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-   -   What would be some cool new character kits? (http://www.ironworksforum.com/forum/showthread.php?t=50694)

Khellendros 02-03-2001 12:18 AM

I've been doing some experimenting with new classes and kits and I wanted to know if anybody had any ideas for new ones I could try. Included all important info like weapon profs, limitations, abilities, racial requirements, anything!

fighter-thief 02-03-2001 12:25 AM

i would like to see some more humanoids i would like to see the saurials be included in the [maybe one day]BG3 and as for information it's in the humaniod handbook ,this is probably not what you wanted be this is something i wanted to say

Father Bronze 02-03-2001 12:37 AM

If I ever figure out how to make kits, I plan on making a Priest of Waukeen and a Priest of Amaunator.

Priest of Waukeen would be an arbitrator of disuptes. He/she would have the ability to cast Friends on self = help with the trade and such. Also would be immune to Confusion, and some of the others = could help prevent some unscrupulous merchant from getting his way.

Priest of Amaunator would fight against shadows/undead. I haven't thought about abilities, but immune to level drain would be appropriate and maybe cast hold undead or get a bonus to turning.

But as I've said, I don't know how to create kits. I've downloaded Jon's DragonDancer kit, but haven't had a chance to look at it to see how it was constructed. I think I have all of the editing tools, but it seems when I have free time I end up playing the game rather than developing new items.

Suul-Yinn 02-03-2001 12:57 AM

Elemental kits for Mages who specialise in certain elemental planes but cannot cast opposing elemental magic. They should also be able to summon elementals without any chance of them turning. Archer kit for fighter not ranger class. Ninja kit for thieves. More racial-specific kits such as a dwarf who can make primitive guns such as blunderbusses and basic bombs.

Accord 02-03-2001 01:41 PM

How about battle-mage? Like the one in the Daggerfall series.

G.W. 02-03-2001 02:02 PM

An alchemist gnome class, allows them to construct different devices at levels, such as a gnomish rifle, gnomish hand grenades, a gnomish clean room suit, etc, and all sorts of potions. Obviously the best thinks like airships and submarines could not make the game.

Antipaladin. Lawful evil only. Skills: Detect good, Harm touch (opposite of lay on hands but does 3 dam per level), other opposite of paladin skills.

Kalgrog 02-03-2001 02:30 PM

I think the Battlerager (think that is what they are called) kit for dwarven fighters would be kind of cool, though I don't know how you would do some of their techniques. I loved the battlerager in the Darkelf Trilogy. I believe they are in the Dwarf kit booklet for Ad&D as well, as far as prof.s and specs.

Besides that, maybe a witch/warlock kit for mages would be interesting for RPing reasons and others.

Kurtz 02-03-2001 02:51 PM

I think adding a classic such as a rifleman would be great. He could have upto 5 proficiency stars in gunpowder weapons and cause a lot of damage with one but it takes him a certain length of time to reload like 2 rounds.
His main limitation would be similar to that of an archer in that he can only be proficient in melee weapons but what distinguishes him from an archer is the fact that he can wear any armour although it gives him a reduction to his speed factor.

Rikard T'Aranaxz 02-03-2001 02:52 PM

ehm this one i made a month ago
But it impossible to make on computer but iot nice for P&P RPG

True necromancer
it just like a normal necromancer except for these points

pro's

Get all Necromatic wizard spells upon ceation
Get all Necromatic Priest spell and memorize like a half of the priest of
the same level (so he get's one L7spell at L15)
immune to level drain
permanend negative plane protection

Neg's

cannot learn any other spell than Necromatic Alteration an Evocation spells
must be Human (like all necro's)
cannot use trowing weapons
cannot be lawful
-1 on str -2 on chr and -1 on con

Khellendros 02-03-2001 03:22 PM

I think I have said this before, but I would love a bladesinger class. This is how I would do it. It would require you to be of elven descent. It would be a ranger-mage type character. You could stealth, have specialization in bladed weapons with duel-wielding, and cast magic, it would prob work on the bard scale of not going over a certain spell level.

"Hell Lich" Wah 02-03-2001 03:37 PM

How about............

Undead Masterer

The undead master lives for his darker and more deeper shade of life. He strives to maintain his potential with the undead and deceased ones - as if "carrying on" their lives in the mortal plane.

Due to this he gains:

Ability To Polymorph into a: (for 2 turns)

Skeleton Warrior = 10th level
Greater Wolfwere = 13th level
Vampire = 16th Level
Lich = 20th level

Also is immune to level drain and disease, and get a +5 bonus when striking all undead.
Get special ability charm undead and hold undead 5 times a day.

Armisael 02-03-2001 08:19 PM

I've had this one floating around in my mind for a while.

The evil equivelant of a ranger or paladin. Can only specialise with weapons.
Can be of any evil alignment. If the character's rep rises too high, the kit will become void, and the character will become a regular fighter. In no way can the character redeem him- or herself.
Must have a stat prerequisite of: 17 INT, 16 STR, 14 DEX, 14 CON.
Bonus abilities: Dispel magic once per day every four levels. Magic resistance bonus of 2% per level.
Gains magic-user spells at level seven and continues to learn them up to level twenty. Learns spells from scrolls in the same way a magic-user would, but at a 50% fail rate.

Memorisation progression is as follows:
7: 2
8: 2, 1
9: 3, 1
10: 3, 2, 1
11: 3, 2, 2
12: 4, 3, 2, 1
13: 4, 3, 2, 2
14: 4, 3, 3, 2, 1
15: 4, 4, 3, 3, 2
16: 4, 4, 3, 3, 2, 1
17: 4, 4, 4, 3, 3, 2
18: 4, 4, 4, 4, 3, 2, 1
19: 4, 4, 4, 4, 3, 3, 2
20: 4, 4, 4, 4, 4, 3, 2, 1

These spells can be cast without the character needing to worry about encumbrance from armour.
This kit is only for a human, and can't be dualled to or from.
But it doesn't have a name.

Entreri 02-04-2001 03:00 AM

I would like to see in Bg games kits for multi-class. Like my favorite, the bladesinger (fighter-mage for elf only). They are like Jedi in star wars. Capable of casting with one hand and having a bonus AC of half there level during casting ( they move like dancing while casting, make them harder to hit) and carring a sword in the other hand in the same time! Plus, they have bonuses to hit, and to making called shots with their swords.

Love that kit.

SmellyGreenToeJam 02-04-2001 08:15 AM

How about one that already exists but just hasn;t been done in game yet? Like a psionicist or wu jen? A samurai would be cool. Just a couple of thoughts.
SGTJ

Halscion 02-04-2001 04:15 PM

Demon Knight

Fighter-like class, not kit (like Barbarian).
Uses Fighter level chart and Thac0 table, gets full constitution bonus, but only rolls d8 for hit points. Armour does not affect spell casting ability. Cannot dual or be dualed to.

Humans only. Must be evil.

Descr: This evil warrior has sold his soul to a powerful demon, gaining magical powers in return.

Pros:

+4 Save vs. Death
Immunity to Charm

Special Ability: Level Drain. Once per day per 7 levels the Demon Knight may drain the life force of an opponent. This modifies his normal attack, there is no need to target specially. If the victim fails a save vs. death, the Demon Knight drains one level or hit die. The effect of this on the Demon Knight is to heal 15 HP (as per Vampiric Drain), remove the following effects (slowness, disease, poison, doom, malison), restore one spell to memory (the highest possible level; random if more than one available) and set his morale to maximum for one hour.

Spell progression like Bards, selection like priests (no need to find scrolls), no bonus for wisdom or intelligence. Allowed spells are, by level:

L1:
- Charm Person
- Chill Touch
- Command
- Doom
- Find Familiar
- Laroch's Minor Drain
- Shillelagh
- Sleep


L2:
- Death Ward
- Draw upon (un)Holy Might
- Ghoul Touch
- Horror
- Hold Person
- Flame Blade
- Silence 15' Radius
- Ray of Enfeeblement
- Resist Fire/Cold

L3:
- Animate Dead
- Dire Charm
- Invisibility Purge
- Glyph of Warding
- Miscast Magic
- Vampiric Drain
- Unholy Blight

L4:
- Confusion
- Contagion
- Emotion
- Free Action
- Greater Malison
- Mental Domination
- Poison
- Spider Spawn

L5:
- Chaos
- Feeblemind
- Flamestrike
- Hold Monster
- Magic Resistance
- Slay Living
- True Sight

L6:
- Blade Barrier
- Death Spell
- Dolorous Decay
- Harm
- Improved Haste
- Power Word Silence




Cons:

-2 Cha, -2 Wis, -2 Save vs. Spell
-3 reaction from everyone non-evil
-5 reaction from Druids and non-evil Clerics
-7 reaction from Paladins
Cannot be Protected from Evil
Unaffected by Invisibility
Soul goes to Demon upon death: cannot be raised or resurrected.


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