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Amergin 09-13-2001 12:05 PM

ive been severely tweaking my games with new kits, spells, npc's, quests, and items just to add to the replayability. much more and i could put out an expansion http://www.ironworksforum.com/ubb/no...les/tongue.gif

to the point, both to test my abilities and reward creativity, id like to make a kit that [\i]somebody else[\i] wants done.

first, describe the kit, what class it belongs to, and most importantly, tell why it should exist. in other words, justify it in contrast to the already available ones.

next, give as many specifics as you want. race and class restrictions, weapons proficiencies, ability scores needed, etc. offhand id say dont limit it to just humans as they already have unlimited access to every kit.

finally give the innate abilities it should have. fyi, any ability or effect that any item or spell has can be duplicated as an innate ability, so do NOT replicate innates that another kit already has.

im looking for creativity here so making a kit that looks like an already existing class(es) or kit wont work.

as an example, here's one im fond of:
Spirit Walker: mage kit, min 17 INT 16 WIS, no missile weapons, limited to 4 spells per level but has increased casting speed and can cast +2 spells/level, cannot wear ANY type of armor (cloak, robe, bracer), permanent detect invisible (like a lich), healing spells/potions do not work, once per day can irenicus-ize (spells cast one after the other) for one round (fatigued after), immune to hold, +4 to poison saves

Zoltan 09-13-2001 03:04 PM

In name, "Sorceror" is not a new class. But there was a "New Spell Caster Kit" in my mind for some time. I thinked a lot for its name. And I decided to describe it as "Sorceror" So forget about the "Sorceror" class in Baldur's Gate 2 and 3rd Edition and take a look to this class below.

Sorceror: Sorcerors cast spells with the magical energy within. Legends tell that they possess draconian blood. True or false, they have a potential power within which lets them cast spells without spellbook. They don't memorize spells, they don't use scrolls. They cast spells with their magic potential.

A Level 1 Sorceror starts with 10 spell points. He cast spells with these spell points. For example, a 1st level spell costs 10 spell points, a 3rd level spell costs 30 spell points. A 6th level Sorceror has 60 spell points, (if he doesn't have bonus spell points, High Intelligence gives you bonus spell points) so he/she can cast 1 fireball and 3 magic missile or 4 burning hands and 1 mirror image. They gain new spells as they advance levels.

A sorceror gains extra HP and SP when he advances level. He gains additional 10 + Int - 15 spell points.

The difference between The Sorcerors and Mages is their spell casting style and form. A 16th level Mage can cast five 1st, 2rd ,3rd ,4rd level spell; four 5th level spells; three 6th and 7th level spells and one 8th level spells. The total is 31 but a 16th level Sorceror doesn't have 310 spell points. A 16th level Sorceror with 17 Intelligence has 192 spell points. So there's a penalty for quantity of spells and an advantage for spell selection. You don't worry about "Oh Why I didn't memorized this spell!" Also you don't have a horrible spell quantity limitation like other Sorceror class; you don't gain only 1 new spell per level.

I'm still making some corrections with numbers like additional SP should be more or less, or A sorceror should gain more SP as he advanced a new level etc, feel free to share your ideas with me..

For example, I'm thinking about 2 alternatives for new spells per level.

- You gain 1 + (Int - 15) new spell. So If your intelligence is 18 you got 4 new spells as you advance a level.
- You gain all spells like clerics but you have to choose 2 opposite schools which are opposite between them. (Like Illusion and Necromancy)

Racial Requirements

Only Humans, Half-Elves and Elves can become Sorcerors.

Ability Requirements

CON 13
INT 15
CHA 15

Weapon Proficiencies

They can be proficient with dagger, club, schimitar, spear, sling, staff and dart. A Sorceror who wields an item which has "Dragon Slayer" ability takes 2 hp damage and as a reflex; drops the item instantly.

Class Features

They gain an extra +1 to their saving throws for Breath Weapon per 3 levels.

They gain %1 resistance against fire,acid and posion.


__________________

hhma

Zhakrin 09-17-2001 06:45 PM

How about an Anti-Paladin, they'd have the same requirements and limitations as a normal paladin, but must be Chaotic evil, and instead of lay hands, They'd have a cause wounds ability.

Zoltan 09-17-2001 06:53 PM

Good idea Zhakrin, a kit as "Dark Paladin" or "Black/Death/Dread Knight" sounds good. But for alignment they could be "lawful evil" in my opinion.

------------------

"Not for your eyes only, also for your beautiful ears.."

Yngwie J. Amadeus Zoltan "Diamond Knight of Aerie Lovers Sacred Band"

Haddar - Servant of Talos 09-17-2001 08:31 PM

Zoltan, I would like to see that "Spellcaster"-kit of yours. Can you or Amergin make it? I would really like to play it, cause I agree with you Zoltan: a big part of the pleasure in playing a mage, is the variety of spells you can choose from. (I read about this kit of yours somewhere else, but I don't remember where) =)

Amergin 09-17-2001 09:16 PM

i actually implemented something like zoltan's idea when i used to dm. i think a system based on points was more logical. the problem is that to implement that in bg would be impossible. think of binary; everything in this game is either on or off; to do a system where casting a spell drew from a pool of available points would at the least require an entire script, and a convoluted one at that. i wish there were a way to transfer spell casting ability between spell levels (like a 5th level character would have, say, 13 spell points plus bonus points from INT, to be spent as one 3rd, 2 2nd, and 3 1st, or 3 3rd, 1 2nd, and 3 1st, etc).

the anti-paladin would be incredibly easy to make. unfortunately its not terribly original. youd be better off just using shadowkeeper to change the innates around. check around on the links page. im pretty sure theres a dark paladin kit out there (mb potencius' site?).

Nanobyte 09-17-2001 09:52 PM

I have the 3rd edition DMG here, and I can give you a few Prestige classes from there if you like. You could convert them from 3rd to 2nd. I also have the PH, which has some pretty interesting classes in there also. Alas, I forgot my Dragon magazine! About 5 more in there. So I could give you close to 20 other classes, if you like..

------------------
"In the year of the new century and nine months,
From the sky will come a great King of Terror.
The sky will burn at forty-five degrees.
Fire approaches the great new city

In the city of york there will be a great collapse,
2 twin brothers torn apart by chaos
while the fortress falls; the great leader will succumb;
the third big war will begin when the big city is burning"


-Nostradamus

[This message has been edited by Nanobyte (edited 09-17-2001).]

Encard 09-17-2001 10:52 PM

How does this sound?

Soul Reaver
Fighter
The Soul Reaver is a warrior who has been trained to be able to see past an enemy’s skin and flesh and bone, as an ordinary warrior sees, and into their soul. His extensive knowledge of the spirit gives him some power over his enemys’ souls and some protection from spells that affect the soul. However, due to his study of these other arts, he is not as proficient in combat as is a warrior, and he can only use a sword, which is symbolic of the thin blade that, in the teachings of the Reaver elders, cuts the soul from the body after death.

Race: Human, Elf, Half-Elf
Must be of Neutral or Evil alignment

Can use: Long Sword or Bastard Sword, with up to two proficiency in each.
May not dual-wield or use a shield, however, they gain a natural +1 to their THAC0 and to damage, and they get critical hits at a roll of 19 or 20. They may also put proficiencies into single weapon style.

Abilities:
-2 to Charisma
+1 Dexterity
Must have at least 16 Dexterity and 16 Intelligence

Innate:
Devour Soul:
Level 20
This skill allows the Reaver to devour a potion of his enemy’s soul, causing extreme pain and injury.
Once per day.
High damage (20d10, maybe?) and a 3d8 HP heal.
Soul Seeker:
Level 8
This skill allows the Reaver to sense the location of his enemy’s soul, and thus to be better able to target his enemy.
Once per day for every 10 levels of the Reaver.
Gives a bonus to THAC0, maybe 1 per 4 levels, lasting 1 round for every 4 levels of the Reaver.
Unbind Soul:
Level 15
This skill allows the Reaver to free a soul that has been used to animate an undead creature or a soul that has been bound to service through a summoning spell.
Once per day for every 15 levels.
Has a high chance, maybe 80% or so, of instantly killing one summon/undead. However, this doesn’t work on liches or gated creatures like Planetars, Pit Fiends, etc. Magic Resistance does not apply.
Rending Blade:
Level 15
This skill allows the Reaver to imbue his blade with a powerful energy that is the bane of the mortal spirit, and which tears at the soul of the victim when it touches them. Needless to say, a weapon imbued with this energy will be much more deadly in combat than it would ordinarily be.
Once per day for every 15 levels of the Reaver
Gives a damage bonus of 1 per every 5 levels of the Reaver, and lasts 1 round for every 5 levels of the Reaver.

Soul Reavers gain 1% resistance per level to spells such as Finger of Death and other Necromantic magic of this type. I have no idea how this would be implemented into BG2, though. Maybe just giving them a modified Death Ward type innate ability would be better.

------------------
Lord of the RaBid Fruit Trees. ChAos rules all! Bwahahahaha...
http://www.ironworksforum.com/ubb/no...gat1_opt60.gif



[This message has been edited by Encard (edited 09-17-2001).]

Amergin 09-17-2001 11:39 PM

Quote:

Originally posted by Encard:
How does this sound?

Soul Reaver
Fighter
The Soul Reaver is a warrior who has been trained to be able to see past an enemy’s skin and flesh and bone, as an ordinary warrior sees, and into their soul. His extensive knowledge of the spirit gives him some power over his enemys’ souls and some protection from spells that affect the soul. However, due to his study of these other arts, he is not as proficient in combat as is a warrior, and he can only use a sword, which is symbolic of the thin blade that, in the teachings of the Reaver elders, cuts the soul from the body after death.

great start. maybe a little history of the elders, the culture they belonged to, and why theyre not around anymore (or are they?)
Quote:


Race: Human, Elf, Half-Elf
Must be of Neutral or Evil alignment

no good because of what? do they have a creed they follow? a vow they take?
Quote:


Can use: Long Sword or Bastard Sword, with up to two proficiency in each.
May not dual-wield or use a shield, however, they gain a natural +1 to their THAC0 and to damage, and they get critical hits at a roll of 19 or 20. They may also put proficiencies into single weapon style.

i like the restrictive weapons but perhaps include two-handed swords and two-handed weapon specialization. id also leave out the combat mods as they are just duplicates of weapon/specialization slots anyway. maybe something like +1 to critical hits (at a certain level) so single weapon spec would crithit on 18-20 rather than 19-20. with the weapons being so limited it needs a bit more bite in combat without turning into something too much like a kensai.
Quote:


Abilities:
-2 to Charisma
+1 Dexterity
Must have at least 16 Dexterity and 16 Intelligence

personally i loathe kits that modify stats. as far as bg goes, any CHA mod is useless and considering that the game allows for class minimums, getting a high INT (normally sacrificed for pnp fighters) isnt much of a restriction (consider that paladins average far higher stats than normal fighters).
Quote:


Innate:
Devour Soul:
Level 20
This skill allows the Reaver to devour a potion of his enemy’s soul, causing extreme pain and injury.
Once per day.
High damage (20d10, maybe?) and a 3d8 HP heal.

this reminds me of elric's stormbringer. how about a chance of level drain (based on the char's level) and applying the damage as a heal on him? definitely just once per day for 2-5(?) rounds. maybe a chance he goes berserk during (chance lessens with experience). fatigued afterwards.
Quote:


Soul Seeker:
Level 8
This skill allows the Reaver to sense the location of his enemy’s soul, and thus to be better able to target his enemy.
Once per day for every 10 levels of the Reaver.
Gives a bonus to THAC0, maybe 1 per 4 levels, lasting 1 round for every 4 levels of the Reaver.

would this work against soulless creatures such as undead? could probably just apply a flat point modifier (like +4) that would negate the penalties of attacking an invisible/blurred creature.
Quote:


Unbind Soul:
Level 15
This skill allows the Reaver to free a soul that has been used to animate an undead creature or a soul that has been bound to service through a summoning spell.
Once per day for every 15 levels.
Has a high chance, maybe 80% or so, of instantly killing one summon/undead. However, this doesn’t work on liches or gated creatures like Planetars, Pit Fiends, etc. Magic Resistance does not apply.

in essence a "banish animal/monster/undead" package; apropos and doable.
Quote:


Rending Blade:
Level 15
This skill allows the Reaver to imbue his blade with a powerful energy that is the bane of the mortal spirit, and which tears at the soul of the victim when it touches them. Needless to say, a weapon imbued with this energy will be much more deadly in combat than it would ordinarily be.
Once per day for every 15 levels of the Reaver
Gives a damage bonus of 1 per every 5 levels of the Reaver, and lasts 1 round for every 5 levels of the Reaver.

boiled down this is a +3 damage bonus for 3 rounds at levels 15-29. not a very unique or powerful ability. at this point maybe he needs something to weaken his opponent rather than augment his own powers. an innate cloak of fear? radiating weakness (removes X from THAC0 of enemies in combat with him)?
Quote:


Soul Reavers gain 1% resistance per level to spells such as Finger of Death and other Necromantic magic of this type. I have no idea how this would be implemented into BG2, though. Maybe just giving them a modified Death Ward type innate ability would be better.

it's possible to give immunity to schools of magic but no way to give resistances to them or to specific spells. well, there is but i would have to create a new .SPL file for EVERY necromancy spell just so it would have a lesser chance of affecting him. how about an increasing bonus to death and spell saving throws?

Zoltan 09-18-2001 07:11 AM

Yes there's a different spell casting system in Bg2 so it's not possible to play with this spellcaster kit without any scripts etc..

Nanobyte, I'Ll be very happy if you tell about prestige class and new features in DMG.

------------------
"Not for your eyes only, also for your beautiful ears.."

Yngwie J. Amadeus Zoltan "Diamond Fighter of Aerie Lovers Sacred Band"

Avatar 09-18-2001 07:16 AM

Chinese RPG Characters:

Frost Monk: Uses Frost Attack (ranged roll to hit) that freezes the opponent, killing them is they fail to save)

Sword Saint: Uses Greater Whirlwind liberally and can not wear armour. Like the Kensai but get's monk AC bonuses.

Silver One: Uses Silver Needles that are poisoned for attack. Uses threads to tangle opponents.


------------------
<UL TYPE=SQUARE> <LI>Creator and Diamond Arch-Mage of ALSB

<LI> Winner of EPSRC 2000 Science Website is @
http://www.epsrc-sciencerace.net/schools2000/534121/
<LI> My own Forgotten Realms Website is @
http://www.forgottenrealms.main-page.com[/list] http://www.asnsoup.com/a.jpg

Encard 09-18-2001 04:45 PM

Hmm... You're right about just about all of those things, Amergin. Hmm... I'd say the THAC0 penalty to those in combat with him would be better than an innate cloak of fear. The reason I didn't think they should be good aligned was that the Soul Reaver devours peoples' souls... Then again, that could be used for good purposes... I don't really know for sure. Hmm... Death saves bonus is a good idea, I don't know why I didn't think of it. Hmm... I'm working on a story for the elders/etc. I'd have to say I agree with all your suggestions. The reason I suggested the stat mods (although in BG2 they aren't that important, since people will get a decent int anyway to keep from being killed in one hit by mind flayers, probably) is that it seems like it fits the kit. Hmm... It would have only a smallish influence, I suppose, although it would make it a bit harder, since personally my fighter main char had something like 11 or 13 int. *shrug* Sot much else for me to say about it, I guess.

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Lord of the RaBid Fruit Trees. ChAos rules all! Bwahahahaha...
:1drgat1:

Haladar 09-18-2001 05:28 PM

Mystral Knight

This is like a paladin so he can specialize in all the same weapons and stuff, but instead of starting to get cleric spells at lvl 9 he gets mage spells.
The background is that these knights of Mystra are usually trying to maintain balance, although occasionally you get a good one who likes to help others a bit. Also they are there to keep control of spellcasters who get out of hand, and abuse the abilities that Mstra has given them.

Abilities

Must be neutral, or chaotic good
can cast 'detect spellcaster' once per day per level (like detect evil)
can cast 'protection from magic' once per day per level (lowers save v spells by 2 and gives +15% Magic resistance for 3 rounds)
can cast 'lay on hands'

Minimums:
STR: 9
DEX: 9
CON: 9
INT: 12
WIS: 3
CHA: 9

he learns spells like any mage does and has same spell progrssion as a paladin
he is same as a fighter for HP rolls and THAC0 and saves
maybe he could get 3% magic resistance per level as well

Haladar

magic is depressing, but now Minsc leads. Swords for everyone! - Minsc BG1

Encard 09-18-2001 05:46 PM

Hmm... personally, I'd say this might be a bit overpowered... natural magic resistance, protection from magic ability, lay on hands, fighter's THAC0 and HP, and mage spells... How many proficiency points can he put into a weapon? And does this kit have any drawbacks? Because this does seem a bit too powerful, at least to me. *shrug* Just a suggestion.

------------------
Lord of the RaBid Fruit Trees. ChAos rules all! Bwahahahaha...
:1drgat1:

Nanobyte 09-18-2001 11:59 PM

Here are the Prestige classes listed in the DMG:
(Remember, these are 3rd edition, so you'll have to convert)

Arcane Archer
Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.
Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues, and bards rarely become arcane archers.
NPC arcane archers often lead units of normal archers or form small, elite units formed entirely of arcane archers. These units are one of the prime reasons that elves are so feared in battle.
Hit Dice: d8

Requirements-
Race: Elf or Half-elf
Base Attack Bonus: +6
Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot
Spellcasting: Ability to cast 1st-level arcane spells

Class Features-
Weapon and Armor Proficiency
Enchant Arrow: +1 at Lvl 1, +2 at Lvl 3, +3 at Lvl 5, +4 at Lvl 7, +5 at Lvl 9
Imbue Arrow: Lvl 2
Seeker Arrow: Lvl 4
Phase Arrow: Lvl 6
Hail of Arrows: Lvl 8
Arrow of Death: Lvl 10

The Assassin is listed in here, but I'm sure it is different from the 2nd edition. I won't bother posting this one, as it is already a Kit in BG2. As for the rest of them, there are about 4 more. I'm too exhausted to sit in front of the computer any longer, so I'll post the rest tomorrow.

Also, I can give you the one's in the Psionic Handbook and my Dragon magazine if you like..

fckoln 09-19-2001 12:24 AM

Very cool Nanobyte, thank you for sharing. Excellent topic.

Nanobyte 09-19-2001 10:33 PM

Blackguard
The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the blackguard is hated and feared by all. Some people call these villains anti-paladins due to their completely evil nature.
The blackguard has many options available to him--sending forth dark minions and servants to do his bidding, attacking with stealth and honorless guile, or straightforward smiting of the forces of good that stand in his way. Fighters, ex-paladins, rangers, monks, druids, and barbarians make for indomitable combat-oriented blackguards, while rogues and bardic blackguards are likely to stress the subtle aspects of their abilites and spells. Sorcerers, wizards, and clerics who become blackgurads are sometimes called diabolists and favor dealing with fiends even more than other blackguards do.
As NPC's, blackguards usually lead legions of undead, evil outsiders, or other monsters to conquer their own doomed demesne or expand their existing territory. Sometimes they serve more powerful evil characters as dark lieutenants. On occasion they operate alone as hired killers or wandering purveyors of ill, destruction, and chaos.
Hit Dice: d10

Requirements-
Alignment: Any evil
Base Attack Bonus: +6
Knowledge (religion): 2 ranks [this is a skill, can veto this out]
Hide: 5 ranks [another skill]
Feats: Cleave, Sunder
Special: The blackguard must have made peaceful contact with an evil outsider who was summoned by him or someone else to have contracted the taint of true evil.

Class Features-
Weapon and Armor Proficiency
Detect Good: Lvl 1
Poison Use: Lvl 1
Dark Blessing: Lvl 2
Smite Good: Lvl 2
Spell Use: Lvl 2; Lvls 2-6: Lvl 1 spells once a day, Lvls 7-10: Lvl 1 spells twice a day; Lvls 4-8: Lvl 2 spells once a day, Lvls 9-10: Lvl 2 spells twice a day; Lvls 6-9: Lvl 3 spells once a day, Lvl 10: Lvl 3 spells twice a day; Lvls 8-10: Lvl 4 spells once a day
Command Undead: Lvl 3
Aura of Despair: Lvl 3
Sneak Attack +1d6: Lvl 4; +2d6: Lvl 7; +3d6: Lvl 10
Fiendish Servant: Lvl 5

Fallen Paladins-
Blackguards who posses levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villians.

Extra Abilities-

Paladin Levels-
Lvl 1-2: Use Smite good twice per day, rather than ordinary once per day for regular blackguards.
Lvl 3-4: Lay on hands once per day equal to his Charisma bonus times his level. Can only cure himself or his fiendish servant.
Lvl 5-6: Sneak Attack damage increased +1d6
Lvl 7-8: Fiendish summoning. The caster level is double the blackguard's class level.
Lvl 9-10: Undead Companion. At 5th level of Blackguard, gains medium-size skeleton or zombie that cannot be turned or rebuked, and gains all special bonuses as a fiendish servant when the blackguard gains levels.
Lvl 11+: Favored of the dark deities. Immediately gains a blackguard level for each level of paladin he trades in.

Dwarven Defender
The defender is a sponsored champion of a dwarven cause, a dwarven aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much more dangerous.
Most dwarven defenders are fighters, paladins, rangers, or clerics, although ex-barbarians, sorcerers, wizards, and druids can certainly all benefit from the defensive capabilites of this prestige class. Rogues, bards, and monks usually depend too heavily on mobility to really use the abilities of the dwarven defender class to their fullest.
NPC dwarven defenders are usually soldiers in a dwarven citadel, segregated into their own units separate from regular warriors or fighters. Occasionally, a lone, wandering dwarven defender can be encountered on some mission, although he usually guards his words so closely that it's difficult to learn what his quest actually entails.
Hit Dice: d12

Requirements-
Alignment: Any lawful
Race: Dwarf
Base Attack Bonus: +7
Feats: Dodge, Endurance, Toughness

Class Features-
Weapon and Armor Proficiency
Defensive Stance: Lvl 1: 1/day, Lvl 3: 2/day, Lvl 5: 3/day, Lvl 7: 4/day, Lvl 9: 5/day; gains these benefits: +2 Strength, +4 Constitution, +2 resistance bonus on all saves, +4 dodge bonus to AC
Defensive Awareness: Lvl 2 (Dex bonus to AC), Lvl 6 (can't be flanked, only by Rogue 4 levels higher), Lvl 10 (+1 vs. traps)
Damage Reduction: Lvl 6 (-3 damage), Lvl 10 (-6 damage); can reduce damage to 0, but not below 0 (gain HP)

Loremaster
Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold. They uncover secrets that they then use to better themselves mentally, physically, and spiritually.
Characters without at least one level of wizard, sorcerer, cleric, or druid gain little benefit to becoming a loremaster. Paladins, rangers, and bards might gain some benefit, but overall, it would be minor.
Loremasters sometimes gather in secluded cabals but are more likely to be located as an order attached to a university, a library, or some other source of information. They're likely to earn extra money as sages and information brokers, pouring their wages in their own research. A loremaster might also adopt a position as a wise one in a community, or even as its leader, drawing upon her knowledge to help others.
Hit Dice: d4

Requirements-

Spellcasting: Ability to cast seven different divinations, one of which must be 3rd level or higher.
Two Knowledge Skills (Any Type): 10 ranks in each [veto]
Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any indivual Knowledge skill]).

Class Features-

Weapon and Armor Proficiency
Spells per Day: +1 level of existing class every level of Loremaster
Secret: Lvl 1, Lvl 3, Lvl 5, Lvl 7, Lvl 9; One secret from the following:
Lvl+ Int Modifier=1: 4 ranks of a skill to skill which has no ranks
=2: +3 HP
=3: +1 Will saves
=4: +1 Fortitude saves
=5: +1 Reflex saves
=6: +1 to attack rolls
=7: +1 dodge bonus to AC
=8: Any one feat
=9: 1 bonus 1st-level spell
=10: 1 bonus 2nd-level spell
Lore: Lvl 2: Level+ Intelligience modifier to Lore
Bonus Languages: Lvl 4, Lvl 8
Greater Lore: Lvl 6: Identify magic items as an ability. Once per item examined.
True Lore: Lvl 10: Once per day, use affects of a Legend Lore spell or Analyze Dweomer spell as ability.

Shadowdancer
Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met.
Rogues, bards, and monks make excellent shadowdancers, but fighters, barbarians, rangers, and paladins also find shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric, and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil. They may use their incredible abilities as they wish.
Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.
Hit Dice: d8

Requirements-

Move Silently: 8 ranks [veto]
Hide: 10 ranks [veto]
Perform: 5 ranks [veto]
Feats: Dodge, Mobility, Combat Reflexes

Class Features-

Weapon and Armor Proficiency
Hide in Plain Sight: Lvl 1: within 10 ft. of shadows, cannot hide in own shadows
Evasion: Lvl 2: Effect that normally allows to attempt Reflex saving throw, take no damage is successful saving throw, only wearing Light or no armor
Darkvision: Lvl 2: as if permanently under Darkvision spell
Uncanny Dodge: Lvl 2 (retain Dex Bonus to AC), Lvl 5 (can't be flanked, only by Rogues +4 levels higher), Lvl 10 (+1 vs. traps)
Shadow Illusion: Lvl 3: create visual illusions from surrounding shadows, once per day
Summon Shadow: Lvl 3, Lvl 6, Lvl 9: alignment matches that of shadowdancer; cannot be turned, rebuked, or cammanded by any third party; Shadow dismissal reduce 200 experience if unsuccessful Fortitude saving throw, 100 for successful
Shadow Jump: Lvl 4 (20 ft.), Lvl 6 (40 ft.), Lvl 8 (80 ft.), Lvl 10 (160 ft.): area with some shadow, once per day, jumps can be divided
Defensive roll: Lvl 5: successful Reflex saving throw reduces damage that would take HP to 0 by half; if denies Dex bonus to AC, cannot be performed
Slippery Mind: Lvl 7: chance to escape from controlling or compelling spells, use once, and if fails, one more time in the next round, if both unsuccessful continue affects from spell normally
Improved Evasion: Lvl 10: no damage on successful Reflex saving throws that allow for half damage, only half damage if unsuccessful

Well, that's the rest. FINALLY..

Baron Nocturna 09-20-2001 01:47 AM

Here is one:

Psionic Warrior:

Basically a monk without quivering palm, stunning blow, lay on hands, and with weaker attacks (i.e. About three levels behind normal monk in respects to damage done per attack, # of attacks, etc... due to devotion of mind focusing), keeps hide in shadows (invisiblity mind cloud or whatever) but loses other thief skills. Must be Lawful Neutral. Must have min wisdom of 15 and int. of 13 and con of 13. -2 to Strength. Maybe -2 to charisma since he has to be an anti-social dork to get so good at mind focusing? j/k on that http://www.ironworksforum.com/ubb/no...iles/smile.gif
Gets the following advantages:

Level one: Innate ability to Charm Person and Pyrokinesis (Aganazzors Scorcher) as per spell.

Level three: Innate ability to use clairvoyance and mirror image per spell.

Level five: Innate ability to use far site and improved pyrokinses (Melfs meteoroids).

Level seven: Innate ability to use feeblemind and Greater Malison

Level nine: Innate ability to use domination and mislead.

Level thirteen: Innate ability to use Advanced Pyro (Delayed blast fireball) and Powerword Stun

Level seventeen: Innate ability to use maze

Level twenty: Innate ability to Time stop.

In many ways, a mage who gets a better AC over time and the ability to fight decently but with VERY specific spells based on the concept of ESP type powers. No real detail otherwise, just an idea... Not sure as per limits on powers per day, any suggestions?

Baron Nocturna

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Anyone care to see my Rod of Lordly Might?

[This message has been edited by Baron Nocturna (edited 09-20-2001).]

Gil-Galad 09-21-2001 10:24 PM

I would like to see a more specialised mage-class. The current specialisations are more restrictions than advantages. For example a Necromancer who would get high-level necromantic abilities like summoning or conjuring more powerful demons with more restrictions to for example enchantment or illousion spells would be rather cool. This could easily be done on lower levels as well, with even more restrictions on your available spells, and more specialist abilities/spells.
As the game works, you can choose between about 10 warrior classes, and one mage class.

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Love´s in need of love today :) :) :)

Amergin 09-22-2001 10:55 PM

k, the soul reaver dude is probably going to be ousted by the psi-mage. from the whacked out psionics rules way back in 1st ed, ive always been a fan of purely mental powers vis. illithids, githyanki, githzerai, and most outer planar creatures.

i suppose the real problem with trying to do anything original with this game is that every effect and ability already exists somewhere else, so the psi-mage will inevitably resemble a cross between an illusionist and enchanter, but it looks fun, balanced, and relatively simple to do.

scaled down monk fighting prowess, his mastery coming from a total harmony between the psychic and physical. probably some minor defense type abilities such as blur. offensive abilities along the lines of holy power or kai. upper level mental abilites would be very charm related, such as a domination that gets harder to save against and lasts longer the higher level he is. also his own saves vs enchantments and mind-affecting abilities would be significantly enhanced.

chinese noodle 09-23-2001 02:52 AM

A tinkerer
May only be gnome or halfling, thief kit, any alignment
DEX and INT must be 15 or above,
can CREATE ITEM once per day, +1 every 3 levels, this can be a short sword, long sword, x-bow, buckler or helmet, and as you get to higher levels these can be magic items like
Levels 12-15 all weapons are +1
Levels 16-19 +2
Level 20, +3
(helmets could have AC bonuses from levels 12 to 20)

and can tinker with items after level 15, like taking off one special ablility of a weapon and adding a new one ie. Blackrazor- instead of hasting the wielder it could slow or hold the target. or something like that

ALSO
+2 to DEXTERITY
-1 on STRENGTH

thief abilities 2/3rds normal


Baron Nocturna 09-24-2001 04:39 AM

Cool, so do I win? http://www.ironworksforum.com/ubb/no...iles/smile.gif

Seriously though, my idea for the psi-mage/monk is a pretty rough one and now that I think on it, it reminds me of that game from eons ago called "Moebius". You were a monk basically with some mind powers. I wish i could remember what those powers were. I like the idea of having advanced saves againt mind spells. Also, casting times for the psi-mage/monk should be adressed as they are mind disciplines rather than actual spells. Thoughts on that? Thanks...

Baron Nocturna


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Anyone care to see my Rod of Lordly Might?

Zhakrin 09-24-2001 06:03 PM

Ok, I know this is probably going to sound like a stupid question, but I'm going to ask anyuways: Where can I find these new charachter classes, or are they individual charachters that people make? I've been searching around for the general Class, but I've only been able to find specific charachters.
Thanks for any help!

Encard 09-24-2001 09:32 PM

These kits aren't in the actual game of BG2, they're ideas for things that could be made by someone using TeamBG's kit editor (which I can't get to work right, sigh).

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Lord of the RaBid Fruit Trees. ChAos rules all! Bwahahahaha...
:1drgat1:

Amergin 09-25-2001 03:17 AM

Quote:

Originally posted by Baron Nocturna:
Cool, so do I win? http://www.ironworksforum.com/ubb/no...iles/smile.gif

Seriously though, my idea for the psi-mage/monk is a pretty rough one and now that I think on it, it reminds me of that game from eons ago called "Moebius". You were a monk basically with some mind powers. I wish i could remember what those powers were. I like the idea of having advanced saves againt mind spells. Also, casting times for the psi-mage/monk should be adressed as they are mind disciplines rather than actual spells. Thoughts on that? Thanks...

Baron Nocturna



if by "winning" you mean you get a prize, a date with a model, or a new car, then no. if you mean i actually make the kit, then yes. but you must remember several things: i am a slacker; 95% of my time with the game is spent playing, only 5% editing; im a slacker. so think of this as a xmas present to the community.

one thing i definitely want to handicap this kit with is the inability to solo with it. it is impossible to complete the game with just one character without using cheese tactics (which includes luring enemies out to fight them one at a time; even pro wrestlers arent that stupid). so it wont be mr badass mindreamer or anything but possibly something that can complement both other spellcasters and fighters. if i get on a roll with it i may even work in an NPC with his own quest and items.

re: casting times, i suppose it would depend entirely on the spell. something like blur would have to be instantaneous, but a high level charm-type spell with a fat save penalty could take up to a round. since these abilities are not magic per se, none would be affected by magic resistance and i think this is where alot of his power will come from considering how useless many spells become later in the game.



Baron Nocturna 09-25-2001 09:11 AM

I was kidding about winning. It was more a reference to the title of the original post http://www.ironworksforum.com/ubb/no...iles/smile.gif.

As far as being a power character, I really did NOT want this to be an unstoppable tank, that wouldn't be fun. My thoughts on the casting time would be that you would have basically those disciplines that are instant and a those that take concentration. The ones that take concentration should have a casting time of 4+ IMO. Just a rough guideline. Another interesting idea was with improved saves vs. certain "mind" based spells (charm, confusion, etc...) Is that even possible? I thought that saves were against spells, death, poison, etc... Maybe immunity to certain lower level charms makes more sense. Just a thought. Finally in the name of balance, how weak should the fighting skills be? I realized that a monk thats about 3 levels behind the fighting curve would be hideously weak at low level. This is not a huge deal in SOA as you pretty much start out at 7th level but it is something to consider. I'm not sure how to balance the fighting abilities with the new skills from being a psionic. The -2 strength at character creation is pretty brutal and since having 18 strength seems to be what people want for a front line fighter type, that may go a long way. I dunno, I'm sure that whatever you do with it will be cool. I like you always liked the psionic abilities in old school D&D but hated how they were implimented. I always thought it should be its own character class and using the model of the monk made sense to me. Oh well, I appreciate you taking the time to do something like this.

Baron Nocturna

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Anyone care to see my Rod of Lordly Might?

Amergin 09-26-2001 02:26 AM

rather than a STR penalty i was thinking of just capping it at 17. stats minimums work a crappy way in this game. whatever the mins are are automatically filled in, so every stat that has a min raises the avg of the total, which is why a paladin will avg far higher than a standard fighter w/o the difficulty of actually trying to roll to meet the mins. somewhere there's a hard code for how WIS affects spell failure. id like to implement that if i could and just not have any minimum stats. as im discovering most of the stuff id like to do just isnt possible without the source code (id love to make a high CHA improve the chances of a charm spell working).

technically this will be a priest subclass who have the 2nd best THAC0 behind fighters but dont get the multiple attacks later on. ive already decided that everything this character would need will be ability based so he will be able to use exactly one magic item, which is a staff that he makes himself (gets more powerful as he levels).

as far as his abilities go, im looking at what my current character has right now and he is immune to charm/confusion/hold via shield of harmony, free action ring, 50% resistance to acid and fire, etc. i dont think itd be unbalanced to give the psimonk immunity to the entire school of enchantment/charm at name level, say 10th, considering that is his forte. and you're right; theres no way to alter saves vs specific schools or specific spells, only resist completely.

Zoltan 09-26-2001 07:35 AM

I like to hear your ideas,advices,thoughts about this class I created..

WARLOCK

Warlock: Warlocks cast spells with the magical energy within. Legends tell that they possess draconian blood. True or false, they have a potential power within which lets them cast spells without spellbook. They don't memorize spells, they don't scribe scrolls. They cast spells with their magic potential.

A Level 1 Warlock starts with 10 spell points and he cast spells with these spell points. For example, a 1st level spell costs 10 spell points, a 3rd level spell costs 30 spell points. A 6th level Warlock has 60 spell points, (if he doesn't have any bonus spell points, High Intelligence gives bonus spell points) so he/she can cast 1 fireball and 3 magic missile or 4 burning hands and 1 mirror image. They gain new spells as they advance level.

A Warlock gains extra HP and SP when he advances level. He gains additional 10 + Int-15 spell points.

The difference between the Warlocks and Mages is their spell casting style and form. A 16th level Mage can cast five 1st, 2rd ,3rd ,4rd level spell; four 5th level spells; three 6th and 7th level spells and one 8th level spells. The total is 31 but a 16th level Warlock doesn't have 310 spell points. A 16th level Warlock with 17 Intelligence has 192 spell points. So there's a penalty for quantity of spells and an advantage for spell selection. You don't worry about "Oh Why I didn't memorize this spell!" Also you don't have a horrible spell quantity limitation like Sorceror class; you don't gain only 1 new spell per level.

Warlocks gain 1 + (Int-15) new spell for every level they advance. So If your intelligence is 17 you got 3 new spells as you advance a level.

Specialist Warlocks can cast the spells of their opposite schools but they have a penalty at this point. It costs more SP if they cast an opposite school spell, and lesser SP if they cast a specialized school spell.


Racial Requirements

Only Humans, Half-Elves and Elves can become Warlocks.

Ability Requirements

CON 13
INT 15
WIS 13
CHA 14


Weapon Proficiencies

They can be proficient with dagger, club, schimitar, spear, sling, staff and dart. A Warlock who wields an item which has "Dragon Slayer" ability takes 1d2 hp damage and drops the item instantly.


Class Features

They gain an extra +1 to their saving throws for Breath Weapon per 3 levels.

They gain an extra %2 magic resistance for every 3 levels.

They gain %1 resistance against fire,acid and posion per level.

__________________


I like to hear your ideas,suggestions,thoughts about this class. Thank you..

chinese noodle 10-31-2001 10:26 PM

JEDI

+1 to strength and dex -1 to con
1 hand attack has a 'force' power which casts a wing buffet spell and knocks them unconsciouss if they dont save vs spells
+1 to hit with 1 bladed weapons
may only use i handed weapons
can only wear up to studdedd leather armour

Archon Devangilous 10-31-2001 10:54 PM

Jesters

a mix of thief bard and monk. They use their stealth speed acrobatics and uncanny reflexes

proficient in blade weapons and throwing daggers.
Cannot use two handed weapons as they cannot be easily concealed.
Can play songs like a bard and have ability similar to defensive spin except its their reflexes that dodge the blows
They have an advantage against other blades when they have no weapon (like a monk)


i did figure out all the lil quids and pros and put it in another post but if intersted iwill add it all.
let me kno


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Nor shadow or myst
the jester is a myth
he is absolute
beware the jester
http://www.ironworksforum.com/ubb/no...les/DRUIDD.gif

Synthos 10-31-2001 11:17 PM

Ninja

The ninja is a master of stealth, espionage and covert operations. It is unlike all the other classes, but incorporates certain elements of each. It's unlike the assasin because a ninja does not just kill. It's unlike a swashbuckler because a ninja does not just fight, a ninja is unlike a bounty hunter because he does not just set traps for prey.

Min Requirements
-12 Str - A Ninja must be strong
-16 Dex - A Ninja must be agile
-16 Int - A Ninja must be cunning
-15 Cha - A Ninja must be good with the ladies (lol, j/k)

Advatages
-Has the same backstab and set normal snares of theives..
-Gains -1 Ac and +1 to hit and damage, then another -1 to Ac and +1 to hit and dmg every 7 levels.
-Gains +10 to Hide in Shadows and Move Silently
-May specialize in Katana, Wakasashi, Ninja-to and (new item that would be put in)Ninja Stars
-May put three stars in two weapon style
-Can coat weapon with poison every 7 levels that deals out 1 dmg every 2 seconds for 20 seconds, this does not improve in levels.

Disadvantages
-Gains only 20 points per level to distribute to theiving abilities
-Has -10 penalty to pick pockets and open locks, -5 penalty to set snares and find/remove traps.
-May not use shields or bows. May only wear up to studded leather armor.

Thanks I might pump out a Samurai later, too tired right now...

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http://www.ironworksforum.com/ubb/no...es/NeoOrog.gif
Quote:

"Est Sularis Oth Mithas"--&gt;Honour Is My Life

Vaskez 11-01-2001 01:47 PM

Why are u lot talking about Kits from TDD? Most of these ideas have already been made....ok so not to the same spec but the same name and background in TDD or elsewhere.

Montravant 11-01-2001 02:45 PM

Demon Knight

These fallen knights once wrecked havok throughout the land. Able to tear down great empires in one day, able to destroy whole army's in one swing of thier sword, and able to defeat the greatest warriors known to man. Then one day they all vanished no one knew why, some say they returned to hell where they belong, others say a great hero destroyed them all. In truth they were just sleeping, waiting for the time when they are summoned again, to wreck havok once more.

Requirements:
-17 str (min)
-17 wis (min)
-15 dex (min)
-5 car (max)
-16 con (min)

Race:
Human

Class:
Paladin

Alignment:
Chaotic Evil

Advantages:
-Faster movement rate than Barbarians
-Gains 10 resistance to slashing,percieng,crushing damage for every 3 levels
-May cast priest spells
-May cast "Dark Sword". This ability lets the knight to summon he's ancient sword to kill he's enemies.
Sword Status:
+5 THACO
2d12+5, damage is doubled against any good aligned char's
Equiped Abilities:
immune to charm,imprisonment,hold,confuse,maze,psionics,petr ification,fear,emotion,level drain,and poison.
Duration: 5/per level of caster
-Gains -2 to Ac and +2 dmg every 10 levels

Disadvantages
-Can only wear plate armors
-Can only specialise on Paladin weapon proefficiensies
-Can not turn undead


[This message has been edited by Montravant (edited 11-01-2001).]

[This message has been edited by Montravant (edited 11-01-2001).]

[This message has been edited by Montravant (edited 11-01-2001).]

Kaz 11-01-2001 03:00 PM

Okay, here comes my Ghost character (AGAIN). Still a very very VERY rough draft

Ghost

Ghosts are the spirits of people who had such a strong will that after death they were able to remain in this world, even keep a body. However, their body is not solid, more like mist. They must rest very often or else it collapses.

Stats Min: 17 wisdom (a ghost must have a very strong will)
14 dexterity (a ghost is agile and quick)
Stats Max: 12 strength, 12 constitution (this is a GHOST, okay?)

Can Stealth like a Thief, gets 10 points in Stealth per level (?)
Innate abilities:
<font color="lightgreen">All people fighting within sight of the ghost must save vs ? or get -1 to hit.
Invisibility, Horror, Shadow Summoning, Stun, Sleep, Immunity to physical attacks
All physical attacks have a 10% (?) chance of doing no damage, this improves by 1% per level. A Ghost has 10% magic resistance.</font>
<font color="red">A ghost may not use ranged weapons, it may only use daggers, short swords and ? It may only wear up to studded leather armor
!! When wearing ANYTHING/using weapons, a Ghost must roll every few rounds as to whether the item falls onto the ground. This is dependent on the weight of the item (a ring has less chance of falling than an armor)</font>
<font color="lightgreen">A Ghost has + to speed and - to AC
Every attack has a chance to (level-dependent) cause panic, stun, sleep, cause ? damage.</font>
<font color="red">Every attack does half damage, later a quarter.
A ghost has a severe minus to HP. It regenerates, but Heal spells do not work on it. Potions maybe.
A ghost must rest far more often than normal characters, depending on how much it is carrying. If it does not rest when it is tired, it falls apart into a cloud of mist.</font>

Feel free to change, use or discard as you wish!


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[This message has been edited by Kaz (edited 11-01-2001).]


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