Skip to content

[Mod] CrossClass Powerkits

deratiseurderatiseur Member Posts: 305
edited July 18 in General Modding
This mod was born of a simple idea: "What class could make the most of the Wizard Slayer kit? I searched, and found a fantastic combination with another class. Then the idea was there, and I searched for each kit available in the base game which class could combine for the best result. This mod compiles what I found most convincing. Warning: some combinations are really cheaty!

Dragon Disciple Kensai:
Advantages:
– +3 bonus to Armor Class.
– +1 to hit and damage rolls every 3 levels.
– -1 bonus to Speed Factor every 4 levels.
– May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

KAI: All successful attacks within the next 10 seconds deal maximum damage.

– 3rd level: May use Breath Weapon once per day.

BREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone.

– 4th level: Gains 25% innate Fire Resistance.
– 5th level: +1 bonus to AC and Constitution.
– 6th level: Breath Weapon damage increases to 4d8.
– 8th level: Innate Fire Resistance rises to 50%.
– 9th level: Breath Weapon damage increases to 5d8.
– 10th level: +1 bonus to AC.
– 12th level: Breath Weapon damage increases to 6d8.
– 12th level: Innate Fire Resistance rises to 75%.
– 15th level: Breath Weapon damage increases to 7d8.
– 15th level: +1 bonus to AC and Constitution.
– 16th level: Innate Fire Resistance rises to 100%.
– 18th level: Breath Weapon damage increases to 8d8.
– 20th level: +1 bonus to AC.
– Hit Die: d12

Disadvantages:
– May not wear any armor.
– May not use missile weapons.
– May not wear gauntlets or bracers.
– Alignment restricted to any non-chaotic.
- Can only achieve high mastery (four slots) in weapons proficiency.


Barbarian Defender:
Advantages:
- Can achieve mastery (three slots) with axes and war hammers.
- Can specialize (two slots) in any fighting style, and allocate three slots in the two-weapon fighting style.
– Moves 2 points faster than other characters.
– Immune to backstab.
– May use the Defensive Stance and Rage abilities once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.

RAGE: The enraged status lasts for 5 rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells.

- Gains 10% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 40% at level 20.
– Hit Die: d12

Disadvantages:
– May not wear armor heavier than splint mail.
– Can only be competent with other weapons.


Inquisitor Archer:
Avantages :
– Immune to hold and charm.
– +1 to hit and damage rolls with any missile weapon every 3 levels.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows.
– May use Dispel Magic once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. The spell is cast at Speed Factor 1 and acts at twice the Inquisitor's character level.
– May use True Sight once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.
– May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
4th level: -1 penalty to target's THAC0.
8th level: -1 penalty to target's Saving Throws vs. Spell.
12th level: -1 penalty to the target's Strength score.
16th level: +2 bonus to damage roll.

Disadvantages:
– May not hide in shadows.
– May not cast spells.
– May not wear armor heavier than studded leather.
– May only become Proficient (one slot) with melee weapons.


Bounty hunter Stalker:
Advantages:
– +15% to Stealth and Set Traps.
- His Set Trap score is equal to his Stealth score.
– May use Backstab ability, although for a lower damage multiplier than Thieves:
Level 1-8: x2
Level 9-16: x3
Level 17+: x4
- Can set traps like a thief.
– May use the Set Special Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter.

SET SPECIAL SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Bounty Hunter's level and can only be triggered by enemies.
1st level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed.
11th level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed.
16th level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed.
21st level: Mazes the target.

Disadvantages:
– May not wear armor heavier than studded leather.


Undead hunter Cavalier:
Avantages :
- +3 bonus to hit and damage rolls against all fiendish, draconic and undead creatures.
- May cast Remove Fear 1 time per day per level.
- Immune to hold, level drain, charm, fear, poison, and morale failure.
- 20% resistance to fire and acid.

Disadvantages:
- May not use missile weapons.
- May not use Lay On Hands ability.


Swashbuckler Cleric:
Advantages:
– +1 bonus to Armor Class at 1st level, plus an additional +1 bonus every 5 levels.
– +1 bonus to hit and damage rolls every 5 levels.
– May Specialize (two slots) in any melee weapon available to Clerics.
– May place 3 slots into Two-Weapon Style.

Disadvantages:
– May not turn undead.


Assassin Monk:
Advantages:
– +1 bonus to hit and damage rolls.
– Backstab ability reaches x7 multiplier instead of capping at x5.
Level 17-20: x6
Level 21-40: x7
– May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter.

Poison Weapon
Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:

1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)

Disadvantages:
– Alignment restricted to any non-good.
– May not use the Lay On Hands ability.
– May not use the Stunning Blow ability.


Wizard slayer Monk:
Advantages:
– Each successful hit bestows a 25% cumulative chance of spell failure on the target.
- At level 10: +4% magic resistance per level (maximum 100% at level 25).

Disadvantages:
– May not use any magic items apart from weapons and boots.


Master-Shi Monk: (Blades)
Advantages:
– May place 2 slots in Two-Weapon Style and One-Weapon Style.
– May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at level 1 and an additional use each every 4 levels thereafter.

OFFENSIVE SPIN: During the next 4 rounds, the Blade's movement rate doubles and <PRO_HESHE> gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells.

DEFENSIVE SPIN: During the next 4 rounds, the Blade is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10.

Disadvantages:
- Armor class increases only every 3 levels.


Shapeshifter Thief:
Advantages:
– May shapeshift into the form of a werewolf once per day. Gains one use at level 1 and an additional use every 2 levels thereafter.
– 13th level: May shapeshift into a greater werewolf once per day. Gain an additional use every 2 levels thereafter.

Disadvantages:
- Alignment restricted to true neutral.
– May not wear any armor.


Tyrran Thief:
Advantages:
– May cast Exaltation once per day every 5 levels of the caster (starts at 1st level with one use).

EXALTATION: This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.

– May cast Divine Favor once per day every 10 levels of the caster (starts at 1st level with one use).

DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.

Disadvantages:
– May only distribute 20 skill points per level among thieving skills.
– Alignment restricted to neutral good or lawful neutral.


Tempuran Thief:
Advantages:
- May cast Holy Power once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.

HOLY POWER: Through this spell, the caster imbues <PRO_HIMHER>self with the strength and skill of a Fighter of the same level. so <PRO_HISHER> strenght is set to 18/00—even if it is normally higher—<PRO_HISHER> THAC0 becomes that of a Fighter of the same level, and <PRO_HESHE> gains 1 temporary Hit Point per level. This will last for 1 round per level.

- May cast Chaos of Battle once per day. Gains one use at level 1 and an additional use every 10 levels thereafter.

CHAOS OF BATTLE: Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.

Disadvantages:
- May only distribute 20 skill points per level among thieving skills.
- Alignment restricted to chaotic good, chaotic neutral, chaotic evil, or true neutral.


Totemic Skald:
Advantages:
– +1 bonus to hit and damage rolls.
– The Skald's song is different from the typical Bard's and varies with level:
1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC.
15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear.
20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion.
– May use the Summon Spirit Animal ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.

SUMMON SPIRIT ANIMAL: The Totemic Skald summons a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid <PRO_HIMHER> for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

Disadvantages:
– Only has one quarter the normal Pick Pockets score.
- Alignment restricted to true neutral.
- Can only be proficient with weapons usable by druids.



Wild Sorcerer:
Advantages:
- May memorize one additional spell per level.
- Knows the spells “Nahal's Reckless Dweomer”, “Chaos Shield” and “Improved Chaos Shield”.

Disadvantages:
- Casting level varies slightly whenever <PRO_HESHE> casts a spell—anywhere between five levels lower and five levels higher than the Wild Sorcerer's true level.
- Upon casting a spell, there is a 5% chance of incurring a wild surge.

WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Wild Sorcerer and <PRO_HISHER> allies.


Monk Sorcerer:
Advantages:
- Can progress (one slotr) in one-handed, two-handed and two-weapon fighting styles.
– Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels.
- Gains 1/2 attack per round every 3 levels, maximum +3 attacks per round.
- Gains +1 melee damage and THAC0 every 3 levels, maximum +7.
– Receives a +2 bonus to Saving Throws vs. Spell.
– Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels.
– Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 2 levels.
– 5th level: Becomes immune to all diseases and cannot be slowed or hasted.
– 7th level: May use the Lay On Hands ability on <PRO_HIMHER>self to heal 2 Hit Points per level.
– 8th level: Gains a -1 bonus to Speed Factor.
– 9th level: Gains a +1 bonus to all Saving Throws and becomes immune to charm.
– 11th level: Becomes immune to poison.
– 12th level: Gains another -1 bonus to Speed Factor.
– 14th level: Gains 3% Magic Resistance per level (starting with 42% at 14th level).
– 20th level: Becomes immune to non-magical weapons.
– Alignment restricted to lawful.
– Hit Die: d6~

Disadvantages:
– May not use missile weapons.
– May not use the Stunning Blow and Quivering Palm abilities.
– May cast two fewer spell per level per day.


Beast master Shaman:
Advantages:
– May use Find Familiar ability to summon a pseudo dragon (if lawful or neutral good) or fairy dragon (if chaotic good) companion.
– 8th level: May cast Animal Summoning I as a level 1 spell.
– 10th level: May cast Animal Summoning II as a level 2 spell.
– 12th level: May cast Animal Summoning III as a level 3 spell.

Disadvantages:
– Can only use club, staff and shortbow.


Avenger Shaman:
Advantages:
– 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
– 10th level: May Shapeshift into a sword spider, baby wyvern, or fire salamander once a day.
– 19th level: Gains an additional use of Shapeshift.
– Six arcane spells are added to <PRO_HISHER> repertoire, all the way up to the 6th level. These are listed below:
1st level: Chromatic Orb.
2nd level: Web.
3rd level: Lightning Bolt.
4th level: Improved Invisibility.
5th level: Chaos.
6th level: Chain Lightning.

Disadvantages:
– May not wear heavier armor than leather.
– Incurs a -2 penalty to Strength and Constitution.
- Alignment restricted to true neutral.


Dowload on Github or Mediafire.
Post edited by deratiseur on

Comments

  • deratiseurderatiseur Member Posts: 305
    edited June 10
    V2 is out, with 3 new kits, and v3 is on the way, but I need confirmation please: the Tyrran thief suck, isn't it ?
    Post edited by deratiseur on
Sign In or Register to comment.