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Author: Windwalker
Game: Baldur's Gate II and BG1Tutu
Status: RELEASED
It is fully compatible with BG1Tutu and BGII: SoA & ToB.
The Warrior Kitpack contains 7 completely new kits for Baldur's
Gate II (Shadows of Amn or Throne of Bhaal). The mod was created
in an attempt to give the player a few more alternatives in
the choice of a fighter or a ranger character, and spur the
interest for the paladin class. The kits that are contained
within this mod were taken (the majority at least) straight
from Prestige Classes in Dungeons and Dragons 3e books, therefore
giving the player the chance to play some of the most intriguing
prestige classes (such as the Peerless Archer and Hordebreaker)
of the pen and paper game in Baldur's Gate 2.
Basically, this mod will add:
3 completely new kits to the paladin class:
the Knight Hospitaller, the Knight
Templar and the Heraldric Knight.
2 completely new figher kits: The Hordebreaker
and the Peerless Archer.
2 completely new ranger kits: The Forest
Guardian, and the Wild Scout.
Enough with the introductions, let's get to see the kits themselves!
Paladin Kits:
KNIGHT
TEMPLAR
Sworn to the defense of a temple site, the
templar is a holy warrior blessed by his deity with combat
prowess and great endurance. He bears his deity's favored
weapon into battle and fights hir deity's enemies without
question or hesitation. In addition to defending the temple
itself, a templar may be charged with additional duties, including
a campaign to attack foes on their own home ground.
Advantages:
-Gain 2% resistance to all types of melee and ranged attacks,
due to their exercise in combat tactics at levels 1,4,7,10,13,16,19,22.
-Gain a +4 to the Save vs Spells save at level 1.
-Gain the "Bull's Strength" Ability at level 10.
Bull's Strength: Character gains 1d4 +1 strength Bonus for
20 seconds.
-Gain the "Smite Infidel" Ability at level 12. Smite
Infidel: The Templar gains a +4 to THAC0, and inflicts maximum
damage/hit. Lasts only for 5 seconds.
-May choose to be either Lawful Good or Lawful Neutral. In
either case, however, the Templar still has to keep a high
reputation or fall from Grace.
Disadvantages:
-No Lay on Hands Ability.
-Must have 16 minimum Strength.
KNIGHT HOSPITALLER
It is the duty of knights hospitaller to
protect people traveling on religious pilgrimages. Over the
years, this single duty has expanded to include the construction
and administration of hospitals and refugee facilities. Hospitalers
are a fighting force of necessity, sworn to poverty, obedience,
and the defense of those in their care.
Advantages:
-They get to cast the "Lay on Hands" ability one
more time per day at level 1.
-Can cast "Cure Light Wounds" as an innate Ability
once per day for every 4 levels of the Caster. This means,
that they get an extra Cure Light Wounds at levels:1, 4,8,12,16,20.
-Can "Ilmater's Touch" once per day for every five
levels of the caster (at levels 5,10,15,20).
Ilmater's Touch: Using this ability, the caster can invoke
his deity's power at will, focusing it on a target, who is
afterwards cured 20 hit points, has blindness, disease, poison,
berserk, confusion etc dispelled.
-Can "Dispel Magic" once per day.
Disadvantages:
-They get a -2 to maximum Constitution at creation, due to
their reduced interest in developing their clerical powers.
-Must have a fairly good wisdom score of 15.
HERALDRIC KNIGHT
Heraldric Knights are closer to the clergy
of the faith they follow than most paladins. While they are
Knights, they have spend half their life far from the battlefield,
in temples and libraries, trying to learn as much as possible
about their deity, their faith and other religions. Therefore,
a Heraldric Knight is a studied scholar, but also a capable
warrior, an exemplar of honesty, piety and loyalty. Heraldric
Knights are often seen as missionaries, thanks to their most
valuable abilitites at spreading their knowledge through preaching.
Advantages:
-Gain +1 to wisdom score at level 10.
-Gains a +2 to his Lore Score for every level up.
-Gains a +5 to his Save vs Spells saving throw.
-Gains 2 extra spell slots at every Spell Level.
-Gains lots of clerical spells as innate abilities every level
up. They are listed below:
At Level 8: Sanctuary, Remove Fear, Cure Light Wounds, Bless
At Level 10: Know Alignment, Aid
At Level 12: Cure Medium Wounds, Rigid Thinking
At Level 14: Mental Domination
At Level 16: True Seeing
At Level 18: Physical Mirror
At Level 20: Greater Restoration
Disadvantages:
-The Heraldric Knight, although a warrior, is closer to his
cleric nature than he is to his warrior nature. Therefore,
Heraldric Knights may become proficient in weapons allowed
to the cleric's class.
-May not devote any proficienct slots at all to the "Two-weapon
Fighting" style.
-Must have 18 minimum Charisma.
-Must have 16 minimum Wisdom.
-Has a -2 to Constitution at creation.
Note: The above 3 restrictions actually mean the Heraldric
Knight has lower strength and constitution scores, making
him weaker than most warriors in battle. His spells and charisma
make up for this, however.
Fighter Kits:
HORDEBREAKER
Many folk of the Lands of Intrigue harbor
a special hatred for the tribes and hordes of humanoids that
constantly threaten to destroy the civilized way of life in
the region. This antipathy is so great for some that it borders
on paranoid obsession, and these folk sometimes swear enmity
against one of more races of humanoids that gather in large
groups - especially those that gather in the mountain hordes.
In the opinion of these fanatics, there is no greater danger
facing the world than the ever-growing humanoid horde menace,
and they believe it's up to them to fight it.
Advantages:
-The hordebreaker starts with 10 additional hitpoints, and
gains 1 extra hit point every level.
-Gains a +1 THAC0 bonus to all attacks.
-Moves faster than any usual warrior.
-Can devote a maximum of three specialisation slots to the
"Two Handed Weapon" and "Two-weapon" fighting
styles.
-At level 12, gains +1 to his strength score.
-May berzerk once per day.
-Can see a bit further than most warriors.
Disadvantages:
-Cannot be of any lawful alignment, and in no case can they
select the Neutral Good alignment.
-Require 17 strength, 13 dexterity and 9 constitution at least.
-Has a -2 to Charisma score on creation.
-May devote maximum 4 proficiency slots to any weapon chosen.
-Cannot dual-class, due to too much specialisation in his
class.
-May only wear leather or studded leather armor.
PEERLESS
ARCHER
Many armies boast units of soldiers who use
a bow as their primary weapon, but most do not possess the
discipline to gain the kind of expertise that the peerless
archer has. The peerless archer devotes her life to perfecting
her skill with the bow. All other concerns are secondary.
For her, the perfect momen in life occurs when the arrow is
loosed and everything depends upon the accuracy of her eye,
the steadiness of her hand, and her understanding of the chosen
weapon. For the most skilled archers, life is lived to its
fullest in that moment. Perfection is a bullseye, and everything
else is irrelevant.
Advantages:
-Gains +1 to his ranged THAC0 score at levels: 1,4,7,10,13,16,19,22,25,28,31,34,37,40.
-Gains +1 to his ranged damage score at levels: 1,4,7,10,13,16,19,22,25,28,31,34,37,40.
-May create 40 simple arrows/day as an innate ability. This
ability is granted at level 1, and is doubled at level 10.
-May create 10 arrows +1 as an innate ability once/day. This
ability is granted at level 12.
-Gains the "Sharpshooting" ability at levels 8,
10, 12 and 14.
SHARPSHOOTING: The Peerless Archer gains + 4 to his ranged
THAC0 score and +4 to his ranged damage score for 5 seconds,
therefore allowing him to inflict greater damage to his ranged
opponents.
-Gains the "Lethal Shot" Ability at level 16.
LETHAL SHOT: Using this ability, a peerless archer targets
a specific body part of the target, and unleashes a storm
of arrows one after another within seconds. His attacks are
doubled, his ranged THAC0 and Ranged Damage gain +5. The ability
lasts only for 4 seconds, however, and shouldn't be wasted.
Disadvantages:
-Requires 17 dexterity at minimum.
-May not wear armor greater than studded mail.
-May not be dwarven.
-Can only reach 5 proficiency points at ranged weapons. All
other weapons are limited to 1 proficiency point at maximum.
-While the Peerless Archer is an excellent marksman, his extreme
specilisation in the bow and other ranged weapons make him
weaker at melee combat. He has a -1 on his Melee THAC0 score.
-Cannot dual-class to any class, except for the thief (although
it would be a waste of his talent), due to his exceptional
specilisation.
Ranger Kits:
WILD SCOUT
Wild scouts are the spies of the wilderness,
traversing the open and wild country in search of valuable
information. They are a boon to whoever employes them, though
their services are often expensive. Good wild scouts seek
out and report on the movements of evil creatures and forces
in the wilderness, usually on behalf of a noble or community.
Neutral Wild Scouts often work for rich employers, searching
the wilderness for whatever they hired by their employer.
Advantages:
-Gains 50% Bonus to his Hide in Shadows Score.
-Can Cast "Invisibility" twice per day. This becomes
4 times a day at level 14. Note that the invisibility spell
affects only the caster.
-Can Cast "Improved Invisibility once per day at level
10. The spell affects only the caster.
-Can Cast "Shadow Door" once per day at level 12.
-Can Cast "Non-Detection" 1 time per day for every
level of the Wild Scout.
-Moves a lot faster than most rangers.
-Can Cast "Haste" once per day at level 14 only
on himself.
-Can Cast "Improved Haste" once per day at level
18 only on himself.
Disadvantages:
-May not be of any lawful alignment.
-Cannot wear more than studded leather armor.
-The Wild Scout is a very specialised ranger, therefore, he
cannot dual class.
-In order to be able to perform all the feats mentioned above,
the Wild Scout needs at least 18 dexterity, 15 Constitution
and 14 intelligence.
FOREST
GUARDIAN
Inspired by a desire to develop a deeper
connection with nature, the Forest Guardian is a warrior devoted
to the protection of the forests and the wilderness. However,
he is not a simple warrior, as, in order to come closer to
the natural being inside him, he needs to develop his spiritual
self as well. Warriors like the Forest Guardian are scarce,
and are most often confused for simple rangers. Few can realise,
however, the abilities and strengths of the Forest Guardian.
Advantages:
-Can Cast "Entangle" once per day for every 2 levels
of the caster.
-May Cast "Shillelagh" once per day. This becomes
twice per day at level 10.
-May shapeshift to wolf, like a druid does, at level 8.
-Has 5% resistance to poison.
-May Cast "Animal Summoning I" at level 11.
-Can "Conjure Animals" at level 16.
-Due to his touch with Nature, he regenerates slowly.
Disadvantages:
-May not wear armor greater than studded leather.
-May not dual-class.
-Requires 16 minimum wisdom.
-The Forest Guardian is an exemplar of good behaviour, due
to his rule as a guardian and protector. Therefore, if his
reputation drops below 7 (instead of 4), he becomes fallen.
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