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Posted: Fri Jun 27, 2003 11:54 am
by Thufir Hawat
Here is a kit that I would love to see made:
Lightning Elemental (Fighter Kit)
Pros:
+1 to dexterity.
Gains 3% electrical resistance every level for a maximum of 90% at thirtieth level.
May cast 'Lightning Bolt' 1 / per day for every four levels
May cast 'Chain Lightning 1 / per day every six levels.
May cast 'Stunning Blow' 1 / per day every eight levels.
At thirteenth level, movement rate 1.5x normal.
At sixteenth level, can create Spire of Lightning. It is a plus four long sword, +3 lightning damage, 10% chance of stunning blow on each hit, 4% chance of releasing Chain Lightning centered on target, lasts 20 rounds.
Cons:
-2 to strength.
-1 to constitution.
May not use armor.
May not use ranged weapons.
Must elf, half-elf, or human.
Tell me what you think.
Posted: Fri Jun 27, 2003 8:21 pm
by Skuld
I dunnot about makin a kit called lightning elemental, but making a kit called Elementalist would be pretty cool. Druid main class, no regular shape changes but can change into Fire, Earth, and Air Elementals and some penalties yet to be named. That's a little more doable since those creatures are already in the game, and making a animation that would look like a Lightning Elemental is out of my knowledge of editing. How does that sound?
Posted: Fri Jun 27, 2003 8:25 pm
by icelus
Well, there is an Acid Elementalist kit available here:
http://pageperso.aol.fr/Ipotemine/
Posted: Fri Jun 27, 2003 9:30 pm
by Skuld
I don't really feel like installing the kit, so if you could post the description that'd be great.
Posted: Fri Jun 27, 2003 9:37 pm
by icelus
Originally posted by Skuld
I don't really feel like installing the kit, so if you could post the description that'd be great.
Ah, laziness...another sign of hunger! Grab a Snickers! (sorry...lol)
Anyhoo, here's an excerpt from the TP2 file (currently the mod does not contain a readme):
ACID ELEMENTALIST is specialized in spells and weapons inflicting acid damage. This kit belongs to the class of ELEMENTALISTS.
Abilities:
- +2% of acid resistance per level
- Create acid missiles at levels 1-6
- Melf's acid arrow at levels 3-8
- Enchanted acid weapon at levels 7-12
- Vitriolic sphere at levels 7-12
- Protection from acid at levels 9-14
- Conv. of lesser acid elemental at levels 9-14
- Death fog at level 11-16
- Ankheg summoning at levels 13-18
- Acid storm at levels 13-18
- Conv. of acid elemental at levels 15-19
- Lower acid resistance at levels 15-19
ToB abilities :
- Elemental transformation
- Elemental summoning
- Greater elemental summoning
- Storm of Vengeance
- Brown dragon breath
- Improved acid missiles
- Improved acid weapon
ELEMENTALISTS (class):
- Can use elementalist mage/cleric spells of their "elemental spheres"
- Can use all weapons (with possible resrictions on magical non-elementalist weapons) but can't be specialized in them (like bards)
- Progress in levels like druids
There are also a few references to acid-based weaponry and spells. You might want to contact the kit's creator for more details (AFAIK, he is a mod at the Interplay forums.
Posted: Sat Jun 28, 2003 2:47 am
by CrownHead
Oh, I've got an idea to be thrown in the trash too! Can't think of a good name though...
Shield Warrior (Fighter Kit)
PROS:
+1 to Stre and Con
Automatic +2 bonus to AC when using a shield
Every four levels can use Shield Bash (starts at first) Hits enemy very very hard with shield depending on type
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4 dam buckler | 6 dam Small Shield | 8 dam Mediem Shield | 10 Damage Fortress/Large Shield Plus an additional +1 to damage every three levels. (Also has the effect of a dragon using wing buffet or the ring of the ram, you see what I'm getting at.) (NOTE: There is no save to being knocked back unless it's a dragon or something. This spell can be blocked by protections such as stoneskin, though the knockback still applies.)
Every five levels can use Shield Pin (Starts at fifth) With this ability the shield warrior pins the enemy allowing him to bring in free hits. This ability has elements of both hold person and the bards defensive spin.
---------------------------
This ability lasts for four rounds. It causes the unfortunate enemy to held the same as a hold person spell (no save) and a ThacO penalty of 3. During this time the Shield warrior is free to attack. While the ability is in effect though, the shield warrior is rooted to the spot. An additional 2 pinning damage per 2 levels (Starts at fifth) is done to the enemy once the four rounds are over. The Shield warriors AC revieves apenelty of 1 during this time due to not being able to use their shield. (NOTE: Although the spell holds with no save, it does not take away any magical protections from enemy spellcasters. Also this ability does not work on very large monsters, dragons for instance)
CONS:
May not use missle weapons
Weapon restrictions apply to a Cleric (I hope I said that right)
Ma not put any stars into Two weapon Style, Two handed Weapon Style, Or single weapon style.
May not use armor greater than chain mail
Can only become specialized (**) in a weapon
(Miner note: You can't use the ailities at the same time.)
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I think that kit would be fun. Cause I've always thought it would be cool if your shield came in handy for once.
I also have another ability I was thinking about using, but I'm not completely sure, what does everyone else think?
Shield Flurry: Through much training the shield warrior has honed the ability to move his shield arm through the air at an alarming speed, where the shield is only recognizable as a blur. Becoming physically impossible for any weapon, melee or missle to penetrate the flurry. Any non magical weapon hitting the flurry is automatically destroyed. At the end of this the Shield Warrior becomes winded.
--------------------------------
This abilty can be used every five levels, (starts at fifth with one use.) The ability lasts for 2 rounds for every five levels of the warrior, (Starts at fifth level) up to a total of six rounds at the 15th level. During this time the shield warrior is completely invulnerable to all forms of attack, melee or missle, though he can't attack either. Any creature attacking the shield warrior during this time with a non-magical melee weapon will have their weapon destroyed automatically. After the flurry ends, the shield warrior becomes winded the same as a Berserker at the end of a rage.
PLEASE consider this kit! I think it's a good idea! You can play around with the pros and cons but keep the abilities mildly the same.
That is if you consider this kit at all.

Posted: Sat Jun 28, 2003 3:13 am
by CrownHead
One more thing. Is there a step ny step booklet or something to downloading that acid elementalist kit thing? Because I'm really getting frustrated.
Posted: Sat Jun 28, 2003 2:01 pm
by icelus
Originally posted by CrownHead
One more thing. Is there a step ny step booklet or something to downloading that acid elementalist kit thing? Because I'm really getting frustrated.
Um, downloading it, or installing it? Those are two very different things.
Posted: Sat Jun 28, 2003 4:16 pm
by CrownHead
If I have to do both then both, because:
1. Don't know where to download into
2. Wouldn't know what to do from there
3. Aand that's it
On a different note, if you don't want to create that kit I think I will try.
But I would need to learn the program first.
Posted: Sat Jun 28, 2003 6:06 pm
by icelus
Okie doke...step by step it is, then...
1) Go to
this page and download the elementalist kit from the Baldur's Gate section.
2) Once downloaded, extract the files to your main BG2 directory (there should be one .exe file, one .tp2 file, and a folder. Keep whatever is in the folder IN THE FOLDER. Just move the whole thing as is into the main BG2 directory).
3) Double-click the .exe file and follow the prompts to install the kit.
4) To use the kit, start a new character and the kit will be available under the Fighter class.
Good luck on making the other kit. There's a heck of a lot of coding involved! LOL! Try the TeamBG forums for help if you need it.
Posted: Sat Jun 28, 2003 7:56 pm
by CrownHead
I'm having a problem. Whenever I try to open the exe file it's saying "error cannot find dialog something please open in BG2 main directory" or something like that. But I put the exe file in the main bg2 and it's still not opening! Could you go into a little more detail in the directions?
Posted: Sat Jun 28, 2003 8:03 pm
by Skuld
I abtually thought up a ki9t like that a while back, but didn't really think of any special abilities. Mine only went as far as being able to to weild a shield and spear at the same time, much like the roman style. And there was a defensive stance that would've had the same basic effects as a deffensive spin. And if you ever get around to picking up divine divinity there is a Shield Expertise whereby you can hit your enemies with the shield. Well once I get the Priest of Bhaal working properly I'll get to work on another one. Pretty decent ideas.
Posted: Sat Jun 28, 2003 8:06 pm
by icelus
The exe is looking for the dialog.tlk file. The dialog.tlk file is installed by the game in the main BG2 directory (usually BG2-SOA) I don't know what to tell you if you installed the game differently. Do a search on your computer for dialog.tlk, and wherever it's located, that's your main BG2 folder.
Posted: Tue Jul 01, 2003 6:57 pm
by Galuf the Dwarf
Okay, here's the last cleric kit i could think of.
Priest of Torm
Pros:
- May cast "Lay on Hands" like a Paladin or Monk once per day, but for 1.5 times the amount of hit points per level
- May cast "Holy Word" 4 times per day, plus one per 2 level
- At 17th level, may summon a "Shield of Noble Hearts" (+10 resistance to magical damage, +1 to all saving throws, +2 to AC, immunity to confusion and fear, -2 speed penalty to all melee/ranged attacks) once per day
Cons:
- Must be of Lawful Good alignment
- May not cast "Unholy Word", "Unholy Aura", "Unholy Blight" or "Slay Living"
- Will react to reputation and to certain NPCs like a Paladin (if reputation falls to a certain point, will fall from their order, losing special abilities)
Also, can you think you can re-adjust the applicable level for the "Spectral Dagger of Murder" and the "Spirit Monk" for lvl 17? I just thought it would make things more fair; also, I just saw the SoA Exp cap, and reconsidered to 17. Fair enough to you?
Posted: Tue Jul 01, 2003 7:08 pm
by icelus
I think this sounds like a great idea. I'm all for making clerics more enticing to play. If you made this kit, I'd sure as heck use it

Posted: Tue Jul 01, 2003 10:09 pm
by Skuld
Well once the folks on the TeamBG boards reply to my post about making the magical dagger for the Priest of Bhaal then I'll start workin on another one. But lately I've been busy so it'd take a while.
Posted: Thu Jul 10, 2003 7:38 am
by Galuf the Dwarf
Thought I'd help revive this
So, have TeamBG gotten back to you at this point, Skuld? Just wondering.
If you're looking for another kit to make, here's one:
Ranger Kit: Trapper
Pros:
- May set traps like thieves once per day, which raises on its own like the Ranger's stealth, dependent on Dexterity bonus
- Has access to 'Special Trap" at level 15 (trap change is same difference in levels, though higher up)
- Has access to High-Level Ability (HLA) 'Spike Trap' at lvl 18 as well as normal ranger abilities
Cons:
- May only equip up to leather (not studded leather) armor
- May not equip shields
He's kind of like a partial warrior-rogue in ways unlike the stalker kit. While, say, Valygar can backstab opponents, a character who utilizes this kit can fight and lay surprises for opponents.
Posted: Thu Jul 10, 2003 10:06 am
by Skuld
Well being as TeamBG hasn't replied to my post over there, and I have very little time to myself lately I won't have much time to make these kits, although they're great ideas. And if anyone wants to make their own you're more than welcome to. If you wanna know what tools you need just ask.