Kit Pack

 
   
  Version 1.2  
 
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[.:RTT Kit Pack:.] 

.: INTRO :.

RTT Kit Pack adds 6 fighter kits, 4 paladin kits, 4 ranger kits, 5 priest kits, 4 druid kits, 4 thief kits and 3 bard kits, in all 30 new kits to play Baldur's Gate 2.

.: CREDITS :.

A particular thank you to: me (Al17) :) and the_bigg, for the very first .tp2 and his help with weidu in general. E-mail: rtt-mod@libero.it  Official Site: http://rtteng.altervista.org

.: COMPATIBILITY :.

Kit Pack works with and without Throne of Bhaal. It should be compatible with other mods, just remember not to exceed the fourteen kits per class.

.: INSTRUCTIONS :.

Run "setup-kitrtt.exe". Choose to install all them together [I] or to ask about each one [A]. Do not skip the last component "Items and Spells".

.: KIT :.

Fighter

AMAZON: Amazons are female warriors that decide to train themselves exclusively in the use of ranged weapons and spears. With these two types of weapons, they are without doubt the best warriors in Amn! They love to live in contact with nature and often work with druids to protect forests and animals.

ADVANTAGES:
- +2 dexterity
- +1 charisma
- +1 thac0 at levels 1, 6 and 11
- Cast "Charm Animal" at levels 1, 6, 11, 21, 27, 33 and 39
- Cast "Valkiria's Lance" at levels 1, 6, 11, 21, 27, 33 and 39
- +1 attack per round

DISADVANTAGES:
- Only human or half elf
- Only female
- They can use only ranged weapons and spears
- They can specialize only with two handed weapon and single weapon styles
- Need 18 dexterity
- Need 14 charisma
- -1 constitution
- Only non-evil characters

GLADIATOR: Fighting for entertainment, is the job of a gladiator. Sometimes a freed gladiator may decide to travel a world larger than a sandy arena, seeking adventure. Without a doubt, a gladiator is a good companion in a party. Because of the years spent in battle, gladiators develop an innate resistance to physical damage. But living in a world of ignorance and superstition, gladiators have a senseless fear of what they consider "strange", that is intelligence, wisdom and magic.

ADVANTAGES:
- Strength and Constitution: +1
- Physical and Elemental Damage Resistance: +15%
- AC: +3 Bonus

DISADVANTAGES:
- Charisma and Dexterity: -2
- Maximum Intelligence and Wisdom: 9
- Saving Throws.: -2
- Magic Resistance: -15%
- Requires: 16 Strength and Constitution
- No Multi- or Dualclass
- No Gnomes or Halflings

INVESTIGATOR: Often, it's better ask questions before you kill. The investigator always tries to speak before a fight. But if there is no choice (or you are faced by a very stupid foe), the Investigator doesn't disdain violence. An Investigator also has the ability to find traps and other dangers that most warriors would just step on.

ADVANTAGES:
- Intelligence and Wisdom: +1
- Find Traps four times per day at level 1 with additional castings at levels 10, 15, 25 and 35
- Detect Alignment four times per day at level 1 with additional castings at levels 10, 15, 25 and 35
- Detect Illusion four times per day at level 1 with additional castings at levels 10, 15, 25 and 35
- Open Locks (Knock) four times per day at level 1 with additional castings at levels 10, 15, 25 and 35

DISADVANTAGES:
- No dual-class
- Must be Lawful Neutral
- No proficiency in ranged weapons
- May not go beyond specialisation (2 slots) for any weapon
- Requires Intelligence and Wisdom: 16
- Maximum Charisma: 14

HALFLING THROWER: Halfling warriors aren't famous for their hand to hand battles (or hand to legs, most likely), but for their reputation as skirmishers and missile specialists. Even if slings remain their favoured weapon, some halfling warriors are specialized in the use of bows and crossbows.

ADVANTAGES:
- +1 thac0 to missile weapons at levels 1, 6, 11, 21, 27, 33 and 39
- +1 round attack
- +1 dexterity
- Create Bullets at levels 1, 6, 11, 21 and 27

DISADVANTAGES:
- Only halfling
- No evil characters
- Requires 16 in dexterity
- Limited specialization in fighting styles and melee weapons

SAMURAI: A Samurai is the incarnation of honour in a warrior. Even if some of their choices may seem strange to a non-samurai, this caste of warriors is well-respected and revered.

ADVANTAGES:
- Attacks per round: +1
- Samurai Invisibility five time a day at level 1, with additional castings at levels 10, 15, 20, 25, 30, 35 and 40
- Cast Kai twice per day at level 1 with an additional casting at levels 15, 30 and 40
- Damage Bonus: +2

DISADVANTAGES:
- Humans Only
- No dual-class
- No evil alignments
- Requires: Dexterity 15
- May achieve Grand Mastery only in two handed swords, wakizashis, katanas, long bows and darts
- May achieve Basic Proficiency (one slot) in other blades and short bows
- May achieve Grand Mastery only in two handed and two weapon fighting styles

GIANT SLAYER: There are very few gnomes who decide to leave their homes to dedicate their life to a great and noble cause: the destruction of giants! Since antiquity gnomes and evil giants have despised one another. Giants have always held the advantage, except for the rare times when a brave giant slayer strode the land.

ADVANTAGES:
- Strength, Dexterity and Constitution: +1
- Bonus Damage and Thac0 against giants: +4
- Additional Bonuses to Damage and Thac0 against giants: +1 at levels 10, 15, 20, 25, 30, 35 and 40
- Gnomic Rage twice per day at first level, additional rages at levels 15, 20, 25, 30, 35 and 40

DISADVANTAGES:
- Requires: 17 Strength, Dexterity, Constitution and Charisma
- Maximum Intelligence and Wisdom: 10

Paladin

ANTI-PALADIN: An anti-paladin hates good and considers the ideals of goodness, fraternity and justice to be useless human inventions. True power belongs to the strongest and all others must subject themselves to him. The duty of the anti-paladin is to enter into the orders of real paladins to destroy them from within. He tries to convert the young knights (squires) into servants of evil. It is very important not to confuse the anti-paladin and the dark knight. The anti-paladin is a person with no innate abilities, but through study and perseverance they can be successful in inverting the typical innate abilities of the paladins. The anti-paladin's goals are to subvert the systems of justice that prevent his rise to power. The dark knight is a sort of half demon, half man with innate abilities who wants to destroy everything. 

ADVANTAGES:
- Sacrilege of the Hands twice per day at level 1, with additional castings at levels 15 and 30
- Detect Good once per day, gaining additional castings every level.
- Protection from Good once per day, gaining additional castings every level.
- Perversion of Evil twice per day at level 1, with additional castings at levels 10, 15, 20, 25 and 30

DISADVANTAGES:
- No Lay on Hands
- No Detect Evil
- No Protection from Evil
- Alignment restricted toy Lawful Evil
- Minimum 17 Wisdom, Intelligence and Charisma

DARK KNIGHT: It is very important not to confuse the anti-paladin and the dark knight. The anti-paladin is a person with no innate abilities, but through study and perseverance they can be successful in inverting the typical innate abilities of the paladins. The anti-paladin's goals are to subvert the systems of justice that prevent his rise to power. The dark knight is a sort of half demon, half man with innate abilities who wants to destroy everything. In fact, the dark knight's only purpose seems to be to spread chaos and destruction through the world.


ADVANTAGES:
- Strength set to 25
- +50% resistance to physical and magical damage
- Permanent Protection from Good
- Dark Light  at level 1, 10, 15, 20 and 30
- Summon Demon at levels 15 and 30
- Stinking Cloud once per day at levels 1, 10, 15 and 25
- Detect Good at once per day at level 1 with additional castings every level.

DISADVANTAGES:
- No Lay on Hands
- No Detect Evil
- No Protection from Evil
- Alignment restricted to Chaotic Evil
- May not use missile weapons
- All stats apart from STR capped at 6

ELF PALADIN: Now even elves are able to become paladins. If, for many people, a meeting with an human paladin is a rare occurrence, of which boast ca be made when they are old, a meeting with an elven paladin is a unique event. Few elves have the courage or temperament to embark on the road of a paladin and if only few attempt it, even fewer are brave enough to finally become true forces of peace and justice!

ADVANTAGES:
- Elven Privilege twice per day at level 1, then 1 more time per day at levels 10, 20 and 30
- Cure Disease twice per day at level 1, then 1 more time per day at levels 7, 13, 20 and 30
- Slow Poison twice per day at level 1, then 1 more time per day at levels 7, 13, 20 and 30

DISADVANTAGES:
- Requires 16 wisdom
- Less Detect Evil and Protection from Evil
- No Lay on Hands

MESSIAH: A messiah is a strong paladin equipped by his patron deity with great magic powers. He can be considered to be the messenger of the deity in the world. It's very important not to be confused: the body of the messiah has nothing of the divine nature. He is still condemned to die sooner or later, but until that moment he will be a mighty servant of Good.

ADVANTAGES:
- Permanent Protection from Evil
- + 30% Resistance to physical, elemental, and magical damage
- Imposition of the Hand twice per day at levels 1, 2, 10, 15, 25
- False Dawn twice per day at first level with an additional casting at levels 15 and 25
- Summon Fire Elemental at levels 1, 13 and 20
- Fascination of Good twice per day at first level with an additional casting at level 18 
- True Sight twice per day at first level, with additional castings at levels 10, 15, 20, 25 and 30

DISADVANTAGES:
- Minimum 18 Wisdom and Intelligence
- May only use magical weapons, armor, shields and helms.
- No rings and necklaces
- New improved weapons at level 15

Ranger

ARCANE RANGER: Rangers spend a great part of their life in contact with nature. During this time they train themselves to become doughty warriors, in hand to hand and in distance combat. But not all Rangers do this. A few rangers can neglect physical exercises to concentrate themselves on spiritual ones. After many years of training these solitary men are able to communicate with nature, and can call the powers of nature to their aid using magic.


ADVANTAGES:
- +20% physical damage resistance
- +20% magic resistance
- Arcane Ranger is able to cast many spells normally reserved to wizards

DISAVANTAGES:
- Only Chaotic Good characters
- Can't use missile weapons
- Can't dualclass
- Specialization limited in fighting styles
- Requires 16 in intelligence and wisdom
- -6 to charisma
- -40% hiding in shadows

ELEMENTALIST: An elementalist is a particular kind of ranger who has dedicated their life to fighting without protective devices. After many years of training, an elementalist's skin becomes as hard as stone! In practice, this means that an elementalist is protected by their natural armor and so is not encumbered by artificial armor. A side effect of this training is to increase the elementalist's resistance to every sort of climate.

ADVANTAGES:
- Elemental Resistance: +3% at level 1-15
- Elemental Resistance: +2% at level 16-20
- Elemental Resistance: +1% at level 21-...
- Physical Damage Resistance: +15%, 
- AC: +2 at level 15, 25

DISADVANTAGES:
- May not wear any armor, cloak or gauntlets
- May not Multi- or Dualclass
- Requires: 17 Constitution

TIME KEEPER: It's said that time is an element, just like earth, air, fire or water and that, long ago, time was controlled by a druidic sect. Considering the existence of Time Keepers, this could be true! Time Keepers are warriors, since a simple druid wouldn't survive for all these centuries, but they are also a force of nature... do not forget that the flow of time itself is at their command!

ADVANTAGES:
- Time Stop (3 seconds) three times per day at level 1
- Time Stop (6 seconds) once per day at level 10, with additional castings at levels 12 and 14
- Time Stop (12 seconds) once per day at level 16, with additional castings at levels 18 and 20
- Time Stop (20 seconds) at levels 22, 24, 28 and 32

DISADVANTAGES:
- May never remove their sacred tunic, rings or amulet.
- May only fight with their holy cudgel.
- Requires Intelligence and Wisdom: 18

DARK RANGER: Along with the dark druid, the dark ranger is the one of the renegades of nature. Through dark magic, the renegade can cause animals to dance to his tune.

ADVANTAGES:
- Shadow Transformation: Twice per day at level 1, plus additional castings at levels 15, 20 and 30
- Summon Dog at levels 1 and 10
- Summon Spider Progeny at levels 5 and 15
- Summon Mountain Bear at levels 15 and 25
- Summon Wyvern at levels 17 and 27
- Slay Animal three times per day at level 1, plus additional castings at levels 10, 15, 20, 25 and 30

DISADVANTAGES:
- Must be Neutral Evil
- Maximum Charisma: 10
- Maximum Constitution: 14
- No Stealth

Priest

ENTICER: A master of the arts of charm magic, the only aim of the enticer is to "convert" the greatest number of people to his cause. With a mind fixed in equilibrium and through arcane power, an enticer can charm almost all his enemies. Unfortunately, the charmed creatures are conscious of their situation, and so, should the enticer's spell be disabled (or if someone else disables it) charmed creatures will turn on the enticer and fight with all their rage.

ADVANTAGES:
- Never-Ending Charm four times per day. One additional casting at level 10
- Never-Ending Dire Charm twice per day at level 14, one additional casting at level 18
- Never-Ending Domination at levels 20, 25, 30, 35 and 40
- Immune to all charm spells.

DISADVANTAGES:
- Alignment must be True Neutral
- Requires: 17 Wisdom and Charisma
- Strength and Constitution: -2

PRIEST OF CYRIC: Cyric is the god of hatred, lies, strife, death and tyranny. Amongst the duties of the priests of Cyric is to convert others to His worship, for the Prince of Lies hungers for the adoration or mortalkind. Suffering pleases Him, so His followers are disposed to commit any crime to please their god.

ADVANTAGES:
- Hold Undead at levels 1, 7, 20, 27, 33 and 39
- Fascination of Evil at levels 1, 7, 20, 27, 33 and 39
- Invisible Stalker at level 1, 15 and 30

DISADVANTAGES:
- Need 14 intelligence, wisdom and charisma
- Only evil alignments

PRIEST OF MASK: Mask is the God of the shadows, the Great Master of all thieves, and He is given respect, worship and fear by all who steal for a living, even the Shadow Thieves. Curiously, Mask is also venerated by certain merchants...

ADVANTAGES:
- Cast "Chaos Word" twice per day at first level, with additional castings at levels 10, 15, 20 and 30
- Cast "Charm" twice per day at first level, with additional castings at levels 10, 15, 20 and 30
- Cast "Fleeblemind" twice per day at first level, with additional castings at levels 10, 15, 20 and 30
- +2 Charisma
- Immune to charm, confusion and feeblemind

DISADVANTAGES:
- Least 16 Charisma
- No dwarves, gnomes and halflings
- Only Chaotic Neutral or Neutral Evil alignments
- -1 Wisdom
- You can memorize one less spell of 1, 2, 3 and 4 level

PRIEST OF MYSTRA: Mystra is the goddess of magic and a well known friend of the Harpers. All of her priests are endowed with special magic powers to better defend themselves and the innocent.

ADVANTAGES:
- +2 to saving throws vs. against magic at levels 1 and 20
- +10% Magic Resistance at levels 1 and 20
- +20% to Fire, Cold, Acid and Lightining Resistences at levels 1 and 20
- Detect Evil at levels 1, 7, 15, 21 and 27
- Protection from Evil at levels 1, 7, 15, 21 and 27

DISADVANTAGES:
- Need 14 intelligence and wisdom
- Only good alignments

PRIEST OF TEMPUS: Tempus is the god of war and battle, a famous and widely worshipped divinity. Though both good and evil warriors venerate Tempus, all battle is pleasing in His sight, so the clergy has an odd reputation. Sometimes righteous, sometimes butchers, all for the glory of Tempus!

ADVANTAGES:
- May specialize with crushing weapons
- May specialize with fighting styles
- +1 Thac0 and damage at levels 1, 10, 20 and 30
- Gift of Tempus at levels 1, 12, 20 and 30
- Barbaric Fury at levels 1, 15, 21 and 27

DISADVANTAGES:
- No ranged weapons
- Need 16 strength
- -2 wisdom
- Only humans
- Only chaotic neutral

Druid

DARK DRUID: Do you think druids are immune from the influence of evil? Well... you are wrong! The dark druid is a rejected by nature, and only through dark and evil magics do they succeed in bending the natural world to their will.

ADVANTAGES:
- Shadow Transformation: Twice per day at level 1, plus additional castings at levels 15, 20 and 30
- Summon Dog at levels 1 and 10
- Summon Spider Progeny at levels 5 and 15
- Summon Mountain Bear at levels 15 and 25
- Summon Wyvern at levels 17 and 27
- Slay Animal three times per day at level 1, plus additional castings at levels 10, 15, 20, 25 and 30

DISADVANTAGES:
- Alignment must be Neutral Evil
- Need Wisdom: 18
- Maximum Constitution: 14
- Maximum Charisma: 10

WARDEN OF THE WATER: There are many old druidic orders, and the order of the Wardens of the Water is one of the oldest. This order uses the power of water, and with the orders of the Wardens of Wind and Fire, are an extremist order of druids. Members of such orders would rather save ten trees than a thousand of people!

ADVANTAGES:
- Cold Resistance 100%
- Cone of Cold once per day at levels 1, 15 and 25
- Ice Storm once per day at levels 13, 20 and 30
- Ice Touch four times per day at level 1
- Sudden Storm twice per day at level at level 1
- Summon Earth Elemental at levels 17 and 25

DISADVANTAGES:
- -40% Fire Resistance
- May only use the order's ceremonial weapon
- May only wear the order's tunic as armor
- Least 18 Wisdom
- -4 Strength

WARDEN OF THE FIRE: There are many old druidic orders, and the order of the Wardens of the Fire is one of the oldest. This order uses the power of fire, and with the orders of the Wardens of Wind and Water, are an extremist order of druids. Members of such orders would rather save ten trees than a thousand of people!

ADVANTAGES:
- Fire Resistance 100%
- Fire Ball once per day at levels 1, 15 and 25
- Firestorm once per day at levels 13, 20 and 30
- Burning Hands four times per day at level 1
- Fire Column twice per day at level at level 1
- Summon Fire Elemental at levels 17 and 25

DISADVANTAGES:
- -40% Cold Resistance
- May only use the order's ceremonial weapon
- May only wear the order's tunic as armor
- at Least 18 Wisdom
- -4 Strength

WARDEN OF THE WIND: There are many old druidic orders, and the order of the Wardens of the Wind is one of the oldest. This order uses the power of the wind, and with the orders of the Wardens of Fire and Water, are an extremist order of druids. Members of such orders would rather save ten trees than a thousand of people!

ADVANTAGES:
- Lightning Resistance 100%
- Lightning once per day at levels 1, 15 and 25
- Chain of Lightning at levels 13, 20 and 30
- Lightning Discharges four times per day at level 1 
- Invoke Lightning twice per day at level 1 
- Summon Air Elemental at levels 17 and 25

DISADVANTAGES:
- -15% Acid, Fire and Cold Resistance
- May only use the order's ceremonial weapon
- May only wear the order's tunic as armor
- Must have 18 Wisdom or greater
- -4 Strength

Thief

TREASURE HUNTER: If you have to steal... steal a lot! With these few words, you can summarize the mentality of the Treasure Hunter. A Treasure Hunter doesn't lower themselves to steal a mere ten coins at an inn, nay! A Treasure Hunter's sight is set on loftier goals! The treasures of nobility, or the legendary hoards guarded by dragons or buried in the deepest caves. Because of this, the Treasure Hunter is specialized in the search for and in removal of, the traps that are often present in these dangerous places.

ADVANTAGES:
- Constitution: +1
- Find/Remove Traps, Detect Illusion, Set Traps and Open Locks: +50%

DISADVANTAGES:
- Need Intelligence: 15
- Dexterity: -1
- Pick Pockets, Hide in Shadows and Move Silently: -50%

SCOUNDREL: The Scoundrel is the exact opposite of the Treasure Hunter. A bird in the hand is worth two in the bush, half a loaf is better than no bread, or, steal everything when you can, because tomorrow you might not have the opportunity. The scoundrel steals and snatches from everyone, and sometimes from the wrong people, so every successful Scoundrel is also a formidable runner.

ADVANTAGES:
- Physical Damage Resistance: +10%
- Pick Pockets, Open Lock, Hide in Shadows and Move Silently: +50%
- Acid Resistance: +40%

DISADVANTAGES:
- Maximum Intelligence, Wisdom and Charisma: 9
- Find/Remove Traps, Detect Illusion and Set Traps: -50%
- Need Constitution: 16
- Humans only
- May not be of any good alignment

GENTLEMAN (or GENTLEWOMAN): Have you always dreamt of being Faerun's Robin Hood? Well... this kit is as close as you'll likely get! The gentleman (or gentlewoman) has a high reputation and the favor of the people. But... this can have its drawbacks. The gentleman must be careful not to commit any evil act, or he will forever lose his special powers.

ADVANTAGES:
- Starting Reputation: 16
- Charisma: +3
- Pick Pockets, Open Locks and Stealth: +75%
- Allows Specialization (two slots) with short and long bow.

DISADVANTAGES:
- Every hour the gentleman automatically donates 125 gp to worthy causes.
- Must be Chaotic or Neutral Good
- Requires: 16 Charisma
- Reputation must never drop below 16, or the Gentleman will lose all kit abilities

NINJA: This class of thieves isn't very famous in Amn, but in the east it is another story. In Kara-Tur they are justly respected and feared. They have the reputation of being formidable killers, able to approach their victim making no noise. Though little known in Amn, they are still regarded with suspicion, and the common thieves often hate them.

ADVANTAGES:
- Advanced specialization (two slots) in ranged weapons.
- Poison at levels 1, 6, 11, 21, 27, 33 and 39
- +40% hiding in shadows

DISAVANTAGES: 
- Only humans
- No proficiency in crushing weapons
- Requires 16 in dexterity and strength
- Can dualclass only as wizard

Bard

GOLEM TRAINER: Some bards decide to study melodies to control the power of the elements. The Golem Trainer is a member of this particular elite of bards. Putting aside the old common and classical songs, they spend their days creating servants, called up from the very stuff of the land, to serve them, even fighting in their stead.

ADVANTAGES:
- Twice a day may "Summon Primary Golem" for 1 hour (the type of Golem depends on the level of the Trainer: level 1-13: Clay Golem, level 14-17: Stone Golem, level 18-21: Ice Golem, level 22+: Adamantite Golem)
- Four times a day "Summon Support Golems" (the type of Support Golems depends on the type of the Primary Golem. The three Golems called will be one level lower then the Primary Golem)
- Charm Golem (allows a save, but no magic resistance) at levels 1, 5, 10, 15, 20, 25, 30, 35 and 40

DISADVANTAGES:
- Cannot cast spells
- Cannot open locks
- Cannot pick pockets

JUGGLER: the juggler is a bard who entertains people not only with words, but also with actions. In fact jugglers can handle daggers and other small blades with extraordinary skill.

ADVANTAGES:
- May specialize (two slots) with daggers, darts and short swords
- +5 thac0 with ranged weapon
- Juggler's Frenzy at levels 1x4, 15, 20, 25, 30, 35 and 40
- Dexterity: +1

DISADVANTAGES:
- Requires: 16 Dexterity
- No proficiency in ranged weapons (with the exception of darts)
- No armors or helms

MINSTREL: The Minstrel is a bard specialized in the telling of stories. They are more persuasive than a normal bard, due in part to their use of magic to catch the attention of the audience. Fortunately, few Minstrels engage in "Song Battles". Since Minstrels are immune to their own brand of magic a competition between them might go on forever!

ADVANTAGES:
- Immune to Charm and Mental Drain
- Cast Charm Person at level 1
- Cast Blind at level 1
- Cast Sleep at level 1
- Cast Confusion at level 1
- Cast Silence at level 1
- Cast Domination at level 12
- Charisma: +2

DISADVANTAGES:
- Requires Charisma: 18
- Requires Wisdom and Intelligence: 16
- Strength, Dexterity and Constitution: -1
- Pick Pockets and Open Lock: -30%

.: VERSION HISTORY :.

Version 1.2

- Innate Abilities continue after level 20
- Fixed Amazon and Priest of Tempus Thac0
- New readme .htm
- Now you can skip the kits you don't like


Version 1.1

- Fixed some proficiency and description
- Removed Drow Warrior and Thief and Priest of Lolth


Version 1.0

- First Release