[Kit Mod] N3ige-kits
Neige
Member Posts: 18
I wanted to tune some kits I like to play, while keeping the spirit and the balance of the original classes. This is my first mod for Baldur's Gate. The kits are available for BGEE and BG2EE and should be available for IWDEE with little help (to update string references). They are available in english and in french.
The following kits have minor updates:
- Kensai : malus of -20 THAC0 to range attacks.
- Cavalier: malus of -20 THAC0 to range attacks. Also get +6 to hit and damage dragons and demons instead of +3.
- Undead hunter : +6 to hit and damage undead
- Sorcerer: same lore as mages
- Assassin: +1 bonus to backstab multiplier at level 1, reach x7 at level 17.
Melee fighters without access to missile weapons also get a huge malus to use throwing weapons.
Fighters can reach grand mastery, which implies an advantage of +2 hit, +3 damage and +0.5 attack per round over specialization. It means that without a mod, paladins deal less damage than a fighter to the ennemies they specialized against.
In the manual, the lore bonus per level of sorcerer is 3.
Boost the assassin for BG1EE and early of BG2 before many ennemies get immune to backstabs.
All the specialists mage have been tuned. The idea is to increase the feeling of playing a specialist and not a generalist mage with one extra spell per level and one forbidden school of magic.
Specialists now memorize as many spells as generalists, but they have access to an extra spell dedicated to their school of magic. For each spell level, they gain a Speciality Spell, which allows to cast any spell of their school of level lower or equal. For instance, the Speciality Spell of level 4 allows the invoker to either cast a fireball or magic missiles.
Specialists do not need to learn or memorize the Speciality Spell, and the spell is available once a new spell level is reached in the spellbook. Of course, they can still learn spells of their school to memorize and cast more spells. Besides, the Speciality Spell offer advantages according to the mage speciality.
Specialists also get a unique power according to their speciality, generally at level 7.
ABJURER: A mage who specializes in protective magics.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Abjuration school.
- Receives a +2 bonus when making Saving Throws against spells from the Abjuration school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Abjuration school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Abjuration) of level lower or equal to the Speciality Spell level.
Furthermore, by using this spell, the Abjurer negates the next physical attack that would hit him within the next turn.
- 5th level: the abjurer learns Dispel Magic which he casts at double level [option for 1.5 x level]
Disadvantages:
- May not learn or cast any spells of the Alteration school.
- Receives a -15% penalty when scribing school from other schools
CONJURER: A Mage who specializes in creating creatures and objects to assist him.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Conjuration school.
- Receives a +2 bonus when making Saving Throws against spells from the Conjuration school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Conjuration school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Conjuration) of level lower or equal to the Speciality Spell level.
Furthermore, by using this spell, the casting time of the selected spell cannot be higher than 4.
- 7th level: may cast at will 'Improving Summoned Creatures' which gives a bonus of 2 AC, 2 THAC0, 2 saving throws and 20 hp to one summoned creature.
Disadvantages:
- May not learn or cast any spells of the Divination school.
- Receives a -15% penalty when scribing school from other schools.
DIVINER: A Mage who specializes in detection and divining magics.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Divination school.
- Receives a +2 bonus when making Saving Throws against spells from the Divination school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Divination school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Divination) of level lower or equal to the Speciality Spell level.
Furthermore, by using this spell, the caster receives a bonus +2 to his saving throws during 1 turn.
- 7th level: Immunity to backstab and luck +1.
- 9th level: may cast Precognition which allows to cast any spell from the spellbook.
- 16th level: an additional use of Precognition is gained instead of the Speciality Spell level 8.
- 18th level: an additional use of Precognition is gained instead of the Speciality Spell level 9.
Disadvantages:
- May not learn or cast any spells of the Conjuration school.
- Receives a -15% penalty when scribing school from other schools.
ENCHANTER: A Mage who specializes in manipulating the minds of sentient beings.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Enchantement school.
- Receives a +2 bonus when making Saving Throws against spells from the Enchantement school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Enchantement school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Enchantement) of level lower or equal to the Speciality Spell level.
For 1 turn after casting this spell, all enemies within a 30-ft. radius of the caster suffer a -2 penalty to all Saving Throws.
- 7th level: automatically learn Enchanted Weapon. This is an improved version at +4 instead of +3.
Disadvantages:
- May not learn or cast any spells of the Invocation school.
- Receives a -15% penalty when scribing school from other schools.
ILLUSIONIST: A Mage who specializes in creating illusions to confuse and mislead.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Illusion school.
- Receives a +2 bonus when making Saving Throws against spells from the Illusion school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Illusion school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Illusion) of level lower or equal to the Speciality Spell level.
Furthermore, by using this spell, the caster receives the effect of mirror images during 1 turn.
- 7th level: while invisible, the illusionist is completely undetectable and untargetable by all means. Even creatures that normally see through invisibility cannot perceive the illusionist.
Disadvantages:
- May not learn or cast any spells of the Necromancy school.
- Receives a -15% penalty when scribing school from other schools.
INVOKER: A Mage who specializes in the manipulation of raw and elemental energies.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Invocation school.
- Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Invocation school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Invocation) of level lower or equal to the Speciality Spell level.
Furthermore, the caster is considered two levels higher when using this spell.
- 3th level: the invoker learns a new and stronger version of magic missiles, which can be split between several targets.
Disadvantages:
- May not learn or cast any spells of the Enchantement school.
- Receives a -15% penalty when scribing school from other schools.
NECROMANCER: A Mage who specializes in magic dealing with death.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Necromancy school.
- Receives a +2 bonus when making Saving Throws against spells from the Necromancy school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Necromancy) of level lower or equal to the Speciality Spell level.
The caster gains 8 extra hit points during 1 turn (cumulative).
- 9th level: the necromancer learns the spell Animate Dead as an ability which can be cast every hour.
Disadvantages:
- May not learn or cast any spells of the Illusion school.
- Receives a -15% penalty when scribing school from other schools.
TRANSMUTER: A Mage who specializes in magic that alters physics and reality.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Alteration school.
- Receives a +2 bonus when making Saving Throws against spells from the Alteration school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Alteration school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Alteration) of level lower or equal to the Speciality Spell level.
Furthermore, the caster is considered two levels higher when using this spell.
- 7th level: the transmuter learns the spell stoneskin, which he may cast on other targets.
Disadvantages:
- May not learn or cast any spells of the Abjuration school.
- Receives a -15% penalty when scribing school from other schools.
A new thief kit is also available. I like to play it as an alternative to the assassin and/or for range attacks.
CHANCER : This rogue is definitely born under a lucky star ! Would you dare to brave him and you will lose a lot.
Advantages :
- May equip his favorite hood (immunity to critical hits).
- Bonus of 2 points to movement speed.
- 1 step of luck at levels 1, 10 and every 10 levels thereafter.
For each step of luck, Chancer gains:
Luck +1, 1 bonus to his saving throws, -1 to AC, bonus of +1 to his critical chances, bonus of 5% to find trap, pickpocket, move silently, hide in shadows, detect illusion and set traps.
Disadvantages:
- May only distribute 15 skill points per level among thieving skills.
- Prime Requisites for Dual-Classing: Dexterity and Charisma.
// Thanks to CamDawg, Angel and the G3 community for their help
// Thanks to moders for open source codes (which helps to learn modding) and for creating inspiring content, in particular Morpheus and Artisan.
The following kits have minor updates:
- Kensai : malus of -20 THAC0 to range attacks.
- Cavalier: malus of -20 THAC0 to range attacks. Also get +6 to hit and damage dragons and demons instead of +3.
- Undead hunter : +6 to hit and damage undead
- Sorcerer: same lore as mages
- Assassin: +1 bonus to backstab multiplier at level 1, reach x7 at level 17.
Melee fighters without access to missile weapons also get a huge malus to use throwing weapons.
Fighters can reach grand mastery, which implies an advantage of +2 hit, +3 damage and +0.5 attack per round over specialization. It means that without a mod, paladins deal less damage than a fighter to the ennemies they specialized against.
In the manual, the lore bonus per level of sorcerer is 3.
Boost the assassin for BG1EE and early of BG2 before many ennemies get immune to backstabs.
All the specialists mage have been tuned. The idea is to increase the feeling of playing a specialist and not a generalist mage with one extra spell per level and one forbidden school of magic.
Specialists now memorize as many spells as generalists, but they have access to an extra spell dedicated to their school of magic. For each spell level, they gain a Speciality Spell, which allows to cast any spell of their school of level lower or equal. For instance, the Speciality Spell of level 4 allows the invoker to either cast a fireball or magic missiles.
Specialists do not need to learn or memorize the Speciality Spell, and the spell is available once a new spell level is reached in the spellbook. Of course, they can still learn spells of their school to memorize and cast more spells. Besides, the Speciality Spell offer advantages according to the mage speciality.
Specialists also get a unique power according to their speciality, generally at level 7.
ABJURER: A mage who specializes in protective magics.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Abjuration school.
- Receives a +2 bonus when making Saving Throws against spells from the Abjuration school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Abjuration school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Abjuration) of level lower or equal to the Speciality Spell level.
Furthermore, by using this spell, the Abjurer negates the next physical attack that would hit him within the next turn.
- 5th level: the abjurer learns Dispel Magic which he casts at double level [option for 1.5 x level]
Disadvantages:
- May not learn or cast any spells of the Alteration school.
- Receives a -15% penalty when scribing school from other schools
CONJURER: A Mage who specializes in creating creatures and objects to assist him.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Conjuration school.
- Receives a +2 bonus when making Saving Throws against spells from the Conjuration school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Conjuration school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Conjuration) of level lower or equal to the Speciality Spell level.
Furthermore, by using this spell, the casting time of the selected spell cannot be higher than 4.
- 7th level: may cast at will 'Improving Summoned Creatures' which gives a bonus of 2 AC, 2 THAC0, 2 saving throws and 20 hp to one summoned creature.
Disadvantages:
- May not learn or cast any spells of the Divination school.
- Receives a -15% penalty when scribing school from other schools.
DIVINER: A Mage who specializes in detection and divining magics.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Divination school.
- Receives a +2 bonus when making Saving Throws against spells from the Divination school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Divination school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Divination) of level lower or equal to the Speciality Spell level.
Furthermore, by using this spell, the caster receives a bonus +2 to his saving throws during 1 turn.
- 7th level: Immunity to backstab and luck +1.
- 9th level: may cast Precognition which allows to cast any spell from the spellbook.
- 16th level: an additional use of Precognition is gained instead of the Speciality Spell level 8.
- 18th level: an additional use of Precognition is gained instead of the Speciality Spell level 9.
Disadvantages:
- May not learn or cast any spells of the Conjuration school.
- Receives a -15% penalty when scribing school from other schools.
ENCHANTER: A Mage who specializes in manipulating the minds of sentient beings.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Enchantement school.
- Receives a +2 bonus when making Saving Throws against spells from the Enchantement school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Enchantement school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Enchantement) of level lower or equal to the Speciality Spell level.
For 1 turn after casting this spell, all enemies within a 30-ft. radius of the caster suffer a -2 penalty to all Saving Throws.
- 7th level: automatically learn Enchanted Weapon. This is an improved version at +4 instead of +3.
Disadvantages:
- May not learn or cast any spells of the Invocation school.
- Receives a -15% penalty when scribing school from other schools.
ILLUSIONIST: A Mage who specializes in creating illusions to confuse and mislead.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Illusion school.
- Receives a +2 bonus when making Saving Throws against spells from the Illusion school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Illusion school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Illusion) of level lower or equal to the Speciality Spell level.
Furthermore, by using this spell, the caster receives the effect of mirror images during 1 turn.
- 7th level: while invisible, the illusionist is completely undetectable and untargetable by all means. Even creatures that normally see through invisibility cannot perceive the illusionist.
Disadvantages:
- May not learn or cast any spells of the Necromancy school.
- Receives a -15% penalty when scribing school from other schools.
INVOKER: A Mage who specializes in the manipulation of raw and elemental energies.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Invocation school.
- Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Invocation school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Invocation) of level lower or equal to the Speciality Spell level.
Furthermore, the caster is considered two levels higher when using this spell.
- 3th level: the invoker learns a new and stronger version of magic missiles, which can be split between several targets.
Disadvantages:
- May not learn or cast any spells of the Enchantement school.
- Receives a -15% penalty when scribing school from other schools.
NECROMANCER: A Mage who specializes in magic dealing with death.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Necromancy school.
- Receives a +2 bonus when making Saving Throws against spells from the Necromancy school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Necromancy) of level lower or equal to the Speciality Spell level.
The caster gains 8 extra hit points during 1 turn (cumulative).
- 9th level: the necromancer learns the spell Animate Dead as an ability which can be cast every hour.
Disadvantages:
- May not learn or cast any spells of the Illusion school.
- Receives a -15% penalty when scribing school from other schools.
TRANSMUTER: A Mage who specializes in magic that alters physics and reality.
Advantages:
- Receives a +15% bonus when scribing scrolls from the Alteration school.
- Receives a +2 bonus when making Saving Throws against spells from the Alteration school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Alteration school.
- Receives a Speciality Spell per spell level.
Speciality Spell
This spell allows to select any arcane spell of the specialist school (Alteration) of level lower or equal to the Speciality Spell level.
Furthermore, the caster is considered two levels higher when using this spell.
- 7th level: the transmuter learns the spell stoneskin, which he may cast on other targets.
Disadvantages:
- May not learn or cast any spells of the Abjuration school.
- Receives a -15% penalty when scribing school from other schools.
A new thief kit is also available. I like to play it as an alternative to the assassin and/or for range attacks.
CHANCER : This rogue is definitely born under a lucky star ! Would you dare to brave him and you will lose a lot.
Advantages :
- May equip his favorite hood (immunity to critical hits).
- Bonus of 2 points to movement speed.
- 1 step of luck at levels 1, 10 and every 10 levels thereafter.
For each step of luck, Chancer gains:
Luck +1, 1 bonus to his saving throws, -1 to AC, bonus of +1 to his critical chances, bonus of 5% to find trap, pickpocket, move silently, hide in shadows, detect illusion and set traps.
Disadvantages:
- May only distribute 15 skill points per level among thieving skills.
- Prime Requisites for Dual-Classing: Dexterity and Charisma.
// Thanks to CamDawg, Angel and the G3 community for their help
// Thanks to moders for open source codes (which helps to learn modding) and for creating inspiring content, in particular Morpheus and Artisan.
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