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Grammarsalad avatar Grammarsalad commented on August 28, 2024

Spells & Magic

This mod aims to increase player options by adding new and revised spells, as well as new options for spellcasters (and, in some cases, non-spell casters).

Special Note: EEex

This mod does not require EEex , but many of the components will either work best with EEex installed, or will unfortunately be dependent on EEex (because there is no other reasonable way to implement the component). As such, I encourage you to click on the link and install EEex if you are able.

Components Overview

Spells & Magic: 101-103: New Spells

This group offers new spells, either imported from Icewind Dale, or Really new spells created from scratch (with a lot of help!). See the next section for Spell Descriptions.

Known Issues (New Spells):

  • The illusory summoning spells (Phantasmal Force, Improved Phantasmal Force and Spectral Force) added by this mod allow players to bypass the normal limits on summoned monsters (i.e. they will be able to summon the maximum plus any creatures summoned by these spells.)
  • Ranger Exclusive spells like Stormbow can become available to druids where their alignment restrictions have been expanded. Specifically, druids that can become something other than morally neutral will have access to these spells.

101: All new spells (including IWDEE spells if applicable)

This component installs all new spells provided by this mod. That is, it will install both the Icewind Dale spells (if applicable), and the 'new new' spells offered by this mod. See the Next Section for Spell Descriptions.

102: IWDEE spells only

This component will only install IWDEE spells if they are not already installed.

103: New spells only

This component will only install the unique spells offered by this mod.

Spells & Magic: 111 - ???: Cantrips: Infinite Innate: Components

These components offer innate infinite cantrips to various divine and/or arcane classes. This component interacts with the 300 series of components (i.e. Cantrips: 1st level Cantrips) in that no class will have access to both infinite innate and 1st level cantrips. So, for example, if you have infinite cantrips for all arcane classes installed, and you install 1st level cantrips for all classes, then only divine classes will get access to 1st level cantrips.

See the Next Section for Cantrip Descriptions.

111: Infinite Innate Cantrips for all divine and arcane classes

This component adds infinite innate cantrips to all divine and arcane classes. If this component is installed, there will be no option to install 1st level cantrips

112: Infinite Innate Cantrips for all divine classes

This component adds infinite innate cantrips to all divine classes. If this component is installed, divine classes will not have an option to cast 1st level cantrips.

113: Infinite Innate Cantrips for all arcane classes

This component adds infinite innate cantrips to all arcane classes. If this component is installed, arcane classes will not have an option to cast 1st level cantrips.

Spells & Magic: 201-???: Performance Fatigue

This group of components adds an extra cost to spell casting: fatigue.

Known Issues (Performance Fatigue):

301: Performance Fatigue:

Spells & Magic: 301-???: Unique Spell Lists

This group of components gives unique spell lists to different spell casting classes and kits.

Known Issues (Unique Spell Lists):

301: Unique Spell Lists:

401-???: Turn bonus by Charisma

This group of components applies charisma bonuses to the turn attempts of clerics and/or paladins (as well as other classes that might get access to turn-like abilities).

Known Issues (Turn bonus by Charisma):

401: Turn bonus by Charisma:

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Spells & Magic: 501 - ???: New Items

This group offers new magic items, either imported from IWDEE or completely new creations.

501: Install All new items (including IWDEE items if applicable)

This component will install all new items, including IWDEE and unique items offered by this mod.

Spells & Magic: 601 - ???: Spontaneous Casting

This group of components offers various implementations of 'Spontaneous casting' for divine classes. By Spontaneous Casting, I mean that affected characters can spontaneously 'convert' their existing spell slots to other spells, like the 3e+ cleric's ability to convert their spells to cure or inflict spells.

Known Issues (Spontaneous Casting):

601: Spontaneous Casting (By Pecca)

Spells & Magic: 701 - ???: Use Scroll

This group of components allows certain classes and kits use scrolls that they would not otherwise be able to use.

Known Issues (Use Scroll):

701: Use Scroll:

Spells & Magic: 801 - ???: Illusion immunity for high int

Known Issues (Illusion immunity for high int):

801: Illusion immunity for high int:

Spells & Magic: 901 - ???: Magical Defense Adjustment

Known Issues (Magical Defense Adjustment):

901: Magical Defense Adjustment:

Spells & Magic: 1001 - ???: Spell Power for high attributes

Known Issues (Spell Power for high attributes):

1001: Spell Power for high Charisma:

Spells & Magic: 1101 - ???: Variant Turning

Known Issues (Variant Turning):

1101: Variant Turning:

Spells & Magic: 4001 - ???: Magic Item Creation

This group of components deal with magic item creation and recharging. These components allow players to create scrolls, potions and wands, and they allow players to recharge wands. There are a number of different creation subsystems for each, and users can install different subsystems for different items. These components can also interact with the proficiency system (see below for details).

This component adds new magic items, and item creation.
The general description of each component can be found below. For a more in depth description of each, see the following sections.

Note

The added items are identical to those added by Spells and Magic and B_Kits. However, consumable magic items--in particular scrolls and wands--work slightly differently in these three mods. These mods are completely compatible, however, and any changes will be noted in the description.

Known Issues (Magic Item Creation):

4001: Install the Standard (Simulated PnP) version of Item creation for all casting classes

This component will install the standard version of Item Crafting and tries, as much as possible, to emulate standard pnp rules.

Spells & Magic: 5001 - ???: High Level Abilities

This group of components deal with high level abilities, either adding new HLAs, modifying existing HLAs, or both.

Known Issues (High Level Abilities):

from b_kits.

Grammarsalad avatar Grammarsalad commented on August 28, 2024
<style> .phb#p1{ text-align:center; } .phb#p1:after{ display:none; } </style>

B_Kits

(aka Tools of the Trade)

##### A mod for the Enhanced Editions of Baldur's Gate I and II and Icewind Dale I


##### Grammarsalad ##### Version 0.01.14 (2019-05-27)

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Overview


The purpose of this mod is to re-balance kits and base classes ala Kit Revisions. This mod (is) will be compatible with Kit Revisions if the latter is installed first. This mod will also offer a number of additional (optional) kits to install.
  1. Revision of base kits for Baldur's Gate games. The mod will offer both a 'conservative' revision, and a 'radical' revision. The latter version will alter the base structure of the classes and kits more radically and will thus be more likely to see compatibility issues with other mods. That said, the goal of all components is to maintain compatibility with all other mods where possible.
  2. New Kits. There will be more 'radical' versions of new kits--only available where 'radical' revisions are installed--as well as more 'conservative' new kits that should be at home in either the (conservatively) revised structure, or in an un-revised environment.

Compatibility: Should be completely compatible with Kit Revisions, Proficiencies, Tome and Blood, Faiths and Powers, Might and Guile, and Rogue Rebalancing. Additionally, this mod will strive to be compatible with all other mods. Please notify the author (Grammarsalad) if you find an incompatibility.

Install Order

TBD

Engine and Mod Compatibility:

Install Proficiencies either before or after the following mods:
  • Faiths and Powers
  • Spells and Magic
Spells and Magic should be installed after the following mods to minimize conflicts:
  • Spell Revisions (v4 beta or later) (?)
  • IWDification (?)
  • More Style for Mages (?)
  • Tome and Blood (?)
  • Deities of Faerûn (?)
Spells and Magic should be installed before the following mods:

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Credits

Special Thanks

This mod would be nothing without the numerous modders, testers and users in the BG community. I can't hope to thank them all, but I'll try to remember everybody. (Please bonk me on the head if I haven't mentioned you, and I will rectify the situation asap).

Subtledoctor: Man, what can I say. He has contributed so much to this mod, directly and indirectly, that I can honestly say that much of the best work in this mod is his.

Aquadrizzt: Much like Subtle, Aqua has helped me with this and other mods in so many ways, both directly and indirectly.

Kjeron: Kjeron is just a Weidu Wizard. This mod would be nothing without his insight and countless suggestions.

Raduziel: Raz has contributed a number of spells to this mod. Just a great guy.

Requiem and Mordeus: For Inspiration and Resources.

IchigoRXC: Ichi has graciously created a number of spell icons for this mod (and Faiths and Powers)

Pecca: For allowing me to include his amazing Spontaneous Casting mod as a component in Spells and Magic.

Bubb: For his brilliant work on EEex. A lot of things in this mod would not be possible without him.

OlvynChuru: OlvynChuru has also contributed greatly to EEex, and again, this mod would not be possible without his work.

Acknowledgements

I would also like to thank the following people for their assistance with, and contributions to, this mod.

  • Wisp and aVENGER, for their Scribe Scroll component in aTweaks (www.spellholdstudios.net/ie/atweaks), which was essential in the creation of the various Crafting components.
  • Anyone who contributed to the mod discussion on the forums, played earlier versions of the mod, or otherwise helped with the creation and development of this mod.
  • The creators of the tools I used while developing this mod, without which this mod would not exist.

Feedback and Suggestions

The following people have been patiently giving me feedback on this and other mods for years.
Ineth,

Tools Used and other resources

  • WeiDu, by Westley Weimer, the bigg and Wisp
  • Near Infinity, by Jon Hauglid and Argent77
  • The Infinity Engine Data Structures Project (IEDSP), maintained by igi and lynx
  • WeiDu Highlighters, by Idobek and cmorgan
  • ConTEXt, by ??
  • NotePad++, by Don Ho
  • homebrewery.naturalcrit.com, for this readme you are looking at: http://www.naturalcrit.com/

Links:

These mods and resources have inspired me. Check them out:

Mods:

Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1
Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1
Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153
Faiths of Faerun: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1
Deities of Faerûn: https://forums.beamdog.com/discussion/69241/kit-pack-deities-of-faerun-v-1-9-7-3-49-cleric-kits-and-more-for-iwd-bg-2-ee-and-eet/p1

Inspiration:

d20 Pathfinder SRD: http://www.d20pfsrd.com/magic/spell-lists-and-domains
**Countless 2e pdfs purchased at drivethrurpg: https://www.drivethrurpg.com/

My other mods:

Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1
Spells and Magic:

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# Component Overview GIVE AN OVERVIEW OF EACH COMPONENT HERE. Describe them more fully below

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Class Revisions

Class revisions alter existing classes in some manner, as opposed to adding kits or interchangeable class features. Class features themselves are divided into 'Conservative' and 'Radical' versions of a given class/kit structure. This mod tries, as much as possible, to allow players to mix and match conservative and radical versions together. So, for example, a player could install conservative fighter revisions with radical bard revisions. However, players should be warned that there might be balance issues, especially when the various class features are added to the mix. We cannot account for everything. That said, we will try to note where balance issues might exist, both here and in individual class sections below.

Known Issues (Class Revisions):

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101-???: The Bard

Description

Also see the Performance Fatigue component in the 'extra' class modifications. That component was originally meant to be a part of all Bard revisions, but I decided to separate it out as that might be too extreme of a change for some.

101: The Bard: Conservative Version

This component will install the 'conservative' bard revision. The overall changes to the Bard class are as follows (see the revised descriptions below for more detail):

  • Bards can be of any alignment

  • Bards can cast spells while wearing up to and including chainmail without penalty.

  • All races will be able to select the Bard class, though not all races will have access to every kit.

  • Bard Songs will be more useful in that they will last a number of rounds after the bard has stopped performing. However, the bard will not be able to use the performance at will as before. Rather, they will have a 'cool down' period, where they cannot use their song at all (alternatively, performance will cost fatigue...)

  • Most bards will have access to multiple performances. The base bard will have access to the rally, countersong, and fascinate performances. See individual descriptions for details.

  • Thief Skills: Bards will have access to more Thief Skills (Requires EEEx).

  • All bards can specialize (++) in any fighting style, and gain mastery (+++) in two weapon fighting.

  • Generally increased Hit Die. See individual descriptions for details.

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Bard Base Class (Revised Base Class)

BARD: The Bard is a rogue, but <PRO_HESHE> is very different from the Thief. The Bard's strength is <PRO_HISHER> pleasant and charming personality. With it and <PRO_HISHER> wits, <PRO_HESHE> makes <PRO_HISHER> way through the world. A Bard is a talented musician and a walking storehouse of gossip, tall tales, and lore; <PRO_HESHE> learns a little bit about everything that crosses <PRO_HISHER> path and is a jack-of-all-trades but master of none. While many Bards are scoundrels, their stories and songs are welcome almost everywhere.

Class Features:

  • Rolls d8 for hit points.
  • Lore increases by 10 per level.
  • May not wear armor heavier than chain mail and may not equip shields larger than bucklers. (Spells can be cast while wearing armor.)
  • Can achieve proficiency (+) in any weapon proficiency.
  • Can achieve specialization (++) in any fighting style, except two-weapon fighting, where <PRO_HESHE> can achieve mastery (+++).
  • Thieving abilities: Pick Pockets and Pick Locks (if EEEx is installed).
  • May use <PRO_HISHER> Performance ability to play any perform ability from <PRO_HISHER> repertoire. At 1st level, <PRO_HESHE> can rally <PRO_HISHER> allies. At 4th level, <PRO_HESHE> can play a countersong. At 8th level, <PRO_HESHE> can fascinate opponents. These songs become more powerful as <PRO_HESH> gains levels as described below. All effects generally last for as long as the bard performs, + 1 round per 5 levels after finishing.
    Performances are taxing, incresing the fatigue level of the bard by 1 for every round <PRO_HESHE> plays. <PRO_HESHE> recovers this fatigue after 1 hour. <PRO_HESHE> cannot perform if <PRO_HESHE> becomes exhausted.

RALLY: When the bard uses rally, <PRO_HESHE> grants all of <PRO_HISHER> allies, including <PRO_HIMHER>self, a +1 bonus to attack rolls, damage rolls, and saving throws. At 6th level, all allies are also protected from fear. They gain immunity to fear effects for as long as the song lasts, and any fear effects currently on them are removed. At 12th level, all allies also gain +1 to luck, which grants an additional +1 to all saves, and a +10% bonus to all of their thieving skills. In addition, the bonuses to attacks, damage and saves increase to +2 (for a total of +3 to saves). Finally, at 17th level, the the bonuses to luck increases to +2, with it the additional save bonus increases to +2, and the skill bonuses increase to +20%, and the bonuses to hit, damage and saves increase to +3 (+5 to saves).
In order to perform rally, the bard must remain in place. If <PRO_HESHE> moves, rally ends (though, the effects continue based on <PRO_HISHER> level; that is, 1 round per 5 levels.)

COUNTERSONG: When the bard uses this ability, all of <PRO_HISHER> allies within 30', including <PRO_HIMHER>self are protected from magic, and gain a +3 bonus to save against spells, and a +1 to all other saves. In addition, all allies are permitted to make a save vs. spell (with the bonus), and if they succeed, they shrug off the effects of spells such as Silence, Shout, Great Shout, Command, Greater Command, or any other sound-based attack. At 9th level, allies can also shrug off paralysis, hold, stun, charm, or emotion-based effects, such as fear or berserk, if they make their saves. At 11th level, enemy casters find countersong distracting, and suffer a 15% chance of spell failure while within 30' of the bard. This chance increases to 30% at 16th level. Finally, at 18th level, all allies gain a +5 to their saves vs. spell, and +2 to their other saves.
The bard's movement is reduced by half while performing countersong.

FASCINATE: When the bard uses this ability, all enemies within 30 ft. must save vs. Spell (with a +2 bonus) or become enthralled, unable to take action until 1 round passes or they take damage. Enemies suffer a -1 penalty to this save for every 3 levels the bard possesses beyond 8th level (maximum -4 at 20th level).
The bard must remain still while performing fascinate. If <PRO_HESHE> moves, the effect ends.

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Blade Kit

BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make <PRO_HIMHER> appear more intimidating and fearsome than <PRO_HESHE> is. This Bard's fighting style is flashy and entertaining but is also lethally dangerous.

Advantages:

  • At 1st level, may use the Offensive Spin and Defensive Spin stances. A character can only enter a single stance at a time, but they are not limited in terms of the number of times per day that they can enter a stance. The blade exits either offensive spin or defensive spin if <PRO_HESHE> is struck in combat and <PRO_HESHE> cannot enter another stance for an additional 3 rounds after being struck.
  • Performs Weapon Display as <PRO_HISHER> bard song.
  • Gains Mastery (+++) in two-weapon fighting at first level.
  • The Blade can specialize (++) in any melee weapon.
  • 1 fewer spell slot per spell level. As a result, <PRO_HESHE> doesn't cast any spells until 3rd level.

DEFENSIVE SPIN: Defensive spin is a specialized form of parrying that is quite impressive to watch. While performing defensive spin, the Blade gains a +1 bonus to AC against all melee weapons for every two levels <PRO_HESHE> has (minimum +1) to a maximum of +10 at level 20. Further, any opponent that gets in melee range (4') with the blade must save vs. breath or suffer 1d6 points of slashing damage from the whirling blades. This damage increases by 1d6 every 5 levels (max 5d6 at 20th level). The Blade cannot attack nor cast spells while using Defensive Spin.

OFFENSIVE SPIN: Offensive spin is a much more aggressive display of prowess compared to defensive spin, though it is a bit more reckless. While in this stance, the Blade's movement rate doubles and <PRO_HESHE> gains a +2 bonus to melee attack and damage rolls as well as an extra attack per round. Finally,<PRO_HESHE> deals an additional +1 to damage with all melee attacks for every 5 levels. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. The blade suffers a -2 penalty to AC while using offensive spin.

WEAPON DISPLAY: When performing a weapon display, the Blade performs an impressive and intimidating display with <PRO_HISHER> weapon. All intelligent enemies within 30' of the Blade must make a save vs. wands or be demoralized, suffering a -2 penalty to attack rolls, AC and moral. This penalty increases by -1 for each five levels <PRO_HESHE> possesses (max -6 at 20th level). Enemies make their save at -1 per 6 levels of the Blade (maximum -3 at 18th level).
Additionally, the display inspires allies, granting them a +1 bonus to attack and damage rolls.

Enemies that come within melee range of the blade (about 4') must save vs. breath (with a -2 penalty) or take 1d6 slashing damage from the whirling blades. This damage increases by 1d6 for each 5 levels (max 5d6 at 20th level).

The blade can only move at half speed while performing Weapon Display.

Finally, Weapon Display cannot be performed while the blade is in a Stance.

Disadvantages:

  • Only gains 5 lore per level.
  • The Blade cannot perform Rally, Countersong, or Fascinate.

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Jester Kit

JESTER: This Bard is well versed in the arts of ridicule and hilarity, and uses <PRO_HISHER> abilities to distract and confuse <PRO_HISHER> enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however, as <PRO_HESHE> can also be quite deadly.

Advantages:

  • Starting at 1st level, <PRO_HESHE> can use Taunt one time per day. <PRO_HESHE> gains one additional use of Taunt every 4 levels.
  • At 1st level, <PRO_HISHER> may use <PRO_HISHER> Performance ability to both cheer up <PRO_HISHER> allies and distract and enrage <PRO_HISHER> foes with Bafoonery/Taunting. This performance becomes more powerful as <PRO_HESH> gains levels as described below. At 8th level, <PRO_HESHE> gains Fascinate.
  • Wily: The Jester gains a +2 bonus to AC and saves vs. enchantments. Additionally, the jester is immune to confusion, chaos and any other similar spells.

TAUNT: The jester can use taunt against any creature within 30' that can hear <PRO_HIMHER> and that has greater than animal intelligence. If the creature fails a save vs. spell, they become enraged and resort to melee, disregarding all tactics, possibly even mistakenly attacking their own allies in a fit of rage.

This effect lasts for 1 round, +1 round per 3 levels of the jester. Further, the target suffers a penalty to their save for every three levels of the jester.

The jester cannot taunt a creature more than once in a given encounter. Whether or not they save, targets are immune to further taunting effects for 8 hours.

BUFFOONERY/JESTING: The jester is a master at using humor and buffoonery to lighten the mood, buffering <PRO_HISHER> allies against harmful magics and effects, often by telling timely jokes at the expense of <PRO_HISHER> enemies.

While using this performance, the Jester takes advantage of distracted enemies effectively gaining a +2 bonus to AC. This bonus increases by +1 per 5 levels the jester has attained (maximum +6 at 20th level).

At 1st level, allies gain a +1 bonus to saves, while enemies must save each round vs. wands with a +2 bonus or become enraged (as taunt above) for 1 round. Every 5 levels the jester has attained, the save bonus increases by +1 and enemies suffer a -1 penalty to this save (max +5/-5 at 20th level).

At 10th level, allies recover from , and are immune to, fear and charm effects while the jester is performing. <PRO_HISHER> enemies must make a save vs. paralysis each round (in addition to the save vs. enrage) or become confused for 1 round. Enemies gain a -1 penalty to this save at levels 15 and 20.

Disadvantages:

  • The Jester cannot perform Rally or Countersong.
  • The Jester only gains d6 hit points per level.

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## Skald Kit (TO BE CONTINUED)

SKALD: This Nordic Bard is also a warrior of great strength, skill, and virtue; <PRO_HISHER> songs are inspiring sagas of battle and valor, and the Skald devotes <PRO_HISHER> life to those pursuits.

Advantages:

  • Rolls d10 for hit points.
  • At 1st level, <PRO_HESHE> gains a +1 to melee attack rolls. <PRO_HESHE> gains an additional +1 bonus to melee attack rolls every 4 levels (maximum +6 to attack at 20th level).
  • At 1st level, <PRO_HESHE> gains Inspiring Blow whenever <PRO_HESHE> uses <PRO_HISHER> Performance Ability. Whenever <PRO_HESHE> lands a blow in melee combat, <PRO_HESHE> extends the effects of <PRO_HISHER> Performance for one additional round.
  • May use <PRO_HISHER> Performance ability to play any song from <PRO_HISHER> repertoire. At 1st level, <PRO_HESHE> can chant a battlesong to inspire <PRO_HISHER> allies. At 6th level, <PRO_HESHE> can Incite Rage in <PRO_HISHER> allies. Finally, at 12th level, <PRO_HESHE> can sing Song of the Fallen. These songs become more powerful as <PRO_HESH> gains levels as described below.
    The Skald's songs last for as long as <PRO_HESHE> continues to perform, plus 1 round thereafter. Each time <PRO_HESHE> lands a blow in melee combat, the effects of <PRO_HISHER> performance extend for one additional round (this ability can only extend a performance by 1 round in a given round. That is, if <PRO_HESHE> hits an opponent more than one time in melee combat in a given round, <PRO_HESHE> can only extend the duration of <PRO_HISHER> performance by a single round.
  • At 7th level, <PRO_HESHE> gains +1/2 attack per round.
  • At 14th level, <PRO_HESHE> this bonus increases to +1 attack per round.

BATTLESONG: ?
1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC.
15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear.
20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion.

INCITE RAGE:

SONG OF THE FALLEN:

Disadvantages:

  • The Skald casts -2 spells per spell level. That is, <PRO_HESHE> begins casting spells at 3rd level.
  • The Skald cannot perform Rally, Countersong or Fascinate.
  • The Skald does not make use of any thief skills.

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201-???: The Cleric

Description

Also see the Turn Bonus by Charisma, Spontaneous Casting, Cleric Weapon Training and Cleric Armor Training components in the 'extra' class modifications. Note that if users install spontaneous casting and any cleric revision, it is recommended that they select the option to Replace Domain spells with Spontaneous casting for balance reasons unless they also install Cleric Armor Training.

201: The Cleric: Conservative Version

This component will install the 'conservative' cleric revision. The overall changes to the Cleric class are minimal, as the cleric is a pretty good class as it is. However, there are a number of optional 'extra' classes that the user is invited to check out (See below). The Conservative changes are as follows (see the revised descriptions below for more detail):

  • The introduction of Domain Spells (And/or spontaneous casting) to increase versatility of the cleric.

  • All clerics can specialize (++) in any fighting style except two weapon fighting.

  • New Spells. The cleric, for the most part, is defined by their spells. As such, one way to improve the class is to give them better spells.

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The Cleric (Revised Base Class) (TO BE CONTINUED)

CLERIC: The Cleric is an adventuring priest who does not exclusively worship a single deity, but venerates the pantheon as a whole, . <PRO_HESHE> understands that no single deity can or should represent every important aspect of life. Rather, each deity has their place, their portfolios contributing to a whole that is greater than any single part. As such, these clerics are particularly versatile as they can petition different deities for spells on different occasions, though they lack the power that only a specialist can wield.

Class Features:

  • May wear helmets.
  • May wear any armor.
  • Domain Spells^: Each day, a cleric can select one sphere from which <PRO_HESHE> can draw spells from. The selected sphere need not be one that the cleric normally has access to. Once selected, <PRO_HESHE> will be able to cast a single spell each level <PRO_HESHE> can cast of the relevant level from that domain per day. In any given day, if <PRO_HESHE> casts a domain spell before selecting a domain, <PRO_HESHE> will have to wait for the next day select a new domain.
    – May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling).
    – May only become Proficient (one slot) in any weapon class.
    – May only become Proficient (one slot) in two weapon fighting.
    – May Specialize (two slots) in any fighting style except two weapon fighting.
    – May Turn Undead.
    – May cast priest spells.
    – Hit Die: d8

Prime Requisites For Dual-Classing: Wisdom

^Domain spells can be swapped out for Spontaneous Casting (See below).

Domain Spells

Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.

HEALING

Spell Level Spell
1st Cure Light Wounds
2nd Cure Moderate Wounds*
3rd Cure Medium Wounds
4th Cure Serious Wounds
5th Mass Cure Light Wounds
6th Heal
7th Heal (x2)

//*spell added by this component

NECROMANTIC

Spell Level Spell (Good or Neutral)
1st ?
2nd Hold Undead
3rd ?
4th Death Ward?
5th Death Ward x2(?)
6th
7th Death Ward x3(?)

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501-???: The Fighter (TO BE CONTINUED)

Description

Also see the Performance Fatigue component in the 'extra' class modifications. That component was originally meant to be a part of all Fighter revisions, at least Barbarian and Berserker Revisions, but I decided to separate it out as that might be too extreme of a change for some.

501: The Fighter: Conservative Version

This component will install the 'conservative' fighter revision. The overall changes to the Fighter class are as follows (see the revised descriptions below for more detail):

  • Fighting Stances: Fighters will be able to employ fighting stances to change up their attack strategies. Stances are mutually exclusive abilities that enhance combat ability in some way, but often at the expense of other combat abilities. See individual Stance descriptions. All fighters and fighter kits will have some access to some kits, though the base fighter will have a larger diversity of stances to choose from.

  • Weapon Versatility: Base fighters will be able to use many different kinds of weapons competently.

Working Notes

Class Features:

  • Rolls d10 for hit points.
  • Can achieve grandmastery (+++++) in any weapon proficiency.
  • Can use all types of armor.
  • Stance: REVISE DESCRIPTION
  • Weapon Versatility: Beginning at 5th level, the fighter gains one proficiency in all weapon types (+). At 15th level, <PRO_HESHE> gains an additional proficiency point (+) in all weapon types. Note that this cannot bring any weapon above Grandmastery (+++++).

STANCE DESCRIPTIONS REVISE

Compatibility Notes:
B_Proficiencies: Weapon Versatility Applies to All Weapon Proficiencies as well as Armor and Miscellaneous proficiency. (Obviously, will not apply to non-weapon proficiencies.)

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Class 'Extras'

Known Issues (Class 'Extras'):

  • Thief Skills: Use Scrolls:
  • 'Component 1901: Use scrolls - 10th level' will not display for a character created in Throne of Bhaal. The skill will display upon level up, however.
  • 'Component 1902: Use scrolls - no level requirement' is likely very overpowered.

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1201-1207: Class 'Extras': Performance Fatigue

If this tweak is installed, either the Bard Song or the Shaman Dance or both cause 1 point of fatigue for each round the character performs. Fatigue caused by performing recovers after 1 turn.

If installed for other class abilities, fatigue will only accrue by 1 point per use. Typically, this fatigue lasts until the character rests as normal.

When the character reaches 7 points of fatigue, they gain the 'fatigued' condition.

This component is meant to coincide with the revisions to the various classes presented in this mod as a kind of balance, but I decided to separate it out as that might be too extreme of a change for some.

1201: Performance Fatigue: Bard Song Fatigue

This component only adds performance fatigue to the Bard Song and not to the Shaman Dance.

1202: Shaman Dance Performance Fatigue

This component only adds performance fatigue to the Shaman Dance and not to the Bard Song.

1203: Bard Song and Shaman Dance Performance Fatigue

This component adds performance fatigue to both the Shaman Dance and the Bard Song.

1204: Berserker Enrage Fatigue

This component imposes 1 point of fatigue whenever the Enrage Class feature is used.

1205: Barbarian Rage Fatigue

This component imposes 1 point of fatigue whenever the Rage Class feature is used.

1206: Barbarian Rage and Berserker Enrage Fatigue

This component imposes 1 point of fatigue whenever the Rage or Enrage Class feature is used.

1207: Everybody gets fatigued

This component imposes 1 point of fatigue whenever the Rage or Enrage Class feature is used.

This component adds performance fatigue to both the Shaman Dance and the Bard Song.

1301: Unique Arcane Spell Lists (TO BE DETERMINED)

This component will allow unique spell lists for all arcane classes and kits.

1401-1403: Turn bonus by charisma

Turn Undead: This group of components modifies the turn undead level of characters based on their charisma. There are three subcomponents described below. The turn level modification is as follows:

Charisma Value Turn modification
18 to 19 +1
20 to 22 +2
23+ +3

1401: All Priests and Paladins: Turn bonus by charisma

This component will modify priests' and paladins' turn undead level by their current charisma as per the table above.

1402: Clerics: Turn Modification by charisma

This component will modify only priests' turn undead level by their current charisma as per the table above.

1403: Paladins: Turn Modification by charisma

This component will modify only paladins' turn undead level by their current charisma as per the table above.

1501: Spontaneous Casting (By Pecca) (TO BE DETERMINED)

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1601-???: Class 'Extras': Class Skills

This group of components adds (thief-like) class skills to the game or modifies class skill points to be distributed differently, or allows other classes to perform them where possible.

1601: Appraisal (EEex required)

This component adds the appraisal skill to the game. This skill works like Lore, and its value is identical to lore. The main difference is that players can add to this skill if they can distribute skill points as the thief. Thieves get access to this skill, as do bards if they can distribute their skill points (see below). See the next section for skill descriptions. The base skill is as normal for Lore.

1701-1702: Performance (EEex required)

These components add the performance skill to the game. There are two versions of this component: a version that gives the skill to Bards only, and one that gives it to bards and thieves. The performance skill allows characters to use magical instruments and gives them skill at bardic performance. See the next section--'Extra descriptions--for details.

#### 1701: Performance: Bards only This component adds the performance skill, and gives it to bards only. The base skill is 30% (15% for blades). Most Bards gain +5% per level (Blades gain 3% per level) unless they gain the ability to distribute (in which case, they can allot points to performance as they see fit).

1702: Performance: Rogues only

This component adds the performance skill, and gives it to rogues. The base skill for bards is 30% (15% for blades). Most Bards gain +5% per level (Blades gain 3% per level) unless they gain the ability to distribute (in which case, they can allot points to performance as they see fit). The Base skill for thieves is 0%.

1801: Barter (EEex required)

This component adds the barter skill to the game. This skill allows the character to barter with merchants and others to get better prices on goods, and sometimes better rewards for quests, etc. See the next section for skill descriptions. The base skill is 0% and is available to thieves and bards. Bards gain 3% per level if they cannot distribute skill points as thieves (otherwise, they can increase the skill ask they like).

1901-1903: Use Scrolls

These components add the use scrolls skill to the game. Both thieves and bards have access to this skill. There are three versions of this component: a version that does not allow thieves progression in this skill until 10th level, a version that allows thieves access to this skill at 1st level, and a version that allows rogues to use scrolls starting at 10th level that does not make use of skill points.

1901: Use Scrolls: 10th level (EEex required)

This component adds the use scrolls skill, and gives it to both bards and thieves. This component restricts characters from putting points into the skill until 10th level. At 10th level, bards (except skalds and blades) have 20% in this skill. If they cannot distribute skills as a thief, they gain gain 2% in use scrolls per level. At 10th level, thieves have no skill in use scrolls. Note that this skill only applies to cleric scrolls for bards (as they can already use mage scrolls).

1902: Use Scrolls: no level requirement (EEex required)

This component adds the use scrolls skill, and gives it to both bards and thieves. Bards (not skalds or blades) gain 2% per level in this skill if they cannot distribute skills as a thief.
Note: This component is likely to imbalance the game. Note that this skill only applies to cleric scrolls for bards (as they can already use mage scrolls).

1903: Use Scrolls: pseudo-skill

This component adds the use scrolls skill, and gives it to both bards and thieves. Beginning at 10th level, bards (not skalds or blades) and thieves can use mage and/or cleric scrolls of 1st level (and 0 level if they exist in the game). They can use a scroll of 1 level higher ever two levels thereafter (i.e. level 2 scrolls at 12th level, 3rd level scrolls at 14th level, etc.). Note that this skill only applies to cleric scrolls for bards (as they can already use mage scrolls).

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2001: Set Natural Snares

This component adds the set natural snares skill to the game and gives a progression to rangers. Additionally, it gives the special ability to rangers at a set rate. Set natural snares works like the thief's set snares ability, but it only works in natural environments. See the next section--'Extra' Descriptions--for details. Rangers gain proficiency in set natural snares equal to their stealth skill.

2001: Class 'Extras': Everybody Can Search (requires EEX)

This component gives all characters a chance, if small, to search for traps (if not disable them). Every class gets a base 5% chance to detect traps (modified by dexterity--or otherwise--as normal).

2101: Class 'Extras': Only Variant Attribute bonuses to skills

This component makes a few changes to the standard thief skills such that rogues gain bonuses (and penalties) to these skills based off of attributes other than dexterity. See the next section for details.

2201: Scroll Level Restrictions

This component restricts scroll use more than the vanilla game. As normal, creatures can only use scroll types of spells that they can cast. They are further restricted, however, in that they can only use scrolls if they can cast spells of the level of spell that is on the spell. So, for example, a creature can only use a fireball scroll if they can cast 3rd level mage spells.

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'Extra' Descriptions

This section describes the 'extra' features in more detail.

Variant Attribute bonuses to skills

Why should dexterity help a thief detect illusions or traps? Why wouldn't a high intelligence help a thief figure out how to read a scroll? This table describes both the changes to the base thief skills (e.g. component 1604) and the added skills (e.g. component 1602). Any skill not found in this table is unchanged (i.e. they gain dex bonuses as found in skilldex.2da).

Attribute Bonuses
Int Use Scrolls Detect Illusions Wis Find Traps Set Traps Cha Barter Performance
<9 -- -10 <9 -10 -10 <9 -15 -15
9 0 -10 9 -10 -10 9 -10 -10
10 0 -10 10 -10 -10 10 -10 -5
11 0 -5 11 -5 -5 11 -5 -5
12 0 0 12 0 0 12 -5 0
13-15 0 0 13-15 0 0 13-15 0 0
16 5 0 16 5 0 16 0 5
17 5 5 17 10 5 17 5 10
18 10 5 18 15 10 18 10 15
19 15 10 19 20 15 19 15 20
20 20 10 20 25 20 20 20 25
21 25 15 21 30 25 21 25 30
22 30 20 22 35 30 22 30 35
23 35 25 23 40 35 23 35 40
24 40 30 24 45 40 24 40 45

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# 'Extra' Descriptions In this section you can find more detailed descriptions of the class 'extras'.

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New Kits

Class revisions alter existing classes in some manner, as opposed to adding kits or interchangeable class features. Class features themselves are divided into 'Conservative' and 'Radical' versions of a given class/kit structure. This mod tries, as much as possible, to allow players to mix and match conservative and radical versions together. So, for example, a player could install conservative fighter revisions with radical bard revisions. However, players should be warned that there might be balance issues, especially when the various class features are added to the mix. We cannot account for everything. That said, we will try to note where balance issues might exist, both here and in individual class sections below.

Known Issues (New Kits):

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Magic Item Creation and Additional Magic Items

Note: The added items are identical to those added by Spells and Magic and B_Kits. However, consumable magic items--in particular scrolls and wands--work slightly differently in these three mods. These mods are completely compatible, however, and any changes will be noted in the description.

This component adds new magic items, and item creation.

from b_kits.

Related Issues (20)

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