creature back to a sliver of health. The target can be of any race and must be a member of the party. To use this spell, cast it on the dead character's portrait.
When cast on a living creature, the spell will cure any form of hold, paralysis, feeblemind, sleep, stun, and intoxication. Any cursed items or effects are also removed.
Electrocannon
(Evocation)
Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 5-ft. radius
Saving Throw: 1/2
This spell fires an orb of pure energy at a creature, inflicting 1d4+2 points of electrical damage per level of the caster to the target and any within 5 feet. A 15th level caster, for example, would inflict 15d4+30 damage. Creatures may attempt a save vs. Spell for half damage.
Revitalizer
(Necromancy, Evocation)
Level: 7
Range: Visual range of the caster
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
The caster shoots a golden, pulsating orb at a creature in visual range, restoring 20 + 1d4 Hit Points per level of the caster. A 15th level caster, for example, would restore 20 + 15d4 Hit Points.
IWD: The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.
Riftgate
(Conjuration/Summoning)
Level: 8
Range: 30 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster opens a rift in spacetime to a place far beyond the stars. After a moment, a Juggernaut Golem emerges from the rift. The golem stays for 1 turn and will obey the caster as long as it remains summoned. Due to the energy exerted in the summoning process, the caster must wait 1 turn between each use of this spell.
A rift should be handled with caution. When this spell is cast, there is a 2% chance to attract the attention of a balor, who will destroy the golem and exit the rift in its place, intent only on tearing the caster and <PRO_HISHER> companions apart piece by piece. A Protection From Evil spell will not make the fiend ignore the party.
Misc items:
An attire worn by veteran Hunters of Hunters, who dressed as crows to suggest sky burial. The first Hunters came from a foreign land, and gave the dead a virtuous funeral ritual, with the hope that the fallen might find rest in the afterlife.
STATISTICS:
Equipped abilities:
– Saving Throws: +1
– Hide In Shadows: +30%
– Non-detectable by magical means such as Detect Invisibility and scrying
Special (Crow Hunter):
– 5% chance of a Visceral Attack (melee only)
Weight: 3
Etherbomb Songbook (quick item)
A songbook, said to have fallen out of the sky. The runes on the cover indicate cosmic origins, perhaps a gift left behind by a planar traveler.
STATISTICS:
Charge abilities:
– Ether Explosion once per day
8d8 magic damage in a circle around the user (Save vs. Spell for half)
Special: If Lore is 80 or higher, the blast damages only enemies
Area of Effect: 15-ft. radius
Special (Powder Keg):
– Bard Song is changed to Ether Explosion when item ability is used
Weight: 2
Ether Booster (amulet)
A strange rock discovered in the remains of a fallen meteorite. Can be worn as an amulet to harness the latent magic-enhancing powers.
STATISTICS:
Equipped abilities:
– All magic and elemental damage inflicted by the wearer is increased by 20%
– Slows casting speed by 3
Special (War Magician):
– Unleash Magic: Casting speed penalty is reversed and becomes a +3 bonus
Weight: 1
Prisoner's Chain (ring)
Portion of a steel chain used to restrain a great hero of old. A prisoner is one who has staked everything on a belief, a proclivity most apparent in the greatest of champions.
STATISTICS:
Equipped abilities:
– THAC0: +1
– Armor Class: +1
– Saving Throws: +1
– Hit Points: +15
– Damage Resistance: -10% (all damage types)
Weight: 0
Cruciform (amulet)
A gem-encrusted stone shaped in the form of a cross. Rather worn from age. The fading blessing grants the wearer a small amount of regeneration.
STATISTICS:
Equipped abilities:
– Save vs. Death: -2
– Can memorize two extra 2nd-level priest spells
– Regenerate 2 Hit Points per round
Special (Confessor):
– Bloodletter: Inflicts 3 bleeding wounds at a time
Weight: 1
Golem Ring (ring)
These enchanted rings were crafted en masse by a Halruaan wizard-inventor. In an instant, the wearer harnesses the raw minerals of the earth, seemingly turning flesh into iron.
STATISTICS:
Equipped abilities:
– Armor Class: +3
– Cannot be hasted or slowed
Charge abilities:
– Iron Flesh three times per day
The user's physical resistances are set to 80% and <PRO_HESHE> cannot be pushed or pulled by any force or spell, including a dragon's wing buffet, but movement speed is halved
Duration: 4 rounds
Weight: 0
Calamity Ring (ring)
A ring depicting a dragon's eye, the sign of calamity. This ring exists only in the legends, quietly passed down amongst disciples of dragons.
STATISTICS:
Equipped abilities:
– Receive double damage from all attacks
Weight: 5
Stone Ring (ring)
The beloved ring of a forgotten hero. This ring is weighty, and the enchantment carries that weight to the wearer's attacks, strengthening the force of blows.
STATISTICS:
Equipped abilities:
– THAC0: -2
Combat abilities:
– Melee: 15% chance to stun the target 4 seconds
– Ranged: 25% chance to knock back the target
Weight: 3
Flynn's Ring (ring)
Ring of an eulogized thief, who fought with the wind on his side. Flynn was small of stature, but packed a mighty punch. Strength of wind increases the damage of attacks.
STATISTICS:
Equipped abilities:
– +20% increase to all physical damage dealt when not wearing armor or robes
Weight: 0
Ether Limiter (amulet)
The stone of this amulet, a meteoric iron, is known to exhibit strong magic and energy-suppressing properties.
STATISTICS:
Equipped abilities:
– Crushing Resistance: +15%
– Magic Damage Resistance: +50%
– Save vs. Spell: +2
– Spellcasting disabled
Special (Warhound):
– Shockwave and Incinerate damage only enemies
Weight: 1
v3.3+ items:
This type of amulet takes the form of a sculpted beetle and is typically only found in areas around Mulhorand. The golden scarab increases the amount of experience points obtained from defeating enemies.
STATISTICS:
Equipped abilities:
– +300 bonus XP for each enemy slain by the wearer
Weight: 1
Winged Sword Insignia (ring)
An honor bestowed upon the most devoted knights, lured into battles of death. The insignia symbolizes the relentless blade, and raises attack power with successive attacks.
STATISTICS:
Combat abilities:
– 33% chance of a cumulative +1 bonus to damage for 2 rounds (melee only)
Weight: 0
Red Tearstone Ring (ring)
The red tearstone boosts the attack of its wearer when in danger. Once, a goddess mourned the undeserving dead, shedding tears as red as blood. It is said that the stone set in this ring is one such tear.
STATISTICS:
Equipped abilities:
– At under 25% HP, all damage inflicted by the wearer is increased by 40%
Weight: 0
Hunter Bone (quick item)
The bone of an old hunter whose name is lost. Hold this bone to use the art of Quickening, a technique particular to the first hunters.
STATISTICS:
Charge abilities:
– Blur-Haste three times per day
Duration: 20 seconds
Area of Effect: The user
Weight: 1
Jade Feather (amulet)
A talisman facsimile of a feather. The jade feather rejects death magic of all forms.
STATISTICS:
Equipped abilities:
– Hit Points: +8
– Immunity to petrification
– Death Ward
Special (Medic):
– 15-ft. radius for Black Remedy and White Remedy effects
Weight: 1
Colorless Demon Soul (consumable)
The twisted soul of a primeval demon, seeped in strength. Grants the user a large amount of experience, but...
STATISTICS:
Special: +200,000 XP
Wisdom: -1
Charisma: -2
Duration: Permanent
Weight: 10
Shaman Bone Blade (quick item)
A ritual bone blade, coated in a gruesome spinal fluid. Breaks easily, but cuts deep and causes the victim to turn on former allies.
STATISTICS:
Special: Target must make a save vs. Polymorph or be charmed for 4 rounds; if the Saving Throw is made, the target goes berserk for 4 rounds
Weight: 0
Non-spoilery item info:
Caryll Runes:
- These are usable items with party-wide effects.
- Can be used at will. These items function best gameplay-wise if the player can freely switch between them.
- Characters don't need to be on the same map to be affected.
- Only one rune may be in effect at a time. When a rune is used, it first removes other rune effects.
Note: Icons are slightly different for each rune. They're not amazing looking, but at least helps to differentiate them. The description image is the same for all runes. I couldn't draw anything I liked, so I just used one of the already-made BAM images from BG2.Runes:
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Clawmark (can be used at will)
Area of Effect: The party
Duration: 24 hours
+5% chance to score a critical hit and critical hits cause bleeding, which inflicts 1d3 damage per round for 4 rounds (no save); a target can be wounded once per round and the effects are cumulative
Weight: 0
Blood Rapture
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Blood Rapture (can be used at will)
Area of Effect: The party
Duration: 24 hours
Critical hits restore 9 Hit Points
Weight: 0
Oedon Writhe
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Oedon Writhe (can be used at will)
Area of Effect: The party
Duration: 24 hours
Critical hits restore 1 memorized spell (up to 6th level)
Weight: 0
Corruption
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Corruption (can be used at will)
Area of Effect: The party
Duration: 24 hours
Regenerate 4 Hit Points per round at under 50% HP, 6 Hit Points per round at under 25% HP, and 8 Hit Points per round at under 10% HP
Weight: 0
Anti-Clockwise Metamorphosis
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Anti-Clockwise Metamorphosis (can be used at will)
Area of Effect: The party
Duration: 24 hours
+4 movement speed; +0.5 Attacks Per Round; -10% to maximum Hit Points
Weight: 0
Clockwise Metamorphosis
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Clockwise Metamorphosis (can be used at will)
Area of Effect: The party
Duration: 24 hours
+20% bonus to maximum Hit Points
Weight: 0
Great Lake
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Great Lake (can be used at will)
Area of Effect: The party
Duration: 24 hours
+10% to all physical damage resistances
Weight: 0
Fading Lake
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Fading Lake (can be used at will)
Area of Effect: The party
Duration: 24 hours
80% Fire Resistance
Weight: 0
Beast's Embrace
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Beast's Embrace (can be used at will)
Area of Effect: The party
Duration: 24 hours
Transform into a werewolf during combat; this action happens automatically and the character will revert back to natural form if no enemies are in visual range
Special: Clerics and Paladins transform into a greater werewolf
Weight: 0
Hunter
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Hunter (can be used at will)
Area of Effect: The party
Duration: 24 hours
+1 bonus to attack rolls; +5 bonus to all thieving skills
Weight: 0
Moon
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Moon (can be used at will)
Area of Effect: The party
Duration: 24 hours
+65 bonus XP for each enemy slain by the party
Weight: 0
Milkweed
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Milkweed (can be used at will)
Area of Effect: The party
Duration: 24 hours
Transform into a mind flayer during combat, but Wisdom and Constitution are set to 5; this action happens automatically and the character will revert back to natural form if no enemies are in visual range
Weight: 0
Game notes:
v1.1
- Added Cosmic Watcher Badge to BG2 and IWD main campaigns (they were already in the expansions). Both are very late game.
- Adjusted location of one of the other badges in BG2.
v1.2
- One item in SoD was gained without charges. This is fixed.
- Revised the balor script (Riftgate enemy). It has more spell variety, but also doesn't use annoying spells like Death Spell or Remove Magic as often. It no longer starts with Protection From Magical Weapons, but it has a couple summons instead. The phase 2 and phase 3 buffs also happen earlier.
- Also made minor edits to the golem and gibberling scripts.
v1.3/v1.4
Another minor update, but something I didn't want to leave unchanged:
- Starjammer: Minimum stats changed to be different from Dragon Disciple
Will no longer have a minimum of 14 Dex, which didn't make sense combined with the -2 Dex penalty.New additions
Fixes/Tweaks:
Additional info (multiclass kits)
Minor issue (IWDEE) - DoF spheres + Starting a new game in Heart of Winter
Caryll Runes:
- These are usable items with party-wide effects.
- Can be used at will. These items function best gameplay-wise if the player can freely switch between them.
- Characters don't need to be on the same map to be affected.
- Only one rune may be in effect at a time. When a rune is used, it first removes other rune effects.
Note: Icons are slightly different for each rune. They're not amazing looking, but at least helps to differentiate them. The description image is the same for all runes. I couldn't draw anything I liked, so I just used one of the already-made BAM images from BG2.Runes:
Clawmark
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Clawmark (can be used at will)
Area of Effect: The party
Duration: 24 hours
+5% chance to score a critical hit and critical hits cause bleeding, which inflicts 1 point of damage per round for one turn (no save); a target can be wounded once per round and the effects are cumulative
Weight: 0
==================================================
Blood Rapture
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Blood Rapture (can be used at will)
Area of Effect: The party
Duration: 24 hours
Critical hits restore 9 Hit Points
Weight: 0
==================================================
Oedon Writhe
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Oedon Writhe (can be used at will)
Area of Effect: The party
Duration: 24 hours
Critical hits restore 1 memorized spell
Weight: 0
==================================================
Corruption
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Corruption (can be used at will)
Area of Effect: The party
Duration: 24 hours
Regenerate 4 Hit Points per round at under 50% HP, 6 Hit Points per round at under 25% HP, and 8 Hit Points per round at under 10% HP
Weight: 0
==================================================
Anti-Clockwise Metamorphosis
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Anti-Clockwise Metamorphosis (can be used at will)
Area of Effect: The party
Duration: 24 hours
+2 movement speed; +0.5 Attacks Per Round; -10% to maximum Hit Points
Weight: 0
==================================================
Clockwise Metamorphosis
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Clockwise Metamorphosis (can be used at will)
Area of Effect: The party
Duration: 24 hours
+20% bonus to maximum Hit Points
Weight: 0
==================================================
Great Lake
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Great Lake (can be used at will)
Area of Effect: The party
Duration: 24 hours
+10% to all physical damage resistances
Weight: 0
==================================================
Fading Lake
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Fading Lake (can be used at will)
Area of Effect: The party
Duration: 24 hours
80% Fire Resistance
Weight: 0
==================================================
Beast's Embrace
==================================================
One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.
Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.
STATISTICS:
Charge abilities:
– Beast's Embrace (can be used at will)
Area of Effect: The party
Duration: 24 hours
Transform into a werewolf during combat; this action happens automatically and the character will revert back to natural form if no enemies are in visual range
Special: Clerics and Paladins transform into a greater werewolf
Weight: 0
Game notes:
v2.1
v2.2
Also, I didn't make posts for them, but v2.3 was mainly revising spheres for the Faiths & Powers and Deities of Faerun mods. v2.4 was a few minor changes, just polishing some stuff up.
v2.7
v2.6
This was all stuff for the v3.0, but that's going to take longer, so I'm posting this now to get the release version up-to-date.
v2.8 update
What's new:
Fixes:
Changes:
The top 2 posts have been updated with the current item/spell info.
Also makes various other changes. Full update notes:
Added kits:
Kit/ability Changes:
Item stuff:
Visual/Audio changes:
Updated Compatibility section:
v3.0 kits:
Drifter (Ranger)
Advantages:
– +4 bonus to Saving Throws vs. Breath.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 levels.
– +1 bonus to attack and damage rolls every 5 levels.
– Will not fall due to reputation loss.
– Moves 2 points faster than other characters.
– 6th level: Immune to Grease, Web, Entangle, Spike Growth, and Spike Stones.
– 12th level: Immune to Cloudkill, Death Fog, Stinking Cloud, Writhing Fog, and Cloud of Pestilence.
Disadvantages:
– May not cast priest spells.
– May only wear leather or hide armor.
Medic (Monk)
Advantages:
– May use the Black Remedy and White Remedy abilities. Gains one use each at level 1 and an additional use each every 5 levels thereafter.
BLACK REMEDY: All attacks in the next 10 seconds spread a healing remedy. Restores 1d8 Hit Points to allies in a 7-ft. radius.
WHITE REMEDY: All attacks in the next 10 seconds spread a soothing remedy. All enemies in a 7-ft. radius are slowed for 1 round, and must make a save vs. Death or fall asleep for 5 rounds or until attacked.
– 5th level: May cast Slow Poison three times per day.
– 7th level: May cast Cure Disease once per day.
– 9th level: May use the Healing Rain ability once per day. Gains additional uses at levels 12 and 15.
HEALING RAIN: Crystal healing shards rain down in a 10-ft. radius, lasting for 2 rounds. All creatures in the area are healed 3d8 Hit Points each round.
Disadvantages:
– May not use the Lay On Hands ability.
– May not use the Stunning Blow ability.
– May not wear gauntlets or bracers.
Noble Scion (Paladin)
Advantages:
– +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– 3rd level: May use the Blood Bullet ability once per day. Gains additional uses every 3 levels thereafter.
BLOOD BULLET: The character sacrifices 2d4 Hit Points. For the next 2 rounds, all ranged attacks deal an extra 1d3 piercing damage for every 3 levels of the character.
– 8th level: +5% chance to score a critical hit with ranged attacks.
– 16th level: +5% chance to score a critical hit with ranged attacks.
Disadvantages:
– May not wear armor heavier than splint mail.
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.
Maybe your testing has proven otherwise. If so, I'm interested.
Thankee!
The way I balanced the Medic is, Black/White Remedy replace Stunning Blow, Slow Poison/Cure Disease replace Lay On Hands, and Healing Rain is countered by no gauntlets (so lower fist damage). Note that the Remedy abilities are not fist only. You can use them with weapons, including ranged. Both are also area effects that can apply multiple times.
If I get some feedback that the kit is underpowered (compared to unkitted monk), I'll consider rebalancing it, but I'm more likely to buff the healing abilities, rather than remove disadvantages. At the moment, I'm not planning any changes, though.
Fix/polish for drifter and noble scion kits.
Fixed compatibility with FnP beta/0.85 versions.
Full update notes:
Changes:
Beamdog items (bonus effects):
Updated Compatibility info (with FnP mod):
Summary of last few updates (v3.2, v3.3, v4.0):
The info in the top 2 posts is updated for v4.0.
Download and full update notes on GitHub
v4.0 kits
Full Metal Jaguar (Fighter)
Advantages:
– +1 bonus to attack and damage rolls.
– Immune to backstab.
– 5th level: May use the Ghostwalker ability once per day. Gains additional uses every 5 levels thereafter.
GHOSTWALKER: This ability lasts 5 rounds. Once each round, 1 mirror image is created on the character, which can absorb one attack during that round. The number of images created increases to 2 per round at level 10, 3 per round at level 15, and 4 per round at level 20.
– 8th level: Gains the Critical Boost ability (passive)
CRITICAL BOOST: Ranged attacks boost melee critical chance. Each hit with a ranged weapon gives a cumulative +5% bonus for 3 rounds. A critical miss resets the bonus.
Disadvantages:
– May not wear armor heavier than splint mail.
Nurse (Thief)
Advantages:
– +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
– May prepare a set of 8 Medical Darts. Gains one use at level 1, one use at level 5, and an additional use every 5 levels thereafter. The darts are automatically equipped and remain in the hand until thrown or expired (1 hour).
MEDICAL DARTS: These darts will heal allies or deal poison damage to enemies. The amount of healing or damage is equal to 1d3 + 1 Hit Point per 3 levels, up to a maximum of 1d3 + 5. Medical Darts are treated as magical weapons with a +5 enchantment, and attacks are made with a +5 bonus. A character's proficiency with darts does not affect attack rolls.
– 11th level: May use the Injection Shot ability once per day. Gains additional uses at levels 15 and 19.
INJECTION SHOT: The next successful ranged attack forces the target to make a save vs. Death at -2 or become feebleminded. If the Saving Throw is made, the target is confused for 5 rounds.
Disadvantages:
– May only distribute 15 skill points per level among thieving skills.
– May not wear armor heavier than leather.
Spell Fencer (Fighter/Mage)
Advantages:
– May cast one additional spell per level.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 Fighter levels.
– +1 bonus to Saving Throws vs. Spell every 4 Mage levels, up to a maximum of +5 at level 20.
– Gains the Flash Cast ability (passive). This ability requires 5 levels in Fighter and 5 levels in Mage.
FLASH CAST: With each successful melee attack, the character gains a cumulative +2 bonus to casting speed for 10 seconds. A critical miss resets the bonus.
Disadvantages:
– May not specialize in ranged weapons.
– May not wear armor heavier than chain mail.
Summary of last few updates (v4.1, v4.2, v4.3):
- Main component is now 3 subcomponents:
- Option 1: Base kits + multiclass variants
- Option 2: Base kits only
- Option 3: Misc items only (no kits or Hunter Badges)
- Added 2 consumable/limited use items.- Some minor rebalancing.
- Moved some item locations around (especially for IWD).
Download and full update notes on GitHub.
This time, it really will be the last update for a while. I had a couple things I wanted to fix/adjust, but didn't notice until after posting the last update here. Pretty sure I got in all the immediate fixes/changes I wanted to make.
Summary:
Full update notes and download on GitHub.
Download and full update notes on Github.
Maintenance:
Adjustments:
Download on Github: https://github.com/D2-mods/The-Workshop-Kitpack/releases
This is a cumulative post for the last few updates (v4.7.1 - 4.7.5).
Github: https://github.com/D2-mods/The-Workshop-Kitpack
Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases
--
Powder Keg changes:
Medic changes:
IWD Evasion notes:
--
Fixes/Maintenance:
Other updates:
SCS/ToF notes:
This update includes a critical compatibility fix for EEex.
Github: https://github.com/D2-mods/The-Workshop-Kitpack
Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases
--
Compatibility fix for EEex (v0.10.0-alpha and later):
Crow Hunter updates:
Other: