File Submitter: requiem22
File Submitted: 16 Dec 2012
File Category: BG:EE Mods
The Kits:
----------------Cleric-------------------
WATCHER OF HELM: Helm is the god of law, duty, loyalty, and righteousness. Known as the great watcher, he was the only god who did not have to walk as a mortal during the time of troubles. His symbol is a gauntlet held upright and he attracts the worship and attention of all who seek to spread justice throughout the lands.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Armor Of Faith
- 4th Level: Hold Person
- 7th Level: Defensive Harmony
- 10th Level: Righteous Magic
- 13th Level: True Sight
Disadvantages:
- None
DAWNBRINGER OF LATHANDER: Lathander is the good god of renewal, creativity and youth, and is celebrated nearly everywhere. His followers are very popular throughout the Realms, and there are numerous wealthy temples devoted to him. It is believed by many that Lathander is the reincarnation of Aumanator, the god of the sun.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Burning Hands
- 4th Level: Aganazzars Scorcher
- 7th Level: Hold Undead
- 10th Level: Repulse Undead
- 13th Level: False Dawn
Disadvantages:
- None
STORMLORD OF TALOS: Talos is the evil god of storms, destruction and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land. Many of the followers of Talos lead hedonistic and pleasure seeking lifestyles, and they can often be found bullying or intimidating people into worshipping Talos.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Shocking Grasp
- 4th Level: Stinking Cloud
- 7th Level: Lightning Bolt
- 10th Level: Cloudkill
- 13th Level: Chain Lightning
Disadvantages:
- None
PRIEST OF MYSTRA: Mystra is the goddess of magic and the creator of the weave, making her one of the most powerful deities in all of Faerun. Her followers travel the land extolling the virtues and benefits of the controlled use of magic.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Magic Missile
- 4th Level: Vocalise
- 7th Level: Minor Globe of Invulnerability
- 10th Level: Lower Resistance
- 13th Level: Power Word Silence
Disadvantages:
- None
DOOMGUIDE OF KELEMVOR: Fair yet cold, Kelemvor is the god of death and the dead, he promotes death as a natural part of existence, something to be embraced and not feared, as such his clergy are often charged with arranging funerals and rites for the recently deceased.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Chill Touch
- 4th Level: Hold Undead
- 7th Level: Emotion: Hopelessness
- 10th Level: Raise Dead
- 13th Level: Bolt of Glory
Disadvantages:
- None
BATTLEPRIEST OF TEMPUS: Tempus is the deity of war and battle, and is one of the most revered gods amongst those who spend their lives fighting. He teaches fairness, honor, bravery and most of all respect in battle. He will often appear to armies before they fight and may even foresee victory or defeat.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Armor
- 4th Level: Draw Upon Holy Might
- 7th Level: Enchanted Weapon
- 10th Level: Righteous Magic
- 13th Level: Tenser's Transformation
Disadvantages:
- None
SILVERSTAR OF SELUNE: Selune is the goddess of the moon. She is also venerated in Faerun as a goddess of light, stars, navigation, navigators, wanderers, questers, and goodly lycanthropes. Many healers feel a strong connection to Selune, and she provide them with the abilities to lessen the suffering of others.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Sanctuary
- 4th Level: Aid
- 7th Level: Cure Serious Wounds
- 10th Level: Mass Cure
- 13th Level: Heal
Disadvantages:
- None
NIGHTCLOAK OF SHAR: Shar is the twin of Selune and the goddess of darkness, caverns, dungeons, forgetfulness, loss, night, secrets, and the Underdark. Among her array of twisted powers is the ability to see everything that lies or happens in the dark. Shar is the creator of the shadow weave, a duplicate of the weave, made in an attempt to foil Mystra and her followers in their use of magic.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Blindness
- 4th Level: Deafness
- 7th Level: Secret Word
- 10th Level: Shadow Door
- 13th Level: Power Word Silence
Disadvantages:
- None
HAND OF AURIL: Auril is the vain and petulant deity of Cold, Winter and Ice. Mainly worshipped in the icy reaches of the fair north, many people live in constant fear of her wrath - this suits her just fine however, and she actively encourages her clergy to spread her name through fear, bullying and intimidation.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Chill Touch
- 4th Level: Resist Fire and Cold
- 7th Level: Ice Storm
- 10th Level: Cone of Cold
- 13th Level: Conjure Ice Para-Elemental: Conjures a 12HD ice para-elemental, identical to a 12HD fire elemental (i.e. from "Conjure Fire Elemental"). The only difference is that this creatures attacks and resistances are cold based.
Disadvantages:
- None
STRIFEBRINGER OF CYRIC: Cyric is the monomaniacal deity of strife and lies, and commands an immense number of followers. He is petty and self-centered, and enjoys misleading individuals of all inclinations so that they perform acts that ruin their lives or so that they make fatal mistakes.
Advantages:
- Gains domain spells relevant to the portfolio of the deity:
- 1st Level: Spook
- 4th Level: Ghoul Touch
- 7th Level: Confusion
- 10th Level: Chaos
- 13th Level: Death Fog
Disadvantages:
- None
------Thief-----
TECHNICIAN: The technician strives to perfect their thievery skills in the aim to achieve absolute mastery of their art. The extra time they spend scrutinising their techniques means that they lack some of the outright deadliness of other thieves.
Advantages: Gains 60 skill points to distribute at 1st level
Gains 40 skill points per level thereafter
Disadvantages:May not use Backstab ability.
SHADOWSTALKER: The shadowstalker is a master of stealth and illusion, focusing on hiding themselves from the sight until they escape is no longer an option. Shadowstalkers avoid prolonged combat even more so than the average thief, as such their physical resilience suffers.
Advantages:
Permanent Non-Detection
Can cast Invisibility once per day per 2 levels, starting at 1st level with one use and finishing at 5th level with three uses.
Can cast Improved Invisibility once per day per 4 levels, starting at 8th level with one use.
Can cast Spell Immunity: Divination once per day per 4 levels, starting at 10th level with one use.
Disadvantages:- No proficiency with missile weapons,
-1 Constitution penalty.
- 20% increased vulnerability to slashing, piercing, blunt and missile damage.
-----Ranger-----
DERVISH: The Dervish is a ranger who seeks to emulate furious speed and unrivalled deadliness of the strikes of the creatures of the wild. The Dervishes incredible focus on speed leaves them exposed and means that although their attacks are just as deadly, they aren't always as accurate as the measured blows of slower fighters. He understands the benefits of ranged attacks, but sees them only as a tool to distract or lure enemies to their ultimate doom in a flurry of vicious blows.
Advantages:
- Can achieve Mastery (3 Points) with daggers, short swords and scimitar/wakizashi/ninja-to
- Gains an extra 1/2 attack per round at levels 1, 8 and 15
Disadvantages:
- Cannot wear better than studded leather armour
- -3 AC Penalty
- -2 THAC0 penalty
- Can only advance to proficiency in other weapons.
-----Fighter-----
STALWART: The Stalwart is a walking bastion, an impenetrable fortress of physical resilience, using skillful parrying, taunts, dodging and strength to absorb blows with the greatest of ease, however their defensively orientated training means they cannot use as wide a range of weapons as most other fighters, and only with relatively basic proficiency: they live to defend, not destroy. Many stalwarts find themselves strongly drawn to the teachings of Ilmater.
-----Paladin-----
MINDWARDEN: The Mindwarden has sworn an oath to destroy all users of psionic magic who would seek to subvert the minds of others. They spend their time focusing on fortifying their wills against even the most powerful psychic attacks and can often be found leading the charge into mind flayer lairs or githyanki strongholds.
Advantages:
+3 bonus to hit and damage rolls against Mind Flayers and Githyanki
Immune to charm, confusion, psionic stun (this does not cover stun from other sources such as power words) and intelligence drain
Disadvantages:
May not use Lay on Hands ability
May not Turn Undead
May not use missile weapons
PURPLE DRAGON KNIGHT: Members of the Purple Dragons put their honor before anything else and will not bend it for any purpose; the order has highest ethical standards for all of its initiates. As such, Purple Dragon knights are servants of law and of good, though not always of both. But regardless of a Purple Dragon's individual feelings all are expected to serve justice, giving no rest to evil nor corruption. Purple Dragon knights are excellent soldiers by any measure, with intense martial prowess that exceeds most enemies they are likely to face. But more important than their own physical strength is their ability to command, improving their allies combat skills and demoralizing their foes.
Advantages:
- May use Battleshout once per day per 4 levels (start at 1st level with one use)
- May use Demoralizing Shout once per day per 4 levels (start at 1st level with one use)
- May advance to the level of mastery in all two-handed weapons
BATTLESHOUT: The Purple Dragon Knight inspires courage and determination in his allies with these magical words. It's effect is limited to approximately 10 feet from the caster.
- Grants a +1 bonus to THAC0, damage and saving throws and applies immunity to fear.
- The duration is 5 rounds at 1st level, and increases by a further 1 round at 5th, 9th, 13th, 17th and 21st level.
DEMORALISING SHOUT: The Purple Dragon Knight can not be swayed, turned or stopped and they may use this to their advantage to plant the seed of fear into the hearts of their enemies. It's effect is limited to approximately 10 feet from the caster.
- Causes fear in all enemies who can hear the shout unless they save vs. spells at +2.
- Fear effect lasts for 4 rounds.
- The saving throw bonus is reduced by 1 at 5th (+1), 9th (no bonus), 13th (-1), 17th (-2), 21st (-3) and 25th (-4) level.
Disadvantages:
- May not use Lay on Hands
- May not Turn Undead
- May not use missile weapons
-----Druid-----
HIVEMASTER: The Hivemaster comes from a seclusive order of druids who see balance in the lifestyle of the arachnid; they seek to emulate the physical characteristics of their chosen animal without sacrificing their current strengths, as such their shapeshifting serves to augment their existing physical prowess, rather than completely alter it creating a hybrid creature that is much more than the sum of its parts. They have become accustomed to the spiders bite and webs, but have also gained some of their frailty.
Advantages:
- Immune to all forms of Poison
- Immune to the effects of the Web spell
- May shapeshift into the form of a huge spider, disabling magic but granting the following bonuses:
- 1st Level: 1d6 damage, extra 1/2 attack per round, 5 extra hit points, +1 bonus to strength and dexterity, +1 additional poison damage per hit
- 6th Level: 2d4 damage, extra 1/2 attack per round, 10 extra hit points, +2 bonus to strength and dexterity, +2 additional Poison damage per hit, +1 bonus to THAC0, all attacks are now considered to be made by +1 weapons
- 11th Level: 2d5 damage, 1 extra attack per round, 20 extra hit points, +3 bonus to strength and dexterity, +4 additional poison damage per hit, +2 bonus to THACO, all attacks are now considered to be made by +2 weapons, slow the target for 5 seconds on a successful attack (save vs. spells to avoid)
- 16th Level: 2d6 damage, 1 extra attack per round, 40 extra hit points, +4 bonus to strength and dexterity, +6 additional poison damage per hit, +3 bonus to THAC0, all attacks are now considered to be made by +3 weapons, slow the target for 10 seconds on a successful attack (save vs.spells at -3 to avoid)
- 21st Level: As above but weapons do 2d7 damage, 1 and 1/2 extra attacks per round
Disadvantages:
- -2 Constitution
- 20% increased vulnerability to crushing and cold damage.
- Loses access to all shapeshift forms other than the spider
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