Skills & Abilities
The purpose of this mod is to add more skills and abilities for players and NPCs. This mod offers the following:
- New and revised thief skills. Note that EEex is highly recommended for any and all skill additions. Even where it is possible to simulate a skill without EEex, it is usually better implemented with EEex installed.
- New and revised special abilities, including high level abilities.
Components Overview
Skills & Abilities: 0001 - ???: Main Component
CONTINUE
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
B_Kits: 0001 - ???: 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):
B_Kits: 1001 - ???: Expanded Abilities and Attributes
This group of components modify special abilities, especially 'skill-like', special abilities or make attributes (especially non physical attributes) more meaningful by granting modifiers to abilities and skills based on the characters attribute scores. For components that convert certain abilities to skills, see the following section (Expanded Skills). Note that these components are virtually identical to those in Skills & Proficiencies and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (Expanded Abilities and Attributes):
- ???: Attributes: Illusion immunity for high int: This component changes Shadow Creatures to Illusory creatures allowing 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 summon spells.)
B_Kits: 2001 - ???: Expanded Skills
Heavily inspired by OlvynChuru's epic thieving mod, and largely impossible without OlvynChuru's contributions to EEex, these components seek to expand rogue skills in some way, whether by allowing choice where there wasn't choice before, by expanding what a player can do with their skills (or both), or even restricting a skill or skill-like ability in some way.
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.
Note
These components are virtually identical to those in Skills & Proficiencies and thus will not install if they are already installed by that mod (and vice versa).
Note: Skill Point Distribution
Many of these components give skills to classes that either already have at least one skill, or that do not normally have any skills at all. In any case where a given kit or class has exactly one skill, they will gain points to that skill at a set rate by level. However, wherever a given kit or class gains two or more skills, or where they gain at least one skill where they already have at least one skill, they can distribute skills as a thief. This rate is set by class or kit, and does not change by the number of skills that they have, so the character may have to specialize. The rate at which kits or classes gain skill points is determined by the table below. Note that any mod kits will have the same skill point distribution as the base class if they are not specifically mentioned (let me know if there are any kit mods that need special attention).
Also, magic item creation skills do not count toward this limit.
Thieves actually gain a few more skill points if they gain access to any of the new offered skills. If they gain even a single skill described in this section, they will gain skill points at the increased rate below:
Kit/Class |
Single Skill |
Skill Points at 1st Level |
Skill Points gained per Level |
Ranger (all) |
See Stealth |
30 |
15 |
Base Fighter |
5/Level |
20 |
10 |
Barbarian |
8/Level |
30 |
15 |
Berserker |
5/Level |
20 |
10 |
Kensai |
5/Level |
20 |
10 |
Wizard Slayer |
8/Level |
30 |
10 |
Defender |
5/Level |
20 |
10 |
Base Thief |
NA |
50 |
30 |
Shadowdancer |
NA |
35 |
20 |
Assassin |
NA |
50 |
20 |
Bounty Hunter |
NA |
50 |
25 |
Swashbuckler |
NA |
50 |
30 |
Base Bard |
See P. Pocket |
30 |
20 |
Multiclass Thief |
NA |
50 |
30 |
Skald |
See P. Pocket |
20 |
10 |
Jester |
See P. Pocket |
30 |
20 |
Blade |
See P. Pocket |
20 |
10 |
Monk (all) |
NA |
10 |
15 |
Druid (all) |
4/level |
15 |
10 |
Mages (all) |
1/level |
0 |
5 |
Cleric (all) |
1/level |
0 |
5 |
Single Skill: Skill advancement if (and only if) the class has a single skill.
Skill Points at 1st Level: Skill % at first level iff they can distribute points.
Skill Points gained per Level: Skill % gained each level after first iff they can distribute points.
Known Issues (Expanded Skills):
-
EEex expanded skills in BGEE: These components may not work properly in non-SOD BGEE. This is an EEex issue, and cannot be fixed on my end (er, I don't know how to fix it).
-
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 overpowered. Use at your discretion.
B_Kits: 3001-???: Thief skills for regular Joes
This group of components give thief skills to non-thief characters (as much as possible). For the most part, it does not give all thief skills to all characters, but where thematically appropriate or where there is a reasonable pnp precedent, I will try to implement it (let me know if you have any ideas!) Many of these skills are limited in some manner, and a few of these components even limit current skill usage. For example, the Hide in Natural Surroundings components only allow a character to hide outdoors. That's useful, to be sure, but less useful than the full thief skill.
The general description of each component can be found below. For a more in depth description of each, see the following sections.
Note
These components are virtually identical to those in Skills & Proficiencies and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (Thief skills for regular Joes):
B_Kits: 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 Proficiencies. 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):
B_Kits: 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):
B_Kits: 6001 - ???: Limitations
This group of components actually reduce player ability in some way. They are intended to be installed with the above enhancement components, in order to preserve some kind of balance. However, they can be installed without the bonuses, or not at all as you prefer.
Note
These components are virtually identical to those in Skills & Proficiencies and thus will not install if they are already installed by that mod (and vice versa).
Known Issues (Limitations):
B_Kits: 7001 - ???: 'Extras'
This group of components installs extra features that didn't seem to fit any other categories.
Known Issues ('Extras'):