Warrior Kit Pack


Post your suggestions, ideas, comments on the mod's forum!.

Visit Warrior Kitpack forum

 
 
Warrior KitPack
 
 
 
 

Gaming Section / Mods / Warrior Kitpack

WARRIOR KITPACK

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.