Jump to content


Photo

Blackguard fighter kit for BG2, by x0abar

fighter kit blackguard bgt bgtutu bg2 evil

  • Please log in to reply
13 replies to this topic

#1 x0abar

x0abar
  • Member
  • 10 posts

Posted 17 May 2013 - 11:34 AM

File Name: Blackguard fighter kit for BG2, by x0abar
File Submitter: x0abar
File Submitted: 17 May 2013
File Category: Miscellaneous Released Mods

Blackguard fighter kit for BG2 (BGT, BGTutu), by x0abar


This mod allows you to choose a new kit for your character when starting a new game. Its intention is to let you create a character that is as close to the idea of "evil paladin" as is possible within limits of the BG2 engine.
When making this mod, my priorities were as follows: to keep it simple, relatively bug free, avoid making it overpowered, make the kit useful from 1st level to 40th, and avoid placing too many restrictions that would limit your gameplay choices. You decide if I managed to do any or all that. I hope you'll enjoy it!
 

>>>Description<<<


BLACKGUARD: The Blackguard epitomizes evil and is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the Blackguard is hated and feared by all. Some people call these villains "antipaladins" due to their completely evil nature.


Advantages:
- Immune to fear
- May cast Doom once per day per 3 levels, as first level priest spell of the same name (starting at 1st level with one use)
- May use Poison Weapon ability once per day per 5 levels (starting at 1st level with one use)
- May use Aura of Despair ability once per day at 2nd level and every 10 levels thereafter
- May use Life Drain ability once per day at 4th level and every 8 levels thereafter

Disadvantages:
- Must be evil
- May not specialize in weapons past normal specialization (two proficiency points)


POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target, dealing an extra 1d3 points of poison damage. Furthermore, unless a Saving Throw vs. Poison is made, the poison will be injected into the bloodstream of the victim dealing one additional point of damage for every 2 levels of the Blackguard (up to a maximum of 10 points of damage over 10 seconds).

LIFE DRAIN: Deals one point of damage per level (up to a maximum of 20) every round, healing the Blackguard the same number of Hit Points. The spell lasts for 3 rounds, and the victim is allowed a Saving Throw vs. Death at the beginning of each round to break the enchantment and avoid any further damage.

AURA OF DESPAIR: Bestows nearby enemies with penalties to hit, damage and Armor Class for one turn (no save). At higher levels, the enemies must also make a successful Saving Throw vs. Spell to avoid being slowed or paralyzed for 5 rounds.
2nd level: -1 penalty
6th level: -2 penalty; slows enemies
15th level: -4 penalty; paralyzes enemies

Click here to download this file

#2 smeagolheart

smeagolheart
  • Member
  • 278 posts

Posted 19 May 2013 - 06:38 AM

In Bgee the Blackguard is a Paladin and will get Priest spells like the normal paladin eventually, no?   It seems like this is the best that can be done to get it into BG2 engine like you mention barring a TObEX style thing that allows evil paladins that don't become fallen paladins.  Thanks!



#3 x0abar

x0abar
  • Member
  • 10 posts

Posted 19 May 2013 - 10:01 AM

That's the case as far as I'm aware, it seems to be hard-coded. Of course if you turn this kit into blackguard-paladin and give it to an NPC, they get priest spells, turn undead ability, and can slaughter the whole Amn without becoming fallen. Life is unfair.

Thank you for trying my mod!



#4 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 19 May 2013 - 10:20 AM

That's the case as far as I'm aware, it seems to be hard-coded. Of course if you turn this kit into blackguard-paladin and give it to an NPC, they get priest spells, turn undead ability, and can slaughter the whole Amn without becoming fallen. Life is unfair.
Thank you for trying my mod!
Actually this kit could be converted to the "Fallen Paladin" kit... by just ovewriting the correct .2da file instead. Well that and some autocast spell in the case to cause the kit description overwrite.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 x0abar

x0abar
  • Member
  • 10 posts

Posted 19 May 2013 - 11:00 AM

Actually this kit could be converted to the "Fallen Paladin" kit... by just ovewriting the correct .2da file instead. Well that and some autocast spell in the case to cause the kit description overwrite.

 

But do you know which file? I checked blackguard kits made by others before making mine, and no one managed to do what you said. I always assumed that the fall is hard-coded. I didn't dig very deep though...



#6 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 19 May 2013 - 01:02 PM

But do you know which file? I checked blackguard kits made by others before making mine, and no one managed to do what you said. I always assumed that the fall is hard-coded. I didn't dig very deep though...
The fallen paladin gains the CLABPA05.2da 's abilities, of course there are barely any in the default games, but ... overriding it and making the character fall by setting the flag intentionally will get you the effect you wish. Except the kit description... could get ghosted. And then you are actually reverting the character to a Fighter kit... if you set the Fallen status intentionally- if I remember correctly, I am almost sure I do actually. :devil:

Edited by The Imp, 19 May 2013 - 01:46 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#7 smeagolheart

smeagolheart
  • Member
  • 278 posts

Posted 19 May 2013 - 02:01 PM

so the fallen paladin is a fighter.   No reason to give him skills because it's the same as this a fighter kit.  Unless - roleplay.



#8 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 19 May 2013 - 02:23 PM

so the fallen paladin is a fighter.   No reason to give him skills because it's the same as this a fighter kit.  Unless - roleplay.
Well you retain the paladin classes item restrictions ... and if I failed before, you could still use the Paladin XP table etc. I would need to run a fallen paladin by this point ... or a Classic Adventure game. :D

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#9 x0abar

x0abar
  • Member
  • 10 posts

Posted 20 May 2013 - 05:32 AM

The fallen paladin gains the CLABPA05.2da 's abilities, of course there are barely any in the default games, but ... overriding it and making the character fall by setting the flag intentionally will get you the effect you wish. Except the kit description... could get ghosted. And then you are actually reverting the character to a Fighter kit... if you set the Fallen status intentionally- if I remember correctly, I am almost sure I do actually. 

 

I've done a quick check and it looks very promising, thanks! The description and alignment don't change, and the character is called fallen paladin (or fallen inquisitor, cavalier, undead hunter). But, he keeps the paladin XP table, spellcasting and turn undead, and gets new abilities.

I will have to see what can be done with it, at the very least I can make a blackguard paladin that keeps his blackguard kit when becoming fallen. Of course then this kit would be open to humans only (or is there a way to open paladin class to non-humans?). Or I could include both a fighter and a paladin kit, so many choices...

 

Looks like it's time to start working on version 2   :D



#10 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 20 May 2013 - 05:38 AM

Well, I hear you can't make a Dwarf paladin, but you can do all the rest if you install the ToBEx and use the tweak to extend the class selection:

 

-Remove all race-class restrictions
Enables all classes to all races, except for dwarven paladins because dwarves do not meet the charisma requirement to be paladins.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#11 x0abar

x0abar
  • Member
  • 10 posts

Posted 20 May 2013 - 07:23 AM

That would work, I guess I could include it as an option during the installation. But I bet even TobEx can't make paladins able to dual-class. I think I will keep the fighter kit and add a paladin kit as a second option once I figure out how to make it work.



#12 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 20 May 2013 - 10:56 AM

But I bet even TobEx can't make paladins able to dual-class.
Nope, cause the game would crash in every case wihout an extensive hacking of the classes to redefine all the duals to as a side multiclasses.
Yep, you noticed that you can only dual to and from an existing multiclass template ? It's cause the game needs the class template to actually give the character it's level structure etc. So making a Ranger to Druid, and vise versa dual will crash the game no matter what.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#13 Cal Jones

Cal Jones
  • Modder
  • 1168 posts

Posted 21 July 2013 - 01:06 PM

Just wanted to say thank you for this mod - I'm trying it in my current game and it works really well. One of the more useful custom kits available. Congratulations.



#14 x0abar

x0abar
  • Member
  • 10 posts

Posted 27 July 2013 - 10:41 AM

thanks!

it's just my small contribution to keeping infinity engine modding alive - forever :D