Have you ever wanted a fighter with some magical influence? A warrior who can use magic while not becoming a mage? Maybe you wished for a specialist mage/fighter multiclass? Maybe you wanted a fighter with unique abilities, that would actually be able to keep up with your other classes at higher levels? If you're interested in any of these, then I have wonderful news: This mod is probably something you'll like! If you're interested, continue reading below....
There are nine different kits, each one based on a type of mage specialization. They have positive and negative abilities relating to their school in magic, are specialized towards particular roles that their school is best in, and can cast certain spells from their school as innate abilities. Expect their talents to fit the personality and abilities of the school: For example, Dweomershield, the Abjuration fighter, has phenomenal defensive skills at the cost of offensive abilities, while the Wraith Knight, who is the Necromancy fighter, gains many abilities and penalties normally reserved for undead.
These kits' abilities actually continue improving all the way, starting at level 1 to 40. They improve every five levels, with a special boost if the fighter successfully reaches level 40, and appear like this: Lv 1-5, 6-10, 11-15, 16-20, 21-25, 26-30, 31-35, 36-39, 40. Some parts of their abilities and most of their spells improve with every level and their magic improves past level 20. Because I plan on making this compatible with both BG2-TOB and BGT (I don't know if this would be compatible with an unexpanded Shadows of Amn), I arranged their abilities so that they would be playable in either form.
These kits have several common disadvantages. They progress at a rate between a normal fighter and a mage, which will be represented by a 80% normal experience gain. 10,000,000 EXP will be required to reach 40th level instead of 8,000,000. They cannot dual class and must roll a 10-12 in intelligence, and sometimes wisdom, depending on the kit. They are very weak in either one or two areas of combat or certain common situations. They also have several common advantages: They gain spells from their school, have one or two unique spell like abilities and are often superior to all other classes in one specialized area.
This is still in the idea phase, so some kits might seem overpowered or underpowered because they are currently unfinished. Some of them don't have names, others have uncompleted skills, still others have either their advantages or disadvantages out of proportion. That's where you come in. I'm looking for advice on improving and balancing these kits, to find advantages and disadvantages that make sense, and for making them all very unique and playable. Any commentary, especially criticism, is much appreciated.
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Fighter kit: Dweomershield (Abjuration)
Positive Abilities:
*Start with 12% magic resistance and gain 2% in this resistance per level. At level 25, receive permanent immunity to Lower Resistance, Pierce Magic and Pierce Shield.
*Gain 2% resistance to all physical damage (Slashing/Crushing/Piercing/Missile) per level.
*-1 AC bonus every five levels. -1 additional AC bonus vs missiles every five levels.
*Casts Abjuration spells as innate abilities.
*Roll a 1d10+2 for HP level up.
*Can use Preservation once per day for every ten levels, starting at level 1 with a single charge.
Negative Abilities:
*-20% experience.
*Roll at least 12 in Intelligence.
*Cannot dual class.
*Cannot use ranged weapons.
*-4 melee damage modifier, -14 for ranged attacks.
*+1 THAC0 penalty every six levels, start with +1 at first level, stop at +5 at level 24.
Preservation:
All forms of Preservation increase the defensive abilities of the caster and all allies in a 50 foot radius for two turns. For the first turn, all allies are protected by a one charge Spell Shield effect. All resistances are increased by 10% + 1% per level.
Lv 1-5: -1 AC and Saving Throw bonus.
Lv 6-10: -2 AC bonus, -1 Saving Throw bonus, immune to fear, sleep and paralysis.
Lv 11-15: -2 AC and Saving Throw bonus, immune to fear, sleep, paralysis, poison and disease, regenerate 1 HP every five rounds.
Lv 16-20: -3 AC bonus, -2 Saving Throw bonus, immune to fear, sleep, paralysis, poison, disease, charm, hold and confusion, regenerate 1 HP every two rounds.
Lv 21-25: -3 AC and Saving Throw bonus, immune to fear, sleep, paralysis, poison, disease, charm, hold, confusion, level drain, knockback and unconsciousness, regenerate 1 HP every round.
Lv 26-30: -4 AC bonus, -3 Saving Throw bonus, immune to fear, sleep, paralysis, poison, disease, charm, hold, confusion, level drain, knockback, unconsciousness, instant death and stat drain, regenerate 2 HP every round.
Lv 31-35: -4 AC and Saving Throw bonus, immune to fear, sleep, paralysis, poison, disease, charm, hold, confusion, level drain, knockback, unconsciousness, instant death, stat drain, maze and imprisonment, regenerate 3 HP every round.
Lv 36-39: -5 AC bonus, -4 Saving Throw bonus, immune to fear, sleep, paralysis, poison, disease, charm, hold, confusion, level drain, knockback, unconsciousness, instant death, stat drain, maze and imprisonment, regenerate 9 HP every two rounds.
Lv 40: -5 AC and Saving Throw bonus, immune to fear, sleep, paralysis, poison, disease, charm, hold, confusion, level drain, knockback, unconsciousness, instant death, stat drain, maze and imprisonment, HP cannot drop below 1 for five rounds, regenerate 6 HP every round.
Abjuration spells:
Protection from Evil, Resist Fear, Dispel Magic, Breach, Spell Immunity, Protection from Normal Weapons, Protection from Magical Weapons, Spell Turning, Khelben's Warding Whip, Protection from Energy, Absolute Immunity, Imprisonment
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Fighter kit: Wraith Knight (Necromancy)
Positive Abilities:
*Starts with immunity to fear, sleep and intoxication.
*Gains immunity to Poison and Disease at level 4, Hold and Paralysis at 8, Charm and Confusion at 12, Level Drain at 16, Instant Death at 20.
*Starts with 8% resistance in Cold, Acid, and Electricity. Gains 3% in each of these resistances per level.
*Casts Necromantic spells as Innate abilities.
*Permanent +2 Constitution.
*Can use Manifest Negative Plane Weapon once per day for every ten levels, starting at Level 1 with a single charge.
*Immune to all harmful Necromancy spells.
*Has a natural regeneration ability that improves with experience.
Negative Abilities:
*-20% experience.
*Roll at least 12 in Intelligence and 14 in Wisdom.
*Cannot dual class.
*Undead vulnerabilities - Can be turned, affected by False Dawn, destroyed by Mace of Disruption or Sunray, etc.
*+5 AC and THAC0, -5 damage in sunlight.
*-10 Charisma modifier (Alters existing Charisma - 18 becomes 8, 16 becomes 6, etc. Minimum Charisma is set to 11 to prevent stat drain death.)
*Unaffected by healing magic. This includes spells and items that cast spells such as the Rod of Resurrection. Healing from potions and equipped items still have their normal effect.
Manifest Negative Plane Weapon:
All forms of this weapon last for one hour and cannot be dispelled, are considered Flails, weightless, speed factor zero and inflict a combination of magical and blunt damage. They have high damage rolls and many special abilities but are not affected by strength. All adverse conditions are saved at a penalty of the Wraith Knight?s level divided by four, rounded to the nearest whole number. (Halves are rounded down)
Lv 1-5: 2d5 magical damage, 2d5 blunt damage, +0 enchantment, +0 to hit, -1 to opponent's strength and constitution per hit.
Lv 6-10: 2d5+1 magical damage, 2d5+1 blunt damage, +1 enchantment, +1 to hit, -1 to opponent's strength and constitution per hit, Blur effect.
Lv 11-15: 2d5+2 magical damage, 2d5+2 blunt damage, +2 enchantment, +2 to hit, -2 to opponent's strength and constitution per hit, Blur effect, 25% chance of causing panic for three rounds.
Lv 16-20: 2d5+3 magical damage, 2d5+3 blunt damage, +3 enchantment, +3 to hit, -2 to opponent's strength and constitution per hit, 25% of causing confusion for three rounds, drain 1 level per hit.
Lv 21-25: 2d5+4 magical damage, 2d5+4 blunt damage, +4 enchantment, +4 to hit,
Lv 26-30: 2d5+5 magical damage, 2d5+5 blunt damage, +5 enchantment, +5 to hit,
Lv 31-35: 2d5+6 magical damage, 2d5+6 blunt damage, +6 enchantment, +6 to hit,
Lv 36-39: 2d5+7 magical damage, 2d5+7 blunt damage, +7 enchantment, +7 to hit,
Lv 40: 3d5+7 magical damage, 3d5+7 blunt damage, +7 enchantment, +7 to hit,
Regeneration:
Lv 1-5: +2 HP every five rounds.
Lv 6-10: +2 HP every three rounds.
Lv 11-15: +1 HP per round.
Lv 16-20: +2 HP every round.
Lv 21-25: +3 HP per round.
Lv 26-30: +9 HP every two rounds.
Lv 31-35: +6 HP per round.
Lv 36-39: +8 HP per round.
Lv 40: +10 HP per round.
Necromantic Spells:
Larloch's Minor Drain, Ghoul Touch, Skull Trap, Hold Undead, Vampiric Touch, Spirit Armor, Animate Dead, Death Spell, Control Undead, Finger of Death, Abi-Dalzim's Horrid Wilting, Wail of the Banshee
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Fighter kit: Mesmeric Warrior (Enchantment/Charm)
Positive Abilities:
*Roll a 16 or higher for Charisma. Start with a permanent +2 charisma modifier, with an extra +1 every three levels.
*Start with a -3 bonus to Save vs Spells. At level 10, becomes immune to all mind affecting magic.
*Receive immunity to psionics and intelligence drain at level 15.
*Casts Enchantment/Charm spells as innate abilities.
*Can use the innate ability "Combat Meditation" at will. This improves with the user's level.
*Can use the innate ability "Mindwarp" once per day for every five levels, starting at level 1 with a single charge.
Negative Abilities:
*-20% experience.
*Roll at least 11 in Intelligence and Wisdom.
*Cannot dual class.
*-3 strength.
*-4 damage modifier.
*+1 THAC0 for every five levels, stopping at +5 at level 25.
Combat Meditation:
All levels of Combat Meditation possess the following traits - They immobilize the user in exchange for enhancing allies and diminishing enemies while in effect for a 40 foot radius. This ability is used like a Bard Song. The stat modifiers last for two rounds and are renewed each round Combat Meditation is active (Non-cumulative) while the adverse effects require a save vs spells for each round this ability is used.
Lv 1-5: +2 damage, hit and saving throws for all allies; -2 damage, hit and saving throws for all enemies, enemies roll save vs spells at +2 or panic for two rounds.
Lv 6-10: +3 damage, hit and saving throws for all allies; -2 damage, hit and saving throws for all enemies, enemies roll save vs spells or are confused for three rounds.
Lv 11-15: +3 damage, hit and saving throws for all allies; -3 damage, hit and saving throws for all enemies, enemies roll save vs spells at -2 or go berserk for four rounds.
Lv 16-20: +4 damage, hit and saving throws for all allies; -3 damage, hit and saving throws for all enemies, enemies roll save vs spells at -3 or are charmed for five rounds.
Lv 21-25: +4 damage, hit and saving throws for all allies; -4 damage, hit and saving throws for all enemies, enemies roll save vs spells at -3 or are stunned for six rounds.
Lv 26-30: +5 damage, hit and saving throws for all allies; -4 damage, hit and saving throws for all enemies, enemies roll save vs spells at -4 or are blinded for seven rounds.
Lv 31-35: +5 damage, hit and saving throws for all allies; -5 damage, hit and saving throws for all enemies, enemies roll save vs spells at -4 or are knocked unconscious for eight rounds.
Lv 36-39: +6 damage, hit and saving throws for all allies; -5 damage, hit and saving throws for all enemies, enemies roll save vs spells at -5 or are permanently feebleminded or knocked unconscious for 1 turn if immune.
Lv 40: +6 damage, hit and saving throws for all allies; -6 damage, hit and saving throws for all enemies, enemies roll save vs spells at -5 or are instantly slain or knocked unconscious for 1 turn if immune.
Mindwarp:
Mindwarp is considered psionic for offensive purposes. It bypasses magic resistance, however creatures normally immune to psionics (Undead, Constructs) are unaffected by Mindwarp. Saving Throws start at -2 with a further -1 every five levels (All listed effects in the level chart are halved, rounded down, if the saving throw is successful) and direct damage is considered magical. Stat reductions are for two rounds. THAC0 and AC penalties last for one round for every two caster levels, rounded up. Because there are no words, only thought, casting time is zero. The caster is winded for five rounds after using Mindwarp, but this is reduced by 1 round for every six levels, stopping at zero rounds at level 30.
Mindwarp inflicts magical damage equal to 1d5 x caster level and drains spell levels equal to half the caster?s level, rounded down, with no saving throw.
Lv 1-5: -1 intelligence, wisdom and charisma, +1 THAC0 and AC, Confused for 1 round.
Lv 6-10: -2 intelligence, wisdom and charisma, +2 THAC0 and AC, Confused for 2 rounds.
Lv 11-15: -3 intelligence, wisdom and charisma, +3 THAC0 and AC, Stun for 2 rounds,
Lv 16-20: -4 intelligence, wisdom and charisma, +4 THAC0 and AC, Stun for 3 rounds.
Lv 21-25: -5 intelligence, wisdom and charisma, +5 THAC0 and AC, Blind for 3 rounds.
Lv 26-30: -6 intelligence, wisdom and charisma, +6 THAC0 and AC, Blind for 4 rounds.
Lv 31-35: -7 intelligence, wisdom and charisma, +7 THAC0 and AC, Unconscious for 4 rounds.
Lv 36-39: -8 intelligence, wisdom and charisma, +8 THAC0 and AC, Unconscious for 5 rounds.
Lv 40: -10 intelligence, wisdom and charisma, +10 THAC0 and AC, Unconscious for 7 rounds.
Enchantment/Charm spells:
Sleep, Charm Person, Ray of Enfeeblement, Luck, Hold Person, Dire Charm, Confusion, Greater Malison, Emotion, Chaos, Domination, Feeblemind
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Fighter kit: Forcehammer (Invocation/Evocation)
Positive Abilities:
*Start with an 8% resistance in all elemental/energy attacks. (Acid/Cold/Electricity/Fire/Magic Damage) Gain +3% per level.
*Successful attacks cause area effect damage.
*Cast Invocation/Evocation spells as innate abilities.
*Gain +1 to weapon damage every five levels, starts with a +1 modifier.
*Gain +1/2 attack every 10 levels.
*Casting speed is reduced by 1 every twelve levels, starting with -1 at fifth level.
Negative Abilities:
*-20% experience.
*Require at least 12 in Intelligence.
*Cannot dual class.
*+3 AC penalty.
*Roll a 1d8 HP roll on level up instead of 1d10.
Area Effect:
All area effect attacks inflict magical damage and can hit multiple opponents. The damage and radius improve with each level. Only enemies are affected by this ability. Save vs Spells at a penalty of one fourth the fighter?s level (Rounded to the nearest whole number, halves are rounded down) to receive half damage. This only applies to physical weapons, not spells.
Lv 1-5: 1d2 damage (1.5), 3 foot radius.
Lv 6-10: 2d2 damage (3), 6 foot radius.
Lv 11-15: 2d3 damage (4), 10 foot radius.
Lv 16-20: 3d3 damage (6), 13 foot radius.
Lv 21-25: 3d4 damage (7.5), 16 foot radius.
Lv 26-30: 4d4 damage (10), 20 foot radius.
Lv 31-35: 4d5 damage (12), 25 foot radius.
Lv 36-39: 5d5 damage (15), 30 foot radius.
Lv 40: 6d6 damage (21), 30 foot radius.
Invocation/Evocation spells:
Magic Missile, Web, Lightning Bolt, Fireball, Sunfire, Cone of Cold, Death Fog, Chain Lightning, Mordenkainen's Sword, Incendiary Cloud, Meteor Swarm, Black Blade of Disaster
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Fighter kit: (Diviner)
Positive Abilities:
*Gain -1 to Armor Class and Saving Throws every ten levels, gains a -1 modifier at level 5.
*Gain -1 to THAC0 with every five levels, starts with a -2 modifier.
*Lands critical hits on a 19 or 20.
*Immune to surprise and backstab.
*-2 initiative bonus.
*Cast Divination spells as innate abilities.
*Progresses in lore at a Bard's rate.
*Can use Tracking as per the Ranger ability.
*Can cast ?Battle Oracle? at will. This improves with the user?s level.
Negative Abilities:
*-20% experience.
*Roll 12 or higher in Intelligence.
*Cannot dual class.
*-2 Constitution and Strength.
*-3 melee and ranged damage modifier.
Battle Oracle:
All forms of Battle Oracle immobilize the caster in exchange for enhancing all allies within a 40' radius. This ability is used like a Bard Song. The enhancements last for two rounds and are renewed every round Battle Oracle is active. (Non-cumulative)
Lv 1-5: -2 AC, Saving Throws and THAC0 for all allies, +5% to all resistances, -1 initiative bonus.
Lv 6-10: -2 AC and Saving Throws, -3 THAC0 for all allies, +10% to all resistances, casting time reduced by 1, Detect Invisibility cast once per round, -1 initiative bonus.
Lv 11-15: -3 AC, Saving Throws and THAC0 for all allies, +15% to all resistances, casting time reduced by 1, Oracle cast once per round, -2 initiative bonus.
Lv 16-20: -3 AC and Saving Throws, -4 THAC0 for all allies, +20% to all resistances, casting time reduced by 2, True Sight cast once per round, immunity to surprise and backstab, -2 initiative bonus.
Lv 21-25: -4 AC, Saving Throws and THAC0 for all allies, +25% to all resistances, casting time reduced by 2, True Sight cast once per round, immunity to surprise and backstab, -3 initiative bonus.
Lv 26-30: -4 AC and Saving Throws, -5 THAC0 for all allies, +30% to all resistances, casting time reduced by 3, True Sight cast once per round, immunity to surprise and backstab, -3 initiative bonus.
Lv 31-35: -5 AC, Saving Throws and THAC0 for all allies, +35% to all resistances, casting time reduced by 3, True Sight cast once per round, immunity to surprise and backstab, -4 initiative bonus.
Lv 36-39: -5 AC and Saving Throws, -6 THAC0 for all allies, +40% to all resistances, casting time reduced by 4, True Sight cast once per round, immunity to surprise and backstab, -4 initiative bonus.
Lv 40: -6 AC, Saving Throws and THAC0 for all allies, +50% to all resistances, casting time reduced by 4, True Sight cast once per round, immunity to surprise and backstab, -5 initiative bonus.
Divination spells:
Identify, Detect Evil, Know Alignment, Detect Invisibility, Find Traps, Detect Illusion, Clairvoyance, Farsight, Wizard Eye, Oracle, True Seeing
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Fighter kit: Phantom Blade (Illusionist)
Positive Abilities:
*Gain -1 to Armor Class and Saving Throws every five levels.
*Gain +1/2 attacks every 10 levels.
*At level 15, receives permanent Spell Immunity: Divination.
*Cast Illusion/Phantasm spells as innate abilities.
*Can use Mirage Field once per day every ten levels, starting at level 1 with a single charge.
Negative Abilities:
*-20% experience.
*Roll 12 or higher in Intelligence.
*Cannot dual class.
*Cannot wear anything above Chain Mail.
Mirage Field:
All forms of Mirage Field create a 30 foot radius sphere, inside which all opponents are affected by various illusions. At higher levels, it also casts beneficial Illusion/Phantasm spells on all allies when activated. Mirage Field lasts for 5 rounds + half the caster?s level, rounded down. Damage and THAC0 reductions last for 2 rounds + one fourth the caster?s level, rounded to the nearest whole number and are cumulative. (Halves are rounded down) Spells last for the duration of the actual spell for the caster?s level.
Lv 1-5: -1 damage and THAC0 per round, Save vs Spells or panic for 2 rounds.
Lv 6-10: -1 damage and THAC0 per round, Save vs Spells at -1 or panic for four rounds.
Lv 11-15: -2 damage and THAC0 per round, Save vs Spells at -2 or become confused for three rounds, all allies affected by Blur.
Lv 16-20: -2 damage and THAC0 per round, Save vs Spells at -3 or become confused for five rounds, all allies affected by Blur and Mirror Image.
Lv 21-25: -3 damage and THAC0 per round, Save vs Spells at -4 or become stunned for four rounds, all allies affected by Blur, Mirror Image, and Improved Invisibility.
Lv 26-30: -3 damage and THAC0 per round, Save vs Spells at -5 or become stunned for six rounds, all allies affected by Blur, Mirror Image, Improved Invisibility, and Spell Immunity: Divination.
Lv 31-35: -4 damage and THAC0 per round, Save vs Spells at -6 or become blinded for five rounds, all allies affected by Blur, Mirror Image, Spell Immunity: Divination, and Mislead.
Lv 36-39: -4 damage and THAC0 per round, Save vs Spells at -6 or become blinded for seven rounds, all allies affected by Blur, Mirror Image, Spell Immunity: Divination, and Mislead, caster affected by Simulacrum.
Lv 40: -5 damage and THAC0 per round, Save vs Spells at -6 or become blinded for 1 turn, all allies affected by Blur, Mirror Image, Spell Immunity: Divination, Mislead, and Simulacrum.
Illusion/Phantasm spells:
Spook, Blindness, Deafness, Mirror Image, Invisibility, Invisibility 10' Radius, Improved Invisibility, Shadow Door, Mislead, Projected Image, Mass Invisibility, Simulacrum
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Fighter kit: (Conjuration/Summoning)
Positive Abilities:
*Can cast Conjure Army once per day for every ten levels, starting at level 1 with a single charge.
*Can cast different forms of Materialize once per day for every five levels, starting at level 1 with a single charge each.
Negative Abilities:
*-20% experience.
*Roll 12 or higher in Intelligence.
*Cannot dual class.
*-4 damage modifier.
*+1 THAC0 for every five levels, stopping at +5 at level 25.
Conjure Army:
When Conjure Army is cast, up to five summoned creatures appear around the caster. They last for two turns and are affected by Haste and Bless when entering (Can be dispelled). They are still affected by spells that kill summoned creatures like Death Spell and Death Fog.
Lv 1-5:
Lv 6-10:
Lv 11-15:
Lv 16-20:
Lv 21-25:
Lv 26-30:
Lv 31-35:
Lv 36-39:
Lv 40:
Materialize (Type of item):
Type of items: Weapon, armor, potion, scroll, ammo, miscellaneous
All items materialized by this spell last for twelve minutes (1 turn) for every level and cannot be sold. Scrolls cannot be scribed but can be used by any class with at least 10 intelligence. The caster is winded for five rounds after using this technique. However, the fatigue period is reduced by 1 round for every six levels, stopping at zero at level 30.
Lv 1-5 Weapon: 20% +1 staff, 20% 20 +1 throwing daggers, 20% +1 short sword, 20% +1 long sword, 5% 20 weightless throwing axes, 5% katana, 5% returning dagger, 5% halberd.
Lv 1-5 Armor:
Lv 1-5 Potion: 50% Potion of Healing, 35% Antidote, 10% Elixir of Health, 5% Potion of Hill Giant Strength.
Lv 1-5 Scroll: 20% Magic Missile, 20% Shield, 20% Charm Person, 20% Chromatic Orb, 5% Web, 5% Melf?s Acid Arrow, 5% Invisibility, 5% Summon Cow.
Lv 1-5 Ammo: 20% 10 +1 arrows, 20% 10 +1 slingstones, 20% 10 +1 bolts, 20% 10 +1 darts, 5% 5 Sunstone Bullets, 5% 2 Arrows of Biting, 5% 2 Bolts of Biting, 5% 2 Darts of Wounding.
Lv 1-5 Misc: 20% Wand of Magic Missiles (3 charges), 20% Bracers of Defense AC 8, 5% Wand of Cursing (1 charge), 5% Ring of Protection +1, 5% Girdle of Bluntness, 5% Bracers of Defense AC 7.
Lv 6-10 Weapon:
Lv 6-10 Armor:
Lv 6-10 Potion:
Lv 6-10 Scroll:
Lv 6-10 Ammo:
Lv 6-10 Misc:
Lv 11-15 Weapon:
Lv 11-15 Armor:
Lv 11-15 Potion:
Lv 11-15 Scroll:
Lv 11-15 Ammo:
Lv 11-15 Misc:
Lv 16-20 Weapon:
Lv 16-20 Armor:
Lv 16-20 Potion:
Lv 16-20 Scroll:
Lv 16-20 Ammo:
Lv 16-20 Misc:
Lv 21-25 Weapon:
Lv 21-25 Armor:
Lv 21-25 Potion:
Lv 21-25 Scroll:
Lv 21-25 Ammo:
Lv 21-25 Misc:
Lv 26-30 Weapon:
Lv 26-30 Armor:
Lv 26-30 Potion:
Lv 26-30 Scroll:
Lv 26-30 Ammo:
Lv 26-30 Misc:
Lv 31-35 Weapon:
Lv 31-35 Armor:
Lv 31-35 Potion:
Lv 31-35 Scroll:
Lv 31-35 Ammo:
Lv 31-35 Misc:
Lv 36-39 Weapon:
Lv 36-39 Armor:
Lv 36-39 Potion:
Lv 36-39 Scroll:
Lv 36-39 Ammo:
Lv 36-39 Misc:
Lv 40 Weapon:
Lv 40 Armor:
Lv 40 Potion:
Lv 40 Scroll:
Lv 40 Ammo:
Lv 40 Misc:
Conjuration/Summoning spells:
Grease, Glitterdust, Flame Arrow, Monster Summoning III, Power Word Silence, Invisible Stalker, Prismatic Spray, Power Word Stun, Summon Hakeashar, Power Word Blind, Power Word Kill, Wish
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Fighter kit: (Alteration/Transmutation)
Positive Abilities:
*Can use Adaptive Form once per day every ten levels, starting at level 1 with a single charge.
*Gain +1% in all resistances per level.
*Gain 3% resistance to poison every level, starting with 8% at first level.
*Gain immunity to disease at level 15.
*+1 damage modifier, -1 THAC0 every six levels.
Negative Abilities:
*-20% experience.
*Roll at least a 12 in Intelligence.
*Cannot dual class.
*+2 casting time.
*+1 penalty to all saving throws at levels 1, 10 and 20.
Adaptive Form:
When Adaptive Form is cast, a series of shapeshifting abilities appear in the Innate panel. Once per round, a different form can be selected, each giving it?s own unique advantages and disadvantages. They are the following: Offense Form, Defense Form and Speed Form. These improve with experience, and while each Form is not as powerful as the other special abilities of equal level, they balance out in the flexibility they offer. Adaptive Form lasts for 1 turn + 1 round per level.
Lv 1-5 Offense: +2 damage, -2 THAC0, -2% physical resistances per hit, +2 AC, +1 saving throws.
Lv 1-5 Defense: -3 saving throws, -2 AC, +10% resistances, -2 damage, +2 THAC0.
Lv 1-5 Speed: +1/2 attack per round, 125% movement rate, +1 damage, -1 AC, -2 casting time.
Lv 6-10 Offense:
Lv 6-10 Defense:
Lv 6-10 Speed:
Lv 11-15 Offense:
Lv 11-15 Defense:
Lv 11-15 Speed:
Lv 16-20 Offense:
Lv 16-20 Defense:
Lv 16-20 Speed:
Lv 21-25 Offense:
Lv 21-25 Defense:
Lv 21-25 Speed:
Lv 26-30 Offense:
Lv 26-30 Defense:
Lv 26-30 Speed:
Lv 31-35 Offense:
Lv 31-35 Defense:
Lv 31-35 Speed:
Lv 36-39 Offense:
Lv 36-39 Defense:
Lv 36-39 Speed:
Lv 40 Offense:
Lv 40 Defense:
Lv 40 Speed:
Alteration/Transmutation spells:
Shocking Grasp, Knock, Vocalize, Strength, Haste, Stoneskin, Disintegrate, Tenser's Transformation, Improved Haste, Ruby Ray of Reversal, Shapechange, Time Stop
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Fighter kit: Harbinger of Chaos (Wild Mage)
Positive Abilities:
*Each successful attack can create random adverse effects on it's target.
*Can use specialized versions of spells that disrupt opponents or are highly dependent on chance. These bypass magic resistance and are harder to save against or have an enhanced effect.
*At level 20, is able to use any item, as per the Thief HLA.
*Each attack has a 12% chance of causing a wild surge in it's target. This lasts for four rounds, unless saved vs spells at a penalty of one fourth the Harbinger?s level (Rounded to the nearest whole number - halves are rounded down), where then it?s only two rounds. The opponent rolls the surge with a penalty equal to the Harbinger's level + 10. The wild surge lasts for one round and gains an extra round for every ten levels.
*Can cast Random Spell of levels 1-9 at varying levels of experience that randomly mimic the effects of other spells that the specialized fighter kits can cast. These are always helpful or harmful (Shown in the spell - For example, Random Beneficial Spell Lv 3), but are completely unpredictable.
Negative Abilities:
*-20% experience.
*Roll 12 or higher in Intelligence and Wisdom.
*Cannot dual class.
*5% chance with each hit to go berserk for five rounds if a save vs spells is failed. (Save starts at a -3 bonus and receives a +1 penalty every five levels)
*Each successful attack or Random/Wild Spell cast can cause a Wild Backfire. Attacks have a 10% chance, Random Spells 20% and Wild Spells 50%.
Chaos Aura:
When an attack lands, each of the following conditions has an individual chance of happening. For example, you may roll both a 33% for confusion and a 5% for feeblemind, you might roll one, get a lucky strike with three or four, or nothing at all. The effects are always harmful and the opponent can negate each effect with a saving throw vs spells at a -2 penalty with an extra -1 for every five levels.
Lv 1-5: 12% 2d5 magical damage, 10% panic for three rounds, 10% lose 2 spell levels, 5% confusion for five rounds.
Lv 6-10:
Lv 11-15:
Lv 16-20:
Lv 21-25:
Lv 26-30:
Lv 31-35:
Lv 36-39:
Lv 40:
Wild Backfire:
When a Harbinger loses control of their wild magic, it can cause magical damage and/or temporarily inflict certain adverse conditions. The Backfire becomes more powerful and difficult to control with higher levels. If multiple Backfires are in effect at the same time, the THAC0 and damage penalties add on to each other, damage is taken as normal, and all other penalties are reset to their full duration.
Lv 1-5: -3 bonus to Save vs Spells, 1d6 magical damage, innate abilities disabled for 1 round.
Lv 6-10: -2 bonus to Save vs Spells, 1d10 magical damage, innate abilities disabled for 2 rounds, move at 80% normal speed for 2 rounds.
Lv 11-15: -1 bonus to Save vs Spells, 2d9 magical damage, innate abilities disabled for 3 rounds, move at 70% normal speed for 3 rounds, +1 THAC0 penalty for 2 rounds.
Lv 16-20: Normal Save vs Spells, 2d14 magical damage, innate abilities disabled for 4 rounds, move at 60% normal speed for 4 rounds, +2 THAC0 penalty and -1 damage for 3 rounds.
Lv 21-25: +1 penalty to Save vs Spells, 3d12 magical damage, innate abilities disabled for 5 rounds, move at 50% normal speed for 5 rounds, +3 THAC0 penalty and -2 damage for 4 rounds, -1/2 attack per round.
Lv 26-30: +2 penalty to Save vs Spells, 3d18 magical damage, innate abilities disabled for 6 rounds, move at 40% normal speed for 6 rounds, +4 THAC0 penalty and -3 damage for 5 rounds, -1/2 attack per round.
Lv 31-35: +3 penalty to Save vs Spells, 4d12 magical damage, innate abilities disabled for 7 rounds, move at 30% normal speed for 7 rounds, +5 THAC0 penalty and -4 damage for 6 rounds, -1 attack per round.
Lv 36-40: +4 penalty to Save vs Spells, 4d16 magical damage, innate abilities disabled for 8 rounds, move at 20% normal speed for 8 rounds, +6 THAC0 penalty and -5 damage for 7 rounds, -1 attack per round.
Wild spells:
Blindness, Horror, Greater Malison, Chaos, Domination, Feeblemind, Sphere of Chaos, Control Undead, Limited Wish, Symbol Fear, Symbol Stun, Wish
Blindness:
-1 saving throw penalty every five levels.
Horror:
-1 saving throw penalty every five levels, -1 AC and +1 THAC0 for every five levels, non cumulative.
Greater Malison:
-4 saving throw penalty, -1 extra for every five levels.
Chaos:
Lasts 5 rounds +1 round for every three levels, save at -4, no save for creatures 66% of the caster?s level or lower, rounded up.
Domination:
-2 saving throw, -1 extra for every five levels, +1 strength, constitution and dexterity to the creature for every five levels if successfully dominated.
Feeblemind:
-2 saving throw, -1 extra for every five levels, drain spells equal to half the caster?s level with no saving throw.
Sphere of Chaos:
-1 to save vs spells for every five levels. One of the following effects must be saved against every round, each at a 10% probability: Polymorphed into a squirrel, confused, paralyzed, disintegrated, rendered unconscious, slowed, petrified, affected by Harm, affected by Maze or Wild Surge.
Control Undead:
-1 saving throw for every five levels, no save for undead 50% of the caster?s level or lower, rounded up.
Limited Wish:
+1 Wisdom for every seven levels, lasting two rounds.
Symbol Fear:
-4 saving throw, -1 extra for every five levels, -1 AC and THAC0 for every three levels if successful, non cumulative.
Symbol Stun:
-4 saving throw, -1 extra for every five levels, -1 AC for every two levels if successful, non cumulative.
Wish:
+1 Wisdom for every five levels, lasting two rounds.
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Specialized Arcane Fighter Kits for BG2 (And hopefully for BGT)
Started by Manascyth, Sep 05 2008 04:10 PM
1 reply to this topic
#1
Posted 05 September 2008 - 04:10 PM
#2
Posted 06 September 2008 - 12:50 AM
New kits are always interesting, mage/fighters can be a lot of fun to play and of course are quite popular , if you can get the balance right you'll have some great additions to the game.
I believe what you should strive for is a character kit that?s both weaker than a fighter in melee and weaker than a mage in spellcasting or the appropriate alternative such as a cleric. If you can answer yes to both of those questions, you almost have a balanced kit, then you can tweak upwards a bit. Taking into account the exp hit of course, they should be modified upwards in strength accordingly.
Before I make any comments, am I right in saying these kits will be able to cast their spells while wearing armor/shields, they gain the usual proficiencies and fighter class bonuses at level ups and they can use all the weapons a fighter can?
I believe what you should strive for is a character kit that?s both weaker than a fighter in melee and weaker than a mage in spellcasting or the appropriate alternative such as a cleric. If you can answer yes to both of those questions, you almost have a balanced kit, then you can tweak upwards a bit. Taking into account the exp hit of course, they should be modified upwards in strength accordingly.
Before I make any comments, am I right in saying these kits will be able to cast their spells while wearing armor/shields, they gain the usual proficiencies and fighter class bonuses at level ups and they can use all the weapons a fighter can?
Edited by Paareth, 06 September 2008 - 01:00 AM.