IGNORE the files attached to this post, get the mod here:
https://github.com/subtledoctor/Scales-of-Balance/blob/master/v1/Scales of Balance v1-6-1.zip("View the full file" to download the .zip archive.)
If that doesn't work, try downloading it from here:https://dl.dropboxusercontent.com/u/86011511/Scales of Balance v1-6-1.zipWhat is this? This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.
This is all about improving gameplay. I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.
I try to make this as compatible as possible with other mods. Notwithstanding the above paragraphs, this mod is totally compatible with RR and aTweaks. I love those mods and this is very much meant to be applied on top of them - not instead of them. Of course, other mods that change the same areas of the game will be incompatible in a conceptual sense. (Some specific compatibility notes are at the end of this post.)
In such cases, just choose which mod - or which components of each mod - is to your liking. My mod components are totally compartmentalized, so you can generally mix and match with other mods.
(But note that my item tweaks are specifically built to be usable with Item Revisions and other item mods. No conflict there.SoB should be installed late in the order. Probably last or close to last. That's why I call it a "post-hac tweak mod!" (See installation notes at the end of this post.)
Everything is completely optional. You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.
The components:1) ITEMS REFORGED
[spoiler]
Component 1a: ITEM ENCHANTMENT STANDARDIZATION. The main function of this component is a cosmetic one: eliminate every "+1" etc. in item titles. BUT, this could create confusion: how will a player know what weapon can hit what enemy? That too is streamlined.
All generic "items +1" will become "high-quality items." They retain their +1 enchantment behind the scenes because of the exceptional skill and advanced alloys that went into forging them. This includes poisoned arrows and bolts.
Generic "items +2" and "items +3" will become "enchanted items." They will have the same stats and prices as vanilla items +2, and will be considered +2 for purposes of what they can hit. This includes special extra-damage missiles (fire, ice, lightning, etc.).
All named items will be considered +3 for purposes of what they can hit. But their stats will not change. So, Varscona will do the same damage, but will now be effective against Karoug. This includes Sunstone bullets.
Artifact-level and upgraded weapons will be +5 for purposes of what they can hit.
Component 1b: WEAPON TWEAKS:
- Spears do 1d8+1 damage, per PnP.
- Quarterstaves seem better suited to defensive parrying than many other weapons, so they get an inherent -1 AC bonus.
- Daggers get base 1.5 APR. A thief dual-wielding daggers should be a reasonable and interesting choice.
- Axes do "slashing or crushing" damage.
- Short swords do "slashing or piercing" damage.
- Crossbow bolts do 2d4 damage.
- Arrows do 1d5 damage from shortbows; longbows add +2 damage and comp. longbows add +4, with base APR reduced to 3/2.
- Sling bullets do blunt damage.
- Darts have 5/2 APR instead of 3.[/spoiler]
2) MISCELLANEOUS TWEAKS
[spoiler]
Component 2a: TWEAKS TO STATS & SAVES: I've changed STR, DEX, CON, and WIS bonuses so that every point added above 13 or so results in a tangible benefit. E.g. for DEX, 13 gives -1 AC; 14 gives +1 missile thac0; 15 gives another -1 AC; etc.
The tables:
STR
14: +1 dmg
15: +1 dmg
16: +2 dmg
17: +1 thac0, +2 dmg
18: +1 thac0, +3 dmg
18/00: +2 thac0, +4 dmg
19: +2 thac0, +5 dmg
20: +2 thac0, +6 dmg
21: +3 thac0, +6 dmg
22: +3 thac0, +7 dmg
DEX
12: -1 reaction
13: -1 reaction, -1 AC
14: -1 reaction, -1 AC, -1 ranged thac0
15: -1 reaction, -2 AC, -1 ranged thac0
16: -2 reaction, -2 AC, -2 ranged thac0
17: -2 reaction, -3 AC, -2 ranged thac0
18: -3 reaction, -3 AC, -3 ranged thac0
19: -3 reaction, -4 AC, -3 ranged thac0
20: -4 reaction, -4 AC, -4 ranged thac0
21: -4 reaction, -5 AC, -4 ranged thac0
22: -5 reaction, -5 AC, -5 ranged thac0
CON
12: min roll =2
13: min roll =2, warriors' hp +1
14: min roll =3, warriors' hp +1
15: min roll =3, warriors' hp +2, others' hp +1
16: min roll =4, warriors' hp +2, others' hp +1
17: min roll =4, warriors' hp +3, others' hp +2
18: min roll =4, warriors' hp +3, others' hp +2, regen =60
19: min roll =4, warriors' hp +4, others' hp +2, regen =60
20: min roll =4, warriors' hp +4, others' hp +2, regen =50
21: min roll =4, warriors' hp +4, others' hp +2, regen =40
22: min roll =4, warriors' hp +4, others' hp +2, regen =30This also sets the minimum for every stat for every class to 7. More consistent rolls, at the price of no dump stats.
SAVING THROW TABLES are just made more sensible, nothing earth-shaking. Wizards save well against spells, priests save well against death, rogues save well against breath, etc This post is getting too long for the forums, so just look at the files in /SoB/misc to see what the values are.
Component 2b: HIT POINT TWEAKS: This makes characters less delicate in the early game, giving 2 hit dice at first level. Thereafter, they only gain more hit dice until 8th level, instead of 9th/10th. So the last hit die is front-loaded. To balance this, hit dice are dropped a bit: priests get d6 instead of d8, and warriors get d8 instead of d10. (Yeah - we're going back to BECMI rules!)
Warning, this increases the difficulty, as your warriors will be finishing SoA with around 100hp instead of ~150. Component 2c: XP TWEAKS: XP advancement and thac0/spell/skill advancement are two ends of the same rope; you only need to pull on one end to get the desired effect, but for some reason the 2e rules pull both. I've streamlined it to a fast path and a slow path. Fighters, thieves, bards, and clerics are on the faster table; paladins, rangers, druids and wizards are on the slower table. (No more thieves with more hp than fighters with the same XP!) Advancement is a bit faster than vanilla in the middle levels, and then gets progressively slower at epic levels. You'll be at or near level 20 with 3 million XP, like in vanilla; but won't hit level 30 until 8 million XP.
This also switches the druid spellcasting table to match the priest one (since the PnP druid XP and spell tables were only for Grand/Hierophant Druids who settle down in a grove and stop adventuring).
Component 2d: MODIFIED SPELLCASTING TABLES: For wizards and clerics this is a small change, giving them slightly more spells to cast at very low levels. For Rangers and Paladins this stretches out the table, giving more spells at low levels (starting at level 3), fewer spells at middle levels, and slightly more at high levels, with paladins eventually reaching level 5 spells. For bards, the changes are very slight until epic levels (20+), when bards get a few 7th and 8th levels spells.
Component 2e: APR ON SPEC. (EE v1.3 only) This sets all classes to get extra APR from proficiencies. You can use this apart from any other Scales of Balance components: in an otherwise-unmodded game, its only effect will be to allow Swashbucklers and Haer'Dalis to get the extra APR from specialization.
Component 2f: PROFICIENCY OVERHAUL. Collapses the weapon proficiency system from 5 *s to, effectively, 3. It shaves a * off the top by simply removing "high mastery" and making the 4th * grandmastery. And it shaves a * off the bottom by having classes begin at 1st level with certain proficiencies. It liberalizes what classes can advance, and how far, according to the themes of their kits.
- FIGHTER: begins proficient in
all non-exotic weapons, and in all four styles. Can advance to GM (4 *s) in martial/soldier weapons (2H sword, bastard sword, war hammer, spear/halberd, flail, and mace) and to mastery (3 *s) in simple/rogue weapons and ranged weapons.
- BERSERKER: begins proficient in all non-exotic weapons, and can reach mastery (3 *s) in all weapons. Can only become proficient (1 *) in weapons styles or ranged weapons.
- KENSAI: can reach 4 *s in their chosen weapon, and only 1 in anything else. Begins specialized on their chosen weapon and proficient in SWS, 2HW, and DW.
- CORSAIR: begins proficient in all swords/blades, and in SWS and DW. Can get 4 *s in light swords/blades, 2 in most other weapons, none in heavy weapons.
- MARKSMAN: begins proficient in missile weapons and swords/simple weapons. Can reach 4 *s in bows/crossbows, 2 *s in anything else.
- PALADINS: begin proficient in and can reach 3 *s in non-exotic weapons.
- RANGERS: begin proficient in ranger weapons (light swords, axe, spear, dagger, staff, club, bows, sling), as well as DW, and can add 2 more *s to those or to any other weapon.
- ARCHER/SLINGER: like Marksman.
- HARRIER: same as ranger, plus begins proficient in SWS. Can reach 4 *s with staff and bows.
- BEASTMASTER: begins like other rangers; can reach 4 *s in staff, club, sling; only 2 in any other weapons.
- STALKER: can reach 4 *s in short sword, dagger; only 2 *s in other weapons.
- THIEVES: begin proficient in rogue weapons and DW; can reach 2 *s in rogue weapons and SWS, and 3 *s in DW. They gain 1 * each 4 levels.
- ASSASSIN: can reach 3 *s in dagger.
- SCOUT/SWASHBUCKLER: can reach 3 *s in long sword and short sword; they also begin proficient in SWS.
- SNIPER: can reach 4 *s in bows, crossbows, slings; only 1 * in other weapons and styles.
- BARDS: begin proficient in most one-handed weapons, and can reach 2 *s. Can put 1 * into any style.
- BLADE: can reach 3 *s in light bladed weapons, none in other weapons.
- SKALD: can reach 3 *s in any one-handed weapon. Can put 1 * into any style.
- JONGLEUR: can reach 4 *s in daggers and darts; only 2 *s in others. Begins proficient in SWS.
- CLERICS: begin proficient in cleric weapons. They can reach 2 *s in cleric weapons as well as 2HW and S&S styles. They gain one * each 5 levels.
- DRUIDS: begin proficient in druid weapons. They can reach 2 *s in druid weapons and 1 * in 2HW, SWS, and DW styles.
- WIZARDS: begin proficient in staff, dagger, club, dart, and sling. They do not advance at all.
- MONKS: begin proficient in club, sling, and dagger. They do not advance. Unarmed attacks do normal, non-lethal damage; but monks may power up their fists to do crushing and magical damage, at will.
Proficiency benefits (cumulative totals):
** = +1 thac0, +1 dmg, +.5 APR
*** = +2 thac0, +2 dmg, +1 APR
**** = +4 thac0, +3 dmg, +1.5 APR
Additionally, warriors will get an extra 1/2 APR at level 15. So take a fighter and a paladin for example: at 3rd level with 2 *s they have 1.5 APR; at 6th level they can have 3 *s, bringing them to 2 APR. At 9th level the fighter can reach 4 pips, coming to 2.5 APR; and at high levels the fighter will have 3 APR and the paladin will have 2.5.
If you use APR on Spec, then at high levels a fighter will have 3 APR; rangers and paladins will have 2.5 APR; swashbucklers and blades and skalds will have 2 APR, most thieves, bards, clerics will have 1.5 APR, and mages will stay at 1 APR. This is, IMO, a more pleasing slope in combat ability, from fighters (best) to wizards (useless).
WEAPON STYLES will be slightly rebalanced as well. This bit is EE-only. (Values represent the total combined benefit)
Single-Weapon Style:
*: -1 AC, +1 thac0
**: -2 AC, +2 thac0, +5% chance crit
Sword & Shield Style:
*: -1 melee AC, -2 missile AC
**: -2 melee AC, -4 missile AC
Two-Hand Weapon Style:
*: +2 damage
**: +4 damage, +5% chance crit
Dual-Wielding: no change.
PROFICIENCY GROUPING:
A little further toward "flattening" the proficiency system:
- Two-handed swords and bastard swords are combined into a "greatswords" proficiency.
- Scimitars, katanas, and wakizashi are combined into a "curved swords" proficiency.
- Spears and halberds are combined into a "polearms" proficiency.
- Daggers and darts are combined into a "knives" proficiency.
- Long bows and short bows are combined into a "bows" proficiency.
- Clubs are truly universal, simple weapons: everyone can use them and everyone is proficient from level 1.
- Crossbows are usable by everyone except druids. But no one can reach Grand Mastery except Marksmen.
THAC0 TWEAKS: Rogues' thac0 is buffed, making it equal to clerics. Their progression is smoothed out, no more jumping by 2. Warriors are a bit better at level 1 (thac0 19) and a bit worse at level 20 (thac0 3), to offset the effects of the proficiency tweaks.
IMPORTANT: this has a limitation when dual-classing: when you reach a high enough level to regain your first class, all proficiencies in the first class are reduced to one star. Any advancement achieved in the second class will remain, however. And the overall limit to future advancement will be the higher of the two classes.Component 2g: MULTICLASS REVISIONS. Some liberalizing of multiclassing rules.
- Enables humans to multiclass.
- Enables elves to be bards, fighter/clerics, cleric/thieves, cleric/rangers, and cleric/mages.
- Enables half-elves to be cleric/thieves.
- Enables dwarves to be cleric/thieves.
- Enables halflings to be fighter/clerics and cleric/thieves.
To slightly balance this increased freedom and make humans more special, demihumans will have more stat penalties: -2 for their weakest stat, and -1 for the 2nd-weakest (Except half-elves). So the racial maximums would be:
- Elves: 19 Dex, 17 Str, 16 Con
- Half-elf: 19 Dex, 17 Con
- Dwarf: 19 Con, 17 Cha, 16 Dex
- Halfling: 19 Dex, 17 Int, 16 Str
- Gnome: 19 Int, 17 Str, 16 Wis
- Half-orc: 19 Str, 17 Int, 16 Cha
Multiclass ranger/clerics will automatically be granted one of two kits: Woodscout of Mielikki, or Forestwalker of Rillifane Rallathil (elves only). Single-class rangers will not be about to dial-class to cleric unless the find a religious totem of Mielikki and use it to become a Woodscout, abandoning further progression in their current kit.
This component adds six other multiclass kits, which can be obtained by using the appropriate tome or totem and having the right race/class combinations:
- Elven Bladesinger, a fighter/mage kit
- Spellfilcher, a mage/thief kit
- Nightrunner of Mask, a cleric/thief kit
- Misadventurer of Brandobaris, a halfling cleric/thief kit
- Hearthguard of Arvoreen, a halfling fighter/cleric kit
- Alaghor of Clangeddin, a dwarf fighter/cleric kit[/spoiler]
3) DRUIDS REDRAWN
[spoiler]This focuses on shapechanging. In PnP it can accomplish all sorts of things (trickery, camouflage, etc.) but in BG it only matters for combat. The shapechanging abilities all come at the same time, and they are not very good or fun. So:
Component 3a: ENHANCED SHAPESHIFTING.
TRUECLASS DRUIDS can change into shapes born of the natural world. It begins with a canine form - man's best friend! But as the druid gains experience, he can take on the form of beings more powerful and more alien.
- 1st level: wolf
- 3rd level: bear
- 6th level: lion
- 9th level: giant spider
- 12th level: wyvern
- 15th level: giant troll
- HLA: shambling mound
LYCANTHROPIC DRUIDS become very comfortable in their canine form, so comfortable that they infect themselves with lycanthropy to enhance it. Over time their wolfish forms become more powerful.
- 1st level: wolf
- 3rd level: dire wolf
- 6th level: werewolf hybrid form
- 9th level: werewolf 2x/day
- 13th level: greater werewolf
- HLA: greater wolfwere
(I guess those first two forms are a nerf, since the vanilla Shapeshifter can turn into a werewolf from level one. (Which is ridiculous.) To balance I'll let him wear leather armor.)AVENGER DRUIDS form a deep connection with nature - not with the animals and plants that we usually think of as 'natural,' but with the fundamental mystical forces that course through all life. They become able to shapeshift into forms of the basic elements that make up the world. First is earth, close as it is to our physical bodies; but in time, the Avenger can learn to take more exotic forms like air, and even pure fire.
- 6th level: earth elemental
- 10th level: air elemental
- 15th level: fire elemental
- HLA: greater elemental forms[/spoiler]
4) WIZARDS REWIRED
[spoiler]The point here is to make wizards a bit more fun and useful at low levels, and give generalists some benefits relative to specialists. I do this by adding cantrips: innate spell abilities at a very low level that wizards can cast even when they are out of memorized spells.
Component 4a: CANTRIPS. Each specialist will have a single cantrip relating to their field and will be able to cast it once every 18 seconds. Generalists can cast any of the 8 cantrips, once every 12 seconds. Here's the list:
Invocation: Minor Missile (target: d3 magic damage)
Illusion: Bedazzle (target: save or -3 AC & thac0 penalties for 12 seconds)
Enchantment: Befuddle (target: save or stunned for 6 seconds)
Abjuration: Protective Shell (self: 1 skin, 30 second duration)
Transmutation: Trip (target: save or become Entangled for 12 seconds)
Conjuration: Summon RabbitNecromancy: Stiffen Bones (target: save or slowed for 12 seconds)
Divination: Anticipation (self: -3 AC bonus, 18 sec)
To further balance single-class generalist mages against others with more spellcasting or other abilities, they will have a -1 casting speed advantage over specialists, and a -2 casting speed advantage over sorcerers.[/spoiler]
5) FIGHTERS REFINISHED
[spoiler]TRUECLASS FIGHTERS are underpowered relative to kitted fighters. So I propose to give trueclass fighters bonuses relating to weapon proficiency. They will begin with proficiency in all four styles. Also, trueclass fighters are the
only kit that have the training to achieve grandmastery (with a few specific exceptions like archers and kensai). Finally kensai are supposed to choose one weapon and train with it exclusively, so I fixed that.
Component 5a: WARRIOR TWEAKS.
BERSERKERS and WIZARD SLAYERS are limited to 3 *s in weapons. Berserkers are further limited to 1 * in fighting styles. Berserk Rage does NOT protect from level drain, Maze, or Imprison; but Berserk Rage DOES grant +1 APR.
BARBARIANS' and MONKS' movement bonus is changed from a permanent characteristic to an at-will ability called Quickstride. Now if they want to walk slowly to keep the group together, they can.
RANGERS get the Quickstride ability at 10th level.
Finally, RANGERS are limited to medium armor (splint or lighter).
Component 5b: KENSAI REVISION. At character creation, Kensai will begin with an innate spell ability that will let them choose a weapon (once only! careful!). Upon casting, they are changed to a sub-kit which can reach GM in that weapon, and can only be proficient in others.
Their thac0/damage bonuses become just damage bonuses, because it fits the theme and they have great thac0 anyway and I'm lactose-intolerant. Their AC bonuses get better over time, to compensate. Finally, upon choosing a weapon focus, the Kensai will receive a weapon from the Candlekeep armory. In some instances (weaker weapons like staff, spear, dagger) it will be a +1 magical weapon.
Component 5c: Add THE CORSAIR, which is a fighter version of the swashbuckler (which was a fighter kit as well as a thief kit in the 2e books).
Advantages:
- AC bonuses every 5 levels
- can reach grandmastery in light blades (long sword, scimitar, short sword, dagger)
- begins with proficiency in single-weapon style and dual-wielding
- Swashbuckling: a variant of Defensive Stance: -1 AC per 2 levels, but 1/2 movement rate
Disadvantages:
- limited to leather armors
- can only specialize in missile weapons
- cannot even become proficient in heavy weapons
- cannot use shields
- cannot dual-class to thief (just play a swashbuckler!)
Component 5d: Add THE MARKSMAN, which is basically the Archer kit moved over to the fighter base class. Why should archers be into nature? Why cast druid spells? I never understood that. It's a weapon-based kit, it's better placed in the weapon-based class.
Advantages:
- can get GM (5 *s) with bows and crossbows
- +1 thac0/dmg bonus w/ missile weapons at levels 1, 3, 6, 10, 15, 21.
- gains 3 called shot abilities: targets must save or be Tripped (slow for 3 rounds), Pinned (movement = 0 for three rounds) or Disarmed (-3 penalty to thac0 & AC for three rounds).
Disadvantages:
- can only specialize in melee weapons
- limited to splint mail
This component will also add a HALFLING SLINGER kit, which will be a ranger kit if you have EE or TOBex, or a fighter kit in vanilla BG2. The Slinger's called shots are Trip, Disarm, and Stun. Finally, this component turns the Archer ranger into an elf-only ELVEN ARCHER, with magical called shots: Entangle, Sleep, and Faerie Fire (which prevents invisibility and gives the target an AC penalty).[/spoiler]
6) RANGERS REARRANGED
[spoiler]
Component 6a: Add the HARRIER, a woodland freedom fighter. Think Robin Hood. It's sort of a 'secular ranger,' a woodsy warrior without special powers from Mielikki.
Advantages:
- can get Mastery (3 *s) in light blades (long sword, scimitar, short sword, dagger), quarterstaff, and bows
- begins proficienct in single-weapon style and two-handed weapon style
- from 8th level, may set snares once per day
Disadvantages:
- no spellcasting
- no animal charm
- limited to splint mail
Component 6b: Add the MAGE HUNTER kit - what the Wizard Slayer should have been.
Advantages:
- can cast the following: Shocking Touch & Deafness (as level 1 spells), Minor Spell Deflection & Remove Magic (as level 2), Spell Thrust, Breach, Non-Detection (as level 3)
Disadvantages:
- penalties to STR and CON, similar to the Avenger
The STALKER loses its special wizard spells.
(Frankly I'm not sure why this kit has them anyway. Maybe disable druid spellcasting altogether, since this is the 'urban' ranger and backstab is very powerful.) Also:
- can get Mastery (3 *s) with short swords and daggers.
- reduced druid spellcasting.
Component 6c: Add the BARBARIAN RANGER kit, which is pretty much what it sounds like. Idea courtesy of
@SharGuidesMyHand. [/spoiler]
7) PALADINS REPOSITIONED
[spoiler]Mostly minor and cosmetic changes here.
Component 7a: The trueclass paladin becomes a PALADIN OF TYR. Minor changes such as switching out the gazillion castings of Prot. from Evil for a few castings of Prot. from Evil 10' Radius.
The INQUISITOR OF HELM will replace the, um, Inquisitor.
- absurd Dispel Magic ability removed
- Oracle from 1st level (upgraded to dispel all illusions < 9th level)
- Minor Globe of Invulnerability at 5th level
- Breach at 10th level
- Spell Turning at 15th level
The NECROBANE OF KELEMVOR will function a lot like an Undead Hunter.
The PARAGON OF TORM will function a lot like a Cavalier. Where Paladins and Necrobanes can Protect from Evil any allies within 10 feet, the Paragon can only cast it upon himself.
(By the way these names, and those of clerics below, are all taken from original source material, specifically the 2e book "Warriors and Priests of the Realms.")[/spoiler]
8) CLERICS RECALIBRATED
[spoiler] Just some more variety for clerics, with fairly basic differentiating abilities (~3-4 special abilities per kit). Some spells will be restricted from each kit, but nothing so technically advanced or compatibility-breaking as DR's sphere system.
Component 8a: Alter
Springlord of Lathander - immune to level drain
- may cast Boon of Lathander on someone else once per day
- innate Lathander's Restoration at 12th level
The 'Priest of Helm' is titled 'Watcher.'
The 'Priest of Talos' is titled 'Stormrider.'
Component 8b: add the
Moon Knight of Selune - innate Free Action at 1st level
- innate Fire Shield: Blue at 7th level
- innate Mislead at 12th level
Component 8c: add the
Silkwhisper of Sune - +3 bonus to CHA
- innate Charm Person at 1st level
- innate Emotion: Despair at 7th level
- innate Nature's Beauty at 13th level
Component 8d: add the
Monitor of Mystra - may memorize and cast the following wizard spells: Magic Missile, Vocalize, Minor Spell Sequencer, Remove Magic, Minor Spell Deflection, Secret Word, Greater Malison, Spell Sequencer, Breach, Lower Resistance, Contingency, Spell Deflection, Ruby Ray of Reversal, Spell Trigger
Component 8e: add the
Gloryblood of Tempus - may specialize (2 *s) in weapons and styles
- +1 thac0 bonus at levels 3, 6, 10, 15, 21
Component 8f: add the
Darkcloak of Shar - innate Blindness at 1st level
- innate Power Word: Sleep at 5th level
- innate Feeblemind at 12th level
Component 8g: add the
Beastheart of Malar - innate Beast Claw at will
- innate Animal Summoning from 6th level
- maybe, shapeshift to greater werewolf at 13th level
Component 8h: add the
Fastpaws of Baervan Wildwanderer - immunity to Entangle
- innate Barkskin at level 3
- innate Call Woodland Being at level 7
- innate Conjure Animals from level 12
- restricted to gnomes (and honorary gnomes!) [/spoiler]
9) THIEVES RETHUNK
[spoiler]
Component 9a: add the SCOUT kit, as an alternative implementation of the Swashbuckler.
Advantages:
- AC and thac0 bonuses
- may specialize (2 pips) in weapons
- begins proficient in single-weapon style, and may specialize in it
Disadvantages:
- cannot backstab
The Scout gets traps but no backstab, and the Swashbuckler will get (some) backstab but no traps.
Component 9b: add the SNIPER. Whether you need to snipe a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is who to call.
Advantages:
- thaco/damage bonuses with ranged weapons, like an Archer
- mastery with bows/crossbows
- the following Called Shots: Trip, Pin, and Blind
Disadvantages:
- no dual-wielding
- reduced skill points [/spoiler]
10) BARDS REBORN
[spoiler]BLADES are... flawed. Absurd, in fact. From the Complete Book of Bards: "
Blades have reputations as the most deadly weapon masters in the land. This is generally far from the truth... Blades don't understand offensive and defensive weapon maneuvers." Bioware's kit is a munchkin joke. It must be erased.
Component 10a: Replace the Blade with the JONGLEUR, an acrobat and knife-wielding expert.
Advantages:
- may reach mastery (3 pips) in darts and daggers
- begins proficient in, and may specialize in, single-weapon style and dual-wielding
- AC bonuses every 6 levels
Disadvantages:
- leather armors only
- may not become proficient in heavy weapons or sword and shield style
Modify SKALDS to be the main offensive combat-oriented bards.
Advantages:
- thac0 bonuses every 5 levels
- may specialize (2 *s) in weapons
- Skald song
Disadvantages:
- no pickpocketing
- 1
fewer spell per level
Component 10b: add the
CHORISTER LORESINGER OF MILIL, actually a priest of the deity of song and poetry, whose skills manifest in the bard class.
Advantages:
- may cast select cleric spells
- bard song Blesses companions
- at 5th level song also has a chance to Slow nearby undead
- at 9th level song also Protects allies from Evil
- at 13th level song also has a chance to Hold nearby undead
Disadvantages:
- reduced pickpocketing
Component 10c: add the GALLANT, a bard dedicated to the pursuit of Romance and adventure.
Advantages:
- thac0 bonuses each six levels
- bonuses to saves vs. death at levels 1, 3, 6, 10, 15, and 21
- may cast Death Ward innately once per day
- may cast Heart of Valor, combining the spells Aid and Protection from Evil
Disadvantages:
- no pickpocketing
- may cast one fewer spell per level per day
I highly recommend also using the 'IWDification' mod, which turns trueclass bards into song specialists. Then each kit, including the pure bard, will have its own unique strengths. [/spoiler]
11) NPCs REKITTED
[spoiler]
NPC kit options:- Minsc = Barbarian Ranger
- Khalid = Harrier
- Xan = fighter/mage
- Branwen = Gloryblood
- Kivan = Stalker or Archer
- Coran = Sniper or Scout
- Safana = Swashbuckler
- Montaron = Assassin
- Faldorn = Avenger
- Eldoth = Jongleur
- Viconia = Darkcloak or cleric/thief
- Yoshimo = Swashbuckler
- Valygar = Mage Hunter
- Haer'Dalis = Skald
- Nalia = Loresinger
- Aerie = Fastpaws [/spoiler]
A note on installation: - Install SoB after item mods, after kit-adding mods (but remember the limit of 10 kits per class!), and after BG2Tweaks. It should be installed before Refinements (except the druid component) and before SCS. Notes on compatibility:- Kit Revisions does similar things as a lot of my 'basic tweaks,' but in different and more extensive ways. Best to use one or the other.
- The Divine Remix spell spheres system is now optional; DO NOT use it with this mod, they are not compatible.
- You can only have 10 total kits for each class visible on the selection screen. So note the overlaps with other mods. E.g. DR and SoB both have priests of Shar, Tempus, Selune, Sune.
- There is also some conceptual overlap between DR's Forest Runner and my Harrier; and between DR's Bowslinger and my Elven Archer.
- Likewise with Song & Silence, another excellent mod. You probably want to choose between S&S's Sharpshooter and my Sniper; and between S&S's Chorister and my Loresinger; and between S&S's Acrobat and my Jongleur.Huge thanks to Galactygon, Smeagolheart, Crevsdaak, kjeron, Camdawg, Mike1072, Demivrgvs, kreso, and The Imp for advice and help with the code. And to everyone participating in this Dev thread, for helping to sort through my good and bad ideas and make sure the best ones get implemented.
Finally, I'll repeat myself since it's at the bottom of the post: DO NOT use the files attached below, they are outdated. Download from the link at the top of the post.