Question about barb kits
Gel87
Member Posts: 228
in BGII:EE Mods
Yo to be honest i never played Bard. Due to lack of backstab and lack of higher spells.
That beeing said, if I add learned spell slot beyond lvl X which he can reach, will he then be able to learn like lvl 8 and 9 spells?
Can i add my bard kit to backstab table and will that work?
Kinda want to make a Bard/Dru kit with backstab and higher spells than bard usually gets. Sounds fun xD
Gonna have zero summons spells as a dissadvantage, possible more, but he will be allowed to summon via wand and items.
That beeing said, if I add learned spell slot beyond lvl X which he can reach, will he then be able to learn like lvl 8 and 9 spells?
Can i add my bard kit to backstab table and will that work?
Kinda want to make a Bard/Dru kit with backstab and higher spells than bard usually gets. Sounds fun xD
Gonna have zero summons spells as a dissadvantage, possible more, but he will be allowed to summon via wand and items.
0
Comments
The Artisan in his Bardic Wonders mod have an Abbator of Mask kit which can backstab if I'm remember right.
I google'd some and found that mod.
Well, it seems like he is using songs etc to get invisible, and then have a backstab multiplier of 2.
It's fairly easy to add it to backstabber table.
The issue for me is that i want, detect traps and hide in shadow buttons. Maby at the cost of flute :P
I can fix spells, backstabber multiplier etc, but would love hide in shadows and detect traps, and if traps detected i would assume he can dissarm them via the same button as he pickpocket with. The rest is based on % on each albility which i know how to handle.
So allowing those 2 buttons is required for me, and i dont know how :P
Might be easier to apply spell book to a thief?
Something like this maby:
Advantages:
May gain +3 profience to Katana/Scimitar/ShortSword/Knife and wepon styles.
Gain 1ac/taco/damage each 4th level.
Arcane spells, but slower progression than wizards
Hide in shadows/disarmtraps/openlocks/pickpocket/backstab
Gain shadowstep, plague wep on certain levels.
Dissadvantages:
May not lay traps
May not use any ranged wepons except throwing knives
May not wear armor (gloves, armor, helm)
May not learn or use scrolls to summon any type of summon except:
- From wands/items
- Cloning summons.
HLA:
Improved alacricity
+1 to level 1 to 9 spells (more than 1 x)
Meteor (1x)
Dragon Breath (1x)
Implosion (1 x)
Greater wirlwind (2 x)
Reduce spell casting speed by 1 (1 x)
Use all items
Shadow clone (2 x)
Avoid Death (2 x)
Greater Evasion (More than 1 x)
Assassination (More than 1 x)
Maby trap HLA, dno.
Possible some custom spells in spell book for fun:
Creeping doom, insect plague.
Thunder Bolt of Death
Bone Spear
Crystal Breath(single target)
Soul Drinker(single target)
Currently playing Kenai lvl 9, thief lvl 13 in bg2 on legacy of bhaal. And im now at that point where im in search for xp for HLA to use amu from shadow thieves, else i will have to use scrolls to go to vampire area.
I kinda like the backstab playstyle, i like thieving skills, and i like the be an offensive mage. I kinda feel like summons change my playstyle totally when playing mage though... animate dead first = win all, mordenkain sword = even more win all, and Fallen Planetar = AFK mage.
https://www.morpheus-mart.com/skills-and-abilities
Thanks, i will have a look But later, currently on company PC and a little restricted on what i click on that one xD
Meanwhile im thinking maby i should just make a T/M kit. And add some few spells and conditions on that one.
I guess i could convert a couple of druid spells.
I would really love to play around with creeping doom and insect plague. But when i made a innate spell of that with 2 further progressions on damage on lvl it failed completely. It was availeble on innate albilities button as planned, but when i casted it, it completely failed.
What i did was that i:
- Modified progression on certain levels on the orginal spell. (this spell worked from dru spellbook, but i was yet not high enought level to cast the stronger version)
- Once i got the plague insect version which started at 2 damage per tic, with use of copied renamed custom effect and resource it would not cast. It would be consumed but not casted, i also decreased casting speed.
When i look on the creeping doom spell in nearinfinity i see that instead of writing 2 damage instead of 1, they just cast spell again on same target. I just tested to fight in druid cave and that guy threw creeping doom on me in legacy of bhaal difficulty with 4 damage each tic, which was a cool feature xD If the spell stays at 1 damage per tic on this difficulty it quickly becomes so low damaged that other spells are waaaaaaaaaaaaaaay better all the time..
Yes, i will just miss the hide in shadow and backstab.
The easiest part i can do is to add the kit to backstab table.
Then use invisible spells etc, and add shadow step to clab table, and add whatever spell progression to clab table or even HLA.
Also, disarming traps etc via innate bar i guess i will get no xp. Which is kinda the thing i would love.
But i think i need to add it to a spell progression list as well, because adding forexample a lvl 8 spell slot to clab table will never activate before ur char enter a level where he can have that lvl of spells. Often when i have made mage kit i have like a basic 1 extra spell slot each level via clab. And that ofc only activate when i reach lvl which can cast forexample lvl 7 spells.
My overall idea was to level up fast. But import lvl 1 char from bg1 to bg2. And to play bard, but bard miss most of what i think is fun :P I also think bards looks cool :P
My overall problem is that i want to play all at once.
- I started with druid on legacy of bhaal. It was a shapechanger, with progression up to +4 werewolf claws, and some extra werewolf stuff. But since i basilisk exploited i kinda reached a level where i became immune to +1 wep in bg1. So i manually removed that and put it on later levels. But ofc i got fire elementals as well. And that was a little to powerfull, and boring. I like call of lighning, but all the interesting places are indoor. I used loads of insect plague etc, which works against doom knights etc indoor, but its ofc 100% more effective to use animate dead and fire elementals.... Fire elementals are almost immortal in bg1ee as well.
- So i started with a monk in bg1ee, ofc this was more a challenge, i put all monk kits in 1 CLAB table so i could have fun with all monk classes all at once. This char is fun, but its back home.
- But on work(stuck here for 3 weeks) i started a lvl 9 kenzai in bg2ee, and dual classed to thief. It was a struggle, but now im lvl 13 thief and have fun, but next part is vampire's and i cannot use wands, wizard scrolls, armor, gloves, ammu from aron etc... So i kinda need to travel to other parts to gain XP, or cheeze with protection from undead scrolls etc... I stole the entire town, both my scroll cases are full, my bag of holding which i clua consoled is full. And i PP a mage to learn spells for XP, but saved spells relevant for me. But cannot use all the fun stuff yet xD
- I have a really fun FMT kit, but i only have that back home. I want to import a level 1 version of this from bg1 to bg2, but i need to fix some animation change spells which overlaps to fully enjoy all its forms.
- I started banshee mage, but i want to thieve as well.
- I started a regular TM, but i got bored after clearing out amn and areas around.
- xD