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Kits workshop

This forum is to be used for all discussions pertaining to BioWare's Baldur's Gate II: Shadows of Amn.
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Manveru
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Kits workshop

Post by Manveru »

What are you suggestions about new kits that are not avaiable in normal game ?

Personally I want new class : Ranger/Mage/Cleric - it could be the best class for soloing.

And I have one more question :
@KensaiRyu or others that write kits - where it is stated which class is base for the kit (e.g. cleric for priest of helm) ?
So sayeh

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Craig
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Post by Craig »

Mage/Cleric/Theifs
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Vehemence
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Post by Vehemence »

Ranger/Thief

Or more specifically, Archer/Thief :D :) :)
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Craig
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Post by Craig »

theif with backstab for ranged weapons!
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KensaiRyu
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Post by KensaiRyu »

Hmm good question let me take a look at the .2da files to answer that...
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Post by KensaiRyu »

After looking at the .2da files im still not sure. I will foward your qustion to Gyzer, as he has lots of experience making kits, and get back to you on this.
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MinscFan
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Post by MinscFan »

Can anyone make me a scout kit for the ranger. He should have stealth bonuses and a animal companion. I don't know what kind of disadvantages to give him, maybe the usual only allowed studded leather. Oh and maybe some bonuses with bows or something. Or even better a minor backstab? Please. :eek:
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Quindo Ma
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Post by Quindo Ma »

Ok, I'm gonna try to go for a real detailed kit description, I just don't want to say, make me a multi class of this, or a dual of that.

Now, I think a rather nice kit would be a Necromancer. And I don't mean the mage kit, I mean a true Necromancer. Can summon lots of undead, control them, revive killed monsters, etc.

First, the following summoning abilities should be innate, and he shouldn't have access to the normal mage or cleric spells, with exceptions as mentioned below.

Since the main defenses of a necromancer are his undead 'companions', he should be able to summon them. My idea was to be able to have only have a single skeleton to fight for you starting at level 2, every 3 levels you get another one, up to a max of 4 at level 11, then you can have a skeleton warrior at 14, and 2 at 17. You can summon spirits (with level drain) at level 17, at first just one, then 2 at level 20. These summons would have to stay at his side for at least an hour or two, and be able to move from area to area (since this isn't possible, maybe recreate them at the destination, with a shortened timer for their existance).
If the reviving of monsters (yes, I'm a D2 fan too :p ) is included (which I think would be rather hard, due to the fact you can't select which monster to revive, but could maybe be solved by reviving a random monster), I'd say, maybe one monster at level 18, with no gaining of additional monsters possible.
All these should be once per day abilities.

About possible spells, first off, he shouldn't be able to ressurrect dead, or heal wounds.
A Necromancer can control the dead, and inspire acts in them, not bring back life.
Now, I'd say, the spells he should have:

o Chill Touch and Larloch's Minor Drain (both from lvl 2 on, an extra cast/day every 4 levels),
o Negative Plane Protection (starting at lvl 4, and another cast per day every 5 levels) -- lets say he needed it as part of his training, whatelse would have prevented him from his death of all those undead ;) ,
o Hold Undead, Skull Trap, and Vampiric Touch (gaining at level 6, with another cast every 4 levels),
o Death Ward, Contagion, and Spirit Armor (starting at lvl 8, cast gain every 4 levels),
o Dolorous Decay (from lvl 12 on, extra cast every 4 levels),
o Death Spell (starting at lvl 13, with a second cast at lvl 18),
o Control Undead and Finger Of Death (beginning at level 16, extra cast at level 20),
o and Abi Dalzim's Horrid Wilting (19).

All these spells directly attack the life force, focus on undead, or are necromantic in nature.

Now, this kit would be indeed amazingly strong, so I'll go for the disadvantages now:

o Cannot wear any armor, besides special mage robes, or the elven chain mail.
o Can only use daggers and darts, and can only be proficient in them (he has his undead to fight).
o Cannot be dualed or played as multi-class character.
o Minimum stats are 13 for both intelligence and wisdom, and maximum strength is 10.
o Can only be human.

=========================

Now, I hope that this inspires something in those who think can do it. I sure hope so, cause it would be huge fun playing one :cool: :D :D .
If ya think I did too little to even out the pros and cons, or the suggestion can't be evened out in any other way (maybe some of my suggestions aren't doable), then correct this as you feel.
Well, anyway, that was my idea, doubt it'll ever find it's way into the game, but at least I was able to forget my cold for a while and think of this ;) :cool:

[ 04-19-2001: Message edited by: Quindo Ma ]
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Ben_Albright
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Post by Ben_Albright »

Any ranger multiclass with mage would be broken...who would be a fighter mage, when you could be a ranger mageÉ
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Post by Ben_Albright »

As for the Necromancer, that would be cool, but to much a la diablo. Dungeons and Dragons shouldn`t really have such characters.
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Post by cheesemage »

the necromancer would need some spells like horror, thats a good necromancy spell
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KensaiRyu
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Post by KensaiRyu »

If I didnt have so many projects going right now id make some of these kits for ya... We need some more good people in here that can do this type of stuff, most of those with the skills required are pretty busy working on mods though, however if i get some free time...
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