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requiem22

Member Since 16 Dec 2012
Offline Last Active Feb 02 2013 04:05 PM

Topics I've Started

[MOD] BG:EE Recoloured Skin

16 December 2012 - 03:14 PM

This is a recoloured GUI from blue to brown which hopefully makes things a bit easier on the eyes, as previously posted over on the baldursgate.com forums.

Click here to download and for more screenshots

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[MOD] BG:EE Kitpack

16 December 2012 - 01:39 PM

File Name: BG:EE Kitpack
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.

 

 

SCOUT: The scout is an expert in using surprise, misdirection and the environment to his advantage; part spy and part sniper, the scout is always watching and waiting, his arrow drawn and ready for action. Highly skilled in the use of the shortbow and the light crossbow, they feel no need to hide from the sight of others, preferring instead to blend themselves into a crowd, that they might study their targets and their surroundings more easily. Have no doubt though, that the scout is also incredibly good at creating mayhem and panic. He will not hesitate to do so if it grants him an advantage.
 
Advantages:
- May achieve High Mastery with Shortbows and Crossbows
- Moves faster than normal characters
- May use Explosive Arrow once per day per 5 levels, up to a maximum of 4 uses at level 21.
 
EXPLOSIVE ARROW: The Scout dips his arrowheads in a highly volatile liquid. For the next 10 seconds all ranged attacks detonate on impact, causing a huge ring of flame to erupt from target. This does 1d2 damage per level (up to a maximum of 20d2 at level 20) and affects both allies and enemies. 
 
Disadvantages:
- May only distribute 15 skill points per level among thieving skills.
- Can only set snare once daily per 7 levels rather than once daily per 5 levels.


-----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.

 

SLINGMASTER: Often found in frontier settlements where little formal battle or weapons training is available, the slingmaster has honed their skill with the humble sling to almost unrivalled levels. Rather than just a weapon, the slingmaster uses their sling as a multi-tool to disable, incapacitate, control and neutralise any person (or creature) necessary. In order to maintain the flexibility and freedom of movement they need to ensure their accuracy they wear only the lightest of armours. Tales have been told of slingmasters who can kill their prey with a single shot, although these are likely the subject of much embellishment. 
 
Advantages:
- Can achieve Grand Mastery (5 Points) with slings
- Can use trick shots twice a day as he levels up which add special effects to all sling throws, when a trick shot is activated all attacks in the next 15 seconds have an 80% chance to be enhanced as follows (enemies may save vs.death at -2 to avoid the effects):
 
1st Level: Blind shot - The Slingmaster aims for the eyes, blinding the target for 2 rounds.
 
5th Level: Silent shot - The Slingmaster aims for the throat, silencing the target for 2 rounds.
 
9th Level: Slow shot - The Slingmaster aims for the feet, shins and ankles, slowing the target for 2 rounds
 
13th Level: Daze shot - The Slingmaster aims for the forehead or the back of the head, stunning the target for 2 rounds
 
17th Level: Death shot - The Slingmaster draws all their strength and aims for the most vulnerable part of the enemy, killing the target outright
 
Disadvantages:
- Cannot become proficient at all in other ranged weapons
- Can only become proficient with melee weapons
- May not wear heavier armor than leather


-----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.

 
Advantages:
- Gains a +1 bonus to all saves at levels 3 and 13.
- Gains a +1 bonus to AC at levels 1, 5, 9, 13 and 17
- Gains 2% Crushing, Piercing, Slashing and Missile resistance every 3 levels.
 
Disadvantages:
- Can only use 1-Handed weapons with any skill, and can only achieve normal mastery in these weapons.

 

FLAMETOUCHED: The flametouched are a group of warriors who undergo intense exposure to, and sometimes even prolonged training on the Inner Elemental Plane of Fire. Although they feel a special affinity towards fire they actually focus their efforts evenly on the destruction of all elementals who wander into the Prime Material Plane, empowering their attacks with the raw essence of flame. However as time goes by and their mastery of the flame grows, so does their susceptibility to the cold and the wet. They tend to avoid metallic armours as these conduct far too much heat and can endanger the wearer.
 
Advantages:
- +3 bonus to hit and damage against all elementals
- +1 bonus fire damage per 4 levels up to a maximum of +10 at 37th level
- Gains 5% fire resistance per 3 levels
 
Disadvantages:
- Suffers -5% cold Resistance per 3 levels
- May not wear any metal armor
 
FROSTWIELDER: Many a Planewalker has visited Faerun on their endless travels, and it is thanks to them that sages know about the vortices - elemental rifts that directly connect the Prime Material Plane with the Inner Elemental Planes. Planewalkers usually avoid using them for transport, however, because they tend to form in inhospitable locales directly related to the element of the plane they connect to. Needless to say, this doesn't bother the various indigenous creatures that wander through such gateways to terrorize the people on the other side. Frostwielders are weathered warriors, sworn to hold these unwanted visitors from the Inner Elemental Planes at bay. They undergo extreme training in the Paraelemental Plane of Ice and gradually the prolonged exposure to the energies of this place alter their very being. 
 
Advantages:
- +3 bonus to hit and damage against all elementals
- +1 bonus cold damage per 4 levels up to a maximum of +10 at 37th level
- Gains 5% cold resistance per 3 levels
 
Disadvantages:
- Suffers -5% fire Resistance per 3 levels
- May not wear any metal armor
 
WIZARD SLAYER: This warrior has been specially trained by their sect to excel in hunting and combating spellcasters, particularly arcane spellcasters. Both their resilience to magical attack and their deadliness against arcane opponents are considerably increased over the standard warrior, however their intense dislike of magic means they use only the bare minimum of enchanted items.
 
Advantages:
 
- Each successful melee or ranged hit bestows a 25% chance of arcane spell failure on the target for the next 5 rounds (this is not cumulative).
- Gains 3% Magic Resistance per level up to level 10, and 4% per level thereafter.
- Gains a +1 bonus to saves. vs spells at levels 1, 7 and 13.
 
Disadvantages:
 
- May not use any magical scrolls, rings, amulets, cloaks or potions (apart from healing potions).
- May not dual-class to Mage.~


-----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

 

SHADOW DRUID: A splinter group of the main druidic order, often viewed as a ruthless sect, Shadow Druids engage in very aggressive protection of nature, often relying on violence to achieve their aims. While as close to nature than their brethren in term of powers and beliefs, the Shadow Druids will not hesitate to call upon the most shady forces of nature to achieve their goal. Some of them have developed powers other druids haven't through dark and bloody rituals, altering their druidic traits. However all of this power comes at a price, and the earth forever takes a piece of the shadow druid as payment.
 
Advantages:
 
- Gains alternative shapeshifting forms at 6th Level: Leopard, Panther and Winter Wolf
- Becomes immune to Level drain rather than poison at 15th level.
- Gains 5% magic resistance at levels 5, 10 and 15
- Gains two innate abilities, each may be used once per day per at 1st level, increasing to twice per day at 8th level:
 
*NOTE: Both of these abilities also have a HP cost as the earth demands something in return for giving up its power, if you use these when your HP is too low it will kill you!*
 
- Earthen Shield (Cost - 15% of Current HP) : The druid calls upon the soil, the stones, the branches and the very elements themselves to shield them from those who would defile nature. This grants a +5 bonus to AC and 50% Magic Damage resistance for 5 rounds.
- Nature's Swiftness (Cost - 25% of Current HP) : The druid taps into the primal lifeflow of nature, absorbing it to temporarily hasten all of their actions. Casting and movement speed are improved by 3 and the caster gains an additional 2 attacks per round for 5 rounds.
 
Disadvantages:
 
- May not wear heavier armor than leather.
- Incurs a -2 penalty to Strength and Constitution
 
-----Bard-----
 
FLAGELLANT: Bards are commonly known for their charm, humour, wit and spectacular tales of victory against impossible odds. Indeed, many think that all bards are only fascinated with epic ballads of valour and heroism. In reality, however, there exists a much darker breed of them who spreads the word of Loviatar. Their lieder and lyrics describe depraved scenes of sadistic torture and torment carried out in the name of the Willing Whip. They will use their natural charm anD charisma to get close to their victims and learn how to hurt them in the greatest possible manner. These sadomasochistic bards willingly harm themselves throughout their painful recitations. In return for their loyalty and fanatical devotion, Loviatar will spread and multiply their suffering to all who can hear their distorted screams.
 
Advantages:
 
- May specialise in flails.
- Geisslerlied (Bard Song): The flagellant sings geisslerlieder while flagellating themself repeatedly. Any damage they inflict on themselves is radiated to any enemy who hears these painful melodies.
 
GEISSLERLIED: This self-multilation act gradually saps the flagellant's health at a rate 1 hit point per round for every level they possess, up to a maximum of 20 hit points of damage per round at 20th level. Enemies take 1d4 points of damage per level of the flagellant, up to 20d4 points of damage at 20th-level. Enemies who successfully Save vs. Death take only half the damage.
 
Disadvantages:
- Only has one quarter the normal Pick Pockets score.
- Must be of evil alignment.
 
CATHOLICON: The Catholicon is a bard whose travels have shown him great suffering, pain and peril. Instead of allowing it to consume him, he has focused all of his efforts on expanding his magical repertoire to cure almost all known ailments through his empowering songs. His music literally heals the sick and return madmen to their senses.
 
Advantages:
 
- May use Wondrous Salve ability once a day per 5 levels
 
WONDROUS SALVE: Heals the target 1d2 hit points per level of the Catholicon.
 
- Gains an alternative bard song, Panacea.
 
-PANACEA: This is the Catholicon's song, it cures and imbues immunity to the following conditions while played. The effects are cumulative:
 
Level 1: Poison and Disease
Level 5: Blindness, Deafness and Sleep
Level 10: Slow and Silence
Level 15: Confusion, Rigid Thinking, Fear and Charm
Level 20: Stun and Feeblemind
 
Disadvantages:
 
- No pick pockets ability.
~
 

 


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