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  • Submitted: Aug 09 2018 08:49 AM
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  • 29 Aug 2018 Download The Artisan's Kitpack for BG:EE, BG2:EE and IWD:EE v1.2
  • 11 Aug 2018 Download The Artisan's Kitpack for BG:EE, BG2:EE and IWD:EE v1.1
  • 11 Aug 2018 Download The Artisan's Kitpack for BG:EE, BG2:EE and IWD:EE v1.1
  • 11 Aug 2018 Download The Artisan's Kitpack for BG:EE, BG2:EE and IWD:EE v1.0.1
  • 09 Aug 2018 Download The Artisan's Kitpack for BG:EE, BG2:EE and IWD:EE v1.0

Download The Artisan's Kitpack for BG:EE, BG2:EE and IWD:EE v1.21

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kit



This mod adds a collection of custom-made kits and reworks of existing kits for various classes.

 

Vanguard (option for Khalid)

VANGUARD: The vanguard is a frontline warrior trained to fight in the middle of enemy lines. Tough and durable, a vanguard is a reliable defender capable of holding the line and enduring blows that would fell a lesser man.
 
Advantages:
– May use Defensive Stance once per day. Gains one use at level 1, one use at level 4, and an additional use every 4 levels thereafter.
 
DEFENSIVE STANCE: For 1 turn, the Vanguard gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.
 
– Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.
– Hit Die: d12
 
Disadvantages:
– May not exceed High Mastery (four slots) in single-handed melee weapons.
– May not exceed Specialization (two slots) in any other weapon.

 

Rogue Archer (option for Imoen)

ROGUE ARCHER: Many rogues specialize in ranged weapons out of pragmatism, choosing to approach combat from a safe distance. Rogue Archers are experienced enough with such weapons to become a match for any warrior from a distance, taking down their foes with deadly missiles without ever needing to put themselves within threat range.
 
Advantages:
– +1 to hit and damage rolls with any missile weapon at level 1 and every 3 levels thereafter.
– Gains bonus attacks from specialization.
– May achieve Mastery (3 slots) in any missile weapon.
– May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.
 
CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Rogue Archer:
 4th level: -1 penalty to target's THAC0.
 8th level: -1 penalty to target's Saving Throws vs. Spell.
 12th level: -1 penalty to the target's Strength score.
 16th level: +2 bonus to damage roll.
 
Disadvantages:
– May not use Backstab ability.

 

Divine Champion (option for Ajantis, Keldorn and Sirene)

DIVINE CHAMPION: The divine champion is the strong right arm of their deity. They serve as a guardian of holy sites, a protector of pilgrims and a leader of crusades. Though paladins fill these roles in many good-aligned churchs, a divine champion can take up the banner of any deity, regardless of alignment or ethos. These holy warriors are loved by their patron's worshipers and hated by the church's enemies in equal measure.

 
Advantages:
– May be of any non-evil alignment.
– May achieve High Mastery (4 slots) in any weapon.
– Gains +1 to all Saving Throws at level 5 and every 5 levels gained thereafter.
– From level 2 onwards, may use the Smite Evil ability once per day. Gains an additional use at level 4 and an additional use every 4 levels thereafter.
 
SMITE EVIL: The divine champion's next attack within two rounds gains a +1 bonus to hit and damage per 2 levels gained versus any evil creature struck.
 
– From level 5 onwards, may use the Divine Wrath ability once per day.
 
DIVINE WRATH: The divine champion channels a portion of their deity's power, gaining a +4 bonus to Strength, Dexterity and Constitution for 1 turn + 1 round per level gained thereafter. After the effect has expired, the divine champion becomes fatigued.
 
Disadvantages:
– May not Turn Undead.
– May not cast priest spells.

 

Rashemi Berserker (Minsc only)

RASHEMI BERSERKER: The distant land of Rashemen has a strong tradition of berserker warriors. The berserkers of Rashemen are organized into lodges named after local creatures, such as the Ice Dragon Berserker Lodge. True to their names, Rashemi berserkers are famed for their mighty rage, but also for their prowess in battle, sense of honor, and fierce loyalty to their land and rulers, the wychlaran. Newly inducted berserkers undertake a coming-of-age tradition known as 'dajemma', a journey far from their homeland to see and understand the world. Often, they travel alongside a wychlaran to whom they are sworn to defend with their lives. The berserkers of Rashemen are the mortal enemies of the Red Wizards of Thay, who they have been at war with for centuries.

  
ADVANTAGES:
– Hit Die: d12
– May achieve mastery in any melee weapon.
– May use the Berserker Rage ability once per day. Gains one additional use every 5 levels.
 
BERSERKER RAGE: The Rashemi berserker becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength, one bonus attack per round, and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. The Rashemi berserker also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree, possibly knocking him unconscious. However, his armor class is penalized by 4 points while enraged. Additionally, the berserker is unable to perform any action aside from movement and attacking, such as spellcasting, using items, stealth or talking until the rage has ended. Bonuses to Strength increase to +4 at 12th level and +6 at 20th level.
 
Once the duration has ended, the Rashemi berserker becomes winded, reducing his THAC0, armor class and damage by four points, and he is unable to go berserk again for one turn.
 
– 5th level: May use Mighty Blow.
 
MIGHTY BLOW: The Rashemi berserker may choose to forsake accuracy for more power, reducing his THAC0 by 4 but dealing 4 extra points of damage per hit (melee only). THAC0 and damage modifiers increase to 8 from level 20 onwards. This ability may be toggled at will.
 
– 8th level: Gains Unbreakable Will.
 
UNBREAKABLE WILL: Rashemi berserkers have tremendous willpower. The berserker permanently gains +3 to saves vs. spell, which is doubled while berserk. The Rashemi berserker also gains immunity to psionics while berserk.
 
– 12th level: Gains Unstoppable Rage.
 
UNSTOPPABLE RAGE: The Rashemi berserker has become a juggernaut while enraged, truly a being to be feared. The berserker is immune to all movement-hindering effects and Imprisonment while berserk.
 
– 16th level: Gains Tireless Rage.
 
TIRELESS RAGE: The Rashemi berserker is no longer winded and will not suffer damage after his rage has ended.
 
– 18th level: Gains Deathless Frenzy.
 
DEATHLESS FRENZY: The Rashemi berserker's rage is so great that it allows him to temporarily stave off death. From 18th level onwards, the Rashemi berserker is unable to die by any means within the first five rounds of entering rage.
 
DISADVANTAGES:
– Alignment restricted to any non-lawful.
– May not wear heavier armor than splint mail.
– May cast one less priest spell per level.
– May not Specialize in ranged weapons.

 

 

Arcane Archer (Fighter, Fighter/Mage)

ARCANE ARCHER: Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their 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. While human arcane archers are rare due to elvenkind withholding their secret techniques, they are not unheard of.

Advantages:
- +1 to hit with any missile weapon at level 1 and every 5 levels thereafter.
- Gains the Enhance Arrow ability.

ENHANCE ARROW: The arcane archer passively imbues his arrows with magic. Projectiles launched by the arcane archer are always treated as weapons of +1 enchantment and deal one extra point of magic damage, increasing by one for every five levels gained to a maximum of +5 enchantment and five magic damage at 20th level. Additional damage is affected by the target's magic resistance.

- 3rd level: May use Entropic Shield once per day.

ENTROPIC SHIELD: A magical field glowing with a multicolored hue appears around the arcane archer, providing immunity to normal missiles and a -2 bonus to armor class against missile weapons for 1 round per level. This bonus increases to -4 at 10th level and -6 at 17th level.

- 5th level: May use Imbue Arrow ability three times per day.

IMBUE ARROW: Using arcane magic, the arcane archer enchants his next missile within one round to explode, dealing 1d6 additional fire damage for every five levels gained thereafter in an area of effect.

- 9th level: May use Seeker Arrow ability once per day.

SEEKER ARROW: A skilled arcane archer can enchant his arrows to strike its target unerringly. His next missile attack within one round is a guaranteed critical hit and deals two points of extra damage for every five levels gained thereafter.

- 13th level: May use Phase Arrow ability once per day.

PHASE ARROW: An experienced arcane archer can enchant his next arrow within one round to become an incorporeal missile that penetrates armor, dealing 4d6 bonus magical damage and reducing the target's missile resistance by 50% as well as their armor class vs. missiles by two points every five levels gained thereafter for 1 turn.

- 17th level: May use Arrow of Death ability once per day.

ARROW OF DEATH: A master arcane archer can enchant his next arrow within one round to instantly slay his foe. Targets with more than 60 hit points may make a save vs. death to avoid the effect. Saving throw penalty increases by one for every five levels gained thereafter.

Disadvantages:
- Hit Die: d8
- THAC0 penalty of 2 when wielding a melee weapon.
- Race restricted to human, elf or half-elf.
- May not exceed proficiency (one slot) in weapons other than crossbows, longbows and shortbows.
- May not exceed proficiency (one slot) in any weapon style.
- May not wear armor heavier than elven chain mail.

 

Mystic Fire (Paladin)

MYSTIC FIRE: Knights of the Mystic Fire are paladins dedicated to the church of Mystra, goddess of magic. They are proficient in martial combat as well as arcane magic. Aside from traditional virtues of paladinhood, Mystic Fire Knights devote part of their lives in the discovery and study of ancient magic.

Advantages:
– +2 bonus to Lore per level.
– May cast two additional spells per level.
– +1 to Saving Throws vs. Spells. Gains an additional +1 at level 5 and every 5 levels gained thereafter.
– The Mystic Fire's spells are cast as though they were a cleric of the same level.
– May cast the following spells as priest spells:

Level 1: Magic Missile, Shocking Grasp* , Shield, Find Familiar
Level 2: Mirror Image, Web, Melf's Acid Arrow, Invisibility
Level 3: Fireball, Lightning Bolt, Haste, Minor Spell Deflection
Level 4: Greater Malison, Fire Shield (Red), Stoneskin, Secret Word

– May use 'Shatter Spell' ability once per day and an additional use every 6 levels thereafter.

SHATTER SPELL: Knights of the Mystic Fire are able to smite spellcasters and disrupt their defensive spells as well as their ability to cast magic. The next attack made by the Mystic Fire within two rounds will dispel the target's combat protections. Additionally, if the target fails a save vs. spells at -2, they suffer 100% spell failure for two rounds.

– May use 'Spellblade' ability once per day from 5th level onwards.

SPELLBLADE: The Mystic Fire Knight enchants their weapon for the next hour, giving it a +3 enchantment level and dealing 1d4 magic damage (+1d4 per five caster levels up to level 20) and reducing targets' magic resistance by 5% per hit for two turns. Enchantment bonus increases to +4 at 12th level and +5 at 18th level.

Disadvantages:
– -1 penalty to THAC0 modifier, with an additional -1 at 10th level and every 10 levels thereafter.
– May not learn the following High Level Abilities: Whirlwind Attack, Greater Whirlwind Attack, Power Attack, Critical Strike, Smite
– May not use Protection From Evil.
– May not Turn Undead.
– May not use Lay on Hands.

* The Mystic Fire's Shocking Grasp works differently from the mage's.

Shocking Grasp
(Alteration)

Level: 1
Range: Touch
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

This modified Shocking Grasp spell allows the Mystic Fire Knight to imbue a melee weapon instead of hand. When the Mystic Fire Knight touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the attack strikes as a +6 weapon. The Mystic Fire Knight only has one charge, and once an opponent has been touched, the spell's energies have been used. The Mystic Fire Knight has 1 round per level to touch the target creature.

 

High Level Abilities:

Extra Level 1 Spell
Choosing this ability allows the Mystic Fire Knight to cast one additional Level 1 spell.

Extra Level 2 Spell
Choosing this ability allows the Mystic Fire Knight to cast one additional Level 2 spell.

Extra Level 3 Spell
Choosing this ability allows the Mystic Fire Knight to cast one additional Level 3 spell.

Extra Level 4 Spell
Choosing this ability allows the Mystic Fire Knight to cast one additional Level 4 spell.

Arcane Knowledge
An experienced Mystic Fire Knight develops more knowledge of arcane spells closer to that of an actual wizard, gaining +1 to all Saving Throws and the ability to cast Cone of Cold, Spell Immunity, Oracle and Sunfire once per day.

Arcane Knowledge II
An experienced Mystic Fire Knight develops more knowledge of arcane spells closer to that of an actual wizard, gaining -1 to casting time and the ability to cast Globe of Invulnerability, Improved Haste, Protection from Magical Weapons and Spell Turning once per day.

Arcane Knowledge III
An experienced Mystic Fire Knight develops more knowledge of arcane spells closer to that of an actual wizard, gaining +20% to spell duration and the ability to cast Limited Wish, Mordenkainen's Sword, Khelben's Warding Whip and Spell Turning once per day.

 

Hivemaster (Druid)

HIVEMASTER: The Hivemaster is a druid that focuses on fostering and protecting insects and arachnids, including giant versions thereof. Most commonly stylise themselves after either communal insects, such as ants or bees (hence the name), or predators like spiders, scorpions and dragonflies.
 
Advantages:
– Immunity to all poisons and the following spells: Web, Summon Insects, Insect Plague, Creeping Doom
– Gains a +4 bonus to Armor Class and saving throws against attacks made by spiders and is ignored by them unless they are provoked.
– May cast Web and Spider Spawn as 2nd and 4th level priest spells respectively.
– May use the Poison Weapon ability once per day. Gains another use at levels 7 and 14.
 
POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:
 
1st– Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
5th– Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
9th– Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
13th– Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)
 
– 5th level: May shapeshift into a huge spider once per day.
– 8th level: May shapeshift into a sword spider once per day.
– 14th level: May shapeshift into a wraith spider once per day.
 
Disadvantages:
– May not wear heavier armor than leather.
– May not shapeshift into default animal forms.

 

Pale Master (Sorcerer)

PALE MASTER: Necromancy is usually a poor choice for arcane spellcasters -– those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

 
Advantages:
– 1st level: Gains Boneskin.
 
BONESKIN: The pale master's tough, cadaverous flesh gives them a +1 to AC (+2 at 7th, +3 at 13th).
 
– 2nd level: May use Animate Dead once per day.
 
ANIMATE DEAD: As per the mage and cleric spell, summons an allied skeleton warrior to serve the caster.
 
– 3rd level: Gains Deathless Vigor.
 
DEATHLESS VIGOR: The pale master’s body becomes more akin to the undying flesh of his undead associates. Gains infravision, immunity to sleep and +1 to saves vs. death (+2 at 8th, +3 at 13th).
 
– 6th level: The pale master gives in to terrible necrophiliac urges. He cuts off his arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved flesh stitched in place like that of a flesh golem. May use Undead Graft twice per day.
 
UNDEAD GRAFT: The pale master touches a target with a ghoulish hand. Target must save vs. death or be held for 5 rounds.
 
– 10th level: Undead Graft saving throw at -1.
– 12th level: Gains Tough as Bone.
 
TOUGH AS BONE: The pale master becomes more and more like one of the implacable undead. Immunity to hold, stun and poison.
 
– 14th level: Undead Graft saving throw at -2.
– 15th level: May use Create Skeleton Abomination once per day.
 
CREATE SKELETON ABOMINATION: Summons a powerful skeleton abomination to serve the caster for 2 hours.
 
– 16th level: The pale master's touch becomes deadly and can instantly kill a target. May use Deathless Master's Touch twice per day.
 
DEATHLESS MASTER'S TOUCH: The pale master touches a target with a life-snuffing hand. Target must save vs. death with a -3 penalty or die instantly.
 
– 18th level: Undead Graft saving throw at -3.
– 20th level: Gains Deathless Mastery.
 
DEATHLESS MASTERY: The pale masters are practically undead creatures themselves. Immunity to death magic and level drain.
 
– Hit Die: d6
 
Disadvantages:
– May cast one fewer spell per level per day.
– Alignment restricted to non-good.
– Incurs a -2 penalty to Charisma.

 

Warhorn Shaman (Shaman)

WARHORN SHAMAN: Northern shamans who are also skilled warriors, Warhorn Shamans are capable of calling upon spirits of warriors from planes such as Valhalla or Warrior's Rest. Many of these shamans worship Tempus, the Lord of Battles, and often are just as capable in battle as they are in shamanic magic.

 
Advantages:
– Hit Die: d10
– May be of any non-Lawful alignment.
– May specialize in all weapons that are usable by shamans.
– May fully specialize in all weapon styles.
– Gains immediate access to a number of unique spells, which can be cast like any other: Battle Ardor, Rallying Cry, Fury of the Winds, Storm Barrier, Stormbound Axes, Wrath of the Skies, Undying Fervor
– May use Rage ability once per day. Gains one use at level 1 and an additional use every 6 levels thereafter.
 
RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to attack and damage rolls as well as to Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of berserk spree, possibly knocking unconscious.
 
– Shamanic Dance summons the following creatures:
  Level 1: Warrior Spirits (long sword, longbow), up to 2 spirits at the same time.
  Level 6: Berserker Spirits (dual axes, two-handed sword), up to 3 spirits at the same time.
  Level 12: Ancestral Spirits (fighter/clerics), up to 4 spirits at the same time.
  Level 18: Valkyries (archer, shieldmaiden), up to 5 spirits at the same time.
 
Disadvantages:
– Only has one half the normal Detect Illusions score.
– May not cast shaman-exclusive spells.
– May only be human.
– May cast one fewer spell per level per day.

 

Assassin (Thief, rework, option for Imoen and Hexxat)

ASSASSIN: The Way of the Assassin is a feared profession, and rightfully so. A master of the art of killing, the assassin is noteworthy for being able to slay a living man with a single calculated blow or from the slightest cut with a poisoned blade. No man alive is capable of killing a target in as many ways as an assassin, and once an assassin has marked a chosen target, their fate is often sealed. While the act of assassination demands swiftness and guile, an assassin's most important skill is patience; the patience to analyze their target, observing for weaknesses, and finding the most effective way to ensure the kill and fade away unseen.

 
Those who choose to walk the path of assassination do so for a variety of reasons. Many are opportunists, selling their services for personal gain. Some are vigilantes, hoping to make the world a better (or at least more peaceful) place by exterminating 'undesirables'. Yet others do so simply for the thrill of the kill. It is said that no two assassins are alike in either motive or technique.
 
Because of the unsavory nature of their profession as well as their preferred mode of operation, assassins are dreaded and reviled by decent folk. Assassins do not seek fame and recognition, as such things are detrimental to their cause and thus they rarely take positions of leadership or band in groups at all. The best assassins are all but unknown.
 
Advantages:
- Begins with a x3 backstab multiplier. The assassin's backstab multiplier caps at x7 at 17th level.
- Gains a +10% bonus to Hide in Shadows and Move Silently at 1st level and an extra +5% for every level thereafter.
- Gains a +1 bonus to Saving Throws vs. Death at 1st level and every 10 levels thereafter.
- May use the Poison Weapon ability once per day starting at level 1 and gaining one extra use every six levels thereafter.
- Gains the Analysis and Enhanced Backstab passive effects.
- From 5th level onwards, gains the Hidden Blade passive effect.
- From 10th level onwards, may use the Cloak of Shadows ability once per turn.
 
Disadvantages:
- -2 penalty to Charisma.
- -2 penalty to starting Reputation.
- May not wear armor heavier than leather armor.
- May not Set Traps.
- May only be of any non-good alignment.
- May only distribute 10 skill points per level among thieving skills.
 
ABILITIES:
 
POISON WEAPON: The assassin is capable of coating weapon for the next eight hours with a slow-acting but extremely potent poison. This poison deals damage and reduces the target's Constitution immediately and every following round for at least four rounds. After four rounds have passed, the target must make a Saving Throw vs. Death or remain poisoned for another four rounds. Therefore, the poison has the potential to last indefinitely as long as the target does not make a successful Saving Throw. The target may not die of Constitution loss caused by the poison.
  1st level: Target suffers two poison damage and loses one point of Constitution. No save modifier.
  6th level: Target suffers four poison damage and loses one point of Constitution. Save modifier of -1.
  11th level: Target suffers six poison damage and loses two points of Constitution. Save modifier of -2.
  16th level: Target suffers eight poison damage and loses two points of Constitution. Save modifier of -3.
  21st level: Target suffers ten poison damage and loses three points of Constitution. Save modifier of -4.
 
ANALYSIS: For every round that the assassin remains invisible, gains a +1 bonus to hit and damage up to a cap of +2 at 1st level. This bonus increases by at +1 at 5th level and every 5 levels thereafter. Attacking depletes all stacked bonuses instantly while leaving stealth non-aggressively causes bonuses to gradually deplete over time.
 
ENHANCED BACKSTAB: The assassin is capable of crippling victim with backstabs, inflicting one of the following effects. Save modifiers decrease by one for every six levels gained thereafter.
  Paralysis: Target must save vs. death at +2 or become paralyzed for 2 rounds.
  Hamstring: Target must save vs. death or have their movement rate and Dexterity halved for 8 rounds.
  Bleeding: Target must save vs. death at +2 or suffer 1d4+1 piercing damage every round for 2 rounds + 1 round/6 levels.
  Cutthroat: Target must save vs. death or be silenced for 20 rounds.
  Lethality (Level 17+): Target must save vs. death at +4 or be slain instantly.
 
HIDDEN BLADE: When the assassin kills target, briefly turns invisible and moves at double movement rate for one round. This may not occur more than once every five rounds, reduced by one round for every 5 levels gained thereafter (no cooldown at 30th level)
 
CLOAK OF SHADOWS: The assassin becomes completely invisible and undetectable for two rounds or until attacks, becoming immune to all revealing effects. Even creatures that can normally see through invisibility are unable to target the assassin during this time.
 

 

 


What's New in Version v1.21 (See full changelog)

  • Fixed installation bug for the assassin component






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