PS.: I don't want to be outsmarted but maybe just add bonuses and tables from http://baldursgate.wikia.com/wiki/Monk? And I mean only Fist and AC table -
Well, I would kinda hate to make the kit more powerful still, it already has the vanilla monk bonuses, and the Sword and Fist mod or whatever mod that gives the AC bonuses ... it's kinda over powered especially as the Sorcerer kit can also cast Shield, Armor and other protective spells that totally blow out the natural defenses that come out with say Full Plate armors, even if they are magical +5's etc.
In the vanilla game; Say you put on the Level 3 spell: Ghost Armor, which sets AC to 2, taking the DEX bonuses out because the warrior have them too and ~15th level character having a +7 from the monk bonuses if included, gives you a total better than the Full Plate armor +5. And in the Vanilla game, there's no +5 Full Plates, just +3 on the very end(yeah, there's the specific AC bonuses for different types of attacks, but that's really a different thing, that can also be compensated using another invisibility spells for example).
I can do that but, should I really ? And that's just one spell, the Sorcerer has tons of them.
The HPs thing is a like, the kit has actually an increased HPs at the start due to the way it's started and it's actually awkward to reset without a particular ruleset and aimed CON bonus. So I left these out for now.
The melee table is good reference though, so thanks for pointing towards it, will acclimate a part of it. Hmm, should I add increase the fist attacks to 4 ? The Thac0 is actually already a -4 at level 22, I would like to remove something to compensate...
And, I will include the custom sorcerer table to the HLA's.
Edited by The Imp, 13 April 2014 - 06:36 AM.
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.