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Skills & Skill Descriptions

Skills and Pseudo-Skill Basic Descriptions

Skill Equipment Short Description Associated Non-Weapon Proficiency EEex
Apothecary - Treat Poisons and disease Herbalism No^
Appraisal All Lore None Yes
Applied Force - Increase Chance to force open doors None No^
Arcana Scrolls Increased scribe spells chance (?), bonus to Dispel Spellcraft No^
Balance - Avoid falling (e.g. grease) Tumble? No^
Barter All Reduced Prices at stores Persuasion No^
Brew Potion Potions Create potions Alchemy/Herbalism No*
Craft Wand Wands Create Wands Implements No*
Creature Lore - Know infos about enemies ? No*
Deflect Arrow - Avoid Ranged Attacks ? No^
Demoralize - intimidate enemy Persuasion No^
Disrupt Magic - Disrupt Casting/Mag. effects None No^
Hide in Natural Settings - Hide in Nat. Environment Survival(?), N. Lore(?) No*
Escape Artist - Escape certain restraining effects (e.g. web) Tumble or Athletics No*
Fletch Projectiles Create Ammos Craft(?) No^
Incite - Incite Rage in self or others None No^
Lock Pick - Lock Pick (+/-) as thief None Yes
Play Instrument Instruments Play Instrument Persuasion(?), Performance(?) No^
Recharge Wand Wands Recharge Wands Implements No*
Religion - Improved turning (and/or ability to turn or do more w/turning) ? No^
Repair All Repair and (possibly) upgrade mundane equipment ? No*
Resist Magic - Resist magic (positive and negative) None No*
Running - Increase Movement Endurance Yes^
Scribe Scroll Scrolls Create Scrolls Spellcraft No*
Second Wind - Recover Stamina/HP Endurance Yes^^^
Search - Search (+/-) as thief None Yes
Sense Evil Presence - Works like Thief's Detect Illusion None No^
Set Natural Snare - Set Snare in Nat. Environment Survival(?), N. Lore(?) No
Set Snare Traps** Set Snare as Thief None No
Taunt - Enrage enemy Persuasion No
Tracking - Track as HLA Survival(?) No^
Treat Wounds - Heal Heal, Herbalism No^
Use Magical Device Wands Effectively Use Wands Implements No^
Use Poison - Effectively Use Poison Herbalism No^
Use Scroll Scrolls Effectively Use Scrolls Spellcraft(?) No^
Wild Empathy - Calm/Charm Animals and Beasts Nature Lore(?) No^

Skill: The name of the skill or pseudo-skill
Equipment: Equipment the skill is associated with, if any.
Short Description: A short description of the skill
Associated Non-Weapon Proficiency: The non-weapon proficiency this skill is associated (see the Proficiencies mod), if any.
EEex: This column denotes dependence on EEex for functionality. See the following table for entries and their meanings:

Entry Meaning
Yes EEex is required for this skill
No EEex is not required for this skill
No^ No, but at least some versions of this skill require EEex
No* No, but EEex is recommended

Skill List

Skill Possible Classes
Apothecary Rogues (all), Mages (all), Priests (all)
Applied Force Warriors (all), Thieves, Thugs, Monks
Appraisal Rogues (all), Mages (all), Clerics and Monks
Arcana Bards, Mages (all)
Balance Rogues (all), Rangers
Barter Rogues (all)
Brew Potion Bards, Mages (all), Priests (all)
Craft Wand Bards, Mages (all), Priests (all)
Creature Lore Rogues (all), Mages (all), Priests (all), Rangers
Deflect Arrow Monks
Demoralize Warriors(all), Rogues (all)
Disrupt Magic Inquisitors, Wizard Slayers
Hide in Natural Settings Barbarians, Rangers^
Escape Artist Thieves, Monks
Fletch Fighters, Rangers
Incite Barbarians, Berserkers, Clerics of Tempus, Shamans
Lock Pick Bards
Play Instrument Rogues (all)
Recharge Wand Bards, Mages (all), Priests (all)
Religion Clerics, Paladins
Repair Fighters
Resist Magic Wizard Slayer, Inquisitor
Running Warriors (all), Rogues (all)
Scribe Scroll Bards, Mages (all), Priests (all)
Second Wind Warriors (all)
Search All
Sense Evil Presence Paladins
Set Natural Snare Barbarians, Rangers
Set Snare ??
Taunt Rogues(all)
Tracking Fighters, Rangers
Treat Wounds Warriors (all), Priests (all)
Use Magical Device Rogues (all)
Use Poison Thieves
Use Scroll Rogues (all)
Wild Empathy Barbarians, Druids, Rangers

^ Rangers get a number of options
Skill: The name of the skill or pseudo-skill
Possible Classes: The classes this skill is (potentially) available to.

Components Overview

Skills & Abilities

The purpose of this mod is to add more skills and abilities for players and NPCs. This mod offers the following:

  1. 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.
  2. 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'):

Mundane

Skills & Proficiencies: ??? - ???: Mundane

This group of components deal with useful, but largely non-magical gear. Many of these items are intended to interact with the other components in this mod, but they all should still be useful even if no other components are installed.

The general description of each component can be found in the table below. For a more in depth description of each, see the following section.

New and Revised Items

Item Use Uses Weight Cost
Alchemist Kit allows additional uses of craft alchemical item ability 2 8 50 gp
Alcohol Create firebomb w/tinderbox; drunk immune to fear^^ 1 Varies Varies
Area Map opens up areas on the map to explore - 0 Varies (300 gp standard)
Armor Spikes when attackers hit cre with unarmed or natural attacks, save vs wand or take 1 piercing dam (cloak slot) - 0 50 gp
Backpack, Masterwork allows characters to carry extra med/small items 4 150 gp
Bandoleer carries extra knives or ammo - 4 1 gp
Blindfold make self blind (can be used on helpless enemies) - 0 2 gp
Boots, Soft +1 Move - 1 5 gp
Bottle used to craft potions or holy water 1 2 2 gp
Bracers +1 AC vs. Melee attacks - 1 7 gp
Camo Paint give +5% hide outdoors 5 1 20 gp
Case, Bolt Hold x-bow bolts - 1 1 gp
Case, Scroll Hold scrolls/maps - 1 1 gp
Crowbar give +10% to force open container 10^ 5 2 gp
Earplugs Make self deaf (can be used on helpless enemies) - 0 1 gp
Flour, Bag Reveal Invisible 5' rad 1 5 1 gp
Follower, Basic Carries Loot - - 2 gp/Day
Follower, Chaplin or Hedge Wizard Casts spells - - 25 gp/Day
Follower, Mercenary Fights - - 5 gp/Day
Gag Silence effect (can be used on helpless enemies) - 0 1 gp
Grooming Kit +1 Cha 1 hour 5 0 100 gp
Dog, Guard Loyal Pet - - 25 gp
Dye Changes cloths to a diff color 10 - 25 gp
Healers Kit Extra treat injuries uses 5 1 100 gp
Herbalist's Kit Extra treat affliction uses 5 1 300 gp
Holy Symbol, Good Undead sv wands or run. Good only 1/day 0 100 gp
Holy Symbol, Evil Undead sv wands or run. Evil only 1/day 0 100 gp
Holy Symbol, Neutral Undead sv wands or run. Neutral only 1/day 0 100 gp
Holy Text Learn unique spells 1 varies
Holy Symbol +1 Turn - 1 20 gp
Holy Water See Description - 1 25 gp
Ink, Exotic Create Scroll 100 - 2000 gp
Ink, Rare Create Scroll 100 - 1000 gp
Ink, Rare/Exotic Create Scroll 100 - 5000 gp
Lock picks, Masterwork +15% pick picks (req 40+% lock pick skill) - 0 500 gp
Lore Book, [Creature Type] gives bonus to fight cre type - 5 Varies, 25 gp+
Magnifying Glass +10 Lore (but req min of 10 lore) - 1 100 gp
Make-Up +1 Charisma, 3 hours 10 1 50 gp
Mask Intimidate - 1 50 gp
Mask, Filtered Intimidate; resist airborne toxins - 1 300 gp
Nobel's Attire +2 Cha, disguise self as noble - 9 400 gp
Notebook Recipes for reference -
Oil Coat on ground (grease like spell), which also does extra fire dam. Create 'fire bombs' w/tinderbox 1 1 20 gp
Pack Animal Carries Load - - 400 gp
Paper, Quality Create Scroll 10 - 200 gp
Papyrus, Quality Create Scroll 10 - 80 gp
Parchment, Quality Create Scroll 10 - 100 gp
Potion Bottle Create Potion/Holy Water 1 0 10 gp
Quiver Hold arrows - 1 1 gp
Ram, Portable Bonus to bash doors/chests (as str+4) - 35 100 gp
Robe, Padded AC: 9 - 5 lbs. 30 gp
Robe, Shadowsilk +10% Hide - 4 lbs. 35 gp
Pet - - - 8 gp
Pouch allows characters to carry extra small items - 1 1 gp
Poll, Collapsible (10-Ft.) Chance to detect/set off traps 5^ 7 25 gp
Quill, Quality Create Scroll 10 - 100 gp
Rats, Bag Release rats that set off traps in area 1 10 5 gp
Rope, Hemp Tie up Disabled Enemies 1 20 1 gp
Rope, Silk Tie up Disabled Enemies 1 8 10 gp
Thieves Tools, Masterwork +15% detect/disable traps (req 40+% lock pick skill) - 1 500 gp
Tinderbox Create firebomb (with oil) 20^ 1 25 gp
Trap: Ball Bearings Set Traps 1 2 1 gp
Trap: Basic See Description 1 3 50 gp
Trap: Caltrops Set Traps 1 2 1 gp
Trap: Standard See Description 1 3 300 gp
^ May break. See item description.
^^ New use(s)

Weapon and Armor: Upgrades

Upgrade Type Effect Weight Cost
Silver Plating Any Weapon Hit Were Creature - +50 gp

Weapon and Armor: Variant Materials

Upgrade Type Effect Weight Cost
Bone Armor Medium or Heavy Armor -2 Pen to AC, Opponents -2 Save Fear effects Same Same

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